I'll always hate when they take moveset consistency out of fighters.
The fact I don't have to practice a DP motion for just Shotos, but EVERY version of the anti-air across all games, always helped legitimize it's "difficulty" to me. You learned it in one game, it's the same across everything.
Putting in a different motion for a move that's been the same across hundreds of games, pushes people away from "Fighters" and towards that one game. Mahvel might get more players (initially), but these players aren't going to feel comfortable taking their skills to SFV, GGX, or KoF XIV afterwards.
It just seems short-sighted. As if it's a Band-Aid for a single hurdle, that lends nothing to the people who stick around past that.
Can't be mad about Teabagging here, they're just buffering their AA!
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Looped combo strings from button presses? It's amazing what can be done when OTGs are something characters can do dependably on their own. Here, the button mashing is whatever, and is basically "magic series -> otg assist" repeated a few times. Which is what you'd see in more advanced play anyway. Optimization will still come from shifted button press rhythm / use of unique movement options in between strings, so that's not too different in the end. I like the underlying system changes that make this all possible, as it should help broaden the viable character selections.
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Everything being qcf (I guess / hope there's qcb too?) and double taps sounds... erm... we'll see. Does this means there's only 1 strength of each move, since the same motion + a different button = a whole new move? Will some characters use the Switch or Gem buttons for normal / ex specials? KI has gotten by pretty well with it's simple-er motions, and they never feel as if they're sacrificing character depth by doing so. MVCI could be the same.
Have we seen a complete, written out move listing for anyone yet?