Another suggestion, for the game settings menu. Allow for juggling to have 'players only'.
@Psykai
Thanks for the feedback

Let's talk about the points.
In this case I think it's better to make specific adjustments on every enemy one by one by managing the juggle limit instead of creating one more game settings option.
Honestly I don't see a reason for that, since juggles are a double-edge blade and works for both player/enemy (already can be disabled too), plus heroes have the aerial recovery in order to escape and being invincible until landing or canceling into a jumping attack.
for some odd reason one swing of their whip hits like three or four times
According to the original, this attack has 6 hits, I just replicated the same move. I can increase the juggle cost and reduce the total amount of aerial hits a bit.
a move should not multi-hit unless more than one swing/motion occurs
Although I understand your point about Galsia's knife move, this is not exactly a rule. There's some examples in fighting games where one swing/motion attack hits multiple times. However, I can make the knife move to hit once only, so it's reduced to one hit on the ground or one hit in the air.
Here's one, the first Balrog's special in the video is based on a unique dash move that can hit multiple times.
SoR 1 Hakuyo flying kicks me, then instantly juggles me with a standing double kick
Frankly I see it as a part of the challenge when fighting against this enemy, since he is highly skilled in the SOR1 (I have a theory that SOR2 Shiva is a SOR1 Hakuyo promoted lol).
Currently, it is Attack+Extra button
No problem, I can think about another button layout, but for now I suggest mapping it to other distant keys in your keyboard.
The current layout was also planned to help Android users with touchscreen controls, by simply sliding fingers between buttons A and X.
I agree. There's quite a few times I feel some enemies and bosses have been made harder/more unfair than they already were in the originals, which I feel is unecessary.
Although SORX is very close to the originals, the game reached a point where it has its own identity. I mean, at the same time I want to follow the original in many aspects, I also want to risk many new things.
Indeed this is my "fuel" to keep making this game, I would not make another SoR if they would be exactly the same as the classics.
As an example, in the SOR4 I don't like the excessive use of the super armor even for common enemies (Donovan), IMO it's a lazy way to create a challenge, but this is how the creators think it's cool, and that's it. Plus there's no option to disable it like in the SORX, so players need to find a way to bypass it by creating new strategies, I suggest the same for the SORX.
Abadede for example (partially because of the juggling issue in my previous post) can shred your health in moments, and unlike the original games, where you could kick him out of his charges, he seems to just power-armors straight through and hit you anyway. And he is VERY grab/slam happy. The throw you can tech, but the back slam, which does a huge amount of damage, is impossible to prevent. He's possibly one of the only bosses who I kind of freeze and think "uh, OK, what do I do now?" when he shows up, 'cause there feels to be no strategy you can really try on him.
Abadede was one of the most nerfed characters since the first SOR2X, I think it's very close to the original now.
Here's how to beat him using the classic SOR2 strategy.
Another point I want to raise is enemies/bosses who block. I don't think it's fair to use your rage art, only to have a Pheasant/etc. block the whole thing like it's nothing. Regular attacks, sure, but a hyper move should never just be blocked like that. If a player is expending their entire resource, it should do SOMETHING. I'm aware that there is a system of 'guard breaking' in place, but it seems to be hit based, rather than damage based, so a hyper move that only hits once will get totally negated, whereas a multi-hit hyper MIGHT break through, but barely do anything.
If you are using block type "hold":
- guard points are subtracted by the real damage.
- health is subtracted by 1/4 of the real damage.
If you are using block type "parry":
- guardpoints subtraction is fixed in 1 by each hit.
- no health subtraction, since this feature is harder to perform.
Keep in mind that in both cases the max guardpoints value is 20.
Enemies can block rage moves, but players/cpu partners too (in case I made any rage unblockable, both sides will suffer). Blocking a rage move is always costly and dangerous to the part that is blocking it.
In the new game update, you can use rage while grabbing opponents, so you can easily force any enemy to use block by doing any distant attack, hold him and then cast rage.
His entire body being a hit box
@ty1989 Not exactly, I restricted the knife attack box to only the knife sprite, same as I did with other weapons (you can confirm it by enabling the debug mode). The same format was applied to all Galsia versions.
but I feel like he's a bit overtuned
At what point exactly? I even understand reducing the juggle capability a bit, but other than that you can beat them with a single jumping attack.
This part,

to be honest.
@Blit-X- TV [LIVE]
In fact many fighting games allow you to block supers, this is very common. This increases the strategy requirements in order to open the opponent's defense.
Unlike SOR4 that have very limited star itens by level, in the SORX you can fill energy stars at every time by hitting enemies, so you can always try again in case enemies block your rage move.