>>14026864
Skullgirls engine and the tastes of the devs being like that. Zoning is better than I thought it'd be because projectiles deal significant damage, so that's something.
>>14028680
While I personally dislike long combos, I'm not too offended by Them's Fightin Herds's system because most of the combos are very basic, just fast. I'm worried it'll be too shallow, actually, since most of the combos are ABC > Launcher > ABC > special move juggler/ground launcher > ABC > special move > super.
>I'm sick of tiring up my fingers having to memorize combos and become an ADHD maniac that knows when to block, throw, skip animation frames and memorize low, medium, high attacks and blocks.
Well, at least you're honest about being shit at fighting games.
>when to block
When you aren't inputting a motion.
>when to throw
When your opponent is blocking because you've conditioned him to forget about throws.
>skip animation frames
I really don't know what you mean here. Are you talking about special cancelling? In most games, it's just another step in going "up the chain" from light > medium > heavy > special.
>memorize low, medium, high attacks
The vast majority of 2D fighting games have most attacks be mids and lows, and overheads/highs slow enough to be reacted to or short enough they don't lead to combos. Perhaps if you got gud you might not have such trouble with it.
If you like spacing, then you can always play Samurai Shodown (2 or 5:Special) or Soul Calibur (2, personally). Yatagarasu is a more recent game with an emphasis on pokes and neutral.
>more enjoyable as a brawler
It would have been a different project, and likely not had as much success with crowdfunding. People wanted a pony fighting game like the one which Hasbro C&D'd and nothing else would suffice. I'll wait until I get my hands on it.