Re: Blitz Angel Spica (Mahou Shoujo Beatemup/Fighting)
There really needs to be mercy invincibility when your character gets knocked down. Groups of enemies (or especially the wrestler boss) can just continually knock you down with no recourse, especially since attacks still hit you OTG anyway. The wrestler's grab is nonsense, since you basically can't stay on the ground against her, but it'll armor through your jump kick and get you as soon as you land. It's effectively a lose-lose situation, which is made even worse by the fact that she'll often just fall out of hitstun if you do successfully hit her and then counter attack.
It's not so bad if you're fighting her alone, but paired up with the monk there's not much you can do except just pray that the monk doesn't start attacking you the moment you actually manage to get a hit in.
The player character's regular hitboxes need to be extended back so that she doesn't overextend and go through her enemies while attacking, which will often lead to her getting attacked. The hitbox of her second attack needs to be extended forward because enemies shouldn't be falling out of your basic combo after the first hit. The block/counter-attack makes the uppercut move useless, since the risk-reward is way better. Nothing you do ever leaves you at advantage. Like, if you hit an enemy and another enemy is coming to attack, if you stop there's so much recovery on your attacks that there's basically nothing you can do. This could be ameliorated if you could cancel attacks into plane shift. For that matter, grabbing enemies is kind of pointless too since unlike most beat em ups, you're still vulnerable to attack when you've got hold of the enemy, so you're just a sitting target.