I dunno, I think her instinct is still one of the most fearsome in the game. As soon as she pops it, my first, umm… Instinct (so sorry), is to get away from her. Granted, I’m not a very good player, but still. The webs come out so quickly and all it takes is one wrong move, one errant jump, one mistimed block, and she’s got you. Of course, you could say that about any interaction, I know, but her instinct, to me at least, feels as though it takes that idea to the nth degree.
I don’t mean to change the conversation, but I’ve seen people, not just in this thread, but in a few other threads say that she’s missing “something” and I tend to agree. Now, there’s always a risk of throwing out an idea and having everyone stomp on it and I’ll freely admit that game balance is not in my wheelhouse, so I certainly don’t mind being corrected here or told that this idea’s not good. Just throwing something out there that sounded fun to me.
I think it’d be nice if she got a special move that was her ultra ender kick. Obviously a move like that takes some time to come out, so maybe to make it useful:
b-f LK: A fake version that’s the somersault only, she pulls up before the actual kick part.
b-f MK: She does the somersault and follows it up with a quick knee that has very short range and can be blocked high or low, but acts as an opener if it hits.
b-f HK: The full version of the ultra ender kick, HK could be held down to charge it up before the kick comes out for slightly more damage. Can be back dash canceled. Definitely not an opener.
The LK version might make the move a bit more sneaky while the MK version adds a bit of utility to it from a combo perspective as something else she can do to start a combo on the ground, even if it’s not a good option for doing this at all (nor should it be given where her strengths lie), and the HK version gives her a single strike that while very easy to see coming, can be a relatively strong single attack for her.
Anyways, with a long startup time, she could be thrown out of the HK version easily and it’d push a high blocking opponent back, so she’d get no frame advantage off of it. Just some extra space to work with if she needed it.
You could use it on a launched opponent, but the trade off is that it’s hard to time and it doesn’t cash out combo damage and it pushes you and the opponent away from one another, which in this situation might not be desirable unless you’re trying to get away or end a round/match. Wouldn’t be a great tool against incoming airborne opponents due to the startup and timing. Perhaps it could also have a smallish hitbox as well.
But on the plus side, landing the HK version would actually do some damage. Not talking about running in to the wrong end of Kim Wu’s shadow dragon kick damage obviously. More like Tusk’s throw if the HK version is charged up, and a few slivers less if it’s not. So if you were able to find some ways of making it useful, whether it be the kick itself or the fake version where she pulls up, or releasing the charged version at the right time, I think it might be a fun addition to her arsenal.
I should also say that I’m a tad biased toward giving characters with somewhat small special move lists like her and Sabrewulf some more toys to play with, so people that think they’re good enough from a utility standpoint or that think the characters should be a little more simple and straight forward, then this idea will likely strike you as unnecessary which again, is totally fine by me. Just throwing something out there.