Breakaway: still confuses me why the game's anti-combo mechanic was made to only combat juggles when certain characters have basically no juggles
Fatal Blow: much better after the armor nerf, but I still feel there should be more risk to that much reward
Hop: they should go over every single poke in this game, including D1s. Makes no sense right now that they don't properly beat the main thing they were clearly designed to beat
I'm not totally convinced there is enough time on the input for hop to beat d1 and not also have full jump immunity to d1's on startup.
Jump and hops are differentiated over time but to make it work you basically have to give a pass to jump startups because you don't know if the user is going to let go of up at the beginning. It's probably only a few frames, but enough that people may see a lot more success at jumping away from all the pokes currently being used to keep people from jumping all the time already. I'm not quite sure how far up you get before it knows you hopped, but it's worth thinking about. Maybe inputs could be changed. They feel pretty natural, so that isn't ideal. Maybe it all works out, but I'm betting there is something to work though there.
I think hops have a lot of utility now. For some character's they are about the only way to get people stand blocking, and hopping into low to get them to block high is super fun and plays around the ractability aspect of them. I'm willing to keep an open mind, but I don't know that they really need any more utility.
I do think Breakaway is a little weird. Mostly I just want it to work when you want it to. Than means both having it work when you do the inputs, and flipping stop doing it all the time when you don't. The inputs they chose just don't seem to be working out for anyone.
Mostly though I don't have any big problems with anything, nothing that warrants a checkbox for the poll. I would like roll to roll when I do the input. I've just can't quite figure out what it wants, and I guess that goes for most command WU's. Just buffer the wakups like crazy and let the decision making sort out what happens next.
I'd be fine with toning down the "why not" aspect of fatal blows. I don't want it floored to the most extreme one attempt idea, and mostly because I don't agree with the idea that anyone that dies to one was actually out playing anyone. If one kills you, you typically were already in one touch death range in many games. I like the tension it creates when one lights up. I do wish they were shorter, but that's not changing.
Krushing Blows are cool. The only mistake I think they made with them is making the accessibility so varied across characters. Not because of balance, but because people keep thinking there is a balance issue. Johnny and Liu are on opposite sides but are both strong characters and the game balance seems to be working out pretty well in general. Building characters that need to get a bunch of them to be balanced sends an emotional message to the people getting hit by them that isn't reflective of what is happening and unpleasant to go through. It's also desensitizing to see them constantly for what is basically normal base play for a character. It would feel better to people if it was more even. It's a pretty minor grip though, as I don't think there is any technical problem, and it's just more of a user perception one.