Suggestions for Brawlout!

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Hey all!As someone that's been playing Brawlout quite a bit I've come across some bits that I think would make for a even funner experience!So to start I'd to quickly talk about all the exemplars and my experiences with them and then general gameplay, I won't be discussing known bugs in this thread. I main Seph'ira but I play everyone to some extent and I've had match-ups vs every exemplar.Olaf's very fun in his current state and has options to kill very early, I don't really see these as a problem so much at the moment, these kill options are:Applying pressure to opponent on a top ledge, using up-tilt to knock them up into their air, jump, up special and depending on percentage, up-tilt or up-tilt + up-air.From around 30% if you running attack so your opponent is off stage you can set up a Ice Wall and use that to spike down.Like I said, I don't think these are an issue as they're fun and very situational and feel fair. The only issue I have with Olaf is up-air, I feel like it has too much hit-stun for the current amount of hard DI in the game, but I think Olaf isn't the only exemplar with this issue.Overall I think Olaf is fine in his current state.Sephi'ra is a very cool character in myopinion. I do feel like Sephi'ras special moves are used very little other than up special to recover, for good reason too, because they just aren't very useful to her kit in my opinion, which is some-what fine. Sephi'ra is a light, low damage, high combo character so I think these changes would be pretty cool to see, or at least experiment with.I think Sephi'ra's side special should some sort of fast, very low damage move with a very small hit-stun, similar to a Falco Lazer or Sheik Needle (refering to Super Smash Brothers Melee) as Sephi'ra is a very fast pased exemplar and her specials make her feel very slow, which may be good for "balance" but I feel like even if the needles or maybe even lumps/grains of sand are terrible in damage and hit-stun it would be used a lot more than the current side special. Maybe they could even come out as a burst of 3, but I think in regards to gimping it should be fine it has a very small in place hitstun like for shiek needles in melee.I also think Sephi'ra needs the range on up special to be increased to around the same as King Apu's recent change as well as making it so you're able to teleport in any direction. Once ledge grabbing is implimented into the game then I feel reducing Sephi'ra's and King Apu's up specials back to their original range would be viable.Final thing I think would be very cool to change would be Sephi'ras neutral air from a straight kick infront to a kick with a backflip, a similar animation to Sephi'ras side special but with her leg extended for the whole animation with a pretty small vertical knock-back so it is able to be juggled for about 6%-7% damage.I feel a current issue with Sephi'ra is her back air. It is far too strong at low percentage for most of the cast. The knockback is the main issue I think. From about 65%-70% damage on the opponent it is fine, but before I believe the knockback should be reduced by a bit, not nearly as much as the recent change to down air, but not small enough to not notice a difference. With this Back air you are able to kill Paco and King Apu at around 40%.Just a final comment, I think Sephi'ras Up-Air is fine in terms of damage and hit stun, with maybe a very minor tweek to the hit stun, but it feels significantly lower than other exemplars.I actually really like King Apu at the moment, very strong character and in my opinion the strongest in the game at the moment, but I don't think that is a bad thing.I don't feel like there's much to change with Apu to be honest, sometimes it does feel like his forward tilt comes much faster (for example if I run attack with Sephi'ra if King Apu were to forward tilt then Sephi'ra would take damage, which to me doesn't make sense because legs are longer than arms.) but that is something I won't be able to confirm until we are able to see hitboxes coming in a future patch.But for the things I would change:Now we are able to use King Apu's side special properly and grab people I feel there should be some delay as to when Apu is able to act out of this move as it appears that as soon as you grab you are able to act on frame 1, which doesn't make a lot of sense to me.I suggest the grab doesn't bring the opponent as close as it does, as it feels like I am being pull onto Apu, instead I think it should be treated as a tether grab like in Super Smash Bros 4, bring you in close enough to jab/forward tilt but not so you cannot move anywhere or dodge. I also think there should be an at LEAST 3-5 frame ending lag on the side special to give the opponent a small window to dodge or roll out.Secondly, Down Special.I'm definitely not the only person to have gimped by this at the edge of the stage. To be honest with you, I'm not really sure what to change about this move at the edge of the ledge, it makes sense about what it does, but it feels very cheap, even to Apu mains (who I've been speaking to about this).The only idea that comes to mind would be to make the chain length the same as for Up Special for both Down Special on the ground and Down Air Special to give players who are lower down off stage more of a chance to recover.Other than that I think Apu is fine overall other than Up Air, but I'll talk about that later in Gameplay.Cheif Feathers in an interesting Exemplar to be honest. Very cool playstyle in my opinion.Again I don't think there's much I would change about Chief Feathers. There are a couple of bugs at the moment regarding stun-locks with Up Tilt and Down Tilt but the devs are aware of these issues and can be sorted by reducing the amount of hit stun by a lot, which is needed for Chief Feathers due to it being too high at the moment.Other than that I think Feathers is also in a very good spot, great off stage game with a strong on stage neutral game.Up airs are an issue but we'll talk about that.After Paco's recent "Nerfs"With a very strong neutral about to rack up damage I think the only thing Paco is really missing is a real "kill" move. I recommend increasing the knockback on Back Air to make this Paco kill at slightly earlier percent. But to balance this I think reducing the damage done by the Jab to Special combo by a few percent as that is Paco's main tool for racking up damage and you are unable to DI out of it.Other than that I think Paco is a great character on stage, off stage as of right now he struggles but has options, one ledge grabbing is in the game I predict Paco will probably be played the most along side King Apu as they will have tethers to the stage.I've spent a lot of time talking about all the Exemplars so I'll make this as short as possible.I think that general hit-stun on Up-Airs should be reduced significantly. This is because once you have been hit by 1 it is very easy to connect a 2nd, once that 2nd Up-Air has been hit the hit stun seems to increase and you are unable to act out of it until you are falling for at least 1 second. I believe Chief Feathers hit-stun needs looking at primarily and Sephi'ra the least.I could've sworn there was something else on my mind but it seems to have left my brain. Please leave any opinions in the comments, I would love to read them all as I know many people may disagree with my opinions!EDIT: I have remembered! HARD DI.Specifically from getting hit in the air, we currently have some DI movement when falling from up specials but when falling from being hit we have none. I believe this should be added to add more mix-ups and read plays.Thank you all for reading!