UPDATE: So after seeing some more C88 PinkDiamond matches I have to say Maya isn’t as dull as I thought.
I would still like to see dagger pips spent more often than just always waiting till you have all 4.
Perhaps if Maya players had the option too spend pips with just 1 dagger? (only 1 colour at a time) Not sure how you would input that though. Quarter circle back light or medium punch?
And I’m still annoyed about her long unbreakable instinct combo.
Hi! I’ve been watching almost all the KI tournaments since KI came out, but since Season 2 I haven’t been able to play as much as I’d like, the only Season 2 character I’ve played is Riptor and I never even played against a Maya (as far I can remember). An interesting advantage to this is I can give a fairly unbiased commentary on season 2 characters game play.
I was initially super excited about Maya and her redesign (visually). Her redesign is probably my favorite, and her new projectile/ammo based play style looked like my favorite sort of thing (I love Hakkan and Spinal, even though I suck at spinal ). However seeing Maya in tournaments she’s always seemed…kinda boring to watch. I mean at first you see the knife juggle combos and the somersault kicks and go oooh and ahhh but after that she looks like a gimmick character whose gimmick is being lame (long weak unbreakable combo’s, hard to read mixups, Season 1 Sadira much?)
Actually Maya reminds me a lot of Season 1 Sadira, the instinct jump cancel combo vs the instinct dagger juggle combo; Maya’s version may not be as strong but its still feels the same watching it; its a long, disappointing 1 way interaction. It seems the best player(s) with Maya do the most 1 way interactions, which are rarely fun to watch . Worst of all her daggers feel very ineffective when not used safely; its just not worth the risk of losing your dagger. Every time I see a player wiff a raw dagger, 60% of the time they lose the life-bar over it. Daggers are faster than most projectiles but they just don’t feel worth it. Only using the daggers when they are safe to pick up after, doesn’t that defy this characters nay, this games philosophy?
Lastly her dagger pip system feels under-developed, people only use 2 of its functions (both of which feel kind of cheap in situations), perhaps players just need more time to adjust but Maya farming pips seems unavoidable in many match-ups and Maya players are willing to wait until its full, even when 3/4 is totally worth using.
I think Maya is balanced in all the match-ups I’ve seen a lot of, I would like her to stay just as strong after any changes; but I understand that is a difficult thing to predict and manage.I'm probably opening myself up to savage scrutiny here but... My suggestions (that will probably need to be revised due to my lack of in-game experience)
Make Maya’s 1 pip bonuses free:
When Maya has at least 1 yellow pip, yellow dagger always bounces (no pips are spent);
Maya has at least 1 purple pip, purple dagger always breaks a projectile (no pips spent)
a very big buff that makes raw daggers stronger in interesting ways
Daggers fall slightly behind opponent on hit (and take longer to return during instinct)
Less unbreakable daggers in combo’s, (or you could make them breakable I suppose?)
they can still be used, but you will have to mix in regular hits
Maya can only leap as a follow-up to a dagger toss (press imeditaely after dagger toss)
Kind of like Kan-Ra’s teleport-in combo trait, this nerf gives zoners a better chance against a Maya that throws a projectile that beats other projectiles >_>
-Edit: Also daggers should stop at the edge of the screen since Maya can no longer clear the entire arena with 2 consecutive leaps to recover it.
??Mantis with only 1 dagger??
Feels fair with the change I made to leap, I am definitely overlooking some sort of abuse here, maybe weaken it when you have only 1 dagger? Like a smaller hitbox, or it cant hit airborne enemies, just when you have only 1 dagger. something like that.
Maybe just forget this buff completely? (I never liked Mantis anyway, lol)