No, it's excellent.
>Great roster balance, even low tier characters regularly make top 8's>large variety of playstyles both in terms of how distinct each character is and how 2 players of the same character will use them>Lots of emphasis on adaptive skill, neutral, and fundamentals>>48602104It's not really a "wierd mix of both", it's pretty much entirely a 2d fighter.
The core combat is designed around the 2d phase, which has totally unique movelists with distinct command inputs, cancels, just-frames, an attack height system., etc.
The 3d phase basically just acts as an anti infinite system that forces a return to neutral, you get right back to the 2d phase after landing a single heavy or special hit. And it's also a way to encourage adaptive play since you need to weigh shifting faster or slower or when to shift into your descisionmaking as far as which moves and combos to use.
EX, perhaps you have the other player in a pressure situation against the corner, and you have to choose between a combo that might do more damage or is safer, but would cause a shift when in that matchup, the 2d phase is more towards your advantage. Or perhaps you are at low health, but almost have full meter, and you have to choose between using a higher damage combo that would KEEP you in the 2d phase (maybe also you got the other player in the corner, so shifting would lose your advantage state), and one that does less damage, but would cause a faster shift, and since shifts give you meter, and burst gives you health regen, you can do the lower damage combo to cause a shift to give you the meter to go in burst, etc.
>>48602153Both the WiiU and switch version sold millions of units. Certainly it could have been way bigger had TPCI and Nintendo not done a shit job at marketing it, but it still sold well and still has an decently active scene/playerbase, which is frankly very impressive for a fighting game not on a sony console that's nearly 6 years old.