Did a bit more testing...
Bugs found:
Ike
- Using only F-Tilt, N.S.M. will not activate until ~150%.
- Using only Aether, N.S.M. will not activate until ~140%.
- Using only N-Air, N.S.M. will not activate until ~81-90%. If you interrupt the animation early by landing during each hit, N.S.M. may not activate until up to ~180%, maybe even higher.
- Using only Quick Draw or only Counter, N.S.M. will never activate.
- Bowser can F-Smash right through Counter. Warlock Punch and Gandouken beat Counter as well (probably intended).
- Regular Falcon Punch beats Counter, but instant Falcon Punch does not. Intended?
- Ike's N.S.M. Flourish is missing sound effects (sword hits SFX and "HRRRAAAHHH..." *BOOM*)
- The hits of Ike's N.S.M. Flourish still do not link into each other well. Certain hits often miss entirely. Aerial Flourish is particularly bad -- heavy opponents can fall right through it, even if the first hit connects.
- Ike's N.S.M. meter resets to 0 when he is K.O.ed, even if it is almost full. Intentional?
- N.S.M. Aether no longer heals Ike, but the healing graphic effect is still present.
- N.S.M. F-Airs ended early by landing occasionally produce no hitbox, but still damage Ike, or vice versa.
Pichu
- Pichu still gets bigger when grabbed.
- Pichu is still not affected by his Down B lightning bolt while grounded. Intentional?
- Pichu's pummel does 1% damage to his opponent and 1% to himself. Pretty useless.
- Pichu's Side B (charged or not) cannot kill, even if the opponent is at 999%. o_o
- Pichu still has oversized "hit by electric attack" graphic effects.
- Pichu's Static can still hurt Ganondorf (Jab), Zelda (Jab, Up Smash), Sheik (Side B), Z.S.S. (Up Smash), R.O.B. (Laser), Fox (Reflector), Wolf (Reflector, Side B), Ness (D-Taunt), Lucas (Neutral B, D-Smash), Mr. G&W (Judge #3), Olimar w/ Yellow Pikmin (F-Smash, D-Smash, U-Air, F-Air, D-Air), Pikachu (Thunder Jolt, F-Air) and Pichu (F-Smash, D-Air).
Misc. other observations and thoughts:
- Jigglypuff can no longer heal into negative percent, but Meta Knight still can, with his pummel.
- Zelda's D-Tilt ranged hitbox has been moved much closer to her. You have to be practically right at the edge to land it now, and the opponent is probably going to have ledgegrab invincibility anyway, so why bother? The new trajectory is OK, but moving the hitbox this close has ruined the move IMO. I don't like the new ranged Dash Attack trajectory either, but I'll test Zelda out more before giving up on this version.
- Captain Falcon can use Side Taunt to blow up Snake's land mines. The pull effect is Counterable.
- IMO, Ike's N.S.M. needs more work. Using Counter shouldn't go straight into Flourish; you should have a choice like in 1.01. If B is held, Eruption should just charge more (already at max) and remain shield-cancellable.I'm not sure N.S.M. should be lost upon K.O. anymore, since it's hard for Ike to get without getting in critical damage himself. Lucario's boost is superior, since he gets his from himself taking damage (which is definitely gonna happen), whereas Ike has to earn his boost with sword attacks. Lucario is better all around. If Ike doesn't have a choice whether to enter N.S.M. or not, should he really take so much damage from his own attacks? Ike is forced to become a glass cannon. If he stays the way he is now... Considering that he loses N.S.M. upon being K.O.ed, and that he basically loses Counter and stall-able Eruption while in N.S.M., it's worth considering making Ike not damage himself at all IMO. His power boost system should be as useful and efficient as Lucario's, in a different way.
That's all for now. Devs' comments on this post and my last long post on page 1 would be appreciated.