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That being said, for the most part the character is already fully playable, it's just that I believe it's not entirely balanced in a proper manner. Feel free to test it and let me know your thoughts! I'll be happy to make adjustments if needed :)
Aside from that, there's also another round of small tweaks and adjustments. You can read more on the patch notes (either here on steam or through the Munophone). Have fun!
PS: You might be wondering "gee, why did we suddenly jump from v0.4 to v0.6. Where'd v0.5 go?". To that I say: We don't talk about v0.5.
Have fun!
6. I agree with this idea: sounds perfectly logical to size up lobomon against base cast to see how his moves fare up, so I'll be running some comparisons in the near future.
7. As far as missing moves go, I believe I'm only missing a forward special from Lobomon EX (where magnagarurumon flies forward) and a down special from regular Lobomon (where KendoGarurumon spins downward). I can probably fit in this last move since I'm still missing an air DSpecial, but I'm having a hard time thinking how to fit in the other one.
As I mentioned earlier though, if you see I'm missing another animation that could possibly fill a hole in Lobomon's skillset I'd be more than happy to look into it :D
8. Word!
All in all, you've given me quite a bit of feedback which opens up new paths of further investigation/development for Lobomon, and since this was the main purpose of the beta I sincerely thank you for it! Hopefully I'll be able to show results for it soon