Flashkirby99
Skeletron
I like spoilers, you like spoilers*, how about some spoilers.
*probably
Version 1.5 is probably about 75% done now, just got some hardmode items to do.
*probably
The Diablo: Feeders sound like a corruption not a crimson thing. Also, I'm assuming they are meant to act like the mini-eaters from Scourge of the Corruptor? Otherwise a sound concept.
Guardian Buster: I'm avoiding any prehardmode "teleporting", though a short range one might be acceptable (if that's what you mean by blink). Also what is going on with the theme and recipe?
Boundary of Evil: A recipe involving 4 expert mode accessories and 2 of the same weapon would be frowned upon. Why not make it a reduce it to just 1 accessory from the two bosses and the constituent ingredients of the shade thrower. Counting the next 66 strikes is sort of meaningless and streams of any projectile is bad because penetration rules prevent you from actually hitting the enemies yourself.
Reforged Excalibur: Why 109? Why not Excalipoor? Summoning Gilgamesh? What is this a summon class? Also when does that 30% reduced health kick in? Why not just increase damage taken by about 300% for basically the same effect? Too many questions, most of which don't seem appropriate for a weapon based on punching things.
Beast Hacker: Change "Comet Fu" to Metoer bars first. Otherwise that's ok, though are the lasers random, or aimed (and how).
Blood-Soaked Arm Impants [sic] & Ultratech Vanbrace [sic]: Why not trigger when taking fatal damage during a combo, and buff damage until the end of the combo. Lower combo requirements is not really needed and this is kind of too powerful for an pre-hardmode accessory.
Poisonous Arm Straps & Monokuma Paws: Would have to be quite weak of an effect for how early you can get it, but I like the interaction going on between health and defence. Also I'm too dense to get danganronpa references. Also bleed duration? huh?
Mysterious ARM Briefcase: This sounds ok, however see the aside below regarding the uppercut damage. I don't get the reference, sorry.
GENOS Gauntlets: Too many things going on, how are you supposed to fit this into a concise tooltip? I know I'm guilty of this as much as anyone else but generally try to avoid this. Check out the KISS principle.
Special styles are cool, and I think a couple of fists already acts similar to what you've suggested in that respect.
Champ's Gloves: Interesting, a boxing-specific weapon. See the aside below. Also halved jump height seems at odds with being uppercut based? On a more technical note, does speed refer to how quickly the player reaches max speed, or the maximum run (and air) speed?
Buffalo Gloves: Dashing already hits more than once, unless you mean hitting a single enemy multiple times. In which case, why? Also dashing is an important tool for dash-type fists, so putting it on a bigger cooldown is not ok. Big, limited effects belong to combo fists only.