Hurt Voicelines
This is a very niche article about how you should implement voicelines when a character gets hit.
Always play a hurt sound
Ideally, you should play a hurt sound every single time the character gets hit. For some reason, not all fighting games do this.
Blazblue for example, doesn't play a voiceline on every hit. It'll play it one on the first hit of the combo and then wait a bit before it can play another. In addition, for some baffling reason, Blazblue never plays hurt voicelines if you get hit by a projectile.
Always cutoff the previous voiceline
Any time a character plays any voiceline, they should cut off the previous voiceline. It's never a good idea to have voicelines overlap because you can't hear them well and it makes it sound like there are multiple characters.
Trust me I've tried this, don't do it.
Voicelines should depend on attack strength
This one is pretty simple, but you should have different voicelines for different attack strengths. Preferably multiple voicelines per strength level to keep randomized variety.
Play hurt voicelines BEFORE hitstop
This is the only thing in this page that Skullgirls doesn't get right. Skullgirls plays voicelines after the hitstop, which makes the voicelines feel a bit laggy or delayed.
Ideally you should play them immediately so that the player gets instant feedback for their attacks.