Like I said before... I was a hardcore player, I stopped playing seriously years ago, and nobody here puts in doubt your level.
Some people here might get confused because we're working with sprites and not (for example) 3D models; if we had 3D models people wouldn't be complaining that much. Please try to understand this is not a modification of UMK3, or any other existing MK game. We don't have UMK3 engine, so we cannot "add carefully" to maintain UMK3 playability, fixing some stuffs... is not the picture here.
This project is about having a lot of good elements from different MK games, a very good and solid engine and an original (yet familiar) vision. So, why are we taking the time to work in UMK3 gameplay? because I liked and it's likely the best base we can have, but once we have enough elements working and the game feels good (we want to use testers from this comunity before a beta release), we will make changes, having stuffs from other MK games and original stuffs as well...
For example, MK4 have a very good concept on kombos, the possibility of including special moves in any part of the already established kombos... I want that as a feature for all modes, and it will have strong consecuences in almost all the characters, so it will be necessary to change limits, further testing, and change damage.
Now, what I want to include is not stuff that come to my mind when I'm drunk or out of emotional thinking... I've been planning and making changes to the concept of this gameplay for over a year, I might say over 3 years considering a lot of elements and reyecting some ideas, changing them, all in paper. Getting my inspiration from a whole lot of different games... I want to share something with the comunity as an example:
I imagined what the gameplay of MKDA would be if they had included run and a block walking ability for all characters...
This was the idea I was playing with years ago:
BL, then F or B to walk... you can block proyectiles and still approach but you cannot run and you can only block mid or high moves...
I think it could have been an interesting gameplay concept for a new game, but not for MK... still, recently I recicled the idea into a move for Kintaro, it's like this:
BL, F to walk while blocking... it consumes the RN bar, once its empty he wont be able to walk. The RN bar wont refill if Kintaro is holding BL.
Kintaro would have the chance to press HP or HK while blocking and execute his powerfull attacks, so... this is an idea, I hope it wont open to a debate of balancing titans or anything. Kintaro will be balanced in MKR, with basic moves and a big change in his velocity and damage, he will still be a damaging character but balanced, so... what do you guys think of this idea?
I'd like to have some criticism on those Jax posts, that is Jax's concept for MKR (all characters will be similar), the idea is the idea is that he will have 10 moves by default, but they change when using the orbs for Enhanced Abilities Mode or More Damage Mode... and the goal is to have both modes with interesting features, and to have them both sort of balanced, so both modes are about as good as the other, but with their own differences, in terms of preferences.