Then we have the fatal rush is unsafe nonsense... sure it is unsafe, but just as Kasumis 3p is unsafe when she can just cancel her string or keep going, the defender is at risk of being high counter hit for trying to throw the blocked 3p... I believe the same will be with fatal rush... No one is gonna finish the string on block, and if at any point you try throwing after the first blocked S you risk getting hit by a second one for a high counter auto combor with the potential of break blow at the end... So im not sure what should be done about that, maybe make it so if you press a single S the whole string comes out always?
Last thing i would like to consider is if we have the option to do custom combos ending with break blow that would be something cool i guess, like ending your combo with a super in sf...
Fatal Rush combos don't continue after the first hit is blocked. There's no risk of getting hit by a follow-up after a block.
With regards to DOA6's direction, I'm fine with the inclusion of meter and metered-moves because it adds an extra layer to the gameplay and metagame. My hope is that it gets balanced properly, which I'm sure TN will do. I also would like Fatal Rushes to cost meter in some way. What I don't like is how DOA6 seems to be putting a fair amount of emphasis on simplified mechanics to draw in casuals along with the appearance of dumbed down gameplay to try and appeal to people that were originally intimidated by the thought of fighting games. Fighting games do not need to be dumbed down. DOA does not need to be dumbed down. Seriously, who has ever stated that DOA is "hard"? Complex? Yes. But hard? Not really.
What DOA (and most fighting games) require are much more comprehensive tutorials that teach you how to play properly. DOA5LR's tutorials and combo challenges were a great step in the right direction, though could be taken a step further in teaching the player
how to actually play the game properly. Think of BlazBlue's tutorials that teach about spacing, and utilization of specific character's tools for instance. A big problem that players have in fighting games isn't really execution related, but moreso in just understanding how the game is to be played properly. That's why Tekken 7's lack of tutorials is so obnoxious in 2017. It creates the illusion that the game is harder than it is. Here's to hoping that DOA6 has some kickass tutorials!
On a different note the FGC, especially for 3D fighters like DOA isn't really that big, so the community needs to try to avoid any sort of elitist mindsets like "git gud scrub, blah, blah, blah". It's a weird balancing act around attracting new players, and sustaining them by a combination of not scaring them off, but also hoping that the game has the content and depth to keep them interested.