I'm gonna pose a question to the good folk on Neogaf.
Does the power of Squigly's Divekick make Squigly a far less interesting character? (Thanks to Thomosaur / SG IRC for helping me get my thoughts down on the subject)
I think Squigly has a problem. No, I don't think she's unbalanced or fundamentally game breaking in anything she's bringing to the table but I think the power of a single move has stripped an otherwise interesting character from the mechanics that make her interesting. I'm talking about Divekick, it is a move I feel that skews the Risk/Reward in such a dramatic way that there becomes far less incentive to use many of the other tools for which the character is supposed to be based.
Divekick makes Squigly's grounded overhead obsolete. It's a pretty straightforward point, why would I bother with doing an overhead which requires I be very close to my opponent in order to make use of when I can simply do any sort of stance cancel, jump, and immediately cancel into an overhead Divekick? My Divekick will move me forward and give me ample time to combo my opponent afterward without having to worry about wasting a stagger flag with comboing into Silver Chord, dealing with stance cancels, or having to worry about my combo now starting off in Stage 3. There's no reason to be using Overhead in situations where you can stance cancel at any time to jump and Divekick.
Divekick is almost always your best frame trap option. Yeah, you can use the occasional one inch punch, arpeggio, or stance cancel -> normal but no other move is going to allow you to get a full combo (not starting off at Stage 3) off of such a low risk move
and allow you to continue pressure immediately afterwards.
I want to make something clear, I don't think Squigly becomes unbalanced or overpowered because of the power of Divekick, I think she becomes far less INTERESTING because of the power of Divekick. The problem as I see it is that Divekick simply does too much for her offensive game to the point where a well designed and fundamentally interesting character is made much more linear, much more straightforward, and much more boring than she probably should be given the nature of her moveset.
How to Fix this (meant to be taken case by case rather than a comprehensive list of everything that should be changed):
-Potentially removing overhead properties or disabling overhead properties when activating Divekick while moving up (Thanks Pizzarino)
Effect : Instantly makes grounded overhead a more useful tool
-Increasing max height in order to activate Divekick
Effect : Incentives use of other stance based specials / stance cancel-> normal moves for frametraps, Divekick becomes less useful for blowing up throw techs and a less useful frametrap tool. Player now has to rely on a larger range of her moveset in order to be effective.
-MK Divekick made significantly more unsafe on block ( lol no, too dramatic )
Effect : De-incentivize as staple of her pressure, inherent risk of using move to balance every other reward there is with using it.
I really enjoy playing on the new meridian roof stage. All the other stages are inside building or at night (well except mapplecrest), and having this big blue sky makes me keep calm during the fight.
Does anyone want to play some matches on the beta ? You can add me on steam : thomasorus and we'll go inside a region where there is nobody most of the time. I would like to train a Ms. Fortune / Squiggly team but I suck, I have no combos, and my resets are bad.
Shame we couldn't get any matches in but I thoroughly enjoyed our conversation anyway.