Now I say small, but I’m not a game dev so idk how true that it.
1. I believe his dash forward heavy feint should be changed to the kick he uses from Full Block and should guarantee either a light or dodging heavy.
This will require the distance the kick sends the opponent to be lessen for this scenario specifically, or (which I think would be even cooler and perhaps make more sense for the flow of the character) give Aramusha a dash forward light that would be guaranteed after the kick which would then allow him to continue his chain. His “Ring the Bell” attack now on dash heavy has the same dodge timing as the heavy, poor tracking, and doesn’t guarantee anything, doesn’t daze the opponent and the following attack can be parried (this is true for “Ring the Bell” in general now.
2. Allow Aramusha to execute the “Ring the Bell” grab from any heavy except for dash forward or dodging attacks and increase the track.
This change is to add to his mix up potential and incentive opponents to stay in front of him for fear of being caught with the “Ring the bell” attack when trying to back out. The tracking on it doesn’t need to be absolute, just better then It is now. And making the change of the kick coming from the dash forward heavy and the “Ring the Bell” from initial heavies and chain heavies will add to variety in the characters kit and in my opinion just make it more interesting (and it would be functionally better in my opinion of course)
3. Make “Ring the Bell” daze the opponent.
I’m assuming it not guaranteeing a light was by design, I’m not sure about the daze mechanic being gone. If it was, please add it back, it doesn’t have to guarantee anything, but the following attack not being perfectly visible would help.
4. Make all finisher heavies undodgable and increase his sweeping range in general.
I notice while playing Aramusha in the testing grounds his range seems somehow worst in general and that his finishing heavies can be dodged extremely easily even when the opponent dodges in the wrong direction. Increasing his range and making finishing heavies undodgable would also incentive opponents to stay in front of him during his chain and think more carefully about dodging out of it even cause at this point even if they dodge the wrong way and I can actually see my attack go through them it still doesn’t catch.
5. Make his dash forward heavy jump off the ground.
...please.
Besides these changes what was do in the testing grounds definitely help him. And his all block actually guaranteeing attacks is extremely satisfying. The dodging heavy I didn’t even consider being an option so that was also a very welcome change.
These aren’t bad ideas but it would be better to make his finishers side heavies unblockable and the top undodgeable. As for blade blockade revert it back to normal and just have players actually learn the right punishes because they are all guaranteed based on what they are used on and this new way was just weaker. Also don’t do anything to his kick leave it be so u can still use it for wall splats which give free side heavy. As for combos if they would give the deadly feint lights enhanced properties then combined with the new chains he could keep a combo going fairly long unless parried. I agree the dodge attack were a nice touch and helped him with dealing with things he couldn’t before. But these small changes I mentioned would make him a very good hero with out being OP