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.
1- Fixed now. I accidentally had it not adding enough points.
2- Accidentally left his loop unfinished so the hitboxes had to connect on the exact frame of coming out. Fixed now.
3- NS mode activates at 75% right? Nair does 9 damage right? So you're going to be at 72 on all nair hits. Then you SKIP 75 and go straight up to 81. So that isn't a bug.
4- Whoops. I messed up and accidentally put bit increase as opposed to Float. Fixed now.
5- Bowser has full super armor on fsmash. He can go through anything.
6- Yes. regular Punch is a multihit. Typically multihits hit once during invulnerability frames, and more times after.
7- This is an issue that I forgot how to fix. I'll look into it. I had it fixed at a time...
8- Still thinking on how to solve this one. Ike has been threat number one on my list.
9- Yes it is intentional.
10- This was meant to be temporary. Fixed now. Evidently Ike needs it, so he can now heal regardless of in NS mode or not.
11- Ike gets hurt by swinging his sword, if you aren't timing it right then that's your own problem.
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.
1- Hmm... I can't see that as too much of an issue because of MK's Up throw exploding but...
2- Zelda was an OP Princess. All of her spikes were way too safe and still powerful enough to KO. Now her combos don't just lead to spike after spike. She actually has to try to get someone out.
3- Is that an issue?
4- We know this. It's just not that easy to find a fair alternative. I doubt people would like counter but stronger. Lucario's boost is superior in some ways, but you never want to have to take damage to become stronger. Lucario can be KO'd by Ike before his moves change. Ike on the otherhand isn't likely to be KO'd if he spaces right until well after NS mode kicks in.