RE: SQ hDive
So after forgetting about this topic and playing matches and it happening, I found that it HBDay's if both are on the ground and you do something like jHK>H dive but if the assist isn't on the ground when you do it they leave? or if you OTG with it. I'm not entirely sure of the mechanics behind it just like I'm not entirely sure of the mechanics behind all the "freeze" hitstuns in this game (BFF, HDIVE, charge Needles, sound stun etc.) but it seems like a pretty easy fix (assuming this is a bug) since you can do H dive from what seems like the top of the screen on the point character but not on the assist. In fact, it seems like you have to hit the assist extremely low while HBDaying to get it.
One possible theory is that because you don't go into the second animation when you hit the assist on its own that the assist is still going through that when you HBDay, whereas the point character goes through the entire script. This means that the only way is to hit the point and assist low enough so that she goes into the second animation fast enough to hit. A possible fix, if this is the case is to say that, if the point is being hit at the same time by the same move the assist is affected by this "freeze" hitstun leading to the second animation. And since this isn't like smash or something where hitboxes stay on the screen (and get bigger...) so when they do both get hit by the move on the same frame anyway (I can't see a situation where this wouldn't occur.)
-----
Vials:
Could it be possible to hold the vial effects on the character when they are snapped out? So you could theoretically Poison someone, snap them out and then if that character comes in again they are still poisoned for however much more damage they have left? From what I recall poison itself doesn't kill. Maybe this is broken cause if you snap or kill a character you get a free vial load? This could apply to not only poison but for green vial and orange. Orange would be good in this situation because it would make your incomings as val harder to deal with for basically a bar, because it would delay incoming mashes, delay techs, delay blocking etc. (unless there's like a buffer on incoming or something I don't know about, cause then it would just be a guess like every other incoming just changed.)
This also could also affect them when they call assist as well. Poison would do extra damage to the assist if you call it, making the opponent think more about calling the assist at neutral because then they would be losing health when calling that assist. Green would mean that if you hit the assist you could still do resets while having the assist on screen cause they are frozen.
Idk what orange would do delay the assist input? Make their assist come out however many frames later? Make the window where they don't do anything when they initially come in longer than 2f? It doesn't have to do anything. I think the effect should go away if they leave on their own (DHC, AC, Tag) but stay in if she snaps.
Reasoning: This would make a lot more use with Green and orange vial specifically, which personally I don't see used a lot outside of gimmick setups(orange) or style (at least from footage I've watched. This would also give her access to a more long game use and making the opponent think more about their team (assuming that they have one), and give her more of a way to constrict options more having lasting effects on a team for effectively a bar. Whereas other opponents could restrict how you move around the screen in terms of neutral or in the corner under pressure, she would affect how you play your team by doing ninja shenanigans and snapping out.
This is just a suggestion however, I personally think this would be a very useful way to diversify the vial part of her kit. Especially, since the violent violet valentine vial has been altered quite a bit to prevent ridiculous damage situation.