@iK: (trying to stay on a civil conversation, like you
)
- flight is okay (hated the spirit consumption while grazing, though)
- I once wondered why IaMP uses such control scheme regarding how close you are to your opponent, and then realized that most characters have fast projectiles with really fast startup (Reimu's needles, Marisa's lasers, Sakuya, Suika, etc) on their far shots and stopped relying on them, and instead relied more on the melee moves. far moves are good for poking from afar (can stop the opponent from declaring), and don't forget that your air backdash comes out faster than in SWR/Soku, allowing you to counterattack immediately with a melee move (unless you're cornered). SWR/Soku's shots seem more balanced for close range, like a "second" C shot.
- one other thing that I liked in IaMP (besides having overall faster normals and -- with more normals than in SWR/Soku, more normal hitboxes to defend or attack with) was that high jump cancels were also faster in IaMP (at times, the one cornering his/her opponent can hjc and punish his/her opponent's hj with a melee, though he/she also risks losing the attack initiative, making him/her choose his next moves with more care), which also allowed me to use said hjcs to cut the recovery from using bullets on the ground (like with Yuyuko, for example). If I wanted to stay on the ground, I could follow said hjc with an airdash.
- lastly, I think, the bullets (regular and from specials) in IaMP were slower and covered a wider range (with relation to the screen size), but that's imho a difference in how both games are played. Soku seems to emphasize momentum more (blockstrings feel like they have bigger frame advantage, so the one defending has to try to escape, rather than having more options for countering), which would be why it's more difficult to get into your opponent in it through bullet cover. IaMP has (imho, once more) fun elements that aren't as obvious, while Soku/SWR are more friendly to beginners (who usually like cool graphics, facilities like autocombos and one-button supers and don't enjoy having to think about why he/she lost), but not limited to them.
- regarding Arcana, I like how I have useful normals (and also, how it feels that if I eat a combo, it feels fair because the combo was -- for the most part -- hitconfirmed, instead of autopiloting blockstrings -- the kind of play where the opponent plays the same way, no matter what his opponent may respond with) and thus have to mind about the neutral game I find to be so much fun. Also the creative character playstyles and the huge customization potential.
Like I said somewhere else, my guess is that, judging from the screenshots, the characters don't seem to be voiced.