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-Down Special doesn't seem to have a good use. It's negative on hit and drags people into him. Since it & his nair both come out on frame 5, I would make it start a tiny bit earlier with more knockback to make it a good combo escape tool
-Side Special would be better & more fun if you could jump cancel out of it on hit & wall jump during it.
-Up Special lets him go super deep offstage to edgeguard people which is what Springo loves. He's also really good at juggling opponents with up tilt & up air, but he lacks a good midair move for killing off the top blastzone. Up Special would be perfect for it and his kit is basically built for it. I would increase the knockback scaling, make it hit harder at the very start of the move, extend the hitbox to last longer, and make it harder to DI out from. I think it's current startup speed and everything else is perfect.
Overall still very fun guy, great work!
-His jab should have bigger scaling so it sends further away at later percents
-Down Smash is way too powerful and kills pretty much anyone offstage
-His forward smash can be DI'd in to survive it for very high percents, but it kills Kragg with bad DI at 50% midstage. I would fix it to kill at later percents but have less DI range.
-Up Smash doesn't hit very far in front of him, hard to use on grounded opponents.
-Neutral Special seems designed for gimping, but it's not very good since it has a lot of endlag. I would give it more startup, less endlag, & a hitbox that sends a little bit straight up with better hitstun. This would let Springo use it as a combo starter & potential kill confirm (pt 1)