I feel like combo is a little bad because of its cooldown and how it's so tedious to deal with. (Although this could be just me.)
Whenever E/Q lands but you get punched right after, instead of giving you a reduced cooldown of 4 seconds, you are forced to wait another 12 seconds just to perform another combo and possibly be punched out of your combo again.
Meanwhile the spacing to land said combos is pretty jank or "awkward" since running up to your opponent and attempting to do a combo for them to just punch you out of it can be obnoxious, so here is a little rework thing I made for combo to make it a little more enjoyabe. Being an ability that is awarded when you reach 100 souls would sound cool, but combo seems a little underwhelming for 100 souls.
Cooldown
The cooldown is reduced to a certain amount based on the amount of E/Q you land, since I feel like making the cooldown lower makes gameplay using combo smoother and being more consistent in damage output.
- One E/Q landed: 4s cooldown
- Two E/Q landed: 6s cooldown
- Three E/Q landed: 10s cooldown
Preventing breakthroughs
Having someone punch you out of your animation can be so annoying if you are actually trying to use the ability, so here's an idea I pitched to fix this issue.
Instead of slowing down the player when caught in a combo, adding some sort of "invincibility" by disabling the opponent's ability to punch for a brief second to prevent people can deal with having your combos being interrupted mid animation.
Miscellaneous stuff
Making the E + Q + Q combo into the double face kick from tekken instead of an earthquake-esque move would be pretty cool.
Feel free to ask questions or criticize
(THIS IS A REWORKED VERSION OF THE SUGGESTION)
note: another suggestion is to facking remove the charge-up thing from combo it makes it so if your opponent is better than you, you cant land a single combo, or worse a single punch

