Just finished testing your Zelda changes,
@Kienamaru. Here are my thoughts and observations.
On the other hand, I don't approve of these changes:
I don't like these changes because they don't do anything except make Zelda a bit harder to play as. These tweaks don't remove or limit any of her abilities; Zelda's as strong as ever. It's just easier to make mistakes and use the wrong move now. So what's the point? Zelda was technical enough as she was in 3.Q, so why make her even more complicated? A Zelda main like myself can get used to these new hurdles pretty easily. They only steepen her learning curve.
The changes to Zelda's 3 warping aerials do not mesh well with the rest of her moveset. Dash Attack, Jab, F-Smash, U-Smash, U-Tilt, and D-Tilt still have two hitboxes that come out simultaneously; you don't have to choose between near or far hitboxes, you get both. It doesn't make sense to limit Zelda's warping aerials in this way unless you also limit the rest of her moves which have near and far hitboxes. And if you did that, Zelda would become entirely too sensitive to timing mistakes. It wouldn't even work for her Smashes, since holding the A button is dedicated to Charging.
Zelda is a character based around accuracy. Giving her a mechanic like this, which makes it too easy to use the wrong move by accident and drop a combo, only distracts the player needlessly. It's an artificial difficulty barrier, like L-Cancelling. Who is this supposed to satisfy?
There are a few other problems too, mostly with D-Air:
- D-Air can not Lightning Kick a grounded opponent, only Weak Kick.
- Unlike F-Air and B-Air, D-Air can still be Flubbed in the last few frames.
- Landing a D-Air Lightning Kick from the side can send a target up, instead of down.
- Ranged D-Air is missing SFX and GFX (compare to F-Air or B-Air). Distant spark only appears if Z is held.
- Unlike Ranged F-Air / B-Air, Z must be held to Warp via Ranged D-Air.
- Immediately after a Lightning Kick, you can still trigger a ranged sparkle, albeit with no hitbox.
- The Weak Kick part of Ranged D-Air seems to have a rather large hitbox.
- The Weak Kick part of Ranged D-Air is a rather strong Meteor Smash for being so weak otherwise -- it sends foes down quickly, but they can save themselves easily with a Jump or Up-B (it's not a true Spike like Sonic's D-Air in 3.Q). Compare this to Flubbed D-Air, which barely launches opponents down at all.
What's the point of the extra hitlag on Farore's Wind, though?
Consider speeding up Zelda's Grab a little. It's still one of the slowest grabs in the game IIRC.
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Last of all, a few quick comments about other characters:
- Samus can infinite bomb-jump, and even gain altitude this way.
- Personally, I thought 3.Q Link was fine. He didn't need that many Nerfs. I miss Ending Blow. Jump Slash animation looks really jerky slowed down. I recommend switching back to 3.Q Link, and dropping most of those Nerfs.
- As Mario, if you land on the ground mid-Fire Brand, Mario's Fireball attack will gain the weak hits on his hand from Fire Brand, until a Fire Brand attack is completed without interruption. If you let go of B immediately after holding it just long enough to trigger Fire Brand, the big fireball GFX will be missing. Annoyingly, he will now say "Ha!" whenever he throws Fireballs like this. I call it "Ha Mode".
- You Nerfed Ike's Aetherial Blast even more? It was already a very poor option -- now it's a joke. It can't K.O. a Yoshi (who can D.I.) from the middle of F.D. until it's at ~130% damage. If you hit with regular Aether, your opponent will take 23% damage. Holding B at the end will boost that damage to 39%, but it deals 24% damage to Ike and uses up his No Sympathy Mode charge. No decent Ike would ever use this on purpose. Speaking of which, it's easy to trigger by accident. If you're going to make Aetherial Blast worse than it was in 3.Q, you should just remove it entirely. If you leave it in, make it harder to trigger accidentally -- make it "Hold B + A" instead of just B, perhaps? I still think Ike should be able to charge and store Eruption completely separately from No Sympathy Mode, BTW.