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I agree with fair and bair, and will be altering projectile angles. Also, endlag on aerials are being cut across the board
This is being done along with kill power and hitstun buffs as well, so everything should work as intended, hopefully. Thanks again for the critiques!
Also sorry for clogging the comments, I just wanted to give good feedback and like the character.
Down Special: This is his most usable special. Probably doesn't need any changes unless all of the other fixes make this too strong of a combo tool.
Up Special: Bro, why does this start sending him DOWN when he starts to use it?! It feels like garbage because of that aspect. I'd make him stay still while pulling out the propeller instead of go down. The hitbox on it is kinda nutty if you do hit it so I'm unsure if the hixbox would need a change yet.
Bair: Same problem as Fair where it disappears when it's finally usable and it needs a fist hitbox for close attacks. Maybe angle lower as well.
Dair: This move is fine but WAY too much endlag. Probably fine otherwise.
Up Air: Another hat hitbox so not usable on ground opponents, but that's fine as long as some of the other mentioned moves can hit upwards into it (dtilt, uptilt)
Nair: This move is the mother of all endlag please reduce it lol.
Neutral Special: this is a meme move I know, but give it a little more upward knockback so it actually combos into itself when you do hit it. Opponents can tech away because of the low knockback on the first 3 shots.
Fsmash: Probably one of his best moves because the sweetspot is pretty strong and the endlag is low compared to ftilt for some reason.
Dsmash: Also pretty good though it doesn't KO or anything.
Upsmash: Like uptilt, this move doesn't have a scooping hitbox. This is fine if a fixed uptilt can link into upsmash at some percent or something. The move probably still has too much endlag either way.
Big issues are his inability to hit up close, his lack of ability to knock people up, and crazy amounts of endlag on a lot of moves.
I'll only talk about balancing issues/making the moves feel like they work right as that's all that needs to be fixed (besides no sound effects on certain moves).
Jab: it's alright but the angle is a little too low/knockback is too low and allows for people to tech out if it too easily.
Ftilt: Seems punishable on hit with the sour spot. I guess it could be intentional, but makes cancelling into it from jab kinda bad so I'd increase the hitstun a little.
Dtilt: Very small with too little knockback at low percents so it's also techable, making it bad. It probably needs less endlag and maybe a better hitbox.
Dash attack: pretty trash, too much endlag atm unless the knockback is increased.
Maybe more kill power and a slight speed increase are in power then.
Is his attack startup too long, or do you mean his movement speed?