Playing the 'easy' version.
Why does the tutorial have a bunch of lava pits? I don't want to be threatened with death, it makes me not want to experiment with the controls.
It took me a minute to realize that >+RT does the same dash move as v+diagdown+>. Due to the green highlight going through the prompt linearly, it looked like one combo rather than two versions... make it more clear, like at least add a divider or have the text OR between them. Also why can't I use the stick to move?
>continues in the tutorial that make you redo from the beginning
Why do special modes(gun and sword) drain energy while doing nothing? LAME. It also means if you're low on health, you can't do your more OP moves, which seems like a "the poor get poorer" situation but for bad gamers.
>continue
For the first forced high jump, I think you should make the target platform a little taller. It looks like it could *almost* be reached with a normal jump, which is bad design.
Pressing up to talk with dude had a funny look to it:

I find it interesting that the hobos don't give energy until they die. I guess getting some from each hit was only a dummy thing.
Main reason I keep dying is due to killing an enemy, and it uses up the last(or near to) my energy then I die before the killed enemy's energy reaches me. So, I guess I need to be more patient which feels counter intuitive.
I got a couple areas in but I die too easily and I don't really like fighting games so... Overall, this is probably not for me since it's a fighting game AND attacks are linked to HP. And I don't know why it has continues, I think I'd enjoy it more as a linear challenge of how to get through each area without dying, without having to worry about being sent back to the beginning every 3 deaths. Enemy designs seem fine, easy to kill but if two or more are around you may also be comboed into submission.
If I enable 240hz mode it will cause the game to crash in the intro just from walking around.