- Creative problem-solving using many unique and complex interactions and move quirks. It's not about having simple answers, it's about having your answer.
- Setplay focused gameplay, with a gameplan revolving around creating setplay, and the setplay itself being long, complex, and a big part of how you win.
- Out-zone anyone not named Chaos with a bombardment of projectiles at bizarre trajectories, forcing opponents to fight on your terms.
- A lot of room for optimisation, by learning advanced tech or refining even the smallest details in resource and servant management.
- Inconsistent behaviours, sometimes something won't work how you expect it to, and you will simply have to accept whatever cosmic alignment caused this to happen.
- Playing effectively means a lot of labbing complicated tech and learning character-specific interactions across the entire roster. It's a lot of work for punching someone in a video game.
- Momentum doesn't cannot be regained easily but can be lost quickly. It is easier to aim for a long-term advantage, over seeking out a sudden victory.
- In exchange for consistent knockdowns and okizeme, damage is not explosive, and combos do not reward hard routes with significantly higher damage.