Comment on game balance - warriors, stages, items...
I'm pleasantly surprised at the intricacies of warrior balance. There are so many variables, even minor ones. For example, not only does warrior speed vary, but so does the time it takes to start sprinting. Not only do warriors have variable animation/delay lengths between and after combos, but they also allow dodge-cancelling to different extents (i.e. some attacks can be cancelled immediately by dodging, some can be cancelled partway through the animation, and for some you have to wait for the animation to complete before dodging is enabled).
I'm finding that warriors with few iframes between attacks and dodges and quick dodge-cancelling opportunities are most effective. Especially ones with very mobile movesets. Link's Hylian Sword is a good example. Fi is extremely mobile - her attacks cover a lot of distance and dodging is almost as fast as sprinting - but she's limited by low strength and some unfortunate vulnerabilities during combos, only some of which allow dodge-cancelling. Lana can dodge-cancel almost anything, especially with the Spear, with which she's also very mobile.
A good test for dodge iframes is to target a ReDead and dodge around them while they're trying to petrify you. With Lana I can stay within the circle the whole time and not get petrified (and then I'm in a great position for counterattack). Darunia on the other hand has a delay between dodges, so he gets petrified.
I could go on and on but I think I'll stop for now.
I'm pleasantly surprised at the intricacies of warrior balance. There are so many variables, even minor ones. For example, not only does warrior speed vary, but so does the time it takes to start sprinting. Not only do warriors have variable animation/delay lengths between and after combos, but they also allow dodge-cancelling to different extents (i.e. some attacks can be cancelled immediately by dodging, some can be cancelled partway through the animation, and for some you have to wait for the animation to complete before dodging is enabled).
I'm finding that warriors with few iframes between attacks and dodges and quick dodge-cancelling opportunities are most effective. Especially ones with very mobile movesets. Link's Hylian Sword is a good example. Fi is extremely mobile - her attacks cover a lot of distance and dodging is almost as fast as sprinting - but she's limited by low strength and some unfortunate vulnerabilities during combos, only some of which allow dodge-cancelling. Lana can dodge-cancel almost anything, especially with the Spear, with which she's also very mobile.
A good test for dodge iframes is to target a ReDead and dodge around them while they're trying to petrify you. With Lana I can stay within the circle the whole time and not get petrified (and then I'm in a great position for counterattack). Darunia on the other hand has a delay between dodges, so he gets petrified.
I could go on and on but I think I'll stop for now.