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An excellent answer! The combat mechanic here is quite similar to Street Fighter V (Light->Medium->Heavy rotation with any move except the final one in the same-button sequence is cancelling into Special/EX/Super/Ultra) plus Mortal Kombat (Breakaway, Button Hold to Block) plus MvC (Pushblock, Counter). For Training, you can try to set a Dummy to repeatedly Attack, Blocking, Breaking, etc. to hone your skill in various situations. The characters with Eclamation Mark on CharacterSelect Screen can be selected, but not all moves are implemented for them. But you can try some moves, like Meiling's Ultra or Lucius' Forward Special, just for interest. About jumping after a move - some moves are jump-cancellable. For example, you can jump immediately after Cr.Heavy Uppercut successfully connects. Cr.Medium always hits a knocked character (it is a feature), Super/Ultra is the only moves those can connect during opponent is Waking Up. The combo system has its own rules and limits, you can learn more in this old video, which is still relevant. 

About "long pauses": this is a common feature of all modern Fighting Games. A Framedata. The mostly Damaging moves that you can easily combo off of should have the long startup, so other player can react more easily, and long recovery, so it will be dangerous and punishable, like this flying knee into the Block. Light attacks with low damage and greater scaling are much faster. Risk vs Reward. The more you can get - the more you lose on fail. Don't forget that you can immediately cancel the majority of basic moves into Special, EX or Supers. 

It would be absolutely amazing and super helpful if you be so kind and make a recording of your PvP duels. It helps me to understand how a common players are playing, how successful they are in combos, how hard or easy the game is for them. It is mostly important when I'll try to implement various levels of Difficulty, from Casual to Godlike, based on how the players actually play. Also, it will let me see how the game runs in Linux Build, and are there any real lags, framerate drops, etc. 

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Since I have not played Street Fighter V, I looked for a YT video of it, and watched this one:  youtube.com/watch?v=btWQBO6awaU .

The slow feel could certainly be an issue with it running on Linux. Here is a short video of me in Training, so you can see how slow everything feels, compared to the fast paced fight I linked to above. I did not do any particular moves and mostly just tried to do some basic moves, which, from my understanding, should be the quickest. The feeling of a  long pause I was talking about was not after or when starting bigger moves, but for all moves. Everything just feels like there is a bit too much of a delay between the moves. I like your inclusion of details for debugging, such as showing the inputs, as we can see that it is getting the inputs as they are pressed. Seeing the inputs showing up right away is why I assumed it was the game pacing, but there could be something else in there that prevents getting that faced paced feel I associate with fighting games. https://www.dragonsisle.com/other/TouhouMusouRoku-SamplePlay.mp4

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OK, let's go back to one here. Please check out my Windows version. Is this close to Street Fighter in terms of fast pace? 

I think I figured out what the problem is. Your laptop surely just cannot handle the game overall, or the Linux build in particular. System requirements of this game are: Windows 10 64-bit; IntelCore i7-7700 3.6GHz; NVIDIA GeForce GTX 1060 6Gb; 16Gb RAM. 1Gb Storage.

I'm also not aware of what is wrong with the scene rendering - everything is covered by "black ink" and thick outlines. Probably some rendering features and/or settings are not compatible. I have to repeat again: Linux build is experimental and may not work as intended. It was just my first try to make it for Linux platform. My sincere apologies for your bad experience... I hope it won't hurt the rating score of my game too dramatically. Feel free to refer the video above for rating, if you be so kind.  

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That video looks much better than what we experienced, so it is likely an issue with something about it not working with Linux, including under Wine. I'm playing on a desktop with an AMD Ryzen 7 5800XT, NVIDIA GeForce GTX 1660, 64 GB RAM, and plenty of drive space. I am also using a 4K screen, so that could be part of it. I took it out of full screen, but it would not resize down to 1080p.

We normally skip Windows download only due to this kind of potential problem, but also try to play the games of those who comment on ours. I also saw that you had been very active commenting on a lot of games as I was commenting on them, and like to support others who put forth so much effort. I always consider the use of Wine as a potential issue on our end when rating. If a game is not meant for Linux, then it is on us to get it working, and I appreciate you trying a Linux build. We've mostly been doing a jam that requires supporting all 3 major OSes, so it is still fairly new for us trying to get Windows only jam games working for testing, without dedicating too much time. At some point I need to look into it more so we can do better at dealing with situations like this.

I've pulled the game up on another computer. Similar specs, though a 1080p monitor, and an AMD Radeon RX 6650 XT GPU. It is playing much better. I'm not sure why it did not like my dev system. We will play a bit more later and see if we can give better feedback.

We've played a bit more on another computer. It still feels a bit sluggish to respond, but that could certainly be from being an unoptimized Linux build. It was playable on that system and only had a slight feel of lag, compared to the initial tests which were too slow to really be playable. Thinking on it more, I'm betting that the issue with my initial tests was it being on a 4K screen, and wouldn't let me reduce it down much, even when not in full screen. With the system only having a 1660 GPU it likely wasn't up to the 4K resolution.

After being able to actually do a bit of fighting at a decent speed, our overall opinion is still that it has potential, but needs refining. We only played with the complete character. There is a nice variety of moves overall, a good selection of directional attacks and counters, and we like that some can have multiple followup options. The moves list and practice mode were helpful. We were surprised that the time limit is for all rounds. We had not been paying attention to that, and assumed it reset per round, so had a round 3 fight end pretty quickly after starting due to time running out. Once you know that is how it works you can plan around it, and it will be less of an issue for those who are familiar with the game and their character's moves, but as we were still learning we messed up moves and had other slow downs to gameplay. The lag is something that should get sorted with more optimized builds, and adding some video settings to adjust resolution and quality to match the GPU it's being played on. Since the only modern fighting game we play is Soul Caliber and that is not in your mentioned list of the games you are basing this on, we are not the best at judging how well those aspects work for the kind of gamer who knows and likes those systems. It feels like a good start for a fighting game.