@Prxph_ heres my take. straight up, let ran and shaw start with redemption level 1. r&s is the worst at building it so let him start with a stock, you can do redemption combos round 1 and can hit the rekka crit right away, wouldnt be too crazy cause hes unlikely to hit max anyway
@Arbiter_W Nah this is a whoopsie move, only ever coming out on accident and misinput. If they made the first fireballs fullscreen for all supports it would actually be pretty good
@birufgc earth bending and air bending hits could use a bit more impact, but I think most of the rest of the sound design is fantastic. The critical hits sound awesome, wall splat sound is great, fire and water bend hits are nice, I would say 85%+ of the sound design is really good rn
@LikeASherwin It's fun to push the game to its natural limits. Also interesting to see if it's even possible, and what parts of the base moveset are most important and useful. I like the games a lot so I want to experience them in a new fresh way.
@Land21319532 5c doesnt actually force stand, the training settings are just bad and dont keep the dummy crouching like it should, they can crouch block and duck it
@_Prxph Another ran and shaw zuko nice, I also found that 6d b 5a thing but bro that shit is so inconsistent height wise, even the double 2d b I found to be finicky, this support just has to spam rekka for redemption it feels compared to mai 22c loops or June divekick loops
@hoorahEFF Huh, yeah maybe dash is just better from neutral. Something I've noticed tho is that if you dash macro after a move too early, you will get 5C instead of a buffered dash. I would probably use the kara after blockstrings to avoid that happening, and you can probably tic throw too
@Loruler_ It's somewhat common but not every game has it, and sometimes they do have it but it's not worth using. I would be very surprised if it is patched out, they for sure knew about it while making the game and other characters are definitely going to have it too but maybe not as good