First, I need to explain in which concepts I created some things, and then we can talk about what makes sense based on these concepts.SOR2 Mr X - He doesn't have a rage attack, no matter if I enter the key combo perfectly, he only laughs. This doesn't make sense as the final boss. I think stationary energy should laugh, but a unique rage attack as the final boss should be a feature
As I commented before, Mr. X is not exactly a fighter. So, once rage is the best attack available only for expert fighters, it doesn't make too much sense if he has it.
In addition, SOR2 Shiva already has the function as an expert fighter with a proper rage move in the last boss fight, Mr. X instead is just a coward which uses a powerful gun with infinite ammo that kills everyone easily and faster as a last resort of survival, it's like if he has some kind of "infinite rage" but using his weapon.
I considered creating at least a "super" to allow him to cast energy stars, I have this task in my "todo" list to test on every playable enemy.
Signals - I think his floor slide shouldn't be locked behind special attack. I think a running attack would suit it better, it makes no sense why a floor slide should reduce his health
Specials were firstly added based on the concept of having an invincible move available to escape when getting any hit (Ex: Axel's Dragon Wing), and second to give damage. Some characters have small movesets, like Galsia, and you can see same moves used twice as a normal/special attacks. It doesn't mean that you MUST use this special all the time once you have the same as a normal move with cost free in the attack button, but only when needed.All Characters - Some of the special attacks make no sense to be considered a special attack. Some of these characters have such small movesets that reducing health for a (sometimes weak) attack seems a bit harsh and can make already bad characters even less viable. These are the characters I think should have their health penalty removed
I can even consider repeating some moves as a normal/running attacks like Signal slide to have a cost free version, I agree with this point. But every character must have at least a basic special in order to escape otherwise you can die easily when fighting against a simple group of enemies.
In addition, although enemies are playable in the rebellion mode, they are not developed to be good as playable characters, but good as the player's opponents on every planned encounter, specially on the damage table aspect. Having bad playable enemies is an expected situation as an additional challenge to the game, like "Can I beat the game using a basic Galsia character?" and not to have an "Evil Galsia" with a full moveset

I understand your point I'm not discarding your suggestion, I will check every playable enemy again to see what moves makes sense to repeat with a cost free version.
I only added an energy move to SOR3 Shiva due to the two Final Crash versions, one from the playable Shiva used as a special move (weaker) and other from the boss version that causes the screen to flash when hitting opponents (stronger).SOR2 Shiva - For consistency's sake, I think he should have an energy attack. He is a super powerful character and his SOR3 counterpart has this ability so why shouldn't SOR2
SOR2 Shiva already had some improvements like the front special and a dodge, which are not present in the original. But I can consider adding an energy move to him once he is a powerful character.
Yes, it makes sense. I will check it.Jack - I think his energy button and his jump button should be swapped around. He spawns a knife with the energy button which doesn't make sense and isn't consistent. Mr X, who also has alternate attacks with no jump animation, uses the jump button as his gun. I think the jump button should be used to spawn a knife for Jack. Then you can remap his laughing animation to the energy attack, which once again remains consistent with Mr X. I never realised how similar the 2 characters actually are, you could take advantage of this.
Last edited: