On combos, I kind of feel like this is a design problem in BB. The combo system isn't really all that focused. Instead of having a clear goal and setting some basic limits on combos like, say, Melty (3 OTGs/groundbounces/wallslams/etc. per combo, your combo ends after that), it feels like they went "oh, damn, this is broke" after CT but spot-fixed it instead of giving it a major overhaul. Really, the combo system doesn't make any sense. Why can Hazama loop 5C 2C 214B all day and get good damage and meter, while looping shit with most characters just results in the opponent teching out? It's because the balance approach on combos in BB is unfocused. Instead of setting some universal rules and making the characters' combos fall in those (make corner combos revolve around wallbound/spin state/OTG for all characters and then limit wallbounds/spin states/OTGs to X per combo, for example), they just slap repeat prorate on some moves they think are too good to repeat, fix the other prorate values wherever, and call it a day. The end result is a combo system that doesn't feel coherent across the game.