>>56791045It's not an arena fighter
The game's core combat is designed around the 2d phase, which is a traditional 2d fighter where each character has a unique movelist with unique command inputs, there's meter, a height system, cancels, just-frames, SFIV style focus attacks and FADC, and concepts like oki/wakeup play, neutral footsies, resets, etc are all relevant. The whole phase 2d-3d shift stuff is basic a a mechanic on top of that 2d base, where shifts to the 3d phase (which happens when the PSP gauge is filled, with different moves adding different amounts of PSP on hit) act as an anti-infinite system that forces a return to neutral, with the 3d phase basically just being an extra buffer of neutral play (since ANY heavy hit, grab, or most specials instant shift from 3d back to 2d) rather then something as fundamental as the 2d phase
Since different moves add different amounts of PSP (or can even reduce or reset the PSP gauge), it's also a resource management mechanic and a way to discourage flowcharting, since you're ideally altering your combo routes in real time based on how filled the PSP gauge is at the moment, or to intentionally go for higher or lower PSP combos to delay or hasten when shifts happen
>shitty rosterHow is it shitty? In addition to the obligatory shillmons like Pikachu, Mewtwo, Lucario, and Charizard, there's also super popular ones like Blaziken, Garchomp, Gardevoir; favorites among the more core Pokemon fanbase like Scizor, Weavile, and Chandelure, there's some complete left field picks like Groagunk and Aegislash, you have two of the most popular non-giant legendaries in Suicune and Darkrai; and it covers key FG archtypes like substitute/izuna drop using ninjas, superpowered dark boss, shoto, joke character, and nearly every type and every gen as of the time of relase, and decent amount of quadrapeds, objectmons, kaijumons etc rather then just humanoid ones
>moves that aren't in the gameNot even sure what you mean here