Effective fighting game character design requires moves that synergize with each other and provide viable neutral game options; when a character's core gimmick (like removing M1s) conflicts with the move set's ability to execute that gimmick, the character becomes unplayable despite having strong individual moves.
Deep Dive
Prerequisite Knowledge
- No data available.
Where to go next
- No data available.
Deep Dive
Aoi Todo Rework Suggestion Review - Jujutsu ShenanigansAdded:
Hey guys, and welcome back to another suggestion review. In today's video, I'll be taking a look at this Todo rework made by Schlongus, a rework competition winner.
Who's also currently working on their own Battlegrounds game.
Now, don't take me reviewing this as me saying Todo should be reworked. I honestly think there are probably better candidates for the next rework, like Lucas or Gojo.
But that said, that doesn't really detract from the suggestion itself.
Now, with that all said and done, let's get into the review. Getting started, Schlongus calls the character a wanted health grappler with some mix-up elements. The wanted health and the grappler title here are incredibly warranted for reasons you can see for yourself when we get into the move set.
On a separate note though, I can't really see the mix-up elements coming together here.
Sure, they are good at moving around the opponent and making themselves hard to track, but they don't really actually mix up their opponent. They don't make the opponent think too harshly about what they're going to do next because of the startups on the moves, making it incredibly obvious whether you should stop or continue blocking since the unblockables have larger startups than the blockables do.
On top of the info the author gave us, there was also a passive. That being Brute Force.
What it does is it make your M1s frag the opponent away, making it impossible to combo off of your M1s, but in exchange, your M1s deal around 2.5 times damage.
It's pretty obvious this passive was designed to run against the side dash M1 Battlegrounds meta by instead focusing on the moves and especially the first move.
But here, it really doesn't work to the move set's favor as without normal M1s, the move set really struggles. However, because of the premise of the character being focused around this, it isn't a problem with the passive, but more of a problem with the moves not being able to properly allow playing around it. Now, the special remains mostly the same.
However, they've removed perfect swapping in exchange for removing the special's cool down and ultimate cost.
Some other changes include preserving orientation for both players when swapping, now only being blockable from behind similar to old Judgment's Reach, and fainting move splitting the move on half cool down, along getting its startup and costing 6% ultimate.
Now, the perfect swapping cool down and meter cost removal is all fine, but anything aside from that is pretty bad. Preserving orientation is a kind of useless change that doesn't account for whether the opponent is looking away from you when you swap, giving the opponent more of an advantage.
The back blocking sort of just makes the counter play nearly impossible and or unfair.
And fainting being weaker than using swap normally is a pretty big problem considering the move set sort of needs move fainting to be strong so you can land things in neutral.
These [snorts] changes make it incredibly annoying for the opponent while not benefiting the user as much.
On top of that, as you'll see later, the move set struggles with actually integrating Boogie Woogie into the move set even more so than the original.
Moving on from the special, we've got Suplex. This is the move the entire move set is supposed to be focused around.
The move itself is a lunge into an unblockable grab that ends with a 3-second upward ragdoll after a Suplex.
On top of that, the move has a 4-second cool down, deals 18 damage, and reduces the opponent's evasive gain for 6 seconds after being landed.
This links into nearly all of your other moves and is your main neutral tool. But as a result of its outlandish stats, it's also incredibly oppressive, even more so than the side dash M1 would be because now instead of side dash M1, it's side dash Suplex, leading to a gameplay that's still fundamentally the same as it was before, but has much, much more of a problem rather than leading into the unique neutral this move set really needs.
Before we move on to the next move though, I just want you to know that my goal is to reach 1,000 subscribers by the end of the month, and this video is my last shot to make it. So, if you enjoyed the content, show your support by subscribing to help me towards that goal.
Anyway, let's get into the rest of the moves. The second move in the kit is Switch and Slide. The move makes you slide forward with a dissipating burst of speed, towards the end of which you're after being pressed again you enter a startup into an unblockable upward handspring kick.
Which, if you don't know what that is, it's basically Mecha Mar's boost on.
As well, this move does not ragdoll but instead behaves like Severance kick, where it pushes the opponent upward sending them until they stop moving.
This sort of just feels like worse pebble throw swap into elbow drop.
Since it stops when the startup starts and does the pushback stun thing. But I guess it does only use one cool down instead of three and deals more damage.
Honestly, the move is okay conceptually, but it just seems a bit lackluster in performing its primary goal, that being neutral, due to a small hit box compounded by an okay startup leading to a seemingly easy evasion or interruption.
This really just means it has trouble pandering to the no M1s gimmick. Though, later on, it does lead to some cooler things in following a variant.
But until we get to that, the move is cool but pretty weak for the intended neutral uses.
Additionally, the move also has an air variant called swift kick, which is Severance kick but with a lunge about the length of aerial ambush.
I mean, it's not horrible by any means and maybe it's better than I think, but it sort of just seems like something you'd throw out as a catch or a punish rather than an actual neutral.
I honestly like it a little bit since it's a way to catch evasives while not extending, which is a decent function.
On to the third base move, the author lists out spine shatter, which is also uh Severance kick.
Except this time it has reduced startup and end lag. When you hit the opponent's back, you extend by breaking their back over your knee, like the Bane scene in The Dark Knight Rises.
I like the idea behind the move and had it not been for both a really cool variant later on and the initial hit resembling Severance kick a bit too much, I'm sure it would have been my favorite.
Anyhow, as it is, it works perfectly in the move set, though it is a move that is heavily harmed by the inability to combo off of M1s. Considering you'd have to gamble away hitting it in neutral to actually land it.
Even more so though, landing it on the back could be difficult considering you no longer have M1s as a tool to apply pressure as you try and land it from the back.
Even if Boogie Woogie is there to help you, not having M1 pressure is still going to really hurt.
On top of that, this doesn't really have any use in combos. Considering it doesn't have any grounded hitting properties, you'd literally have to use it in neutral to get any value off of it, which harms combo routes since you'll have to have this as a combo starter. Final move in the kit is named as Boring.
Boring is basically Impetus Updraft, but instead of going diagonal and swinging your axe, you go horizontal and clothesline anyone you come into contact with.
Which is, well, boring. I can understand if there were maybe some startup with some other properties and possible other benefits and factors, but here it's sort of just this. It's clear that it's meant to be a mix-up between whether the opponent should block or not, but that doesn't really work well since the blockable moves have short startups. So, it's easy to just hold your block until you see a block breaker.
Should this mix-up have been done properly, it could have a pretty nice place in neutral rather than being a punishing combo tool like it is now.
Base variant aside though, there's also an alt variant called Elbow Drop. When you use the skill in the air, you pause for half a second in the air before crashing down, elbowing the ground causing an unblockable AoE shockwave when you land.
This is honestly the strongest move or variant I guess in the kit. It has the range, combo ability, and unblockability of Suplex in addition to being hard to interrupt since it's an air variant.
However, it does have a longer cool down, less damage, and doesn't reduce the opponent's evasive gain like Suplex does. But, I think the uninterruptible qualities make it at least on par.
The author also provides an example of a possible use case, which is swapping with the upward pushback of switch and slide, and then using the move, which was something I was thinking would be cool before I even read the move.
Now, outside of the niche use, I don't really like it for the same reasons I don't like Suplex overall.
While I did sort of tear into the move set, that's how the author knows how to improve. Hook the character up with some better neutral, and they'll be cooking.
Now, things aren't all sunshine and rainbows, though. Something else I noticed is taking a look at the lack of unique mechanics.
Sure, some things are applied in unique ways, like the upward severance kick, but aside from that, the move set really struggles with uniqueness. The moves are all incredibly basic, with you basically being able to draw near direct resemblances to existing moves, with the exception of two's base variant.
Move one is basically divine pummel, two's aerial is severance kick, three is basically just backstab, and four is pretty similar to impetus updraft, and four's aerial is a buffed up version of flowing red scales aerial.
I would have much preferred to see more unique options that worked more in line with Boogie Woogie since here, although it has more of a presence in neutral, it doesn't really play into the move set as a whole as it did before with pebble throw, swift kick, and elbow drop.
As well, the move only really has a single viable combo route to play into, which just isn't good at all. And for my last point, the move set also struggles with playing against any form of range, since you really have only two gap closers, one of which is incredibly punishable, and the other easy to interrupt, which leads to the range easily shutting the moveset down.
All of that to say, the moveset needs better range, neutral, synergy, and uniqueness.
This is by no means a bad moveset, and it has a serious sense of direction with it leaning incredibly well into the no M1s, which I seriously respect.
Any who, if you enjoyed the content, feel free to like and subscribe down below to help me towards the goal I mentioned earlier.
If you'd like a shot at your own suggestion being reviewed on the channel, you should also drop by my Discord as well.
That said, thank you so much for watching, and have a nice day, and I'll see you all next week.
Related Videos
OpenHuman VS Hermes AI: Who Wins?
JulianGoldieSEO
285 views•2026-05-29
Long-Running Agents — Build an Agent That Never Forgets with Google ADK
suryakunju
142 views•2026-05-30
5 Mind Blowing Omni Uses Cases
PaulJLipsky
1K views•2026-06-02
This computer is made from real human brain cells. And you can buy it.
Talktmsmedia
3K views•2026-05-28
BREAKING: Microsoft’s New Image Generating Model Beat Out GPT 1.5 and Nano Banana 2
aimmediahouse
122 views•2026-06-03
I Made the Same Anime Fight Scene in Every AI Video Generator
NobleGooseAnime
295 views•2026-05-30
Nvidia Bets Big On AI PCs | New Chip To Power Windows Laptops | Technology | AI Updates | N18S
cnnnews18
3K views•2026-06-01
I Tested NEW Opus 4.8 on Four Projects (Updated LLM Leaderboard)
AICodingDaily
298 views•2026-05-29











