-S. LK is an overhead despite its animation and timings not matching an overhead. it's pretty much unreactable (it's frame 3 startup).
-A. HK straight out whiffs on crouchers despite the hitbox making contact.
-> Air blocking it sends the opponents straight down still, which looks a bit strange and makes it very good, perhaps a bit too much in the air.
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I'm not sure if F+HP needs to have 8 frames of full invulnerability, it can make the move very powerful. Just cause you can use it as a dodge AND an overhead attack. ->
I don't think this move should hit low either, I mean it's not like hopping lows don't exist but the animation doesn't match. -> on that topic you might be able to get away with extending the hitbox vertically lower to hit as many grounded people as possible.
-> You might want to make it a bit more minus on block (right now it's +1 on block/hit) if you want to keep the invuln.
Keep in mind from this point on with any frame data stuff I'm not sure if you use the same blockstun and hitstun values by system rules and I'm also using them as reference to say whether something should be nerfed or buffed.
-> If you don't wanna keep the invuln, keep in mind she can at the very least still crush lows (avoid them and punish) with the hitbox she has while leaping, so there's incentive to use the move still if you were to remove it. Another suggestion is maybe projectile invincibility if you're going for wacky anime shenanigans while not being too overbearing.
-I'm not too sure on the frame datas of S. HP and S. HK, in one hand S. HP is relatively slow (comes out frame 8) and S. HK is a little faster (6F) though its longest hitbox comes out at the same time (8F) but the difference is that S. HP is the better of the two because they have the same priority AND S. HP is a godtier poke as she moves forward, It's +6 on hit and block, and it leaves S. HK behind in terms of use other than a lower hitbox, and despite not having as much horizontal coverage and it being strangely -1 on hit/block.
-> on the topic of that: the advancing and frame data of S. HP gives it enough time (though it's really hard, i think it's about a 1F link) for me to link S. LP after
a relatively close range S. HP, I'm not sure if you wanted that. It IS tight, however it feels more like the consequence of S. HP's reach, forward movement and also relatively low pushback. It's why I more or less suggested S. HK maybe should be the more advantageous normal in my opinion.
https://streamable.com/nzp41o-Now that I look at it, C. HP more or less feels like a more balanced version of S. HP
-I reccommend (and this is mostly personal) maybe looking into giving ctrl to Azusa earlier when she lands from a regular jump (I'd reccommend instantly tbh). It just makes jump-ins and other maneuvers like blocking out of landing feel sluggish and have that... MUGEN feel.
-In general also the lack of buffer.time on all her commands and buttons (not custom buffering, buffer time) makes the character as a whole have that MUGEN feel of I have to be extremely tight with my button presses, maybe give it 2 or 3 to the basic buttons AND the motion moves. Not to the commands like holdfwd or holdback, etc. Cause that would cause certain things like command normals to be slippery.
-I don't think Fwd. Dash should have any kind of invincibility frames other than what the hop naturally gives her (hopping over lows) since she can do normals out of it and the best way to deal with someone dashing at you, is to just hit them. Backdash is okay since you're giving terrain away, maybe give them the option to do normals out of it.
https://streamable.com/sszocs-F+HP maybe should be allocated to another button, cause it conflicts with the throw point blank.
-If I whiff her regular grab there's no animation or switching to the appropiate normal/command normal. I can just keep trying to grab them as much as possible.
https://streamable.com/98441o-I can cancel out of A. LK too early, before the hitbox comes out.
-The Guard Cancel does look a bit suspect, mostly because you regain control early, allowing you to punish moves with significant endlag with it, I'm not too sure about that. Just cause the point of a guard cancel from what I understand is sacrifice a resource to end an opponent's turn, not end the turn AND potentially turn the situation to your immediate advantage.
https://streamable.com/n1cb10-I can counterhit the endlag of her normals (and potentially other) moves, which is something reserved for moves that have a super high cost like having 0 startup frames or other deliberate things. I use a statetypeset to set the movetype to I when all the red hitboxes of each single move are exhausted. This might seem like little but then you start noticing things such as AIs not attacking you during your moves to punish you, and other strange things like you acquiring counterhit bonuses (like extra damage and wallbounces) when your move can't even attack anymore.
-QCB+K hits overhead on frame 10/11? Might be a little too fast for that property.
-Stance QCF+HP: I imagine you made the trajectory high on hit for P2 to allow you to follow up and jump combo, however I can recover before I can even reach them.
Ironically the EX version has the same problem.
https://streamable.com/vw6cj6-Stance FDF+P: I think it's best if you make the command F, D, DF instead of strictly F, QCF.
-> Consider giving it more physical priority, given that you can't block in this mode and any hit sends you back to regular Azusa.
-> That being said consider giving it a few frames of landing lag (not too many to make it too punishable, but not too little so it's easy to just get away and stance switch to get your blocking back, especially with the light version)
-Stance QCB+P: Does not interact with Projectile type projectiles.
-With great timing I can get up to 3 Tiger Knee'd Light Cat Rolls without the character recovering. Not sure if you consider that a problem considering it's hard to do and each rep of it sends them lower, the damage is also not worth it.
-Also yeah it would be great to have some stance change combos.
-EX Cat Roll: EX sound plays after the first hit.
-EX Cat Barrage: Same as the Heavy version, if you want maybe you can make THIS version the one that has a higher recovery time for the opponent to make following up easier, the startup invuln frames already feel worth it to spend 500 meter however. Maybe extend the invuln to the first hitbox frame.
-QCF, QCB + P: Has a glitch where the opponent gets stuck if you hit at the very last frames of the move. In fact
you should see it in motion.
-> P2 slides awkwardly at the end of the move, looks a bit funny.
-> I see you hardcoded the opponent to get up after 60 frames, perhaps reduce that. Not too much where you can't have Azusa get near the opponent and continue pressure on wake up.
-> This move should not be overhead
-> Perhaps there should be a bit of hitpause on the startup hit, since it's a ranbu move. It also it's kinda funny that P2 can immediately regain control after blocking it.
-> P2 shouldn't have a playsnd controller on their custom states, since hitvoices aren't universal.
-QCFx2+2P is extremely safe despite having full invuln for a bit and being fast. Blocking it gives back power.
-> If you make it less safe don't be afraid of making the range even further, it's an all or nothing kinda move after all.
-Can't find much use of your roman cancel mechanic other than making normals safer. But this might be me not being creative enough.