Had a good hour and a half session on For Glory, here's some stuff on what I've learned/thought/whatever:
I'm really enjoying Greninja. He's a little strange compared to, say, Sheik and Falco in terms of his aerials. With his jump height and fall speed being very close to those two characters I mentioned earlier it's really... weird to hit with his aerials sometimes. After this session, I've learned you can actually go offstage pretty safely with Greninja's Fair for an edgeguard but it requires finesse and
really good timing with how you fastfall and move in the air. It's really satisfying when you do it, though. So, I think I'm going to stick with Greninja as one of my characters.
Doc I'm really enjoying as well. The pills just have a much better bounce trajectory than Mario and honestly, I'm not really missing those Dthrow > Utilt combos much because Doc's Dthrow can still set up well for his Uair strings and sometimes, if I'm lucky the guy doesn't air dodge asap, I can do the ol' Dthrow > Fair (aka the KOBEEEEE) combo that was in Melee. Really fun. Also, he's a pretty good counterpick for a character like Robin -- pills bounce in a way that Robin's projectiles can't hit them very well and Doc has the cape to reflect Robin's projectiles back at him + his aerials are really good at beating out Robin's Levin Smash attacks. In contrast, I found it much harder to beat said smash attacks with any of Greninja's aerials.
Also, Dark Pit... while there's not many actual differences to regular Pit I'm (for some reason) enjoying him as well. I never really complained about Dark Pit in terms of "cloneyness", I more cared about if the differences he has help more than hurt. While Side B's difference is debatable as to whether it's worse than Pit's, neutral B is actually probably much better (at least compared to Pit's default neutral B). At least, in the way I use Dark Pit's neutral B -- that is, I charge it up a little bit to get as much damage out of it as possible (I think max is 10%? A 10% projectile isn't bad, it's pretty dang crazy given its speed and how it can intercept people if you read their trajectory). My only complaint, which also applies to Pit, are his aerials. Fair
did not need to be another multi-hit spin attack with his blades. It really didn't. I feel this hurts the character's combo potential because of how long Fair lasts which makes it hard to chase offstage with and do a sort of wall of pain-esque Fair version. I've only done it once but that was probably due to the guy being really poor at VI'ing/air dodging. Both of these guys would have been better off with the old Brawl Fair, to be honest.
It's like we traded a better Side B for a
worse Fair. :/ (aka Sakurai likes spinny blades!)
I played more Marth as well but not against a particularly good player. I think Ganondorf is going to have a hard time coming back to the stage against Marth, though. Bair/Fair (when tipped)
really hurt Ganondorf offstage, to the point where after one Bair/Fair he literally cannot come back and can die at like 60%-75% range aka literally gimping him. The same also applies to Falcon, though it's a little harder because Falcon has slightly better air mobility. In any case, both of these characters can't really stop Marth from just gliding down to Fair or Bair them, it's likely if they try they'll die anyway. Anyway, as for Marth in general... it's still really weird to try and get used to his shorter range. I'm kind of getting the hang of it but man, Dtilt feels so, so, bad without the range it had before. What a well spaced Dtilt looked like in Melee/Brawl is so commonplace for me to do and I just end up missing/falling short
every time. :/
So far, my For Glory experience has had very little on-screen lag and input delay. It has felt pretty great, honestly. It's a great mode to grind out a character and see what works on human players of varying levels of skill.
Oh and I forgot to mention: I hate Little Mac's dash attack. It's way too fast, even when you know they're going for it it's hard to find an answer to it that will beat it (aka a move fast enough to hit him before the dash attack comes out). I'd really like to know how many frames of start-up it has and when the hitbox comes out... maybe I should use Training Mode's handy frame advance to find out one afternoon (although someone will probably already have frame data compiled for Mac by then anyway lol).
Phew, that was a long post but I just thought I'd share my experience from tonight.