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Don't get me wrong, it never should've lasted forever, but now it lasts less than a second! It's small size makes it impossible to use during a combo except as an ender, but enemies in hard knockdown don't take damage, letting the enemy wait out the timer nearly for free!
I feel like there's probably a better way to add counterplay to Karma Bones. Either that or just up the damage and chip to reflect it's short duration, but I feel like that's probably a bad idea.
...Or maybe it's just a skill issue and there's an application for the Super that I haven't discovered yet. Who knows!
And I glanced over this before, but this really is a fantastic rework outside of that. The removal of omnidirectional movement on Big & Spinning Bone as well as the removal of Wall Bone spam is a great decision!
Not an insult to the comment made by sans. below me, but I honestly find this version less interesting, despite the undeniable power increase. Previous bonehead had to use setups to be effective, post-nap just throws out walls to win neutral always at any distance. You cannot do anything against it. When i fought post-nap, my opponent had to stop using bone wall entirely for the fight to get interesting in any capacity for either party.