interesting discussion going on bout time i chipped in too
44K should atleast not give headache and the GS version should not go back to JS so easily after launching in gloomy by the second 44K it seems more than %50 you will go back to jolly
a lot of things are too jolly happy you cant stay in gloomy for long enough
A+K should be guaranteed change after the 3rd headbutt maybe it could be something like 30,60 then %100?
if the self damage is kept on moves it doesnt seem logical that hurt her,she better make up for it with damage in gloomy or something,so to make jolly just as good make jolly fast with good frames
%100 change on end of taunt still
JF versions of 66666K etc not hurt her
SC3 spin stances aswell as canary waltz variations,i think they should have her SC3 moves and then add the SC4 and new ones
a lunge grapple,which could be the one that drains the health from the enemy and adds it to yours
or have a lunge grapple and a health drain throw or move seperate,use some meter so its not always used
she could have self damge except still make her a good enough character even with it,SC4 was too low tier
she could have a jolly side 44K just aswell as gloomy JF but the jolly one could make her change form higher chance %50-60? or she could use a bit of meter to force her stance change for 44K
let me know what you guys think the best way to handle the mood changes andd self damage is ok?there could be a few different ways
better 4A+B
JS 3K stun
make WR K unshakeable?or make it on JS too
safer GS 4B.B.B JF i think it should have some kind of non JF version too because it seems harsh you always have to get all 3 hits for the launch,and its too unsafe to really risk anyway,maybe just make the JF guaranteed like it stuns you or something for the launch to be guaranteed