I think this game is a wonderful attempt at making SFIV accessible. However, there are a number of things in the game that make offense in this game nearly impossible to do consistently, and it's a problem compounded by a few systems.
On Rushdown
DPs are slow. This makes them easier to safejump, but FAR harder to bait out with stymied strings of normals. Normally you can do something like "Jab, jab > Block > Jab" and fish for uppercuts. In this game, the wait is so long that you're effectively giving up pressure for a much larger window than you would in Street Fighter. Not that big of a deal.
The cinematic slow down during supers does not lock inputs. This means that safejumps into delayed attacks don't work so well to beat supers, or are not very lenient at all. You need to leave a 16 - 17 frame period of time before you start pressing buttons again after your opponent's wakeup, 4-5 frames more for jab startup (and 4-5 frames for rollback if they don't buffer the super early). So they might still work, but it's going to be very tight. It also means that random supers are more likely to catch stray buttons by an order of magnitude over Street Fighter.
This gets really silly when you're dealing with Chel's and Crow's supers. They're KA-able and invincible on startup. Outside of a properly timed crossup situations, they're going to win in a crazy amount of situations. In the corner, you're still quite liable to clip their fireballs on startup if you try to cross up.
DPs getting a cooldown reduction on FA is also reaaaaaally dumb. If you manage to bait a DP, you should not then be put in a disadvantageous situation followed by a situation where the opponent has DP on deck again.
Actually, I'm sort of against any character getting cooldown reduction on FA when the opponent is not in Hitstun.
On Vlad
Vlad's Clobbering Rush needs a small range extension towards the lower part of the hitbox, as it has some issues comboing from c.L at mid-range, especially on crouching characters.
On Chel
On the subject of Chel, right now she has some crazy properties on her fireball.
- Due to walkspeeds in game, you can't actually block and walk forward to proceed against them. They have substantial pushback.
- They become very advantageous very quickly upon leaving Chel. There's a mid-range sweet spot where she can throw them with abandon and KA in case someone does jump-in.
- Their size makes them very hard to avoid.
- They're super cancellable.
- They do monumental chip damage considering how many you have to block.
- Proximity block for the fireballs are fullscreen?
- Chel still has a DP, FA stocks, Super and far.H for anti-air tools.
- Chel's cooldown goes away on FA.
Maybe their effectiveness is compounded by the fact that I play Vlad, but I found the only way to gain any ground is to actually back way up out of range and jump once I've confirmed a fireball (And then hope they somehow decided not to throw anymore fireballs). This is made very difficult by the reason I listed above, with Proximity Block having a ludicrous amount of range. Vlad's Rocket cooldown is reduced on FA, but trading with a regular Chel fireball merely nullifies the fireball and doesn't get Vlad in (While Chel has still consumed no meter).
As far as suggesting changes, I would probably shrink the projectile down from GIANT BEACHBALL to GIANT BASKETBALL, reduce pushback and don't give her cooldown reduction on FA for fireball...
On Edge
Edge's frame data and cancel options mixed with his disjointed normals are retarded. He puts me on edge... (ノಠдಠ

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