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报告翻译问题
the character its fun to play, but the hitboxes are too accurate to the sprites, that makes most of his moves not hit
No problem, expect the changes to be soon...whenever soon means.
- dash attack only really has a hitbox on his fist, and there's nothing anywhere near his head/body, and with how much he moves on the startup, it may whiff if the opponent isn't exactly where you want. adding a small hitbox just behind the current one or stretching the current hitbox to cover at least his arms would help that a lot already.
- Knuckles could move forward a little when doing d-tilt so it can have better range without being too disjointed.
-might be just me but imo u-tilt and u-smash's animations could swap places. u-tilt's animation looks too impactful to be a tilt, and the opposite happens with u-smash
-Knuckles lacks an aerial kill move from the side. either making the bigger hitbox of f-air send forwards or making b-air send backwards instead of spiking would help with that already, but if you don't want to change how b-air works, the former would probably be the better option.
-speaking of b-air, for some reason your jump goes further up when you do a rising b-air. is that intentional or an oversight?
-side b's kinda useless when close to the ground (even in short hop range). you could make it so you can cancel side b with an act a bit sooner (if that was done, the landing lag of it would be fair, so it shouldn't be changed)
-down b could either have armor, or have its hitbox appear sooner. it could also have either an aerial variant that doesn't do the jump before going down (functioning like a stall-n-fall) or have a tap/hold variant. tapping would give you the stall-n-fall variant, and holding would give you the current variant.
-you probably already hear this a lot but glide's physics are a bit weird, and don't feel too similar to the games where its from at all (i feel like that's mainly because of how turning around works)
though i have some minor gripes with the character, he's by far the best knuckles in workshop, and i still really like playing him! so keep up your great work!
as of now, it's not that useful as it's a combo tool, and u-air is kinda short ranged so you'll have a hard time actually following up off of it.
i also don't think you should be able to get hit during the dig, only when getting out. the move is already slow and punishable enough.
btw, loving the changes so far! he feels great, thanks for hearing my suggestions