You couldn’t really improve on this without changing the core gameplay of KI. Combos are easy in this game, opener>linker/auto>linker/auto>ender. special>button>special>button>special. It’s easy an timing is all relatively the same. We all know there are three options in terms of strength and breaking light, medium, heavy all relatively the same, we all understand the rules.
Jago I really like because you can hit confirm pretty much in a grounded state into a combo. Which yes you can do with any character but it’s more traditional. I think players have a crutch with the combo system, the combo plays out in a fairly easy fashion because you have very minimal input in said combo. That is how the game works.
So you have characters like shago as an example, he can dash press a button and a combo is initiated. did you really earn that? did you really think about what is happening or why you did it? or did you do it because KI footsies?
Tusk has deflect, which I don’t think helps a player’s neutral at all. you press a button and if it is at roughly the same time as the opponent you’ll deflect and get rewarded. but you pressed this button because why? do you know? where is the placement of your opponent that caused you to press that button? St.HP for example is a GIANT hurtbox that moves across the screen stopping people from jumping over and making a direct attack given timing. super punishable on block, or if it whiffs. but you CAN for example press another button and maybe get a deflect. so did you press that button KNOWING you’d be safe, or are you pressing it to hope you hit?
omen goes into combo by simply pressing kicks, you slide which is not safe, but then press kicks because its flurry. Or you’ll press kicks in a close range situation but outside the range of the opponent. if it hits, you get a combo, if it doesn’t you keep doing it in hopes of the opponent making a mistake and getting hit.
Eyedol has a lot of nonsense that at first glance is overwhelming. he’s super unsafe, super weak, and when you understand its easier to cope with. But some players decide to keep doing things because of eyedol’s properties. Do you know what is or isn’t safe? or do you feel you’ve made a successful character choice because you keep making offensive decisions and sometimes get lucky because a LARGE amount of people don’t understand the character.
at high level I’m not concerned about this, you know why you’re doing what you’re doing and you’ll grow if you don’t understand. Low level I’m not sure the game is particularly teaching players given some scenarios and characters. A jump in opens a combo for example, what is the FIRST thing a new player to fighting games in general does? In a game like SFV you’ll learn pretty quick jumping in isn’t the best option. In KI you have that same thing, BUT there is indeed a reward if you land a jump in.
I worry that players THINK they’re better than they are, but the game doesn’t punish poor behavior properly. Breakers are a part of that problem, but the new PD change makes them less rewarding too.