On Jago, I think his footsie’s are better than Shago and Jago is alot more solid/safer character than Shago overall, he has a good fireball game that is better than Shago’s in some ways but worse than in others, Jago has that amazing life gain instinct that can be used up to 3 times if everything goes well, Jago has medium wind kick, jago’s reset game is linear now thanks to the flipout nerf but still very effective/safe while shago may have more mixups he has take more risks. I still Jago would be a better character than Shago simply because he is the more solid fundamentals/safer character to play while a shago player needs to have good zoning and be very good at making reads. I personally want them to have extremely similar damage since I think Jago is the better character with the better tools but it wouldnt be the worst thing in the world if jago had slightly more damage than Shago but I dont think for a second Jago needs it.
Spinal: I get that line of thinking for sure, as a spinal player I just though he was alot more fun back then even though stealing instinct was completely dumb, I loved how unique and powerful the mechanic was so Id really like to see it come back in a weaker form for his meter stealing skulls at least.
Fulgore: I gotta give fulgore players some hope, many will drop him thanks to the nerf even though he would still be fantastic. Seeing Devastation beam more would be really nice as well since its a huge risk with possible massive reward.
Thunder: I would make all of his DP’s minus shadow throwable during startup, I personally dont think its too risky at all he is only gonna be able to punish meaty throw only if he neutral jumps or has meter its a legit weakness for Aganos and Raam I think youd be surprised at how effective it could be. Im mostly trying to get rid of flipout from characters who I dont think actually need it. Thunder is has such a solid risk averse oki that Id just like to remove the option.
Glacius: Its more has to do with the fact I think he gets too much damage off a lockout for the type of character he is atm, I can take it or leave it but Id feel better about the character if he couldnt do such insane damage (good but not insane is what id prefer).
TJ: Oh yeah TJ has options to meterlessly get through projectiles but most characters have a shadow move that goes through them and his shadow knee is lacking tbh in usefulness, I think TJ players would be happy and it wouldnt shake the game up too badly. Im making the advantage ender change mostly because of tusk, I dont think characters should be able to not play the normal combo game like TJ and Tusk sometimes can imo the advantage ender can be quite good if the opponent is not ready similar to General Raams advantage ender which can grant a quick standing mixup.
Maya: I can concur that Dagger Assault may be too long as is with this change I could possible reduce the time that it lasts to make up for it. There is still a two way interaction its just in maya’s favor for a bit, you will have to be satisfied with landing stray hits or grabs for a moment. I disagree that Dagger assault should be risky, it should be a maya players reward for gaining all 4 pips on block as its Maya players just get the unblockable and go for it since its quicker and almost always guaranteed if used correctly, using Dagger Assault as it is just isnt worth it.
Kan Ra: Throwing a bone towards Kan Ra’s players zoning game, they never did much damage before but now it is truly nothing, I always saw it as a useless nerf besides as you said you can bat them away.
Aganos: He would still be slow with 3-4 chucks just not as slow as he is now, also I doubt 7-3’s exist in KI let alone 10-0’s. I gave forward HK purpose, it currently has none and tbh you should be holding back up against against aganos anyways.
Omen: Id rather see it used rarely but intelligently than them being used as free pressure tools.
Cinder: Burnout makes you not want to hit anything, the control of the match the opponent has for some time is always felt when the opponent has it on them, I think he should have it but as is I think it just lasts for a bit too long.
Riptor: I rarely see it tbh from riptor players, I just think it should be a bit easier to land for how risky it is.
Kim: I said Physical Attack on the parry not fireball aka projectile attack, that would be broken lol. I think the backdash ender would let her take more risks and allow her to manipulate space better so I removed the ender which always give you one since its a way more powerful tool now especially since your opponent has to guess between the two dashes.
Arbiter: It doesnt enhance his neutral rather it forces him to play it more.
Gargos: I play gargos and I know Im not the best or anything but I think how minion play is currently is super thought adverse and linear, Id like for minions to force a player to have to be a bit more creative then how they are currently.
Mira: Id be willing for it to be half of the life you gain back in potential damage, I just think there should be more reward for taking such a risky command grab.
General: It makes all versions of the move useful and gives raam more utility which would be great (coming from a Raam main) it makes people have to think twice about wake up dp as well with that Hard Kryll Rush version, not to mention a throw invincible move improves Raams wakeup.