The buffs Ko has gotten so far are:
• Faster Gong startup
• Faster Chireitou (blades hyper) startup
• Mashing with Tenrai Ha (Anvil and iron balls) spawns more balls
• Command normals are jump-cancelable (may lead to resets, etc.)
• And, of course, she has new shit to throw
So basically nothing that important, though the TRH/Command normal buff might help her damage a bit. Her biggest problem is her speed, but Capcom seems afraid to do anything with it probably because of Golden Armor (and I think their fear is unfounded). A straight up speed boost would help a lot, and so would a cancelable Pendulum. I don’t think she’d go skyrocketing up the tiers, but it’d certainly make her more viable, which is all we want, really. Given her design (specializing in setups and mixups), she should at least be decent in this game, but she’s nothing when you take away the stats to use her tools.
Another big gripe is the bombs she throws out. They have no hitboxes, so when you’re trying to keep an opponent out/set something up/hit an incoming character, it just passes through the opponent and you , more often than not, eat a punish. They’re randomly tossed out, too, so there’s always a stupid risk with using Anki Hou.
And that launcher is terrible. Yeah, let’s give a character with nice long-ranged normals one of the shortest-ranged launchers in the game. Great idea.
So basically, you can tell she was added very late in the dev process because she feels half-baked. Rather than risk her hyper armor being broken (or something), just make her ass. Meanwhile…
Props to LL.ND, though. I’ve got to study those mixups later. It’s just that he plays great, and then almost always makes a careless mistake that costs him the match or nearly does. His last match against UPA just reinforces how bad the Mags matchup is, too. Not like I could’ve done any better, or even close, of course.