well since joe is reading this thread, i thought i'd come up with my own melee system
First of all, you would swoop into a player to do prepunches which is already implemented. However, it would be an animation of the characters punching and kicking. This animation would last for 5 seconds. After that 5 seconds, both players would be blown off just a short distance (enough to hit) and you both would go into the advanced melee.
After that, both parties would then at the same time able to do advanced melee.
Increase in damage done by the new melee would have to happen. The patch will allow this so yeah.
THROW
In order to throw, the right click button will still be used. However this time, both players can charge at the same time. When you click and hold the right mouse button, a bar would charge. When you fill up the bar, you then are able to throw. The first player to fill their bar before the other player can execute a move will be able to throw. If, however, the player charging for a throw is hit by the other player while charging, the throw cancels. PL would be a factor in the speed of the charging bar. Depending on the difference of the PL of the two fighters would determine the speed of the charging bar for a throw. So a greater gap would allow a faster charging.
MELEE
In order to do combinations of attacks, left click will still be used. Holding the left click button would bring up the charging bar where you can input your attack, which is the same as the current system. The difference is that both players charge their bars at the same time. When you release the left click, you automatically do the moves that you charged. If, however, you hold the left click button, you will be able to save when you will execute your moves. The first opponent to release their left click will able to go first.
The charging bar would always be at the same speed, which would be moderate.
CHARGING BAR FOR ATTACKS
You can always charge your attack anytime during the melee encounter EXCEPT when the other opponent has already released their left click to attack you. Your sequence will then be paused and shown at the bottom of the screen. It will resume again when your opponent has finished their sequence. While your able to resume again, your opponent has to charge from the beginning. If however they release the left click before you do, again they will be able to attack again.
COMBOS
The way combos will be executed will be the same. If one hit connects, you are able to do the combo.
BLOCKING DURING MELEE
The arrows will appear at the top as it is in the current system.
ATTACK BREAKERS
While the opponent is attacking you, you will be able to dodge with the arrows. While you are blocking, you can still save your combination of attacks as stated earlier by still holding the left click. When you release the left click, you will then automatically start your attack. So even while an opponent is attacking you, you can break into their combination with the combination you saved if you're able to make contact before they make contact with you.
For instance, an enemy will start off their combination. I am able to release my left click button and hit them without them hitting me first. Their sequence resets while I start my sequence.
In another case, an enemy will start off their combination. I am UNable to make contact with my combination because the opponent hit me before I was able to get a clear hit. My charging bar would reset.
After a player finishes off their sequence without being interupted, both players can charge again.
Attack breakers also work in the throw charging bar as stated earlier.
CANCELED OUT ATTACKS
If at anytime an attack is perform at the same time, they would cancel out the charging of either the combination or throw. 2 different animations could be used, fists hittin fists or kicks hitting kicks.
If during a combination the opponent is able to do an attack breaker at the same time you hit, your bars would both cancel out and you would then start to charge again.
GETTING OUT OF MELEE
If an opponent loses all their KI, they are left tired and cannot move until their KI recharges automatically. You can have your way with your opponent. If you do a combo while they are tired, your last move would automatically be a hard attack to give your opponent a chance to recharge.
Also, if that opponent dies, simple.
If a hard hit lands, then you both are out of melee.
USING KI ATTACKS IN MELEE
Pressing the shift button with a direction while holding left mouse button will allow ki blasts and beams to happen. Ki blasts would be light charge, beams a medium charge, and a quick signature a hard move. Hopefully these beams will be able to be implemented in the melee system IF the WAVE BEAM SYSTEM will be able to get in. The quick signature hard move, if it was the last move to be inputted, it would then engage the person receiving the attack a struggle bar. If for 10 seconds he's not able to get out of the struggle, it would blow up in his face
NOT BEING INTERUPTED IN MELEE
Same thing, a knockback.
in relation to this idea, my trunks sword simple melee idea
http://forum.esforces.com/showthread.php?t=42923
also, maybe a different ki system based on powerlevel and not energy
http://forum.esforces.com/showthread.php?t=44664
one of the ideas that i hope gets in, submission holding
http://forum.esforces.com/showthread.php?t=43321
and lastly, the swoop, which deals with melee
http://forum.esforces.com/showthread.php?t=44853