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think of it like a damage buff that's not that effected by damage scaling. (or just a damage scaling stall move, that too.)
i'd say it'd be fair if Lets dance gets slightly nerfed, or decently nerfed, especially if any aditional damage buff or this goes out. (in my opinion, it's better to have more of an even spread of damage with the rest of their moveset.)
the only other complaint that's on my mind is the special move that gives the stance in the air.
it's way too far most of the times, even with stalk, it's crazy far in comparison.
now i'm not saying that you should make it go forward, at least make go to neutral or a back dash distance away. (the only reason why i'm saying this, the initial jump is crazy low.)
but they need some better damage options, and i don't know if regular damage scaling exists but here's an idea.
using hearts or some form of hustle(s) that hits the opponent in the middle of the combo or before the start of a combo can temporarily increase damage taken from her super, like taking a huge counter hit that doesn't scale that much. (plus, i think it'd be an interesting direction to take the character.)
effectively doing an inverse version of damage scaling at first.
sacrifice damage (and potential bar to expedite the process) to build up the inverse damage scale and do a simple combo, then they can potentially get tons of damage that's worth the investment.
this i didn't really put any thought into, but i just think could be neat.
character is still really fun to play with, but they do need some form of better damage options aside from just comboing and the super.
NOW