A few disclaimers before I comment:
At best, I'm a Fake Fighting Game Nerd. I grew up with the old-school classics, but I was absolute crap at playing them.
I've never taken part in the FGC, and lots of my knowledge is second-hand from acquaintances. I'm familiar with the concepts -- frame data, hit/hurtboxes, meaties, all that -- because it's relevant to some of my freelance work. But otherwise, I am a filthy button-masher who plays fighting games only casually.
- This seems like a potentially well-executed way to capture the fighting game vibe on the tabletop, without bogging down the process with unnecessary math and crunch.
- The varying dice pools is particularly clever mechanic, even if it moves the game away from baseline PbtA.
- I could have missed it, but the Game Manual doesn't seem to mention how to calculate starting Max HP and Max EX. Will those be specified in dedicated playbooks?
- Speaking of playbooks, really eager to see what kind of skins you come up with, if any. I'm guessing these would be built around specific combination of flavor + moveset?
- What kind of visuals did you have in mind?
I'm open to help playtest this, if I found the right group.
By the way, for Goon Jam, I made Goon Fighter, my own TRPG influenced by fighting games (although it also has beat-em-up elements). Admittedly, mine is more flavor-driven. The gameplay elements aren't implemented nearly as well as yours. Any kind of honest feedback would be most welcome!