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If I were to go back to Lina, I'd like to revamp her kit a bit since I don't love how it turned out on account of the time-crunch with making this character (mainly D-Special being a non-move, really), but there's other Rivals projects I'm interested in doing.
I'm not opposed to tweaking her numbers at some point after finishing up other projects though, but those are where my priorities are right now.
vid example of how you might play her well in all the past patches,
https://youtu.be/f2oPnXifmkQ
-I wasn't aware of that issue with Raywing, I'll look into it for her next patch.
-Interesting points about Jab, I can try and mess around with that as well to make it a bit more consistent.
-Lina's gremlin noises are a fundamental part of her character. Please understand.
Speaking of which: I found the **BUG** for why it seemed like the lingering raywing shield buff wasn't activating consistently even when holding it down; if you have the buff and parry to end it early - the next subsequent use of up-special will never give the buff regardless of how long you wait or if you hold up-special. So that's something to look into.
Also for what it's worth, you can mostly negate the endlag issue you're talking about by using it alongside the U-Special Raywing shield. In general I was hoping for the move to be more of a combo tool than an edgeguarding one since Lina already has some decent edgeguarding tools (Mega Brand, F-Strong) but I'm not opposed to shaving some frames off of its startup/endlag to make it more usable/versatile, alongside the added hitstun on foes you mentioned when you land.
-Jab is meant to be used like a Palutena jab (akin to Smash 4/Palu by JPEG Warrior) where you can use the first hit to combo into other tilts, then the multi-hit works as a separate option. The animation isn't built for a 1-2-3 style jab due to how the rapid jab works, but I am looking into making the move more consistent/easier to combo with (both with the single and rapid jabs).
-I'm aware of the N-Special bug and am looking to fix it for her next patch.
-Agreed with D-Special, I'm looking to increase D-Special's charge per hit (alongside giving more charge for hitting more players in it) however I'd like to keep the Dragon Slave as a niche option in her kit so I don't plan on having the ability to charge it extend beyond N-Special and D-Special.
-Admittingly I haven't ran into the issue of people outright falling out of N-air (unless you land within the first one or two hitboxes of the move, in which case foes can fall out of your range, that I can look into).