Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

Ryomen Sukuna, The King Of Curses
ALL MY SUGGESTIONS!! (not just for balancing Fuga/Domain)
Good morning (or whatever time it is for you.)

Im here to post anything and everything I could think of to enhance the character and play-style they encourage.

Lets start with the most pressing and underdeveloped piece of the kit.

Kamutoke and the incentive to use it.
Right now the moveset is extremely limited and honestly difficult to actually make work at times, especially with the high DI building it gives during just a few hits. a good way to balance this could be an enhanced hitstun window when landing a charged swing to allow a easier swap back and a followup into something a bit slower, such as cleave or Cursed Punch. which can only really be used in a few scenarios.

Kamutoke also needs a few new moves, specially something to transition from ground to air, my suggestion is a reasonably slow windup (12F) for a move that launches the enemy infront of you into the air, and the charged variant could send you with them, allowing for an easier followup,

It could use for an aerial move too, I think this should be a Super however due to him already having access to his base air moveset after leaving the ground, Costing probably one bar, your could essentially thrust your hand forward and sort of do an aerial version of Lightspeed. but far greater in damage and leaving them stunned for a greater period, allowing to return and continue the combo

The grounded moveset is actually very well rounded all things considered, but what it needs to cap it off for good, is a way to spend bar to instantly charge instead of waiting. (to address the elephant, I know you cant hold Kamutoke in the air, but thats likely able to be changed in the future,)

Next over we'll be covering what I think is the most unique mechanic of any character I've seen in the workshop

Multi-Arm moves. People might say that its bland or boring, but some of the combinations that can be conjured at truly nutty, but what i think needs to be included would be a way to give this capability to specials, most specifically during Cleave and Dismantle Swing, However instead of base moves such as Punch EX or Throw Ect ect... You would include slow but heavy-hitting kicks, for example, during a Cleave, you could after the hit itself lands, follow up at the same time with a back-kick, putting them on your other side as the slashes from cleave land, or during a Dismantle Swing, you could put it into a diagonal and during the launch, use a upward kick to force them into the hitbox to trigger the dismantles.

For base moves and regulars, I think they are actually fine for the most part the way they are, but what could be nice is a delay function, to push your secondary action back a frame or 2, since there are some "interesting" moments with those.

Another Idea that came to mind would be more utility for Chants and the inbetween. usually you have to build chants through an entire fight to make use of them, but during that entire span that you are at two chants or one, they do essentially nothing. What if you could spend them early to get enhanced versions of cleave or Dismantle? Maybe not World Slash kinds, but greater than normal by far, longer stun windows and greater damage for cleave and more slashes for Dismantle.

(also for the love of all that is holy, add a diagonal dismantle, Similar to the upwards angle, but simply a little further forwards or slightly backwards drifting.)

My final group will be his aerial kit, one of the more lacking areas and simply less useful than his grounded. I've got three moves that could better round out the kit

An Aerial Grab and slam into the floor, The idea is to grab the foe and then finish the combo with this, make it more vertical since it has very little to no options if a foe is directly above.

A multi-hit extender similar to quad Punch, but horizontal and not sending very far, highly punishable if missed

A directly downwards drop that has a hitbox at the feet, allowing you to go through the opponent and return from below with a cancel or just another option for landing.

Another idea to enhance his Aerial kit is to allow for normally grounded moves to be used in the air with secondary actions, Such as Catch up or Backhand.

(One more tiny itty bitty thing, extend the range of Knee Quake, it is simply too stubby and niche to land in any scenario other than a raw read)


Thanks for finishing all that! if you yourselves have anything to add, post it. Im not one for denying critism