Parry OP
I kinda feel like parry is op as it is. And not really dynamic from a spectator's standpoint
My brother let me know that when he watched over my shoulder.
I know, it's about playing yourself, but even then, a more dynamic, more difficult parry would enhance that as well.
So here's my take:
Make it so that parry just pushes the enemy back and prevents him from attacking for the same time he got stunned before. He can still dash and block, maybe his dexterity and stuff like that is lower. Chip damage through his block could be increased as well, as he's barely holding it together. His dash could be not as far and more like a stumble/roll back.
Now for the (parry) counter, I'd add the mechanic that if you parry and mirror the attack of your opponent on the right side of the screen at the same time you punch him once and hit him back like you would with a heavy attack, dealing similar damage
Parry should work neither on specials nor ranged attacks, just regular melee
Also a clash mechanic would be nice: If you and your enemy do the same attack and hit each other with it at the same time, you would clash. Now, in my mind it wouldn't slo mo or open up anything. Instead it would differentiate between clashing attack types.
If it's a light clash, you would just cross arms or legs or arms and legs for the frames of a regular attack (new animation) and both could attack instantly with no drawbacks
For a medium clash (swipe clash), it would push both characters back and give both parties the same drawbacks as they would if they were parried
Now that's not it. In an earlier thread, I already suggested adding a combo meter which would make comboing even more fun and rewarding and would be visualized by two vertical orange bars on the left side of the screen
Also, there are two orange buttons you can tap to use the combo meter either offensively or defensively.
The offensive one is on the upper left side of the screen right under your character's avi and the defensive one on the upper right side of the screen, right under your enemy's avi
On a sidenote, I'd change special meter to be three green bars no matter which special is active, just so it's cleaner from a design standpoint
So, to get to the meat of it, the combo meter consists of say 200 points you can fill up by doing all kinds of different stuff
Every hit in a combo over 5 fills it up by 10 combo points
Every hit in a combo over 15 fills it up by 20 points
Every hit in a combo over 50 fills it up by 50 points
Every hit in a combo over 100 fills it up by [ib100 points[/b], so you can use the first combo meter move every hit now aka God mode
Parrying fills it up by 10 combo points
A parry counter by 20
But the combo meter can also rapidly decrease if you lose the edge and control in a fight
For example, it can decrease if you simply don't fill it up for more than two seconds (apathy)- every additional second drains it by 10 points per second
Also, regular blocking (if you can't pull off a parry) drains it by 10 points per blocked medium hit, 5 for every blocked light hit, 20 for a blocked special hit
Getting hit can majorly screw your meter, as every unblocked light strike takes 20 combo points from you, every medium takes 50 from you and specials as well as guard breaks drain it completely
Clashes don't hurt or help it. Just watch out after a light clash to react quickly and don't get thrown off by the unusual clashing animation.
Now for the combo meter utility
You can use it in two ways defensively and in two ways offensively
With your first bar of 100 points you can do one of two things
d) instant counter: hold orange button (like green button for special 1) on the right side (defensive combo button) while tapping block at the time you would parry (the time frame is more generous). This breaks the guard of your enemy and prevents him from dashing and attacking for a very short 0.5 seconds (without the stun animation). So now you can tap, tap, swipe instantly for an open unblockable combo (maybe it just stuns your opponent for the same amount parry does right now and you can just take your time to do a combo if it's too hard to do animate more fluidly without causing bugs)
Also works on melee specials, not ranged ones tho
If you use this on ranged specials with two or more projectiles, it stops the special after the first projectile if you counter it- but no drawbacks or debuffs on enemy
o) combo ender: hold orange button on the left side (offensive combo button) at the same time you hit an enemy and let go after you've performed your character specific combo ender consisting of up to three strikes/shots
Depending on your character you have access to different types of combo enders
There are ranged (projectiles with a short one or two step range) combo enders for ranged characters, quick (two or even three punch) combo enders for fast martial artsy characters, but also effect laden combo enders (higher 50% chance of triggering a status effect change and/or debuff) for magic or telekinetic characters and finally hard hitting (single swipe) combo enders for bruisers like Hulk (it might be a smack to the ground which might have a small 20% chance of stunning your enemy)
Characters may or may not have two combo enders from which they can choose by doing the required input (ie Hulk could have combo ender+swipe for the ground smack & combo ender+tap, swipe for something else)
With your full meter of 200 points you can do more game changing stuff
d) combo breaker: tap orange button while being stuck in an enemy combo to break out of it and throw your opponent back (deals no damage to him) but stuns him for 2 seconds
o) combo chainer/finisher: again, hold the left side orange button while you hit your enemy (can be the first or last hit of a combo) and then, with most characters, swipe up while still holding down that orange button to perform a character specific combo finisher with chaining potential
Spider-Man would be an exception to the swipe up rule as you would swipe right and swipe towards yourself (back/left) on the right side of the screen (I would also put fastest possible guard break to that command without holding orange button while still maintaining the held down channeling of guard break) to perform this combo ender which triggers a move where Spidey kicks his opponent away from him and then pulls him towards him with a web string. Now you can chain an unblockable light strike started combo to that move and originally the other combo (some heavier combo chainers might stun your enemy, so you can even chain a medium based combo)
If all that is too hard to animate, make it so that you just tap orange button after a hit for an additional strike that stuns the enemy and thus enables you to get another free combo
Thanks for reading, feel free to leave feedback...