It’s been discussed several times that Aganos’ Instinct is lacking, but that’s not the point of this topic. Rather than discussing how it could be changed, I want to talk about the club. I think there’s a major issue with the club in general that doesn’t really make sense and could be improved.
You can get a club two different ways:
- Instinct
- Grabbing a wall behind you
The issue with this is the club itself is balanced around his instinct, which is a “cheap” way to get it, whereas grabbing a wall behind you is very expensive. When you do the latter, the club has the exact same usefulness as any individual club that you get about 8 times in instinct, but has a much greater cost. To get a club in this manner, you have to suffer the animations of placing a wall then grabbing it, as well as using a hit of armor. You can equate this to a price of about two knockdowns and a chunk (3 knockdowns if you include grabbing a chunk in the first place).
Nevertheless, you still lose it after getting hit, or doing one target combo, or getting one hit confirm, or doing one special move. For comparison, Thunder has a non-instinct version of his instinct power-up, but it only costs him one knockdown to obtain and he doesn’t lose it so easily.
To rectify this, I would make the club better to the point where it’s worth its high price tag in neutral and more terrifying when in instinct. Here are some ways I’d do that:
1. Give it higher priority.
Let’s say you’re zoning out Orchid at full-screen and you have a club. She does a slide, and you react to hit her with the Cr. HP sweep. The hitboxes collide, and since her slide is a special and the club is a normal, you lose the trade and you lose your club. That doesn’t make sense to me. I’m getting hit because of my long reach, which is why I want the club in the first place. With its price tag, I think it should be able to stuff specials from full-screen. Sure, Glacius also has this problem with his full-screen kicks, but doing jump kicks has no cost for him.
2. Have the normals destroy projectiles like the thrown version.
Similar reasoning to number 1. Also, you lose your projectile-destroying flick when you have a club, so this is to combat that. Sure, you could throw it, but then you immediately lose your full-screen threat that you worked so hard to get.
- Placing a wall with club in hand consumes the club, not a chunk AND the club.
Very often the opponent runs away when instinct hits. Your options are then to very slowly jump across the screen to run them down, or place a wall behind them. The former could take half of your instinct time, while the latter could do the same if you don’t have chunks. With this buff, the opponent is forced to be with his/her back against the wall (hehe), or have Aganos stack multiple walls behind them if they try to move forward. While in instinct, you would see a lot more of what Aganos is billed as: a giant that wants you to feel claustrophobic.
Outside of instinct, a wall that has no use behind you could be picked up and placed behind your opponent. The new wall could have the same number of remaining hit points that your club had to balance it.
4. Give him an invulnerable reversal that consumes the club.
I know this is a big one, but I think it could be made within reason. I’ve made the argument several times that Aganos’ instinct makes his defense worse (not to mention it’s entirely involuntary). With a club in hand, you can’t do your fast anti-air, your damaging anti-air, your projectile flick, or your fast overhead (which can also be a situational anti-air). If you read a jump-in and instinct cancel, you can’t anti-air unless you have meter. I think giving him an invulnerable reversal could remedy this, as well as give him the ability to get out of frame-traps. It should be non-mobile, have a long startup, and be horribly unsafe, like Kan-Ra’s reversal. Outside of instinct, he’s still not likely to have access to it (unlike Kan-Ra), and his instinct would make his worst attribute better (which most instincts in the game do).
5. He doesn’t lose the club when hit
With your new reversal, you don’t have much of a reason to NOT have a club in hand (in its current state, you have plenty of reasons if you’re knocked down), and your 2 knockdowns and 1 chunk don’t go to waste after 1 button by your opponent.
OR instead of buffing the club, you could just make it easier to obtain in neutral, but that’s no fun to talk about.