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Unfortunately however, nullifying hitstun would also nullify knockback since Rivals doesn't have proper windboxes, so the second change is unable to be implemented without it being overpowered.
My reasoning behind her not being much of a zoner here is because half the time in TFH gameplay from what I've seen she plays very aggressively for a zoner. I've seen Oleander do more "traditional" zoning than I've ever seen Velvet do. But maybe I leaned a bit too far in that direction. Thank you for the constructive criticism, it helps a lot.
It's understandable that there are limitations preventing a more "accurate" wind mechanic, though it is a shame.
In my experience a lot of top Velvet players love to spend the entire game without directly touching the opponent, but I've also played "rushdown Velvets." Zoning in RoA has to feel different than in Smash or a traditional fighter by necessity, since there's no block or shield mechanic, but I think Velvet having strong, versatile projectile(s) would be all it takes to enable that keepaway playstyle. I'm glad you didn't take my criticism the wrong way, and I do hope for the best from this project!