@Lulu
Do you have experience in 2D games? Can you say you're confident in them? Because the things you wrote are very similar to what I went through when I first jumped into 2D fighters after only playing 3D fighters.
Street Fighter and Killer instinct...
This also isn't First time I let Guilty Gear bend me over and have its way with me. I tried it before and dropped it because the one charatcter I did like was Unplayable... I spent a week trying to get used to Baiken... if 7 Days isn't enough then no amount of time will be enough... its better to cut my losses at 7 days and move on than to keep at it and be stuck anyway after weeks or even months.
@Lulu
What motions are hard or ridiculous? In general 2D games will use more motions and more complicated motions than 3D games. Some of the things that made you give up on one character are things every character can and will do as you progress. Like the jump cancel IAD, tiger knee, and other motions. The character you chose may not use it frequently but they may use it in some combos. The micro dashing for Dizzy sounds like something that will become common at higher level play.
I've played SFV for over 6 Months now... I still Stuck at DP motions, I'm even worse at Tiger knee motions and I frequently still unintentionally throw fireballs when trying to walk forward/backward after crouching to do a simple normal attack... and that all didn't get better after weeks of practice... like I literally plateauxed in 2 months and just kept sucking every month after that...
That being said... Guilty Gear , despite having many of the same motions, is still more executionally difficult just because of the way the game is designed... its significantly faster, has significantly less Hitstop Duration when attacks land, does not allow you to use the alternate input methods and last but not least does not make in considerations on the choice of normals you're supposed to special cancel from.
Heres an example of what I mean in that last part... one of Ryu's combos consist of cancelling standing light kick into a DP... now the speed and hitstop duration makes it difficult to do that normally, The DP would either not come out at all or come out too late to combo just because the DP motion is a 3 Step process... but Ryu doesn't have any command normals from his light kick button... and what this means is you can perform the first step of the DP Motion and the Standing Light Kick at the exact same time and that will give leave you with enough time to complete the rest of The DP motion and the combo will work more consistently. The same thing applies when trying to cancel Crouching Hard Punch into DP... theres another input shortcut for that too
This is significantly less frequenct in Guilty Gear... I wouldn't even say Gear Gear has more command normals than street fighter but every combo trial I've come across wants you to special cancel a DP Move from a normal that also happens to have a command normal thats going to prevent you from using the Shortcut like Forward Slash from Ramlethal... the only character's combo trial that didn't make me have to Raw cancel a DP from a command normal was That Hungry Boy... Sin Kiske.
using input tricks and input shortcut is what helps Street Fighter be a lot less unplayable.
alot of fighting game Motions are actually not difficult to do... we actually do the most of them all the time in annoying QTE Sections in many other Games... however what makes them difficult is the speed at which you do them...
Both Guilty and BlazBlue are so determined to be super hardcore that they actually have one or two moves that require only a single button press but they made it hard by making you press that button in a specific way for a specific amount of time.
Thats how determined these games are to stop people from trying to play them.
@Lulu
For Jam she is pretty straight forward but she also has some hidden move properties that are hard to do consistently. I don't remember which combo trial it was but when you get to it you will know. It was one combo using JC IAD 623K or something that. The combo sequence didn't look hard but actually doing it was a different story.
Then it looks like I can't count Jam as one of my potentials...
That just leaves me with Raven and Elphelt.
For her parry stance combos just make sure you input 46P then mash P or K for whatever attack you want. I think there is only one point where the follow up can come out so nothing can come out before or after that specific point. Just mash the follow up button you want. Try doing 2D>46PP(or K) to see how it is.
Jam's 46 Motion is just as Picky as Akira's moves that have the same motion... if a single phantom input happens to make its way in there then the move out right will refuse to work. I don't know how difficult it is on stick but on a D-Pad unintentional inputs happen all the time even for something as simple as 46 motion... the speed at which they want me to do this essentially guarantees that an 2 or 8 input is going to snake its way in there 90% of the time completely botching the move all together.
This is why I said "NEEDS HITBOX Controller" because each direction is its own dedicated button with its own dedicated finger... its actually more less impossible to screw up 46 Parry.
Luckily I don't have worry about that because Jump Cancelling in to Instant Air dash DP is something I won't be able to do on any controller. So No Jam For me.
You should spent more than 2 days getting used to the game and characters. You went through a lot of characters, their gimmicks, and general game plan. Usually the very gimmicky ones can be crossed off quickly like Jack-O, Axl, Venom, and Zato but give the others more time.
and in that 2 Days It managed give my thumbs a highly uncomfortable amount of pain that makes difficult to type or open a bottle of water without Wincing. And thats just from the combos I was able to do. Sorry but my body can't handle grinding it out for the other characters... its simply too much... plus I don't like Them... its literally only Baiken... I thought Jam was cool too because I have a soft spot for Traditional looking Martial Artist in Anime Games but thats just about it.
I even used a Fight Pad instead of my regular crappy controller... same results.
Edit:
@human013
Saw those Jam combos you were talking about... there's no jump cancelling into instant Airdash DP... its just a raw Late Air Dash into DP... I managed to do it twice by accident.
So I'm putting Jam back in Rotation...
Answer is the guy who has combos where you legit have to jump cancel into instant air dash shenanigans... seriously though... dude's got no manners... its customary to turn your phone off before you open up a can of Kick Ass.