Learning more about how these ambush kameo attacks work and the fact that they aren't just a pre-canned input to a string, I'm going to be impressed as hell if this game comes out and is even reasonably balanced. The fact that triggering a kameo doesn't only extend kombos, but also can for example make moves safe, how do you manage the economy of how much that kameo move should cost knowing all the different implications of how every full character can exploit it in different contexts to make themselves busted?
I think this game is going to be a ridiculous wild west free for all at launch, and I'm thrilled about it.
That's the first thing you think of, but this is how the kameo system is in the game.
Kameo can be stuffed
Kameo damage transfers to the player, even though it's only 2%
Certain Kameo's moves takes longer to regain meter than less costly moves, which rebuilds the meter a faster rate
You can use kameos as meat shields
You can only use Kameos twice before their meter refil
If Kameo's meter it's depleted, they become unusable
If you hit a Kameo while they are on the screen, they become unusable for a period of time
Unusable, Kameo, cannot be summoned, used for ambush or to break combos
So having Kameos with all these variables feels thrilling, but the fact that they can take the hit, as well and disable their usage as well as breakers makes for an exciting game.