First thing's first: this buff made a very, very good job on making viable. Her attack capabilities are increased greatly with this buff while the opponent is bleeding, and since that's an avoidable thing because of that now, people are much more likely to eat raw heavies because of the fear from dagger cancels, and they won't risk eating something so easily.I felt something I had not felt for a long time while playing today: I felt against actually good raiders that I have a chance, and while getting exhausted just once still costs the game, and I still have to make much more good reads than the opponent, the 50% percent disadvantage were brought down to 20%.


I suggest some more changes, quite small ones, to create a rewarding, good character from pk:


1. Let the zone's second part be followed up by deep gouge. That would be a huge buff, one that would actually encourage us to use the second part more, the potential reward is just 16/20 damage now, for the risk of eating far more (at least 30 on a light parry, and about 18 on a heavy parry). Getting 31 damage and bleed on the opponent for letting that very slow second part go is a far more fair reward, one we would get for a normal side heavy opener (and less than we would get for a side heavy finishers).

2. PK should get a smaller recovery after throwing an opponent.

3. Side dodge heavies should be either slower, or just should beat guardbreak attempts earlier.


These are not too big changes, and I actually think they are not priority, pk is no longer the weakest character. But if you could give these to us, you could probably call it a day with her.