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overall dmg output could afford to be toned down too character kinda hits like a bus.
final opinion is that this character is fun as hell character i love it.
This loops into itself as a true combo, making it apparently an infinite (I tested assorted DI and drift settings, none of them require you to do anything other than hitfall a shorthop instant up air in place)
I think it only works if you hitfall early enough that you actually hit the ground before/as the throw happens.
Other than that, very cool character
-Add kill power to upB. This one I think matters a lot more than the former. Having upB as a consistent kill option at high percent matters a lot for him, in my opinion. It's fine it takes a little longer to kill than most, but having 'Sai-M' live being hit off-screen in the top left corner at 85% is a little offputting, no? Being that close I'd expect most to kill. But, I could see an argument being made for one reason or another for this to not be changed, so again; just suggestions.
Please keep up the excellent work. Regardless of my thoughts or anyone elses', do what you think is best and nothing but. This character is phenomenal.
IMO, nair is fine. So is dash attack. Neither are OP or too terribly inconsistent, respectively.
I do, however, have two suggestions. If these don't change or get changed, then he's still amazing all the same, but I feel like it would make his gameplan more consistent. I'll put these in a separate comment.
the animations are smooth, the fair with his ability synergies really well, and the down air is a beatiful looking spike.
maybe up air that is a comand grab that spike doesn't really make sense but I really like the idea behind this.
probably the nair is my least favourite, too much inconsistent and is outclassed from his whole air arsenal.
also nice:
focus attack, the knee (c. falcon), tatsumaki senpukyaku, mii brawler's fair and up-b, down tilt and grab (all of these moves seems like they are references)
pls nerf dash attack, it kills way too easily