Regarding Leon's 3PK and 66PPK, adding strings is a huge pain* and eats up a lot of available space very quickly, so I'm generally avoiding them unless it's a game-changer for the character.
*Need a bunch of space to define the new input. If a string version of the animation does not exist a bunch of space needs to be set aside for that, with stuff like correct open/closed stance switching in mind. Need an available move slot with the right wall splat properties, if you override an existing one that might as well share a slot with something identical (e.g. zack's PP6P2K and 2KP6P2K, identical moves, but have separate slots) you need to merge the two old slots properly and set up the new one correctly. It's a nightmare to keep track of. (Also just getting it working is weird. Adding the new hold inputs worked fine, but when I try to add 4P2P as a string for Helena it seems to not register it.)
EDIT: Small update, by the way. 1.20b, link is the same one as always, can be found on the front page as well.
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-Currently have found no issues with the DOA2U hold inputs, so they have been integrated into the mod proper now.
-Raised Ein/Hitomi's F+K/6F+K damage back up a little. (Previous damage reduction felt a little too much.)
-Lowered Brad Wong and Christie's K damage by 1 point so that KK does not cross the damage threshold on counterhit, allowing KKK to connect.
-Brad Wong's BT F+K first hit has had it's juggle animation (NOT height) changed to allow the second hit to connect more easily. (Previously you'd need to be next to a wall, basically.)
-Tina's 66PPK now does a small knockback in the air, to aesthetically match how it does on the ground.
-Zack's 3P+K now enters a crouching state during startup, making the move crush high attacks. Damage lowered from 40 to 36 to compensate a little and make fit in with similar moves like Hayate's 3P+K and Leifang's 2P+K.
-Added a new taunt for Kasumi stitched together from an unused voice clip combined with one of her win poses.
-Cleaned up the logo a bit.