I’m really puzzled by the insistence that Orchid meterlessly canceling slide into DP is comparable to Fulgore pip cancels.
You see Fulgore pip cancels 10+ times per match, and I don’t think I have ever seen Orchid slide -> DP used in any meaningful way outside some dumb gimmick that is just as likely to get her killed as it is to do a bit of damage. It’s just not very good at all, because my options are … block the slide, or block the DP, and get a punish both ways. And I shouldn’t be forward jumping to try and bait slide anyway.
There is a pretty big difference between canceling unsafe opener into REALLY unsafe move, vs canceling a huge space control move into a punish for you dodging that space control (or frame trapping a safe pressure move into another safe pressure move). Yeah?
Paramisery’s point about S2 being crazier than S3 is noted (because it’s true), but I think there is a hugely nuanced discussion to be had here about what is actually too crazy for fighting games and deserves nerfs, and what is just “pretty good” without pushing the boundary (which still exists in spades in S3). S2 was the wild west for KI, and maybe you enjoyed that more than a slightly more measured approach (which is totally fine and up to you), but I think it is much more difficult to pin down the top 10 characters in the game in S3 than it was in S2, where the characters were crazier but the top tier was actually a little bit more set.