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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.
It's not fun to fight an endless sea of unbeatable, unparryable projectiles.
this rework is supposed to fix all of it which includes, too many xy plots on moves, inf air stalling, not interesting projectiles, not enough moves, and counter play being Wait and Parry which is just boring, etc
There's just a lot of unwinnable situations, and even if you are winning against postnap isnt fun to fight (its a similar issue to the older versions of the Korra character). If legacy bonehead gets posted, I will install that, but for now i am going to uninstall this.
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