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Een vertaalprobleem melden
To answer your concern about the damage, I have them do 3 damage for fast moves with lower knock back, 5 damage for strong attacks which are usually paired up with cooldowns at a decently reasonable time which have strong knock back. I decided to do this tactic with all my characters due to my characters back then being extremely powerful with their large hit boxes, high damage (11%), and hard knock back. I try to make my slow attacking or slow characters do reasonable amount of damage and my faster characters have lower damage for balancing purposes.
I do see where you are coming from with Robin feeling lacking gameplay wise. I will try to perfect her to be a little more fluid. I will probably reduce her, Marco, and Doflamingo’s jumps to 8-10.
I really appreciate you going out of your way to give me feedback. This is really helpful. I will try my best to perfect Robin to the best of my ability.
In return, maybe make her Up Special a kill move to make it a stronger combo finisher? Robin has a lot of potential with ladder combos, and giving her a stronger combo finisher can help her secure kills better.
Overall, I love this mod and it has a lot of potential. Her range is fun to fiddle around with and her playstyle feels faithful to the character, but I think with changes like this, you can make the character even better and more enjoyable for others
She's A LOT of fun to play, and I love how many of her iconic moves were utilised! However, I do have some comments to make that may make the character more enjoyable if you considered them.
For starters, I've noticed a pattern with your One Piece characters where they have severely lacking damage output, and Robin is no exception. Most of her moves only do around 3-8% maximum, and it becomes really difficult to build up damage. I think a boost to her damage and knockback on her moves will help her play her role as a ranged fighter better.
Also, her Strong attacks have considerable cooldown that is incredibly hard to distinguish in gameplay. Maybe remove the cooldown on her Strong attacks? You can give them slightly more endlag to balance them out, but I think removing this cooldown will make using them less clunky.