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She's fun and pretty well balanced overall. But the Chain Chomp gives so much stage control and there are essentially zero options to counter it. Parry I think would be good in theory. But there's no animation that indicates the chomp will jump, so it's near impossible to tell when it'll come at you. There's also a whole character trying to attack you at the same time.
I think the move is a lot of fun and I want it to be useful. I just want some way to counter it. Like if you could destroy the orb as it comes out. Or if you could do damage to the chomp and destroy it. Or if you could even just knock it back. Or if it didn't have a constant hitbox. Right now it's no risk extremely high reward.
Any combination of the changes would be nice. I just want some way to counter it. But otherwise this character is so well made! Keep it up.
And hey, don't worry about that. I'd rather get something like this than nothing at all.
Maypul's plant is on the top platform while the players are fighting on the bottom, no one's on the center platform. Zetterburn does his side special and Kragg parries it. Maypul's plant ends up in parry stun despite the fact that no one is around to trigger it and it hasn't attacked in the first place.
That's what I'm experiencing when playing with a friend (remote play/local play) in team battles when using her, and I don't get why it's a thing.
As for the rune, I guess I didn't feel too much of a difference with it vs without it? Because when I noticed that it didn't mean something like "3 hits in one charge", my next guess was that it affected wind up/end lag, but I couldn't tell too much even while spamming it. It's very likely this one could just be me though and I don't want to have you stressing over one random dude's claims on an otherwise well made character.
Are you sure? Because that rune has a quicker startup and less endlag, but it's weaker. Making it spamable in rune play.
Really? It seems to be working fine on my end, and I haven't heard anyone else mention any issues with that. There are two sound cues, one for the mid-charge and one for the full charge. If this is still a problem, I'll add a charge bar that appears underneath Wapeach in a later patch, either in training or normal play.