@sasha-v Thank you! Great feedback. Controls feel better on a controller. I wasn't sure how to lay out a fighting game for keyboards, but looking back I probably should have had your right hand control the moves. Also, it was hard to compile the data but on the help screen we break it down part of it. The peck is fast but weak, the wing is medium speed and medium damage, and tail is slow and lots of damage. However, the knockoff chance is weighted based on instability % (number at the top) and type of damage (so slow attacks have a higher chance of knocking opponent off). Additionally, slower attacks have a higher chance of interrupting the opponent's current attack. I couldn't figure out how to eloquently explain the combat system to the player on the help screen so we just show the basic table there.
Also, the enemies get harder as you go up branches. They start having more moves (like jumping over attacks or dashing forward/backwards) and also deal more damage, are more aggressive, etc.