Sounds good to me. Hmm. How about adding in a visual cue at the last moment, right before Lucario reappears? It wouldn't show up early enough to make it easy to see which way it's coming from, only barely soon enough that someone could catch Lucario with perfect timing. At the latest -- just a few frames before it reappears -- such a late visual cue wouldn't help Lucario's opponent any, but it would make the action more clear for people watching. "Look here, here's where something's about to happen." This same kind of visual aid on Zelda's ranged hitboxes might also help players who struggle to memorize where those normally invisible hitboxes are. Huh, it really is... I've been missing a word this whole time. If you could do something about "Y-y-y-y-y-y-you're too slow" as well, that would be great. Somehow I just don't recall seeing an uppercut at the end of Close Combat... But it's been a while since I've seen it in action. It's not Lucario's jump height that bugs me, it's how slow it falls. It feels like it's submerged in water. Even his fastfall speed feels slow. When I tried it out in 4.0b, it was like I was playing floaty vBrawl again. Lucario takes too long to drop back down to the ground, and waiting for it to descend slows down the game. The fact that it can quickly go up really high with double Extreme Speed makes this a frequent issue. On the other hand, most everyone else gets back to the ground quickly, making Lucario stick out. I don't think it should be able to compete with Jigglypuff and R.O.B. for record amounts of continuous air time. Thanks for the thorough reply!