Gave the mod a try. Same opinion as Bat Tamer, but I'll say it again along with stuff to add-on.
General:
* Why did you allow some characters to counter when they get injured? You basically made low-fall moves like normal punching or Davis' DvA attack useless because these characters can be countered in the middle of their move. And don't you already find it annoying enough that NORMAL Davis can uppercut you when you're punching him?
* Lots of projectiles. A lot of characters are already pretty good at range(trust me, I kite like a madman with every character), all you've done is make gameplay boring because now I don't need to aim and it quickly becomes a spamfest.
* Unnecessary move-chaining and using moves in mid-air. Either they add nothing to combos, screw up the players' inputs or are ridiculously overpowered.
Specific:
* Deep - You ruined him! DvA launches enemy too high into the air, and I can only hit if I use D^J after DvA finishes otherwise it will jump normal height. D>J can't hit people properly because of a lack of vrest and wait adjustment.
* John - Projectile spam. Oh, you made D^A cost HP to use now? Rofl, I'll just cast heal on myself, problem solved.
* Henry - You made him jump higher and he uses abilities faster than he shoots normal arrows. That's just bad.
* Rudolf - I'll just use >>D and spam J and become unkillable. Takes forever to make 4 clones; I hate Rudolf's clones too, but the biggest problem with it is that the clones themselves can multiply, just give it a 10hp cost to use so that clones(who always spawn with 10hp) can't use it.
* Louis - D>A is way too slow. D>J keeps kicking people down immediately (fall: 70). Standard badly changed transform by making facing higher so the shockwave only hurts those infront of you. Armor doesn't work when Louis is attacking.
Firen - Standard facing increase. Stand at top/bottom of map, use D>A 3 times while holding up/down - nearly 500 damage for only 30hp and about 150 mp. Why does Firen run faster when you press J, and when you press J again after that you stop? Firen can burn himself when attacking out of fire run.
Freeze - Standard facing increase. Bad.
Dennis - Awkward D>A. Bad DvA which tends to miss last hit and unnecessary chaining. D>J can speed up by pressing A/J for no good reason.
Woody - Uses teleport as a counter. Teleport to ally(DvJ) will be stuck and enemies will still try to attack you until you press J again. D>J in mid-air.
Davis - D^J is just screwed up, awkward jump angle so it can't punish archers properly and none of the attacks can chain into it. And you can leap while in mid-air and immediately after an uppercut, which is ridiculous.
Bat - Just a slight speedup.
LouisEX - Weird DvA vrest & wait and moveset. Horrendously slow D>A.
Firzen - Mid-air D^A and D>J. Arctic Volcano takes way too long to cast even though it has 1-hit kill potential.
Overall:
The goal was to make this mod faster and smoother. Well, frames are faster and you could potentially kill faster, but many moves feel exaggerated, rough & linear. There is barely any strategy or tactics. A general increase in damage doesn't necessarily translate to faster gameplay either because it could also mean that players start becoming much more defensive and taking safe options rather than try to take risky attacks (played a shooter? see what happens when everyone is a sniper). In fact, that's what is happening. People will just continuously keep away and shoot projectiles and then counter/escape if you try to hit them. Approaching is not feasible even with the supposed anti-projectile approach moves since many of them either overshoot, knock the target down immediately or have vulnerabilities that range can still exploit.
Stage mode? Well, the reason why stage mode is difficult is because the AI is pretty vicious with range attacks and ganging up on you while most characters have pretty limited crowd control and you don't always have criminals to help you. I don't think simply giving the character even more range will really solve the issue at hand.
Being poor at DC is frankly no excuse. LFE has a goldmine of data changing resources and even the best DCers refer to the mainsite from time to time; if you can't understand the data you can just look around here, this forum itself and even look at the original LF2 data for better understanding. What is vrest/arest?
Link.
Here's an exercise: Davis' DvA uses vrest: 7. See what happens when you change it to vrest: 3. And then see what happens when you change it to arest: 7 and try to fight more than 1 enemy.
The holding down charge is more complicated, but there are a few ways to go about it:
Hold A (another link)
Hit Back
I would suggest you read up and at least understand the elements in type 0 and 3 DC beyond simply injury wait mp facing dvx/y/z. Make a simple character before you take on the ambitious project of an entire mod. Don't worry about sprites for now. Modify a character and see how he changes when you adjust something, refer to the original LF2 and compare the difference between characters. Play the original LF2 and understand what exactly makes the characters good and loved, and then you'll understand what to do.
General:
* Why did you allow some characters to counter when they get injured? You basically made low-fall moves like normal punching or Davis' DvA attack useless because these characters can be countered in the middle of their move. And don't you already find it annoying enough that NORMAL Davis can uppercut you when you're punching him?
* Lots of projectiles. A lot of characters are already pretty good at range(trust me, I kite like a madman with every character), all you've done is make gameplay boring because now I don't need to aim and it quickly becomes a spamfest.
* Unnecessary move-chaining and using moves in mid-air. Either they add nothing to combos, screw up the players' inputs or are ridiculously overpowered.
Specific:
* Deep - You ruined him! DvA launches enemy too high into the air, and I can only hit if I use D^J after DvA finishes otherwise it will jump normal height. D>J can't hit people properly because of a lack of vrest and wait adjustment.
* John - Projectile spam. Oh, you made D^A cost HP to use now? Rofl, I'll just cast heal on myself, problem solved.
* Henry - You made him jump higher and he uses abilities faster than he shoots normal arrows. That's just bad.
* Rudolf - I'll just use >>D and spam J and become unkillable. Takes forever to make 4 clones; I hate Rudolf's clones too, but the biggest problem with it is that the clones themselves can multiply, just give it a 10hp cost to use so that clones(who always spawn with 10hp) can't use it.
* Louis - D>A is way too slow. D>J keeps kicking people down immediately (fall: 70). Standard badly changed transform by making facing higher so the shockwave only hurts those infront of you. Armor doesn't work when Louis is attacking.
Firen - Standard facing increase. Stand at top/bottom of map, use D>A 3 times while holding up/down - nearly 500 damage for only 30hp and about 150 mp. Why does Firen run faster when you press J, and when you press J again after that you stop? Firen can burn himself when attacking out of fire run.
Freeze - Standard facing increase. Bad.
Dennis - Awkward D>A. Bad DvA which tends to miss last hit and unnecessary chaining. D>J can speed up by pressing A/J for no good reason.
Woody - Uses teleport as a counter. Teleport to ally(DvJ) will be stuck and enemies will still try to attack you until you press J again. D>J in mid-air.
Davis - D^J is just screwed up, awkward jump angle so it can't punish archers properly and none of the attacks can chain into it. And you can leap while in mid-air and immediately after an uppercut, which is ridiculous.
Bat - Just a slight speedup.
LouisEX - Weird DvA vrest & wait and moveset. Horrendously slow D>A.
Firzen - Mid-air D^A and D>J. Arctic Volcano takes way too long to cast even though it has 1-hit kill potential.
Overall:
The goal was to make this mod faster and smoother. Well, frames are faster and you could potentially kill faster, but many moves feel exaggerated, rough & linear. There is barely any strategy or tactics. A general increase in damage doesn't necessarily translate to faster gameplay either because it could also mean that players start becoming much more defensive and taking safe options rather than try to take risky attacks (played a shooter? see what happens when everyone is a sniper). In fact, that's what is happening. People will just continuously keep away and shoot projectiles and then counter/escape if you try to hit them. Approaching is not feasible even with the supposed anti-projectile approach moves since many of them either overshoot, knock the target down immediately or have vulnerabilities that range can still exploit.
Stage mode? Well, the reason why stage mode is difficult is because the AI is pretty vicious with range attacks and ganging up on you while most characters have pretty limited crowd control and you don't always have criminals to help you. I don't think simply giving the character even more range will really solve the issue at hand.
Being poor at DC is frankly no excuse. LFE has a goldmine of data changing resources and even the best DCers refer to the mainsite from time to time; if you can't understand the data you can just look around here, this forum itself and even look at the original LF2 data for better understanding. What is vrest/arest?
Link.
Here's an exercise: Davis' DvA uses vrest: 7. See what happens when you change it to vrest: 3. And then see what happens when you change it to arest: 7 and try to fight more than 1 enemy.
The holding down charge is more complicated, but there are a few ways to go about it:
Hold A (another link)
Hit Back
I would suggest you read up and at least understand the elements in type 0 and 3 DC beyond simply injury wait mp facing dvx/y/z. Make a simple character before you take on the ambitious project of an entire mod. Don't worry about sprites for now. Modify a character and see how he changes when you adjust something, refer to the original LF2 and compare the difference between characters. Play the original LF2 and understand what exactly makes the characters good and loved, and then you'll understand what to do.
~Spy_The_Man1993~
Steiner v3.00 (outdated), Challenge Stage v1.51
Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer
Working on the LF2 Rebalance mod.
Avatar styled by: prince_freeza