Good to know that you're taking the feedback well, SoR mods do tend to have a tall order. However there's a bit of a misconception that wanting certain things to feel good means wanting the game to be like the originals which couldn't be further from the truth. To address some points.
KratusGH said:
**KratusGH: Forget a little the original SOR or Final Fight because in this game you have to explore enemy weakness, use strategy and new resources like cancel move with Rage, Dodge, Block, Counter, Juggle, etc...
I´m trying to get out a little from the "smash button" games and make a system more like the VS games (Street Fighter, KOF, etc)
As stated above the original games have little to do with my critique of this issue with the bosses. They just aren't well designed and in fact don't really have actual weaknesses (**Yes, have weakness, need to explore more**). Bosses already counter in the middle of your standard combo (**Yes, this is intentional but they need special bar for it**), this would be understandable in a spamming situation but it happens at any instance. The bosses rage attack drain your entire meter which prevents you from counter with your special move or using the rage attack at all (**Yes, this is intentional, the heroes can do it too and the RAGE skill was made to be feared**). Blocking as mentioned below doesn't function well as an alternative either let alone trying to use the counter (**Blocking = NO DAMAGE TAKEN!! It is not good???**). At best your left to resort to juggling or constantly running around until your meter fills up to try and hit him with the rage meter (**Yes, this is intentional, they are BOSSES and exists to bring a lot of problem for the players**). This pretty much results in bosses becoming a chore.
**KratusGH: I agree, in parts. About the blue meter... Well, when i see original SOR3 for the first time, the "OK" bar was strange, but a few minutes playing solved this

I´ve maked a "How to Play" section explaining that. About the enemy life and combo counter I agree, can be improved in the next update. Maybe a enemy lifebar in the head, like RPG games.
Yeah after some experimentation I found out the blue bar is for blocking and countering it seems. (**Nice**)
**KratusGH: I agree, in parts. About Rolling, I´ve played a lot the original SOR games and the original dodge system (up, up or down, down) is too much poor compared to a free dodge system like 3D games to any direction. It´s simple, hold a direction and tap Dodge button. About Blocking, is easy to make and I´m changing to "hold button block", because I agree that the press button a lot of times is terrible
Honestly while I see the ambition this rolling system isn't any better and doesn't really feel useful. The reason for this is because I can run vertically as is and even jump vertically as I recently discovered. Rolling may not have been as free form in SoR3 but it didn't really need to be, it's there for a quick Dodge when all else fails and you don't want to spend meter on special moves. This roll system adds a whole extra input to move and just feels rigged, forward roll doesn't really seem necessary either and in most cases leave me in the enemies hands. Again reiterating the statement above this isn't about how the originals did things it's about fluidity. (**Yes, this is intentional. Roll is not only a cool move. During roll you are INVINCIBLE and can escape from a lot of attacks, including the feared explosions and bosses rage. I don´t understand how this could not be good**)
As for blocking, hold to block would indeed be a better option. I can't really say too much on it as I'm not too interested in using the feature, blocking never panned out well for me in games that used it but I'm certain others might appreciate it more. (**Nice**)
**KratusGH: About the forward special during a grab, yes is possible and I´ve scripted it. About being able to perform a special when meter is empty is a bit complicated... First, my intention is not to make lifebar a "extension" of the special bar, because they are two totally different things. Second, the special meter is for SPECIAL skills only, a bar dedicated to special moves and Rage too, like a lot of VS games like KOF. However, you can use Rage with 2 special bars + 20% of the life cost. For example, you can use forward special and rage.
While I understand not wanting to use life bar for specials, the difference between this and a Vs fighting game is that you're not fighting multiple opponents at once and you're not in need of a defensive special to get enemies off of you in a pinch when it comes to vs fighters. It would be better to switch it around where rage and forward special uses meter only and defensive special uses meter and life as it's a crucial move that's needed at all times. (**This could be a good idea to test, only the defensive special will use life bar for emergency, not the forward special. But not only VS games use it, some of multiplayer games don´t mix special bar with life bar too**)
**KratusGH: About juggles, again, forget a little the original games. It can be useful against bosses but you need to practice a little to do a good use.
Yet again, this had little to do with the originals and more to do with proper execution. Juggles are useful against bosses although not really that fun but the problem here is that there's nothing you can do about being juggled by multiple enemies, no aerial recovery, no aerial special etc. For good reference look at games like guardian heroes or the newly released FightnRage where fighting in the air is properly tuned. While I don't really find it to be fitting for SoR I'm not entirely against a good juggled system. (**Juggle is only a complement to end combo with more hits, if you don´t like, don´t need to use. However, an aerial recovery at cost of a special bar could be a good idea... Sammy already have aerial special too**)
**KratusGH: Max and Sammy have all throws and slams from the original. About the vault, it sucks! In the original games it's very frustrating when you want to grab front and make grab back, it will broken all the combo and you have to lose time (or life) to vault and grab front again. In the new system you will always grab front and with same all moves from grab front and back.
I'd have to disagree here entirely as the grapple system was a core mechanic that offered a lot of good options. However this isn't really a feature that is top priority so I'll leave that be. (**I don´t understand your point... Vault give only a Grab back, nothing more. No front special, no rage, no knee, no headbutt, only throw or slam moves possibility. Having all moves from the Grab front is not good??**)
**KratusGH: I don´t uderstand your point... Explosions are only explosions... And not have too much things who cause this. Grenade, Jack Bike or Robots death.
- Explosion radius is HUGE and unavoidable. Case in point the bike when Jack jumps off, if your trapped in a corner with no special meter, you're screwed and this is the first level.(**Yes, it is intentional, a surprise spawn. ROLL can avoid any explosion easily if you made it correctly**)
- Bikers juggle you with these same explosions and even worse hit you with one immediately after hitting you with their bikes. (**Yes, it is intentional**)
Explosions aren't just explosions when you can't even land on the ground because so many grenades are being thrown at once, it just doesn't work well with how the juggle system works. Just in my video alone I had to watch for a good 5 seconds as my character got juggles to death by bikers running across the screen, hitting me with unavoidable grenades.(**Yes, it is intentional, motobikers must be feared because they have BIKES and you need to use ROLL, rage, jump attacks or defensive special to easily avoid it**)
I´m very grateful for your analysis and your point of view. I understand that this game have a lot of diferent things from the original and some people don´t agree with it. But it is impossible to make everyone happy. I'll do my best to improve a lot this game. The next update will be launched soon.
I appreciate you taking the time to listen to the concerns. Looking forward to the update.