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squigly dev here what the fuck are you talking about
also to the mod itself cool cloud mod
Bair and uair are funny in particular
Limit breaks themselves charge fast enough when I look down to check how much I have, its usually at omnislash already.
Me: I just murdered a braindead Zettaburn main.
Whatever happened to that?
haha funi combo's! Death is a gamble. Flames are op! (Neutral air is super busted too) omg 4 ultimates? Ice SUCKS, wind is sometimes good. Cloud used Haste, Cloud's speed was boosted drastically! ehehe black hole
Anyways Cloud is a busted character, the only mod (that is not super op) that I could beat lvl 9 Goku with was Cloud anyways. Neutral air is inSANE for combo's and such. You will mostly be killing with strong's, flare, sometimes death, and lvl 2+ limit moves.
- Limit breaks 3 and 4 are basically insta kills - keep these as aether modifiers or the smash buddy I'd say but they really don't belong on the base character...
- MP Regens SO quickly off combos (that are easy to pull off as some people have already commented on) and also auto regens, allowing you to have the entire match alternate between dmg over time effects and hard hitting, long reaching moves.
- The comet and "death" spells are broken... honestly even the fireball and poison should likely have double the mp requirment and some kind of cooldown. (Poison does 20% by itself...)
-------- Maybe some kind of ATB system similar to FF7 remake could act as a universal nerf to both Limit Breaks and spells? Requiring that you build up ATB through dealing and taking damage so you can't just "mag dump" fireballs at the enemy - then land one smash to kill?
As a disclaimer I'm not an expert on balance but I'd suggest increasing knockback (base or growth or both) on most moves, because a lot of stuff just combos so well into each other i'm carrying everyone into the blastzone. Kill power is rather low but when you get the opponent to 200% so easily, I think increasing knockback would be the best move.
Furthermore, most MP moves are just too good, the rate at which you can cast Fire should justify increasing the cost twofold at least. It's sound foresight to have cost attached to two of the special moves as they're this good, but when even the normals are so busted, that makes little difference.