a few complaints about desoxi (how am i pumping these comments out so fast i'm so sorry)
edit: is super damage 10+(5*acid)? looks like it! if so, JESUS CHRIST. you need 38 stocks of super to deal as much as TERRA's...
tldr: desoxi is a very simple, plain character with one really good move, a few other good moves, and several more that lie in the dumps and not much incentive to go for much else to set up her zoning- making a character too strong and too weak at the same time- resulting in them being BORING. and maybe like sf4 dee jay idk
her having no "substance", just kind of one zoning tool that's really strong. it could be fine if you could charge it, or if her alternative tool, D, had a better niche outside of oki setups and being her primary anti-air. something like, i dunno, a setplay tool that forces the opponent to play around it could make her a lot more enjoyable on both sides
C fireball is a very troubling move- really strong, and really boring on both sides. if she gets you to block it, she gets to loop it. it's such a high-hitting projectile that you can't prediction jump it after you block it farther out, so the plan for her just becomes f.A C and if it either hits or block just keep on using C until something bad happens, doesn't help that the CPU doesn't jump so I can't really confirm this by myself. lowering the projectile's effective height would be nice, but jarring considering how TALL this character is.
acid goes NOWHERE as a mechanic. it sounds cool, being an incentive for the opponent to push in and for desoxi to get out, but with just...something about it, it just kinda doesn't do much. i can't exactly put my finger on it, but if i had to guess, it would be that it just doesn't feel that threatening for how it works. it does overall increase her damage, from her not commiting, to her combos, to her zoning patterns, but the fact that it does tick-by-tick damage instead of by frame damage kind of silences its niche? maybe adding recoverable health that desoxi can steal via acid and then getting a hit would work, but i don't know...
the rest of her kit varies between only "DO USE" and "doesn't exist".
on the good side...
c.A is the universal jab and her fastest option!
f.A is a gigantic poke that blockstrings into her best tool!
and of course, f.C is a projectile that is incredibly hard to prediction jump from afar, loopable, and forces the opponent to walkblock in a game with no walkblock!
c.C is pretty good, too, a grab that instantly gives desoxi another chance at their primary gameplan.
and what lies unused...
d.A is...a anti air and combo starter/filler, i guess. l.A is pretty good i guess.
jump as a whole is so weird... giving a zoner a i-no airdash kind of neutralizes its niche for her- you cant back airdash away for space, and the airdash attack just has...a lot of hitstun despite giving you a hard knockdown, so it kinda doesn't matter.
D is a upwards version of C in a game with a 16:9 ratio and emphasis on controlling the horizontal ground, making it go TOO up to really have a good niche somewhere outside of free plus frames during oki.
super is a fullscreen love tap that deals 10 damage minimum and 500 maximum based on how much acid you stocked on them. (99 is the max) while it tapping the opponent instantly from far away is nice, its situational damage- often on the low side due to how quickly desoxi can lose acid and how slow gaining acid IS, yeah...you'd rather save it for the ONE BAR dash combos and MOMENTUM STEALERS.