this plugin rules.
time for in-depth comments on the special moves; I understand balance is not really a huge priority for a kind of plugin like this but it doesn't hurt to balance the abilities with themselves

I like the dash a lot but it's pretty overpowered for the simple fact that it gives ridiculous mobility to an already very mobile class. Even ignoring the damage it does (which is high and very difficult to dodge), the dash is essentially a very, very fast way to cover a good amount of ground in any direction - a triple jump, but one which is much faster and covers more ground. This combined with a mere 5 sec cooldown time allows scouts to abuse routes normally inaccessible to them, particularly in CTF maps (today I saw scouts using the top paths in RSM and noir by dashing). Perhaps dashing should cling to the ground, or must be started from the ground, or dash distance should be reduced or something.

This is one of my favorites. Very powerful, but its long cooldown and the fact that the fire trails behind you make it fairly balanced imo. Maybe remove the less gravity and faster movement speed thing, the firewall trail is powerful enough as is.

Fun, effective, fairly balanced, and very hard to aim correctly. I like it. Visuals and sounds for this are really good too.

Balanced-ish, I guess, but thoroughly boring. I would definitely like to see something more exciting here.

Fun but fairly uninteresting. Underpowered. It could use a damage boost or have a more interesting, more powerful mechanic.

Overpowered. "Heal all allies" is really powerful already, while the "draining all enemies in range" is even better and ubering like 3 or 4 players at once is definitely broken. I would like to see some of these attributes removed (continue healing one player but drain all enemies in range, or something like that)

One of my favorite mechanics, but probably the most underpowered. The fact that it doesn't do any damage is just crippling, and most of the time it's simply annoying and not that useful. I would like to see it travel for as long as it can in one direction, block bullets, and block even dashing scouts and flying quotes (which it doesn't currently) and ubered enemies. Very situationally useful and an interesting idea, though.

Another one of my favorites. A little overpowered because it's very easy to aim and is highly effective, especially against lone enemies or if you have a high-DPS ally nearby. Suggest upping the cooldown to 9 seconds or something

Kinda cool but underpowered, I'd like to see it be bigger or do more damage or something. Or what if it's a trap that makes the enemy unable to move in the horizontal direction or something? I dunno, as it stands it's not too useful. Also it does some pretty strange things if deployed in the air; it floats really slowly up or down diagonally until it lands on a surface.

Probably the most overpowered ability yet. I compared it to Sonic's final smash in SSBB - very quick, hard to predict the movement of, and deals tons of damage to those nearby. Either the mobility of this ability or its damage dealing capabilities (preferably the latter) should be nerfed.
Overall all of these abilities were super fun and there were no outstanding bugs.
