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Speaking of compatibility, I would kill for some Dracula boss stage compatibility because man I adore unique dialogue.
The one small issue I have encountered with the mod thus far is that the spark signifying when the bomb is about to explode is not visible on stages with bright backgrounds (diamond grove from the base game specifically) and that makes the self-parry timing very difficult. I would love to see an outline added to it for visual clarity.
Thanks again for the mod, I am looking forward to your future projects.
The upsmash mode alteration thing is a relatively minor issue that I don't think there *is* an easy fix for, so I'm cool with its current implementation.
I would still really like the bomb to have a more clear explosion timing though. Maybe the red circle around the bomb could be used as something to more clearly signify when it'll explode?
Still, the uspecial isn't a *terribly* big deal, I feel pretty used to it by now.
2. I often SD after using forward/back aerial, because their air recovery time is really long. For a while, I thought my upspecial just wasn't working randomly, but it turns out it was just because of the long recovery time on fair and bair. It'd be nice if it could either be shortened, or if it was somehow clearer visually that Seija isn't capable of taking more actions yet, because it really doesn't feel intuitive right now.
3. Her upspecial doesn't feel very satisfying, and frankly feels kind of clunky. It doesn't really feel like it belongs in this game? The way you control it feels almost... i don't know, artificial? It doesn't feel *smooth*. Its less bad now that I'm getting used to it, but when I started playing the character it felt really jarring and out of place.
4. Her upsmash. I can very easily see someone never realizing they can press shield to change the mode, and I don't really like that.
Luckily, her moveset is also really interesting, and I started to really enjoy it once I figured it out. There are a few things that bother me when playing her, though, which I'll list out in order of importance.
1. The biggest gripe I have is with her bomb: and specifically, I find it hard to gauge when exactly it'll explode. I can use the Jizo on it reasonably reliably in training mode, but in an actual match it always tends to explode a few moments before or after I expect. While one could say that's just a skill you have to learn, I don't feel like that's an interesting skill so much as a needless roadblock to getting to play the character as intended.
Some kind of clearer visual indicator on when the bomb explodes would be nice: perhaps a numbered timer? Or a meter filling up or running out?
Continuing in next post...
favorite boss
THROWING SO MUCH POINTLESS STEAM AWARDS AT YOU SO MUCH RN
I LOVE YOU