Complaints, without mentioning balance too much, only system mechanics
- The netcode sucks, they should've outsourced it or something
- The music sucks, needs umk3 music dlc
- On some PS3s the game goes into slow motion
- Can't skip the win poses
- Training mode settings don't save
- Input buffer being MUCH smaller for blocked jump-ins than on hit, makes the game look like crap since players only do strings they can mash out.
- For MK inputs, making d,d/f and d,d/b count for df and db moves respectively. SF inputs are a must right now especially for stick players.
- Other input things, you can't repeat an input for a string if you want to cancel it, i.e. 223~special cannot be input as 2233~special, but it can be input as 2223~special
- You can input b,f and d,f/d,b special from holding crouch or walking back, but not inside of strings or after blocking something. For example you can't hold down, 1~df1 to get a down jab into a special, you have to be at neutral before the jab, or go to neutral after the jab, or be at d/f or d/b when doing the jab. You can't hold back, input a string, then do a b,f/hcf special, you have to go to another direction/neutral first. If you're walking back, and can input hcf moves, but if you block something and continue holding back, you can't input a hcf special without hitting another direction/neutral.
- Input for wakeup attack is awkward
- Gaining meter for actions caused by meter-burned attacks. Example, Aquaman gaining meter for the blocked hits on df1~5. Games before have already solved this problem. Guilty Gear does not allow meter to be gained for a short time after meter is used, or they could just not allow mb moves to cause meter gain for the user. I guess it's all preference though.