I think what I appreciate most about Strive's move design is the clarity of purpose. It's been said before, correctly, that Strive is really good at visually communicating which moves are plus, which are safe, and which are punishable, but beyond that, there's something else that's hard to describe. It's just that, often, it seems like other fighting games go out of their way to prioritize the look of a move over communicating what that move is for, rather than using the look to communicate that.
You watch Goldlewis gameplay and you can instantly clock the general purpose of all his attacks. And they look awesome in motion, clearly communicating the weight and power behind his swings and the inability to simply block them and immediately respond. All the mechanics are wrapped up with the visual design in a way that makes Goldlewis, objectively an overwhelming, framedata-reliant, offense-heavy character, seem unusually comprehensible to players who haven't spent hours studying. I think that's an example more FGs can and should follow; often, preserving "the skill gap" gets in the way of actually making a game that's good, and the way that FGs shamelessly make it impossible to understand basic elements of gameplay until you study framedata and hitboxes is yet another example of this problem.













