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Just give Spirit a starting/ending animation when she goes to phase
All this counterplay nonsense and debates about if Spirit is counterable are going nowhere. Spirit does have counterplay, but it is not the most reliable counterplay in that you are meant to throw her off so she loses track of you but if you can’t do that then you’re screwed (a bit harder when you’re injured). It is exactly like going against Nurse, except a Nurse feels more punished when you trick her into making a wrong read. Overall, the only issue I believe Spirit has is her ability to stand still.
This, along with peoples complaints about not knowing when she starts phasing, could easily be solved if she just had an animation for when she begins phasing every single time. And to prevent her from just quick bursting a millisecond phase burst (a bypass to the stand still mind game), give her an animation when she comes out of phase too so it’s obvious if she’s trying to do a fake out with the start animation.
The only other thing I could say that might be a good change (though might be drastic) is to automatically reset her power gauge to 50% if she quick bursts her phasing. This would also prevent her from spamming the phase activation animation and trying to pull a weaker version of the stand still mind game. I don’t think this change is necessary, but could use some looking into.