I don't mind the headache mechanic. It's a nice design decision. I just don't like how much jolly sucks. Low damage, slow, no evasion, and almost nightmare level of unsafe.
Sorry for 2nd post in a row and the length of the post again. Just catching up on what people have said.
Jolly could be better than previous games now if they would buff her main moves because currently nearly all her good stuff in jolly is - 12 or more so it can be punished, and her step kills suffer greatly from that too.
She was just as unsafe in previous games but atleast with the mix up stuff like 3ab and 6ab you could delay the follow ups and hit confirms, now it's like whatever you do with those step kills you take a risk or you just take the bit of Dmg to the opponent and your - on hit which isn't exactly great.
It's like mix up with 6a 6aa or 6ab but you can punish the 6a on its own + 6aa and 6ab are unsafe and the opponent can just gi after your 6a and you will get both options after 6a Gi'd, plus 6a on its own is high too so that's a problem sometimes.
6a and 6aa are - on hit too
So then she has mid step kills 66a+b punishable again, can stop it been punished by some characters if used at range but then it's risky to use it because of back step at that range.
66a on its own is punishable and even minus on hit too and sooner or later you can even be punished for that too because they know you probably wouldn't dare follow up with the 2nd a.
GS suffers the same with the step kills I feel but atleast the high 1s are safe, but mid step kills you have 66ak or 66a on its own, 66ak can be countered by stepping and GI.
So then you go to 66a on Its own, but even that can be punished too! Plus 66a costs a good bit of HP for using it.
Then you have wr a and jump a for jolly and gloomy that's mid but that can be punished aswell, and it's just mental.
They can have trouble punishing it at range but at that point your probably better getting closer and using aa or 2a but since they aren't mids they aren't perfect either.
The thing is other characters have mid step kills that you can't punish, tira doesn't.and she already has handicaps other characters dont too, I'm used to the usual mood changes and self Dmg, I've played her well since 4.
But now she has extra handicaps of hardly no meter gain in gloomy and getting hit by any kind of guard break, even non direct guard breaks like held RE for example she gets knocked back into jolly.
Keep the less meter gain in gloomy if it means getting rid of that crap.
Atleast you could suffer some penalties for doing it but could stay in gloomy for a bit or quite awhile if you Chose to in previous games, now you can't really, the opponent shouldn't have control over her mood besides the usual auto changes below the HP thresholds.
You should have the power of choice with her like you always have in previous games, you already have the randomness to deal with for the mood mechanics and now the less meter gain in gloomy. And to stay in gloomy you have to cut out some strong moves and combo options anyway, but you could always choose what mood you wanted before.
It's like they've made the 2 above handy caps to balance gloomy but yet i feel gloomy was better in previous games and she didn't have those extra handicaps to 'balance it'.
And if it's to balance gloomy + that's a bit weird because getting knocked to jolly from guard breaks can get her there faster.
Atm her gloomy + needs nerfing I think, but only if they get rid of the above handicaps and make her more safe imo.
Even In gloomy + you go back to jolly for using a lot of her strong SC stuff so even then nerfing it might not be justified.
Sorry for the long post again, I just like talking about this kind of stuff and I like to know what other people think, atm I've got quite a lot to say.
I know it's so much to read but if anyone has the patience please read and reply, I'm really wondering what other people think to my opinions. :)