I see 3 problems with game balance, which somewhat defeat the purpose of having such a low entry barrier.
There needs to be less drastic difference in health amounts. This gives certain characters large advantages over others, turning said match ups into extremely frustrating affairs even when the player with the unfavorable character is more skilled.
Meter needs to not automatically refill. This allows characters like Rook to get rewarded for turtling. Just make it so that meter gain is very high on hit and only slightly lower on block.
Rook needs to either have less armored moves/moves that go through projectiles and his super should be able to be interrupted, just like every other non-counter super. At the very most, his ground super should only have a single hit of armor, so that a well-placed multi-hit attack can interrupt, same as everyone else.
As things stand, with his health, armored moves, and the universal mechanics, Rook is overpowered. He can get wins with less effort and skill, especially against non-zoners, as he only needs to land two armored throws and a ground super per round, has enough health to act as a safety net for mistakes, and he only needs to turtle until his meter auto-refills.
Being that Fantasy Strike is a fighting game that is defined by its unprecedented low executional requirement, since it will only have 10 characters it NEEDS to have a similarly unprecedented balance between those characters.
It would defeat the purpose if certain match ups feel nearly impossible just because of the character being played. Such a scenario WILL frustrate and push away the very audience you wish to draw in, same as every complex fighting game.
Otherwise, it’ll become a match up dependant “hero switcher” game, rather than a skill-based fighting game,
I want to see this game succeed but, since complexity isn’t what this game will offer, it needs to have character balance that even the most hardcore fighting game veterans can respect.