+ Finishing comboes with KB's, is a good addition: 1) it removes the reliance of cinematic combat from the nary-used 'supers' (X-Rays) and stage-specific interactables, to the core gameplay -- something I've yearned for for years, and an idea which the likes of Tekken 7, too, have seemed to come on board with (re. the game's admittedly rather janky slow-mo close-ups); and 2) it mixes up the monotony of the comboes that are inherently rather air-juggle-centric and samey to look at otherwise.
+ The touted lesser focus on longer combo strings (*assuming 10+ hits), is a welcome change. Again, because the same-iness of the mechanic leads to rather meh-looking chains (esp. when done in the notorious "death korners" -- c.LP, c.LP, c.LP, c.LP...*). Of course, diversity in attack strings is obviously of particular import in this case, and if the claimed lower combo hit-counts are not replaced with compensatory diversity, the change may be seen as lamentable--in the final wash-up.
- No mention of making the comboes more 'organic' -- suggesting the trademark 'stilted' attack strings will still be in effect. A move or nod towards more 'traditional' or 'manual' combo system would have been nice to see (...I think it may have even speculate from early leaks); rather than the same, rote combo chains that the developer in question is know for. Even if only as much as in the ability to interrupt a 1,2,3 canned combo chain at the '2' mark, it would still serve to 'soften' the rigidity of the system. Case in point: In Injustiece 2, Darkseid's 1,2,3,2 combo was useless for anything but said rote string -- it could not be interrupted or experimented with. This kind of canned mechanic takes control out of the players' hands and simply tasks them with, effectively, playing the game for the developer, as the developer wanted.