One of the reasons I like playing Fukua is because I don't have to focus much on trying to eke out damage by doing complex combos and can instead focus more on playing neutral and/or zoning my opponents out.
my optimal combo went from 7.9 to 7.7k
EDIT: with hitconfirms retail is like 7.4 retail to 7.2k so no real difference with me
the rest of my combos did similar damage I believe.
So yeah. minus 200-400 dmg on average, I am fine with.
Much less on j.HK confirms I am also fine with, since that means I can leave j.HK as a good tool ("good", already not overhead etc).
CH shadows giving you 1125 instead of 1350/1500 helps, too.
And yes, shadows can continue to be looked at, s'what the next bit that you don't have yet does. I don't like allowing people to crouch under MK shadow
@RemiKz because it's already a mid and realistically you're not standing up much if you're defending...
@d3v
Your reasoning doesn't make any sense to me. If there is more damage to be done and you're not doing it, then you aren't playing as well as you could when you land a hit, and you will always be more effective once you do hit if you can deal more damage. It's why nobody does Timeslip combos with Cable. :^( But you never HAVE to focus on damage to play any character, that's some kinda weird personal hangup. I usually don't learn optimal anything for anyone I play, I focus on what I can do consistently, and I find doing nonstandard stuff throws off people I play against.
She's still just as easy to land hits with and nothing mid-level really changed in difficulty so...yeah.
@ashxu
You mean with the point dead, right? Not a snap...?
@worldjem
I would be okay removing/reducing the arm hitbox before 1st active on Excella as a test.
I would not be okay giving her better combo options off it midstage. MGR = free combo, DD = F+HP / free combo with F+HP and certain assists / damage with meter / damage + combo with meter + certain assists, Excella = damage with meter / damage + combo with meter + certain assists. It is her worse option intentionally, for two reasons: one, it beats up-back, an option that is very powerful in SG and thus often a panic choice, so as soon as someone stops doing it you can land ground command throws; and two, since ground/air command throw is a 50/50, this way if the opponent
needs to make a guess they can make one with less payoff on purpose. If MGR and Excella gave the same payoff anywhere, randomness becomes that much better.