Reposting the stuff I put into my KP2 balance patch thread. Didn't expound on these changes in the KP2 thread as that wasn't really the point. Gunna do so here. NOTE: I don't really play Untamable so I didn't know what all to include for buffs. Went with one thing I KNOW she needs at a minimum and left it at that. I do believe that variation needs more, though.
Base
Pole Slam (F2): now hits across the entire arc, not just when it gets past Jade's head
It visibly has the staff glow effect REALLY early in the animation which makes it look like it can hit along the arc. Instead, it only starts to hit about around when it reaches Jade's head or slightly past it. This is why we have incessant frustrations as it really does LOOK like it should hit sometimes yet doesn't
Pole Strike (B1) startup: 15f -> 12f
A faster Mid check in the neutral to complement her D4 and B2. As it is at 15f, it's borderline unusable for anything.
Teaser (B12) startup: 21f -> 16f
A stupidly long-range overhead that's -19 and slow as fuck on top of being the second hit in a string. Making a relatively small adjustment in just hitting the speed, but I feel it's a realistic change. Wouldn't mind it not being death on block at max range too.
Razor-rang (BF1) amplified: High -> Mid
Razor-rang (BF1) amplified startup: 23f -> 20f (now jails on block with no flawless block gap)
Razor-rang (BF1) amplified block: +7f -> -5f
Jade now has a universal amplification option that makes her entirely safe. I don't believe it should make her + anymore if it's a guaranteed safety net, but I specifically made it -5 which is that magical "I can immediately flawless block reversal your poke attempt after" number. In addition, her amplified razor-rang is now an ACTUAL zoning tool worth a shit with the amplified one being a Mid.
Emerald Defender (V1)
Edenian Spark (DB3): now has an amplification. Amplified Edenian Spark sends a second wave full screen that's a Mid wall (See: IJ2 Captain Cold's amplified ice wall).
Edenian Spark (DB3) amplified info: Mid, 60 damage, 16f startup, -11f on block, 30f recovery, slight pushback on block (removed when flawless'd), large knockback on hit (see: Sonya's amplified ring).
Edenian Spark (DB3) amplified: Krushing Blow if it hits after the first wave hits. Deals increased damage based on distance (160 - 280, totaling 220 - 340 with first wave's damage included).
Probably the worst addition to ED, Edenian Spark is a mediocre startup low projectile that has crazy recovery and is 100% guaranteed death on block even at staff distances. Instead of buffing the base projectile directly, I went another route and came up with an amplification option. I also introduced a Krushing Blow unique to ED through this as it current has none via its variation moves. The thought here is to give Jade something similar to Cetrion's amplified wall mind games up close and allow Jades to potentially call out people jumping over the regular projectile at a distance. The KB was designed around those suicidal moments of attempting to do ED's 50/50s with Spark and rewarding that risk.
Untamable (V3)
Vanishing Winds (DB3) amplified startup: 22f -> 18f
Again, I don't play Untamable so I've no idea what to give the variation to fix it. I also fear this variation has fundamental problems that need drastic baseline changes to make it worth anything over Jaded so direct frame buffs won't do a lot. Anyway, teleport is faster.