You mean what another animation this affects?
Yes, this is affecting quite a lot of other animations too. Wrist shot, dekes, turning around with LT... also some goalie animations.
$gecko accel from stop3
This one only slows the animation. There is no speed progression in the animation.
Testing the next one...
Same as the above, unfortunately.
Great things just take time

Ok I'll take a few days to fix more bugs in my tracer and narrow down what the code actually affects, then I'll come back to the math.
I had a minute to try a different idea. It's a bit buggy, but it removes the feedback loop by not relying on position. it should be a truly linear increase like that graph. Also, check to see how much it affects besides starting accel, as it uses a different method.
It does: frame count * ramp up + base. The ramp up should be smallish like 0.01 and the base speed can be from 0 to like 1. I think near 0 is more buggy, but that's fine for testing. If no values feel good you'll have to think of a different curve we can try. Also you may only be able to get EITHER direction change accel OR straight accel to feel right, as direct change uses more frames and has a part where the character doesn't move (causing it to ramp up before it should). That's a problem for later though.
$Gecko accel from stop4
c2aa032c 00000002
c0229b90 d03f129c
60000000 00000000
c2b228e8 00000007
c03f129c c2829b90
fc01a040 41a00024
c2a29b8c ec21a82a
d03f129c ec21a028
c2a2fefc c2c2fef8
ec210572 ec21b02a
60000000 00000000
043420bc 3c23d70a //ramp up
043420b8 3e800000 //base speed
wow, I think we are getting really close

Testing some more
So I think it might be it

It's kinda hard to judge how it feels with the other skating animations tho, because it seems like it has an effect on every animation in the game hah.
It will be amazing tho when we clean it, brilliant work

I think you said it too... there are few accels that are NOT affected by this code correctly, right? Like they are slow, but not getting faster (without the speed progression).