My Drill changes would b smth like
1) Give invinc to both point and assist back
2) Reduce blockstun on the last hit by a bit, so a)It's easier to punish b)assist lockdown component is less pronounced
Can still make it safe(-ish, would still lose v. early pushblock) via Kiss, but hey it's "Make a throw vulnerable move (which doesn't hit the air and doesn't lead to combos on hit) safe on block - for 1 bar" vs "Make a fully invuln move (that's great at AAing and leads to combos on hit for a meter) lead to pressure on block - for 2 bars" (eg Updo-Gregor-Catheads), which doesn't seem like a terrible stretch.
If you compare it to other "Throw Vulnerable" moves and how good they are on point (Fortune Headroll, Peacock M.Bang) - both of them are essentially safe-on-block *meterless*.
Can remove the sliding Knockdown from Kiss, I don't particularly care about it. Air Kiss doesn't have it, so hey?
I figure this would remove combos from Kiss in the corner, which is something I would actually like to see happen (Drill xx Kiss under someone jumping in is okay; Drill xx Kiss under someone jumping in, leading to full combo on hit is kinda dumb).
I dunno how the recovery on Kiss is etc, but I'd like to be able to at least tech chase after, as it's currently an important tool vs Peacock? Dunno if that's doable.
Overall Fukua changes would be smth like
- Damage reduction on base combo stuff, because why do her combos deal so much damage (jHK is as fast as a medium, if it only dealt the damage of a medium, that'd be kindofabigdeal; shadows can also live with not dealing 750/900/1000)
- Damage increase on ground fireball, as one can't fit that into combos anyway and it gives her zoning an interesting nudge (gdlk AirFireball vs gdlk Shadow (which has 30f startup) vs notsogdlk GroundFireball (which hurts when it hits))
- Decrease hit- and blockstun on M.Shadow, cus the move is kind of dumb, so at least it shouldn't allow me to runup-jHK from 3/4 screen
- Slightly increase hit- and blockstun on L. Ground Fireball; I get that "M.Fireball+A into full combo from halfscreen" stuff is unwanted, but L.Fireball is rather harmless in that respect; this would make both the confirm into BFF on hit (which I can get with like 99% accuracy in Training Mode, but generally with only 1-2f left) and general stuff on block (-7 in the opponent's face isn't that nice) less iffy
- Do some magic that makes her neutral more interesting, like "QCB-P turns her into a shadow that teleports backwards" or "QCF-MK loses its hitbox, but becomes jump-cancellable on whiff" or "QCB-K has Fuk do the thing that her HK.Shadow does" or even just "jHP gets a monster hitbox" or something something slightly less linear ;;
- Increase damage on ground throw, because really? 848 vs 2000(8f cmd grab) on a move that can't be cancelled into, can be teched, scales harder, and has as ups 1f less startup + that you can throw someone into the corner.
Maybe if there was some sekrit tech where you get followup combos with #specific assist# and Throw xx L.Shadow+A, but I highly doubt there is (at least doubting it for reasonable assists, ie no Peacock lv3 SoID etc)
I dnno, who uses this? I'd like if it dealt 900-1000 and sliding; same thing with Bella for the record. Like, I don't think either character needs it at all, and it's probably a terrible idea, but why is Bella's Throw so bad :[