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Really wants to like MKX
I'm right there with ya. Let me first say, I'm "new" to NRS games and I've really only found winning rounds through Pumped Up Jax, Brawler Cassie, and most of all Full Auto Jacqui. As a new player my neutral is weak enough but compared to the other two characters Jacqui's neutral is ass by a mile! Full auto effectively turns her more into a Dhalsim/Axl where your neutral is outside of most character's normal's reach. After that it's all mind games. I liken it more to O. Sagat or basic SF2 Ryu than anything else. Of course it's going to be very strong so early in the game's life because you're less playing with the game's system and more playing against your opponent. With Full Auto on Auto Pilot you (I) get blown up by anyone with a decent grasp of their character (Well... sorry Kotal). Sadly, I fear that the screams of casuals will resort in a knee-jerk reaction as tends to happen.I'm honestly worried about Jacqui getting nerfed. A slight tonedown would be fine on full auto, but her space control is what makes the character work. After playing the other two variations for like two weeks before I started using full auto, her neutral game does not feel very strong outside the ability to use those tools. Her best normal footsie tool is relatively slow and is outranged by almost everyone else. As long as they don't somehow make full auto unviable though she should be fine. But she kinda needs it.
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NRS really needs to just take some time to consult REAL players when it comes to balancing. Say what you will about Mike Z and SkullGirls but that man knows his own game inside and out and understands a lot of the game and metagame that goes along with each character. I feel that NRS are, well, still learning how to make a good game. Part of that is internalizing your gameplay decisions and not giving into the lowest common denominator. Casual players are great for short term revenue but they just aren't going to play the game as completely as the people that really care about it.