Well time to improve on the Cinder/Fulgore game then. That's gonna help a ton most likely but Eyedol's still insane.
Cinders uppercut is especially good since it is a D U input, so you never have to worry about inputting it either direction for cross ups or fake cross ups, it will autocorrect for you and with flame aurs active its safe (?) but shadow counterable (?)
Reacting with inv uppercut. Also where do you get the info its +20 on way down? Im pretty sure its like +11 at most.
And don't get me wrong its super strong and will get adjusted like its been already said but i doubt it will be nerfed to oblivion. IG usually only tone down moves a bit, so i would assume its gonna be less + or neutral at very worst on block. So Eyedol players will probably still use it more often then any other of his tools.
As for playing character fully, its been a week, so no wonder. Judging how things were before in KI it usually took a month or two for top players to reach character full potential and even then nobody is using ALL character tools, simple because some are better then other. Eyedol grab / pip building idea is pretty weak coz:
a) you build instinct very quickly and then you got it all
b) you can go even whole game without one stance switch (luck dependent obviously)
c) most people dislike playing mage stance, so they want to switch to warrior ASAP, at very worst between rounds with free head punches
Well, yeah, so Fulgore can unvincible DP it sure but anyone without an invincible DP gets hambined by this move all day, its clearly a problem if its already being toned down. And when I say full potential I didnt even mean true full potential, I meant people literally were not even trying to incorporate half his moveslist in either stance. Even when we played you never even had to attempt his 1 button 3 different command grabs because against a character like Gargos with no viable reversal the mix up between throw or jump HP was all it would take. The character is being used at that simple of a level right now because of that damn jump in. Dude can tick throw, kara tick throw, dash back then kara tick throw all to leave him plus for mix ups while boosting his other stance when forced into it, ywt none of those mind games are relevant and the player can just ignore them atm.
Hes a character who is suppose to force you as a player to adapt on the fly with his involuntary stance switches, by design he is suppose to be the kind of character where you have to know everything about him to make him work, its suppose to be mildly complicated. Instead he might be the simplest character in the game right now, jump HP, plus on block special, or throw, one stance only, thats all you need to know. In instinct you still just play him like you would warrior but now if you fuck up your DP or whatever he floods the screen with bullshit anyway. Like you said, the pip building is useless because of how dumb his jump in is, and Im pretty sure the pip building is the whole idea of the character, hes not suppose to be "jump in HP: the character," hes suppose to be "involuntary stance switch: the character"