I have updated the first post with feedback from mostly Rikuto, (as I hadn't put in his longstanding point of no hold from critical stun) Vyse, DrDogg. Other feedback either mirrored this or was character specific which is not the purpose of this thread.
I also want to note that in the last 7 pages of posts, I've had 7 or 8 individual posts of consolidated feedback to pull from. Please do not carry on personal arguments or treatises on the viability of the game. A little discussion around each piece of feedback so that what people are requesting can be understood is enough. Everything else, there's plenty of forum threads you could use or make.
So please refrain from off topic posting. Thanks!
Here's what I added. A couple of these went to the top of the post as they appear to be regular/core/common feedback.
- Each character must have moves that cause Guard Break and/or Frame Advantage
- Ensure each character has moves that will connect after a Guard Break, and moves that cannot be Held
- Remove or delay the ability to hold while in a critical stun
- It seems to me as though there's a delay in blocking low. When I try to block low, I get hit. When I try to counter low and I'm late, I get a block instead. If blocking low is not instant, that definitely needs to be changed.
- Stun threshold is lower (2-3 hits)
- Deep stuns maximize the threshold, or push it to the limit (next hit causes knockdown, launch, reset)