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If you're struggling with his endlag, though, remember that he's got great air movement! If you whiff a move, try to drift away! And don't throw attacks out unless you're certain they'll hit.
say no more! I'm trying this one out
The normals are also pretty useful even though nothing combos really into each other, which gives the character a low skill requirement, what is always apreciated.
By using neutral-special to move the zones out of the way of danger or going of stage draging the zones to you so the edge guard has more power is an incredibly creative way of using this character, which gives this character a pretty high skill ceiling & flexibilty.
The animation look also pretty nice.
What I would suggest for the orbs is to either do it Olympia style where they have a cooldown to being broken or make it so the orbs don't normally break, but they're a bit smaller and parrying removes all of them rather than the oldest one. Also, make his meter be reduced after two or three attacks, doing one when his attacks have this much start up is a problem.
With these proposed fixes to the gimmick idea, you could technically not need to fix the neutral toolkit as these would make his gimmick strong enough for proper use. Even if you decide to tweak his jabs, tilts, aerials, and smashes, something should be done to strengthen the gimmick just a little bit, mainly their durability.
However, i will be honest, as a competitive player i have to say that its game design is lacking.
It's better than most of the workshop for sure but it could be so much better !
If you are intersted in making it better gameplay wise, i could help a bit thanks to my experience with the game ( i have more than 2000 hours played ).
I'm making this critique cause i really like this project honestly, i'd love to see it become better for the competitive players.