I really think the wall should just recover to full health any time a combo ends, or something similar to that. It skews a lot of interactions when your reward for hitting them is to get one juggle and then have a forced stage transition (cont.)
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Choosing between wall break for the meter buff or doing an alternative ender to get oki could be fun, but in its current form you are forced to take the wall break for extremely small reward if you didn’t do it the first time. It feels pointless when damage is already so high
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Antwort an @PepperySplash
I think it'll be interesting to see how itd play out currently, I think if you get an early corner you could opt to go for several 1-2wallslams combos (since stray hits still do crazy damage) or go for two medium length combos. Anr full combo into super (gives oki) is also strong
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And* I think if you give wallslams back too easily by just cutting the final move then it'd actually have way less combo variety. But it'll be very interesting to see how it plays out once people understand it better.
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