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More important balance suggestions though: Make her D-air actually useful outside of being aground cancel-able lingering hit box by letting you jump cancel the attack when it connects with the foe. When used off stage even when you get the very weak KB spike hitbox during the beginning frames, Pohaku is stuck in the animation for an eternity and just plummets towards the blast zone. This really limits it's utility since the risk reward is skewed negatively towards you, making it's primary use some pseudo fox nair on stage spam, but worse.