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Additionally a move that does not move you but still hits the opponent would be really nice as every move moves you a good distance away again reducing combo variety.
On the note of combo variety there are too many moves that do the same thing functionally i.e slip flip, wheels of fate, and sick twist are all same move with slightly different paint on them which makes it really annoying to combo with as once again ALL THE COMBOS LOOK THE SAME.
its really a shame as the character design is very cool and what moves are there look sick with a lot of care put into the project. Just for a combo character there is not that much combo variety or expression available you always end up doing the same route every time because every time a move sends them down wards you can not combo it after without using an air option.
I just want to say I mirror a lot of sentiments in this post, there isn't much in the way of air mobility and that really hampers the combo routes of the character, on top of a lot of the moves feeling very samey.
And I am aware that this isn't supposed to be a grounded character, but what I think the character would also benefit from are some faster or more varied ground normals. As it is right now, it is incredibly hard for the character to get any proper punishes or pressure going from neutral with anything other than grab. One move I might suggest is an advancing ground normal, maybe one where they slide forward while shooting the duck(that one move where the rider balances on one foot while crouching down and extending the other leg out in front of them). As it stands, the character feels incredibly limited in what they can do as a result of a lack of options to really allow them to run their gameplan and I think there should be more emphasis placed on the overall mobility of the character. I really enjoy the vibes this character has and would love to see them grow to become a force to be reckoned with whenever I play with my friends.