At this point you’re both just being inflammatory.
Some of his points were valid, even if you don’t seem to think so, since ArcSys has been directly responding to them. Long combos were a complaint, that’s why they undid the hitstop change from CT > CS1 > CS2, which brought combos back to 6 - 10 sec from 12 - 15 sec. They cut combos like Tao’s taunt loop and Litchi’s repeated 5D pickup off spinning staff in the corner or BCB loop, sped up long-hitstop moves like Act Parser: Cavalier, Belial Edge, and Makoto’s drives, and generally streamlined the combo system. Arcsys has definitely been making combos shorter. Which is part of why Tager’s new combos with 3C~623[C] j.2D and meaty 236A~236A in the corner are so strange looking.
Blazblue is very restrictive when it comes to creative ‘style combos’. Some characters have them, but there are usually 2 or 3 optimal BnB combos per character. Personally, I don’t mind - they’ve got some play to them, and there are chances to go nuts and do stuff like midcombo supers but this isn’t Marvel or a game where you combo however you want and it magically works. This also leads to the comment of “most characters are locked into a particular strategy, telling players apart is difficult” which I personally think is both flat-out wrong and not specific to this game. Watch Ragna players, or Carl players, or Valkenhayn players and watch people using the character’s tools in completely different ways. Even (CS:EX) Tagers vary between the grab-happy defensive ones and more aggressive ones who use his great 5A and 5C. On the other hand, CS1 had some issues with this because there were many characters with very limited toolsets. With few good moves or one completely dominant move, those characters were pretty much forced to crutch on them. See, Ragna 5B and 6A into double BE loop, which was pretty much all he did and was why he plummeted in tiers as the game went on.
Max damage is pretty much a non-issue. Whiff a DP, get hit by Zantetsu or Ragna FC 2C or Hazama CH 6C or any other move with godlike P1 and your health bar will not be happy with you. Same with creative setups, watch a Rachel, Mu, or Carl player, or the several types of oki Ragna can get (214A~214D, DID heel, 3C > safejump ,or Madao) and what can be done afterwards, or Lambda’s newer oki tech (214D~C into meaty 2B, meaty 4B, or reversal bait). The tech is definitely there, not our fault if you’re not looking for it.
Also, please stop relying on ‘a Hakumen won EVO’ as some sort of validation of BB’s supremacy. I mean sure, he’s not top tier. But he’s a good character, and it’s no secret that pretty much everyone is viable in CS2. If anything, the EVO top 8 having 7 different characters (2 Noels, 1 Makoto, 1 Lambda, 1 Litchi, 1 Hakumen, 1 Hazama, 1 Carl) is a more useful number. Which, for the record, is pretty much the same distribution as SSF4 2010 top 8 having 1 Ryu, 1 Adon, 1 Zangeif, 2 Chun, 1 Rufus, 1 Akuma, 2 E.Honda, 1 Dhalsim counting people playing multiple characters/counterpicking.