Forever a Clone:

Because they can be held and can hit high or low, hitting with any Clone now scales followup damage, but they scale damage less based on what number Clone they were, when summoned in a combo. First Clone is now 25% scaling (scaled to 75%), second is 35%, and third is the same as before, 45%. If she continues to hold the Clone, it retains that damage scaling, so doing a combo with two Clones and summoning a third, then resetting into the held Clone, will still scale to 55% as before. But starting a combo into M Clone now scales to 75% instead of 55%, so her non-Clone-reset combo damage is increased.

Life drain for holding the 1st and 2nd Clones in a combo reduced even further.

Life drain while holding a Clone reduced, but increases the more Clones you’ve used in the current combo. Much less for simply holding one in neutral now, but doing a high/low reset with a Clone, into M Clone into setting up another gets the very high drain rate.

Life drain for holding Clones adjusted to be more of a factor: Maximum drain amount doubled, full drain is about 9.5% of a lifebar; the drain now has exponential falloff, meaning it drains much more life at the beginning and much less near the end; it also removes some red life, but at a lower rate than being hit does. If you’re gonna set up some mixup, better make it worth the life lost!

Add 7f(!) dash buffer period after Forever A Clone, to help with combos off held clone summons.

To help with followup timing, Fukua now stays the Clone color until she’s within 3f of recovering from the Clone summon. It makes a fairly large difference.

M Clone now allows a different Clone to be summoned as soon as it successfully grabs, rather than locking all summons until after it entirely disappears.

Clones can’t be hit by physical attacks when used as assists, rather than on point.

Clones do not disappear if they are hit by a burst, because the burst also doesn’t count as “having hit” if it touched a Clone.

L Clone never breaks point character armor, but it always breaks assist armor, whether Fukua is an assist or not.

M Clone bounce height returned to normal; after-slam disappearance sped up to let her summon other shadows earlier.

Held Clones are now pulled by the screen edges like Fortune’s head.

M Clone is now a hitgrab (not a throw; blockable, can combo into it) single slam version of Fukua’s command throw. It combos after s.HK, and because it is a hitgrab it breaks armor. No longer occasionally makes the opponent vanish forever!

No longer goes fullscreen sometimes; still moves faster (but doesn’t go much farther) if the opponent is in hitstun, if the Clone was not held and if Fukua is not an assist.

Now bounces them higher.

Never slams the opponent forward, only behind the clone. Still can juggle easily if the clone was behind the opponent.

Held Clones automatically attack when they time out, rather than disappearing.

You can switch between holding different Kick buttons and still hold the Clone. For example, holding an M Clone -> hold HK -> release MK = still holding Clone until ALL Kick buttons are released.

Damage 750->600

Allow her to delay the Clone for a maximum of 5 seconds (300f) by continuing to hold down any kick button. Still may only have one out at a time. Overhead and low properties unchanged. Because this separates Fukua’s two souls (or something lore lore lore), holding a Clone drains Fukua’s life (total 9.5% if held for the entire 5 seconds), but will not kill her.

Improve Clone coloring so they are more visible.

Clones now disappear if Fukua is hit, thrown, or blocks an attack.

Clones can now be erased by physical attacks, but not by projectiles, the same as Parasoul’s Egret Charge.

Put properly-sized vulnerable boxes on Clones.