i've been woking on a CV2:Simons quest style edit specifically for this.

but i'd like to have all four face buttons make use of context sensitivity, so i set up a format.
I gave him a shield because he uses one in the game (Dracula's rib), but its pretty generic so i added some other functionality to it. i may add more if air blocking ruffles too many feathers.
the contexts for Simon specifically are as follows...
Idle/Walking-[]:ATK1, X:Jump, /\:Fspec (A2, block, Jumpframe -1.5 when hit), O:Spec1
Running-[]:RunATK, X:RunJump, /\:Fspec2(Cancel+A2,Shield rush, FastATK + Jumpframe, O:Spec2
Jumping-[]:JumpATK, X:nothing, /\:Fspec3(Cancel+A2, airblock, Jumpframe -2.5 when hit),O:Spec3
Ducking-[]:DuckATK, X:Slide(Jumpframe High jump)
/\: Fspec4(Cancel+A2, block, no knockback when hit),
O:Fspec5(Cancel+A2,Crouching special attack)
I still to need Create 4 "O" button special moves for him.
im thinking he could use Oak stake Based attacks that temporarily paralyze enemies.
there are some extra commands i was thinking of as well.
Setting Fspec6 with Jumpframe to "Cancel" the Jumpdelay anim would make it so that double tapping the jump button makes the player backdash. I know it could just as easily be set up as an A3 button Fspec but it would require the use of a 5th button, and would thus require four separate uses for said button. It can be done easily enough, but i think it would just complicate things.
besides, Iga adds new functions all the time, i dont really see a reason why we cant.