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Great job! :D
Keeping his moveset separate from sonic was one of the main goals, along with making sure it wasn't boring.
I definitely agree with the pixel art being a bit odd looking. Previous art we used was higher definition, but gave weird artefacts when recoloured. I'll see if I can find something better!
I saw that you just did, it looks real good now! ^^
Thanks for the feedback! Glad to hear you're enjoying the character!
We had a hard time deciding which special should be which with the side and down special! We ultimately decided that the spin would be better to the side because it didn't stop recovery, and accidentally using the side special offstage seemed more common than down special.
Grab was always supposed to be difficult to land, given that you get to control your opponent's position for a bit. We're still not sure if we have the right balance of difficulty to land Vs payout though. Ideas are welcome! 😁
I like the sweet spot of his down air spiking/semi-spiking but I feel like it should have a similar impact to his F-Strong. Big hits just make it feel more gratifying and also give those flashy screen effects that guaranteed kills get.
Pushed an update that makes the down air have a Clairen tip hitbox, which makes it a lot more satisfying, and I took your USpecial suggestion and put it into a Rune instead (as it was too strong by default).
Apologies for the delay, a lot of time went into the workshop support for this update!
Same with down special but that 1 is understandable and i have no problems with it. Plus it can be funny when you try to edge guard with it and just leap off the cliff to your doom.