Project M only, anything else is untested

Project Clone will aim to alter the Project M roster with tweaks to attributes, move damage, move trajectory, and so-on.
At most, a given character in this mod will only alter one attack animation, but change most of their offense collision properties and attributes to make them feel different enough.
Animations that do not alter gameplay, such as taunting, idle, or victory animations may be altered.
This is using Project M 3.61 CC as a base, and will eventually feature edited versions of the likes of Isaac, Knuckles, Lyn, and Sami. Don't hold your breath on any of those.
Characters will be developed in the order they were added to Super Smash Bros and roster placement, to give an idea of what this means, here are the first 13 characters I plan to edit.
In order: Mario, DK, Link, Samus, Yoshi, Kirby, Fox, Pikachu, Luigi, Captain Falcon, Ness, Jigglypuff, and Bowser.
Stages may go unedited, but if they are going to be I would only want to add home stages for those lacking. At this point, no character is without a home stage.
I cannot do this alone, so any help is appreciated.
Things I would LOVE help with
>sounds
>renders
I think that covers things, but feel free to ask anything.

Next stop: Donkey Kong clone
poll 1: who?
http://strawpoll.me/7351326
poll 2: what will change?
http://strawpoll.me/7351337

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Metal Mario readme:
Metal Mario crashes through the roster boasting better damage, knockback, and defense in exchange for a lack of juggling ability one expects from Mario and a poor recovery at best.

Notable attribute changes:
weight tripled
gravity doubled
jump initial velocity increased
speed slightly lowered

Notable move changes:
several moves now do shield damage
final hit of Mario Tornado is significantly stronger and does frightening shield damage (I believe equal to uncharged Marth Nspecial)
up tilt now sends people forward
up air now sends people in more horizontal directions
forward air sourpot now sends people at about a 340 degree angle, balancing how hard it is to land this move at all due to Metal's gravity
down tilt sends people away rather than hitting them upward
down smash now does the same damage on both sides
neutral air now does more damage on later bitboxes than on initial hitbox
up smash now sends people more horizontally
Fireballs/Pills now do more damage but no knockback.
third hit of jab is stronger, I forget whether I upped damage, knockback, or shield damage.

To Do:
>Create a brand new side smash (Ideas wanted, not necessarily needed. Will do Bowser's Drop Kick from smash 4 if no better idea is presented)
>Make Super Jump Punch go more horizontal and less vertical (may skip on if it hurts balance)
>Make Super Jump Punch's hitboxes work similarly to Mario's "Explosive Punch" custom up special in Smash 4 (may skip on if it hurts balance)
>Make the cape into a KO move but remove its use in recovery. (may skip on if it hurts balance)
>Make Mario tornado increase fall speed (may skip on if it hurts balance)
>a few things related to costumes (see Costume readme in the CSP folder)
>remove his ability to swim/make his swimming timer as close to 0 as possible
>Voices from Mario Kart 8, landing sfx being Smash 64 metal footsteps, and regular footsteps being Brawl metal footsteps.
Call for help: I tried to implement those soundmods but every time I exported the sawnd from supersawndz the filesize was too big

Inspiration
Super Mario 64:		knowing his jump height and air mobility is minimally affected
Smash 64:		Costume and sounds
Smash 64 metagame:	I heard about the possibility of Metal's legalization in 19XX, which gave me the idea to make this
Lucina:			Made me realize how much simple hitbox edits can change the way to play a character, and inspired me to expand this beyond Metal Mario
Mario Kart 7/8:		Made me realize there's a potential Mario clone other than Doc, voices