@RemiKz
No other character has things like that, no.
I mean I'm assuming that people
realize you can still do the same thing with jump back j.LK->j.HK, or jump back j.HP->j.HK, and are complaining because it's something they really want her to have....? Maybe I shouldn't assume that. I'm still okay reverting or slightly improving j.LK though, because you can't just jump around with it forever, and that way she'd have jump back j.LK->j.HP->j.HK.
Double does a
lot of damage, has j.HP reset loop, has H Luger antiair confirms, has car and catheads and monster etc. I WANT her to be worse air-to-ground and air-to-air (and in non-invincible vesions of Bomber) because I'd like her to think a little bit more.
Max Undizzy hits scaled to an extra 50%? So, if that's 100%, do they deal no damage now? Or 1? I still kind of want to see some of the combos this is supposed to fix btw.
Scaled by 50% means 1/2 their scaled damage, I assume you were being funny. :^P
You want to know what it's supposed to fix? Well, this change made enough of a difference that I've received some pretty harsh complaints.
Max scaled Peacock Lv3 SoID does 577, max-scaled Titan Knuckle does 440, max scaled H Brass does 481, Filia s.HK does 275, etc. So this change removes ~150-250 damage from all the really optimized combos of the form "do everything then tack on one more huge hit that'll trigger undizzy, to kill"...which in most cases results in them not killing anymore, and since those hits generally aren't burst baits it gives your opponent who survived a safe undizzy burst (into alpha counter if they want). It means you have to touch them at least one more time to kill them, which means more neutral instead of a guaranteed win.