At the wall, launching into Pinion Dash lasts a shorter amount of time (possibly caused by covering the wrong distance) against some opponents.
Has a chance of whiffing vs. Filia and Squigly, has a chance of canceling faster on hit vs. them ans Ms. Fortune, against the rest of the cast the length seems to be regular.
Feels like Pinion Dash was programmed to stop itself when reaching the stage's wall. Filia's, Squigly's and Ms. Fortune's juggled hurtboxes could be tinier on the x axis compared to the rest of the cast, making Painwheel too close to the wall to keep Pinion Dash's animation complete.
As per video:
Given the few combo route options that Painwheel has, can we make the inconsistent fast cancel always be applied on hit?
Has a chance of whiffing vs. Filia and Squigly, has a chance of canceling faster on hit vs. them ans Ms. Fortune, against the rest of the cast the length seems to be regular.
Feels like Pinion Dash was programmed to stop itself when reaching the stage's wall. Filia's, Squigly's and Ms. Fortune's juggled hurtboxes could be tinier on the x axis compared to the rest of the cast, making Painwheel too close to the wall to keep Pinion Dash's animation complete.
As per video:
Given the few combo route options that Painwheel has, can we make the inconsistent fast cancel always be applied on hit?