I also disagree with a safe air charge... the only time you would use regular charge then is as a quick punisher. It's easy to instant air it, same input as cyborg iafb.
Some things I'd like to see. Just one would be fine:
-Command cancelling lance (like pressing db instead of dashing). It'd actually make it useful.
-Being able to throw into a mine without a knockdown. I know you can still combo it but it's inconsistent.
-Slightly faster startup on orb/mine/laser
-Less pushback on 22d1. Because it's + on block it'd be nicer to continue pressure outside the corner better than guessing they might do something and corps charge.
-Bigger hitbox for u3. Though I'm not sure if you'd have to change the animation for that to make sense. It'd just be nice to use it as a good AA since you can't cancel it into vacuum anyway when they're hit so high up.
-Something to mb mine. I'm not sure yet. That move is entirely useless unless part of a kill combo. Maybe increase the duration they're in the air so you can dash up and combo when it's hit from far away.
Just make is standing heavy boot kick cancel able. He needs it bad. Also you shouldn't be able to duck the 1,1, in the 1,1,2 string. Pretty lame. I want to be able to apply pressure.
Just make is standing heavy boot kick cancel able. He needs it bad. Also you shouldn't be able to duck the 1,1, in the 1,1,2 string. Pretty lame. I want to be able to apply pressure.