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2. black flash buildup is very slow, it feels like an incredibly core mechanic but with how slow the meter increases it becomes more of a chore even with psycho laugh, also some moves (e.g. single punch) dont seem to contribute to it at all
3. "where are you going?" needs a change, it does minimal damage and is hard to use to extend combos since the opponent is usually already sent flying making it feel more like a waste of meter
4. spider web cleave is way too slow to be used effectively, would be a nice tool to use against players knocked on the ground but they recover much faster
5. kamutoke is fun but i dont find many reasons to use it over his normals since it doesnt increase black flash buildup, also "kamutoke stab" having the same red outline (and same icon) as "store kamutoke" gives off the impression that you would put the kamutoke away after the attack
6. the voiceline for cheer can get annoying, especially if used multiple times in one match, idk just a personal thing
i still greatly enjoy playing with him, hes incredibly fun but most of his issues arise with landing the first black flash, i think with a few tweaks he'd be perfect
1. Spider web cleave is his ground tool, I disagree with the knock back on his primary moves so I'm gonna put that as you aren't predicting di properly
2. Agreed, definitely a chore if it takes to long to get a black flash in but getting a black flash first hit feels like you won the lottery
3. "Where are you going" is a chase tool, not a damage tool. Don't complain about knock back if you're giving a chase tool as well.
4. You can, you just have to be in that position and understand they will be on the ground. It's one of the greatest fear tactics we have and it sometimes makes players tech roll right into you trying trying to dodge a bluff.
5. Agree with it red circling shouldn't be there, I think it needs a guard breaker in that move set and some initiative moves and it would be perfect. I don't think it needs to add to black flash meter since (I assume) the whole point it to have a completely different move set for a small period of time, throwing your opponent off guard, which is why it would need a little variation in moves like a guard breaker and initiative moves.