Now that we have the uppercut, here is a list of changes I think would suit fist next
First, the kick has to go, not because it's a bad ability, it just feels out of character, we're the iron fist in the end, not the iron foot. That being said, I would like to propose a charged punch system as a substitute, which can be used for traversal like the kick and it can have knockback, maybe even stunning briefly if the enemy is pushed against a wall.
Because the fast kick is now gone and substituted with a charged alternative, in order to give back some of the speed and fluidity, I'd remove the jumps and substitute them with a leap, giving up the short cooldown mobility for a longer cd option but with way further reach and even some damage on impact.
The parry needs some rework too, it's too uninteractive, instead I'd shorten it down to less than a second and add a dmg reduction for the remainder of the time. Instead of giving you flurry punches, which suggest a tankbuster playstyle, to reinforce the dive DNA of the character, blocking enough damage would empower your next charged punch for more damage and knockback. Overhealth would be removed from the block too and instead it would be spread out on all his abilities, giving bonus hp when dealing damage with anything but your primary or on KO.
Lastly, my last changes are to the ultimate, which, in order to give more survivability, I would replace with something that takes you off the map, letting you regen hp and cds, before letting you strike your enemies by falling on them from above. The voiceline would be changed too, but I haven't decided yet on what to, perhaps something about hot cocoa or what "they" say.
Thanks for coming to my ted talk and listening to my ideas
Posted Jul 11, 2026, 1:08 PM UTC