Hey, at least Tager got what he needed. He does good combo damage now, so people can’t just constantly try to jump out against him for free. Is he top tier? No, and he probably never will be, but I subscribe to the “games in which grapplers are top tier tend to not be any fun” theory, so I have no problem with mid-tier Tager. Otherwise, I’m inclined to agree with you about the changelist - I really think that 90% of the CS2 > Extend changes were unnecessary. Good luck finding a match in CS2 these days though.
Mu’s 6C is indeed pretty stupid from a proration perspective, but I don’t think it’s that much better - in and of itself - that most other characters’ “big whammy” starter; I mean, yeah, it’s 100/96 + Fatal and wallbounce, but that’s not that much crazier than, say, Ragna 2C which is 100/92 + fatal and a whole lot faster, or even Makoto 2C which is 100/92 + Fatal and launch. It’s really the rest of Mu’s combo paths that make her silly (though I admit I’m not sure why it’s 100/96 instead of 100/92 like most other people’s stuff, but that’s not that big a difference by itself.). It’s not until we get back to everyone’s favorite domestic abuse vicitm, Tsubaki, where we discover that, oh, hey, look. Her 100/90 move isn’t a fatal anymore, and all of her other 100/90+ proration starters are FOLLOWUPS, which means that your opponent needs to block the first move and then decide to let you punch him in the face with the next one in order for you to get that juicy starter. And we all know how much THAT happens. And out of THOSE moves, the one that’s most likely to weasel out a hit (3CC) requires a rapid cancel to follow up. Good job, team.