Hi there,
I was really interested in looking at this game more closely, as I have a long time love of 2D fighting games (from an animation/frame data perspective as I'm garbage at playing them T_T) but unfortunately I seemed to be unable to get past the character select screen (maybe I don't have a second player input?) as I wanted to at least check out the move sets from an animation/hitboxes/visual clarity pov. From what I could see from the video footage, I notice that the characters look very "floaty" especially in their jumping actions. I would suggest looking up "anticipation" and "follow through" as animation techniques. basically when characters jump, they need to build up force to take off (this is similar to a wind up for pitching a ball) so crouching a bit to "spring" into the jump will convey a visually more natural looking motion and sense of weight and gravity. The same with landing from a jump, there should be follow through to convey the change in motion/momentum. Basically to convey forceful or weight you need these things and the more "powerful" the sense of force being exterted, the more these need to be exaggerated to "sell" the idea visually. This is especially challenging to convey in fighting games when there is a technical aspect to cramming all this information visually in a gameplay mechanic that is dependent on frame counts (one of the reasons many 'light pokes' tend to look super weird when motion captured) but thats one of the reasons I love it so much when it's done well. Sorry I can't rate your game or talk more specifically, I hope this is helpful and not overly critical as I don't understand the context from playing, just impression from video footage. Other than that the set play looks pretty fun and I like the agressive heavy tools for extending pressure and setting up oki.
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