Bebop uppercut & character identity

Sophmin

New member
While I do believe in general Bebop is in a weak state, I have long believed there is a lack of identity specifically regarding uppercut and the spiked hand. The face that Bebop has standard melee scaling and essentially light melee scaling on his uppercut feels like a missed opportunity, I would love if either his damage/scaling on uppercut was increased at base. There is also the option of giving it heavy melee damage at max upgrade similar to Viscous, but the current heal would have to be down-tuned a little due to the option of full lifestrike being proc'd.
 
Further, if they add heavy melee scaling they should make it parryable in the same way Viscous punch is - prevent damage and proc effects, but maybe not stopping the displacement? Would be good for mind games as well.
 
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