Woke up early to get this game from Hyper Hell. Pro controller.
Impressions - This is not Tekken, it just borrows a few things.
I haven't found the 'low jab' in this game yet. I don't think there is one.
This seems very much a fundamentals game, rather than a combo game.
Every move has a windup in terms of input delay and execution. I'm playing on a VG248qe, so its not my display.
The combo buffer is really, really tight. Can't really move to the next input during the combo, more like before. You have to know the string you want and input it before hand. This can lead to some problems with hitting extra buttons.
Get to know your Pokemon's moves! Play tutorial, play practice, play the move tutorial, play the combo tutorial, play it all. This game has a high initial barrier for just jumping in. Every move has a purpose and a specific function, not just for starting combos. You'll miss important stuff, like the fact that Braizen has a counter that can nullify laser spam.
The mind games are real. You have to be a step ahead of your opponent, but not necessarily offensive.
CQC is scrappy. I wouldn't try to beat an opponent to the punch with reflexes, just try beating their move with a better one.
The most important thing I've found is to maintain your health bar. Support Pokemon are absolutely critical for this. Don't get slammed into the wall, your regen pool will go bye bye. I've learned to use Synergy Burst not for offense, but for scaring my opponent from attacking while chipping them out from affar and regaining health.
S.Burst is a free action. Use it to surprise an opponent during their burst attack (i-frames ho!) and squeeze off your own.
Burst attacks are not free on startup. You can be damaged during startup, but the window is extremely small.
Cancels are High Level, not necessarily due to input, but knowing when to use them. Messing up has disastrous results.
S.Bursted Pokes will step through weak attacks. Keep away, unless you are confident in your mind games.
Chandelure is lazer city. Block everything in Field Mode. Get in there as soon as possible, as safely as possible.
Wait for their combo to end, follow up. Trying to interrupt a combo is extremely difficult because it feels like all the moves are linked together very tightly.
Grabbing is easy, like Tekken, but you can be attacked during grabs, even if the grab would land, unlike Tekken.
You can come back from the brink. Standard moves don't really chip shields unless they are held. It's possible to smash faces in from 1 HP.