I think there might be some issues with the pushback code for 1A, it shouldn't be friction but he's not pushing back at a distance equal to the ground vel x. The break direction was weird because it depended on what frame you inputted it, a simple facep2=0 should fix it.
As for everything else, I didn't failsafe the clean hit tight enough, it should only happen on movehit now. That issue with lows being mids was in everyone since I wasn't sure how I wanted to work with them as some look like mids but I gave low to the ones that looks like they can't be blocked high.
The overheat bugs are actually unknown to me. You should only enter the overheat state from the get up, so I'm not sure how it forced it in the air. I'll probably chalk that up to 1A. I couldn't recreate issues with redirect or command grabs when tested on Tung and Shion, and I have it as movetype=I, not H, in the states so the any hitdef flags that prevent grabbing targets in hitstate shouldn't apply, and I don't edit those universal hitboxes between characters, so I can't say what that is yet.
Spoiler: Shion (click to see content)
- 2A now a low, 2B a mid
- fixed clean hit on block
Spoiler: Tung (click to see content)
- 2B now a low, 2A a mid
- fixed clean hit on block & whiff
Spoiler: Tizoc (click to see content)
- 2B now a low, 2A a mid
- turn bug on break should be good
Spoiler: GENERAL (click to see content)
- Clean hit in backend was activating without movehit