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To me, lass! twitter.com/yuugijoou discord.gg/bKT9pRW --- I just want to start by saying I have some kind of... visceral reaction to seeing this character... like, there's something somewhere in this design philosophy that gives me a deeply visually unsettling impression. And I'm certain the design as presented is entirely the way it's meant to be, and that reaction is just mine to deal with. She's a sheep... but with certain design cues taken from a poodle... because she's a sheep... who herds... dogs! She's a literal dogsheep sheepdog dog... sheep... ... ... sheep! The conceptual role reversal alone gets her big points from me that I can't help but give on premise alone... but then... I look at her. Probably best I don't make too much emphasis on eye contact. If I'm allowed to be shallow and admittedly unwilling to dig too deep into the roots of my own discomfort, I think a lot of it has to do with her body proportions. The game is full of fanciful creatures partaking of pursuits designed around and otherwise nearly exclusively enjoyed by bipeds, so it's obvious that artistic liberties are taken at every turn, to admittedly amazing effect, I might add... but is perhaps THIS the straw that broke the camel's back? (Ooh, can we get a camel character after the goat?!) Maybe it's the fact that they baked her timid personality directly into her every expression, and her idle shaking at every single opportunity is just THAT effective at evoking an emotional response... so a physique that looks like it might collapse under its own weight coupled with the visual cues that she'd practically welcome such an event, if it could just end her misery, I don't think we're SUPPOSED to be comfortable with her doing battle in the first place, and yet... there are only six characters, so she's going to have to be a part of the action an alarming proportion of the time. Part of it might just be from that simple fact: she very clearly doesn't want to be here. And I can respect that, because... people who play fighting games are insane. And weird. And this seeps into the characters, becoming extreme examples of theoretical people who would never be QUITE as messed up or at least so thoroughly single-minded individuals if they had to be like... real... at least slightly rounded personalities. The problem for Pom is... her entire world is, unsurprisingly, a fighting game. The people within it, if not actual fighters with the monomaniacal baggage they by convention have to carry, are primarily engineered to poke fun at the same, or just the conceits of video gaming at large. If the fighting game about quadrupeds designed specifically as an expression of a fandom surrounding media ostensibly designed exclusively around the sensibilities and preferences of little girls intersecting with a certain game genre's entirely different fandom seemingly obsessed over and closely guarded by manchidlren of all ages wasn't in it to point out the ridiculousness of its very own existence, I'd be a little worried, honestly. Might as well roast everything within hoof's reach while we're at it, right?! Oh, right, I'm supposed to be aiding your absorption of these attempts to teach you how to play as Pom. Is it too late to change that mission statement? I think you're probably best off NOT listening to me on this one. She has an awkward multi-hit medium aerial. (Admittedly, the timing and spacing works much better from standing heavy before the launcher.) She's got a charge special. Oh, and she's a puppetmaster. No, wait, that's a typo... I meant "puppymaster"? Her signature "magic" is to summon little (or not) canine helpers to the field to be commanded as necessary, and this makes up the cornerstone of both her offense and defense. And while technically none of the inputs are especially complex, with quarter circle motions bringing the little ankle-biters in... and generally just direction plus button inputs to tell them what to do. Where you start getting into trouble is that either quarter circle direction and each attack button calls in drastically different assists, each with their own increasingly varied action options once on the field. To put a fine point on it, watching the tutorial again, knowing what I know now of practical usage and attempted application... the differences in the moves you can perform and how to make them happen were just as big an overwhelming surprise as they were when I presume my eyes glazed over seeing the litany listed out listlessly as we see here again. In short, it's a bit... much. It's no wonder I forgot about her movement special by the time the obstacle course came around! Thankfully, the magic meter is more of a resource allocation reminder. Different things need different amounts, but once the request has been fulfilled, you get that meter back for doing nothing else yourself. Um. My only useful note is... I couldn't get the "float" command to register successfully, despite apparently doing it.