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However i want to say that here still some problems gameplay wise :
I'd say the main problem is her combo game, up air, up tilt and down air seems to work fine ( even if i think that they can still be better ) but, for example, moves like nair or dash attack just can't combo :/
That's the big problem imo but i might see some other things and also maybe change my opinion as i test the character. Also i will make more precise feedback.
Have you tried float cancel nair > downtilt strings? It's very similar to Ultimate Peach's bread and butter and its reliable and generally true at low percent. You can do float cancel nair > jab1 > dtilt > float cancel nair > basically anything. Of course, it takes practice.
I agree that dash attack isn't her best combo move though.
An example of dtilt > float cancel nair
The speed that float starts is based on the engine. If it went any faster, Pomme would enter a conflict in which she is in the air but still close enough to the ground to land. This results in her being stuck in landing again and again until she crouches.
It's natural for the float to feel different from another game because its a different engine. But I think if you practice with this version of float, it'll feel fine. Going from Ultimate to my mod, float canceling actually feels better for me.
EDIT: Actually, I thought of an alternate solution to get around the conflict issue that arises out of float.
I've managed to get around issues with the engine. Pomme can float with zero delay now. Also, she has a much easier time ground floating inside of her song. Check the most recent patch notes and try it out.
I feel like it's hindering her combo potential in my opinion
Also I feel like float cancel still feels wierd even after 1.13 (don't know if that patch came out), most of the time I always end up full hopping.
B reversing is already there for the music note toss. You might be rushing your inputs.
And float canceling takes practice to get right in a real match so make sure you practice. Try slowing down your inputs.
In regards to earlier discussion float cancelling is alright except when its in music field. Normally you can press jump and down to instant float, but you don't have to hold down. You can do other actions and drift with your left stick and stay floating as long as you hold jump. In music field, if you hold jump AND down on the stick you do normal floats, but as soon as you release down you instantly land. This is because starting float from holding down while in music field pushes you downwards for a few frames until you start float.
This could be fixed in a number of ways but the one I thought of was making it impossible for the character to land in music field while holding jump. This would enable you to get those low FC aerials in music field that right now are actually impossible.