I broke my toy.
Been away from the game for a while; with some new tech in mind I sat down with it and realized the flaws run deeper than I imagined:
1.) The wonky hitstun is because you can cancel it with up/down, or holding G. This is really bad. Many attacks that I deemed minus (like 5A) become unsafe on hit. If they held 5G and got hit by it, they cancel the hitstun early and get a free punish–by accident!
2.) Due to the hitstun issue, effective movelists for each character are much smaller than previously judged. Some characters probably don’t even need Gained Skills anymore. Abusing highs/lows with good frames and many mids is now the order of the day. Pierre has probably the best movelist in the game thanks to the power of Transform.
3.) Throw loops aren’t unheard of, even if you’re not playing Bob. Many characters can attempt more throws after their first is escaped. Thankfully, attacks are throw-immune, so this isn’t a deal-breaker…
4.) …except FD also has port priority. This needs more testing, but AFAIK, if P1/P2 throw at the same time, P1 always wins. This seems to buffer in their favour too–I had an escape where P1 is minus, and P2 attacked and still got grabbed despite throw immunity. This really hurts, since P1 could gain various advantages in throw escape situations.
So yeah, kind of a bummer. FD has a lot of potential, but it may be irreparably wack.