Somehow I missed your earlier post. I think it's intentional that getting a knockdown = round over (at least I'd hope so?), and that's in part why health is low and each game is best of seven. Also, I don't find that one button invincible stuff is too big a problem given how slow most of them start-up and other random drawbacks they were given. The yomi counter OS stuff is interesting.
I don't think you get what I mean by KD game. We're hitting front and having CROSS UP in big bold letters pop up on the screen, and vice versa. Combined with some of the intentional mix up game, which IMO is already a bit silly, means some shit is going to be straight up unblockable. Some of the intentional mix up left in already turns into straight left/right a bit too much (the Ibuki clone is an abomination), and the fact it just remakes SF4 on top of it is a bit much.
For a game that was all about "getting straight to the mind games" there sure is a lot of crazy vortex that people just keep doing rather than footsies and RPS style mix up. I think it's fine and better to have some real forced mix up somewhere, but it feels all kinds of whack. IMO the terrible walkspeeds, hitboxes, and AAs in general make it way more appealing to just go nuts. DeGrey and Jaina both have good AAs and ridiculously strong projectiles, which means they can play more like that. Others don't though. Feels like some weird ass extremes are going on.
Also, on reversals, that's kind of my point. A lot of the general reversals in the game are pretty ass and no good against the mix up we have. They are just too slow. Then suddenly there are reversal supers that have really fast start up in comparison that are hard to deal with. A lot of stuff in the game is pretty telegraphed (even if you can't tell what side it'll hit on, you know a move is happening), so you just mash Super button on reaction. We didn't find enough options to deal with that, and it turns the game down to just "well how well can they react?" rather than "Did they read me?".