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Adjustments:
1. Up B sweet spot feels inconsistent. Not sure if it'd be better to increase the size of the hit box, increase the active frames, or make it link better when leading up to it. Even when going for just the sweet spot it still feels a little janky where it feels like it comes out to late or the sweet spot misses.
2. Launch Direction. Too many moves send way more vertically than horizontally. Sour spot f smash basically sends straight up, dash attach and f tilt send in almost the same direction, sour spot f air sends straight up and sweet spot is also very vertical, b air sends almost straight up. All of these hit boxes should send much more horizontally, at least to a 45d angle IMO (although dash attack is good as is). When combined with DI almost every move feels like it just hits up.
3. Special cancelling. This is one of the mechanics I really enjoy when playing this archetype and its very noticeable not having it.
4. Shin shoryuken should have a launching hit box, not a strong launcher but something to make it feel like they aren't just falling out of the move when it ends
5. f air sweet spot is too strong, id tone it down by 20-30% of its current knock back (sweet spot fair kills around 80% at the ledge).
Issues:
6. When taunting you don't get any charges if you're crouching
Additions:
7. Make the foot (tip) of up smash spike. This very low priority for me, I just think it would be funny
Fantastic character, I really enjoy being able to play a well made Ken as he is my main in smash. If you disagree with my suggestions, could you give some insight as to why so that I can change the way I play your Ken and give better suggestions.
1. The sweetspot is not meant to be guaranteed, but the move is still flawed. You're supposed to read their DI and drift that way. Im gonna change the hitboxes a bit on the 2nd hit so they're at least lined up vertically with the sweetspot;
2. I played him with a friend and didnt notice this (we might suck at DI'ing). I'll lower the angle on a bunch of moves except BAir and DAttack. Those two are designed to keep the opponent close;
3. Idk how special canceling would help in rivals, but you're not the first nor the last to ask for it, so i guess i'll add it;
4. Sure, i'll just add more hitpause to it. I was also gonna buff its damage a bit;
5. Also sure. This move is way better than I anticipated.
6. Funny story, i was making him have acces to all 3 taunts without charging, then forgot about it, and part of the code was still there lol :P (ill fix that)
7. You're right, it would be funny to spike people into the fiery depths of hell.
I'm glad people like him, I was not expecting this many downloads.
TLDR of the first comment
Also for the update of 2 june
its pretty good I'll would say, he's fine rn and the charge's UI looks WAY better than before (It was like the shinryuken effect which didn't make much sense IMO )