I have no trouble seeing the red flash at all, but it is actually invisible in several cases
- If you get a CH Parasoul Tearshot, the flame effect instantly overrides the CH flash
- When getting a CH Normal-that-detonates-a-Tear it's seeable but far less than normally since for one you expect the opponent to flash now, for two the effect gets overridden quickly
- Several moves instantly catch the opponent in something, making the flash invisible since the body isn't actually on the screen (Eg BB + Peacock ground throw)
- Some chars (eg PW #3) have red palettes; while it is still possible to see the flash on those, it is quite obviously harder
- etc
The broken heart always appears, so all of these "problems" are fixed
Then there are obviously other issues such as red/green blind people, lots of shit going on and not everyone being able to focus their vision perfectly, etc
On top of that, the heart just looks pretty and is entirely unobtrusive. I don't see any reason to remove it.
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Some indicator during the tech window sounds awful to me
Throws sure aren't too good, and that's me saying that --
aka the guy who will lose to people doing Throw-ABC-Throw on repeat
Throws lose to upback (which is the "default" defensive option), to almost every reversal, to teching, and -by virtue of a tech window being present- to things such as downback delay delay tech.
Pretty much the only thing a normal throw actually beats in a game is Downback (and with that, Downback+Assist); and the reward for hitting this is then a 50% scaled combo that generates massive meter for your opponent.
I don't see any reason whatsoever to making them weaker :|
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However, I think a "You got thrown" indicator would make more sense than Low/OH.
- My thinking process is the following:
If you hold downback and get hit, it was an Overhead. This is kinda easy to see, especially considering you will usually be stuck in 60f+ of the opponent's groundstring, where your char is in hitstun and clearly crouching.
If you hold back/upback and get hit, it was a Low. Same thing applies as above, for one you should know what direction you were holding, for two you see your char getting hit.
- Now you could say "Well the same is true for Throws" and yeah - it is! I don't think these indicators make sense as a whole~
But throws at least are 'special', and an ordeal for beginners to learn/discern; the Throw indicator would basically be a clear "This thing was unblockable" (as else they get hit low by a throw, then try to standblock it next time..)
That may sound really silly to everybody here, but several beginners I have seen try out this game had difficulties figuring out which moves are throws and which just look like ones or don't really look like ones.
A clear indicator for "Excelebella was unblockable as you got hit by it", "This Painwheel L.Buer isn't actually a throw, you could block", "This is Parasoul's ground throw and not some weird special move" etc would help, I'd think. At least more than Low/OH indicators.
In the end I think both aren't very useful, but I do find them rather nice looking, so I'm all for keeping them anyway.
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Crossup Indicator would definitely be the most useful one by an orgasmic margin (as there I actually do not always know which direction I held), but that is most likely way way wayyyyyyyyyyy harder to do :\