I don't agree with first attack needing a real bonus in games too much (like P4U meter gain on first attack, but it's not that bad in that tbh). Just seems unnecessary to me.
Being ensured 10 percent damage bonus with the ability to Chain Shift so early just seems really valuable and good to me. I actually liked how the game gave both you and the player 17 seconds before deciding who gets it. I don't think it's going to ruin the game or anything like that, but I just don't see the need for momentum so early on instead of being a gradual buildup.
If it stays like this, Round 2 and 3 might be a little scary now that both characters will have meter.
I can see how it's not really needed, but they may also be thinking of it from a business perspective. If this gets more offense going early, it will then likely lead to shorter game times and higher coin drop rates (at the places the game gets played, anyway). Unless it makes offense so over the top it ends up getting players to play more defensively (like Smash 64 or XvSF), and I seriously doubt it'll do that.
Depends on how they decide to handle trades.
But both players having vorpal at the same time is now not out of the question. You can now have a situation where the defender wins the grid war because someone is going ham at the start of the round but then gets touched and now both players have vorpal.
Edit: Chain shift out of block stun is a valid punish option? Because then you can get stuff like defender wins grid war, chain shift, get 1st hit get vorpal, proceed to punish even harder? These situations might not come up a lot, but its a rather large change to the complexity of the game since the number of ways to get vorpal doubled and they are not mutually exclusive.
You can get double vorpal now, it's just incredibly rare as both players have to have the exact same GRD at the judgement point. It only ever happens when both players are at zero. It also depends on how they change the mechanics. Does it start the timer at round start now? Is there no GRD timer until someone gets a hit? It very well could award vorpal at first hit and then give it again 17 seconds in, as getting vorpal from landing a raw VO does not reset the timer.
Chain shift can not be used to negate blockstun, so you don't get any additional punishes on block. You can buffer it out of blockstun, so it can lead to a punish for anyone trying to stagger their blockstrings.
I go
here, click Akatsuki in anticipation and ... nothing. =(
To be fair, the location test hasn't started yet -- this is all just information gleamed from the system mechanics/command information French Bread has released. I would still expect Akatsuki to be buns though, unless they do something crazy like give him ABK-esque damage. (And even then, he would still lose his 2-8 or 3-7 match-ups pretty hard.)