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I say the easiest way to buff the character is make bomb throws and/or detonations faster and make one of the aerials kill way early, like give backair a sweetspot or make upair 2 stronger. Making fair a little faster would also help.
Again, the character is very well made, it's just slightly underwhelming to play because the character has so little kill options.
Also I believe theres a glitch with him, as the timer for bombs seems to reset when they are hit with his neutral special.
I also agree with this guy
but i also think it should be chargeable he has 2 moves that are high risk low reward where you can't stop once you start it up.
i know it might sound crazy but i think it would crazy nice to cancel out of fair, and nspecial.
I think there is a lot of potential with him that people don't realise. For example people say his side special is bad, but it's quite good as it could throw opponents off and you can do an aerial attack out of it, maybe allowing for a short combo.
The thing i think could be improved is that he needs higher kill potential. The only things ive killed with have been regular bomb, the super bomb, his aerials and up tilt. Up tilt i think is actually really strong although it still kills pretty late. I'd suggest upping the force of up tilt, bair and sair, as well as maybe up air.
Last thing is i can't get combos with him like with other rivals characters. This could be cause im not used to him idk but id suggest making him able to combo more, maybe decreasing sideways force on down tilt and up tilt would be my suggestions but idk.
Anyway, as a closing statement, this character is sick, the zoning is insane, but he lacks kill power and combo potential.
If you prefer it the way it is you don't have to do this, I love the character either way but im just throwing out ideas
Uair 1 and 2 SHOULD combo together more reliably now.
Pretty much just doing field testing with the patch, seeing if the adjustments are closer to being well balanced.
Would it be better if the normal bomb was more akin to the finisher bomb (not EXACTLY but like, closer to it) and the finisher is just ridiculously powerful to contrast with the predictable and long fuse? So you could use it as more of a mindgame threatening tool even if you can't reliably hit with it.
As for my feedback on Mollo, making bombs easier to use and capitalize on should be a high priority. Some suggestions:
As well, some quality of life bugs: