It's been a while since RT, but I'd really love to hear that dev further explain how RT has any different emphasis on learning animations than Fantasy Strike. IMO they both equally have situations where only quicker normals can punish certain normals/specials, situations where different moves have different startup times and you can tell by the animation, same with recovery frames... etc.
And if it's not equal, I'd say more emphasized in RT because you had to recognize lows and overheads based on their startup animations... while this game only has stand blocking.
In all honesty, they probably have canned answers to RT comparisons because they probably get them a lot and know they're unavoidable lol.
Yeah, tbh, it sounded kind of BS to me. And yeah, I think they were sick of RT comparisons, considering the guy literally started his explanation by saying "This is why RT is bad and our game is good." It was kind of weirdly aggressive considering RT doesn't even exist anymore.