Yeah, but that's because she has IAD j.LK, c.LK, and throw in both modes? So it's not like it would be easier in one....
...So I'm not sure what your POINT is.
"Headless is better at mixups/pressure instantly; that's the tradeoff so that she's not a worse character" - (from sage)
"Head-On Pressure/mixups are just as good as Headless" - (me, Caio)
"If her Pressure and Mixups are just as good, whats the problem?"
Do you not see the problem with this? :(
Headless is supposed to have trade offs, and that's fine, but the tradeoffs feel too strong when the advantages aren't that much better than what Head-On currently enjoys. If headless was strongly preferred in more Matchups in neutral, then this wouldn't be a problem, but the amount of matchups that people actually seem to think Headless makes a difference is only a couple. One version is going to be better than the other, that's inevitable, but I don't see the problem in trying to reduce that gap so that hopefully it's not as clear cut of a choice.
Head taking scaled damage will help a little, but that's mostly for outlining cases like in that BB video so that Headless doesn't straight up die in 1 combo anymore, which is only 1 of the issues here and even that isn't the biggest deal imo.
Reducing the damage from Head-on would be something though. I don't super like it, since I don't have too much issue with Head-Ons damage, but at least it would make a little more sense that Headless being the harder version to play doesn't do less damage with little other gain. If you were going that route, could we not just Buff Headless Damage?
@Fizzxwizz , by your own admission from the older Headless MU thread, you still mostly put down Head-On as the go to for most MUs. I'm not saying Headless is bad, but between everyone mostly agreeing about Headless MUs (from what I ask), and evidence of every Fortune player nowadays 80% sticking to Head-On (you're probably the biggest outlier on this one), it doesn't help your point of saying that Headless is just as strong.
Also, on that note of "headless pressure is safe on block" from Sage, Headless Pressure being + is also a bit of a misleading point. In a game with PBGC/strong alpha counters at the ready, being plus is not the only factor in how good pressure really is. Range/distancing and Character options on/from blockstrings is a big factor; this is part of why Double/old fukua pressure was so good because they could be PB'd away, continue a blockstring with good buttons/specials to keep up the pressure, typically out of range from close up options from the pressured character, and still react with something even the opponent tried to PBGC/Alpha Counter something and win. Headless can only mixup by getting close, which puts her in range so that she is still vulnerable to all that stuff, and using Head things (zoom, sneeze, nom, w/e) can only sometimes make you safe but it typically won't, and only has 1/2 supers to counter with if the opponent did something (and both of which aren't that great compared to what other characters have). And like Caio said, once assists start getting into the mix, Headless's options aren't that much more numerous than Head-Ons.
tl;dr on above: the pressure is okay but A. its not strong enough to justify having only a metered reversal (very big deal) + dying in 1 combo + worse damage across the board + harder combos/setups to work with and B. not that much stronger than what Head-On/other characters can do at this point.
I personally like the longer IAD input as headless, I get [IAD j.LK > j.MP] from it
I don't, the higher height makes pressure not as strong in pretty much every case, plus IAD jLK jMP still messes up on a bunch of characters which makes that not a good confirm anyways (you still have IAD jLK Gato which is okay). It's one of those things that while not TERRIBLE and is still good, is still just weaker than what Head-On can do.