>>714079751I mentioned as many gameplay relevant aspects as I did aesthetical ones. If you want a giant autistic breakdown of the game's systems, mechanics, and balancing, I'd be happy to do so, let me know.
In fact, speaking of...
>>714079515The Duel-Field phase shift system is one of the game's best aspects
For context, most of the game's combat is designed around the 2d/duel phase which has full character specific movelists, a height system, just-frames, cancels, resets, okizeme, etc and is straight up a traditional 2d fighter. There's a hidden PSP gauge that racks up for each player as hits land, and when it's filled you shift from the 2d phase to the 3d phase. But 3d > 2d shifts occur off of almost any single heavy/special hit or string
So 2d > 3d shifting acts as an anti-infinite system that forces a return to neutral, with the 3d phase itself acting as a sort of second layer of neutral on top of the neutral in the 2d phase. But in higher level play, it's also an anti-flowcharting, resource management system:
As different moves add more or less PSP (or can even reduce or reset it) you're ideally wanting to alter your combo routes and move choices based on the situation: You can optimize your damage so based on how filled the gauge is when you land your combo starter, you change the route so the high damage combo ender lands right when the gauge fills/the shift happens so the shift doesn't interupt the combo. Or you can go for low PSP combos that might do less guaranteed damage but will keep the enemy in the 2d phase/in the corner, to keep them psychologically pressured, to set up with buffs/debuffs, or as a reset to set up for a second combo. Or you can go for higher PSP combo if you want to shift early, such as if you land a reversal in the corner and want to get out by causing a shift ASAP, or just if you want to cause a shift ASAP to get the meter shifts give you, etc
It's a good system, most people not in the scene just don't know how it works