Random comments and a laundry list about Falco at the end [just from reading the changelog]:
I liked the Max 1.0 art for the CSS and stuff...
The Warlock Punch is actually a bit safer in FFAs (no more accidentally hitting a shield when you try to land it).
I miss cave of life in Dialga stage - that was the whole point of picking Spear Pillar unless you wanted a competitive match w/ Palkia (Cresselia format was the worst).
Fast Thunderbrand was awesome. I miss it.
Thank you for removing burial from Bowser's dthrow- teching it in lag is hell... (Actually teching it in general seemed super finnikcy... not sure I ever figured it out).
I never thought DK healing was actually that bad, even when I fought Gold_TSG... if someone wants to explain how bad this is, go ahead (maybe the issue was that I often played Falco, so a laser barrage usually offset the issue, via laser damage or a grab).
Cool Wario buffs/changes.
Never faced a good Sheik but I've heard Sheik is almost as good as Lucario, so I guess damage and knockback nerfs on her best KO moves is a good thing.
Wait ZSS can double jump -> down+b -> double jump? Awesome!
Thanks for the ICs change - admittedly, isn't it still possible they fall out of range, or does she just basically sit on the lower blastline until Popo dies or she's called back?
Falco rant: Small thing first - I liked him speaking. If you could reimplement it so he starts speaking immediately on FireBird startup (and lengthened startup slightly if necessary so he launches on FIRE!) that would be fantastic. The startup reduction is appreciated.
But the problem I have with Falco is that I read somewhere that he's supposed to be able to Pillar (which is a misnomer - Pillaring is strictly on-shield, but I'll run with it), but it's easier for him to Pillar in Melee than in Brawl-, despite the higher hitstun. Why? 3 words: jump cancelled shine. In Melee he could [almost] immediately rise out of shine to land a dair or bair and keep things moving. But utilt, usmash, and dtilt in this game have enough endlag that they are much less suited for Falco to use dair combos, at least from what I've seen (I've yet to see a Falco video where Falco lands 3 dairs and 3 grounded attacks that launch upwards as a string). His combo ability also feels somewhat weak, given that he doesn't seem to have as many silly movement tricks or disjoints as a lot of characters, outside of grounded side+b into attacks [I often feel like I'm playing a zoning and poking game with Falco because his safest approaches need lasers to be out]. Thus, my Falco suggestions and reasoning (if all were implemented, he might become maybe too good in some eyes - I'd like to see like 2 of these, maybe more but I'd be content with two):
- Reflector hitbox on the way out is an unconventional meteor smash (maybe with fixed knockback)
Then it can't edgeguard meteor, but Falco can get a combo started off a grounded reflector (for those who don't know, an unconventional meteor smash is a meteor smash that only has a meteor angle while the opponent is grounded - Snake ftilt1 is an example).
- Utilt, dair, OR usmash jump-cancellable [maybe just on hit] (dtilt with extra base knockback too, if that's the jump-cancel) [this is 4 things]
Melee Falco's best way to start his dair combos was shine because of its incredible jump-cancel that let it be relatively safe on block and very easy to follow up on. His utilt also had very low endlag so that it was also easy to follow up on. Adding a jump-cancel to just one of these moves will let Falco do his dair combos much more reliably, but note they are still not as safe as the original shine because you can't jump in to do these (ie SH shine them) and they aren't frame one, so this shouldn't break Falco but will improve his combo game significantly. If people are really worried this would be too safe, just making the cancel on-hit would still be very helpful.
I have ideas for other changes too, but I get the feeling they might cause other issues and this would still be very appreciated.
Falcon Punch hits connect better? YESZ!
Pikachu has a longer meteor cancel? Hm... reflecting Thunder is more rewarding? This change is interesting, but I guess Pikachu's recovery is strong...
Thanks for Leaf Storm nerfs [sort of... did you increase the knockback? I don't read code well...] Admittedly, being able to up+B out of it makes it a lot safer... Can she not DI as in move or DI as in Fox usmash will always send her on its intended angle if hit out of it too?
Blast Burn = awesome.
Lucario nerfs and Jiggs rest fix = cool [although I think the fsmash nerf is negligible and dtilt only seemed to KO past 150%, so not sure how bad the nerf is]. Same for Marth changes.
Ike = : ( I posted elsewhere on that.
Ness = whatever [didn't care either way about bat mode.]
Thanks for Chef fix, though I had figured the point of old bucket was OHKO if they put a powerful projectile in. I'll miss that functionality.
Thanks for Pichu. PM devs need to step it up!
Thanks for fixing New Pork City. The old one was terrible (though a properly spaced Ganon side+b could actually KO someone off the left thanks to odd iceberg properties w/out KOing Ganon). As mentioned earlier, I miss Dialga Spear Pillar.
EDIT: After messing around with Falco, his combo ability is stronger than I gave him credit for, I just need to practice more with rapid jumping. It still doesn't feel as reliable as Melee Falco's dair combos though.