What I'd want, though I know I'd get none of it.
- for them to play some damn Skullgirls and implement as much of their controls as possible. Skullgirls had the best-designed and implemented controls of any FG in history
- Blazblue-style input buffer (will make hitting links much easier , this is also in SG)
- a wakeup option like what RB1 had with Mai where she has a really good quick wakeup, that was super-punishable on block and uncancellable. Would give a way to beat vortexes if you bet the farm. Could work like Yukiko's DP in Persona on average. Make sure it can bust vortexes, even if it means making it instant..
- be willing to ax or heavily modify moves for returning characters to keep it fresh. This is what KOF does and it helped keep many characters fresh and feeling new for years. For example, give Ken a knee bash command grab and nerf the crap outta his fireball. New characters also work here
- don't oversize the roster. Painful cuts have to be made
- for them to play some damn Skullgirls and implement as much of their controls as possible. Skullgirls had the best-designed and implemented controls of any FG in history
- Blazblue-style input buffer (will make hitting links much easier , this is also in SG)
- a wakeup option like what RB1 had with Mai where she has a really good quick wakeup, that was super-punishable on block and uncancellable. Would give a way to beat vortexes if you bet the farm. Could work like Yukiko's DP in Persona on average. Make sure it can bust vortexes, even if it means making it instant..
- be willing to ax or heavily modify moves for returning characters to keep it fresh. This is what KOF does and it helped keep many characters fresh and feeling new for years. For example, give Ken a knee bash command grab and nerf the crap outta his fireball. New characters also work here
- don't oversize the roster. Painful cuts have to be made