I loved it when you mentioned how those characters are generally as fast as the rest of the characters while showing Kagura (infamously slower than everybody else in CF)
Honestly, while balance is important, too much balance homogenizes the game and makes it a way less fun playing and expectating experience. The ubiquitousness of drive rush has singe handedly turned me off of SF6, as I felt every match looked and played the same. Drive rush is also the case study for universal balancing, as it is an universal mechanic that is so strong that the whole gameplay revolves around it. I'd rather have a less balanced but more diverse game every day of the week.
I might be nitpicking but I wish they made Ruby's scythe bigger since her trailer made an emphasis on how massive it is compared to her. (Even though that would make her even more crazy op.) At least Es' body to weapon ratio would be fine. Although on second thought, that may be because she swings and moves too fast. Her scythe looks pretty big when you look at her sprites.
The first thing I noticed when I started actually playing GG Strive was how the animations are keyframed. The game looks awesome and I'm a fan of the style, but that jitter is definitely offputting. I thought my game framerate was bugged at first until I realized animations were intentionally done how they were.
I don’t think there’s necessarily a character in this specific archetype there, but I’d love to see discussion of Idol Showdown; outside the Hololive love, the roguelike single player mode is especially engaging, and a great variety of fighters
Pshhh May isn’t an archetype. She’s just rushdown lol. Her frame data doesn’t even reflect such a huge wep. Now ABA she’s a refreshing archetype. Non-big character…BUT hampered movement & needs to install to unlock its true power. More like character traits or characteristics…not archetype. And both of them have great back dashes…