I agree with a lot of these, especially the aesthetic ideas. There are a few I don't like though.
- Guarantee combo mode. Like there should be a separate bar we can call it "killer instinct mode" when you enter this mode the next combo you do is completely unbreakable. In this mode you cant use instinct or shadow move and if you activate this mode you cant use instinct for the rest of the match. Think about it the whole cast relies on their instinct for a lot of things so using this mode its risky but good if you need it to make a come back or want guarantee damage. This is for the people that complained that nothing in KI is guarantee.
No. No. No. No. No. No. No. What makes Killer Instinct so great IS how nothing is guaranteed. Every character has access to manuals making combos "harder to break". If you're getting broken a lot, then mix it up If your manuals are getting broken, throw some auto-doubles out every now and then, or even counter-break. There are SO many options that both players have. Sorry, but anyone who complains that there is "no guaranteed damage" just sounds like a whiny bitch who doesn't want to have to work for their wins. That's what Injustice and Cyrax are for.
Also, *Uses Instinct twice to get their opponent down to 35%. Activates Killer Instinct Mode because their not going to get instinct again anyway. Lands a poke and that's game.*
- 2 second lock out on whiffed punished/blocked special moves. For example if jago whiffs a dp or you block it, you should be able to get a 2 second lock out when you punished them and the announcer can say something like PUNISHED or STOP MASHING... basically 2 second lock out on punishable special moves.
Your reward for blocking/making a special whiff is a combo opportunity. I think that's good enough. I'm assuming that this comes from you playing scrubs who mash guess break their way instantly out of your punish, which I will grant is INCREDIBLY annoying, but again, you can mix it up and lock them out for 3 seconds, or counter-break them and lock them out for 4. If you're getting broken by someone who can read attack strengths, then they're probably easier to counter break and easier to manual combo, but hey, this game isn't black and white. Every situation is different. You just have to adjust your strategy on the fly.
- Slower falls. Make characters fall a little slower when you air to air them or knock them out of the air with a move so you can juggle them better.
This game's juggling is completely fine. Doesn't need to be touched.
- 3 bars of shadow meter but its harder to get meter and you can only use 2 shadow moves in a combo.
This just seems like a change just for the sake of changing something. There's nothing wrong with the meter system either :/
Just my thoughts. Everything else seems cool. This game is great and I don't want to see drastic changes to gameplay