If 1.3 doesn't change much:
combo limit
Right now, the combos.. a little bit on the small size, so I was thinking...
You can do 2 combos max, if comming from the front, but if you can nail a side hit after it, it will count. After the side hit, you can only do a back-hit. If you start with the back-hit it doesn't matter but it'll give you 2 more combos. Of course the enemy player can try to counter by aiming his body so that a side hit will become a frontal hit and therefor wil not work.
Throws
When a player is being thrown by an enemy, the enemies' teammate can also throw him, by holding the left mousebutton when he collides with the flying player. This throw uses more ki and after 1 second (1 swing) he is automatically thrown again.
Animations
Whenever a player is being thrown, but his throwing enemy doesn't have enough ki, instead of a burst, why not make a kicking animation of somesort, makes more sence to me.
Advanced melee headons, seem kinda funny, they just stand there and all of a sudden, out of nowhere, a massive combo... And instead of pressing arrows, here is what I thought about.
Arrows will come up, one at a time, but over time they will appear and disappear faster. When a player has 3/5 arrows wrong first, he loses. Of course the arrows shouldn't be inhumanly fast, but enough to get you focus on it. Don't understand?
10 arrows max (example)
arrow 1 : displayed 1.5 second, 1 second pause
arrow 2 : displayed 1 second, 0.75 second pause
arrow 3 : displayed 0.8 second, 0.6 second pause
...
..
arrow 10 : displayed 0.1 second, 0.1 second pause.
If both players can manage to get enough arrows right (7 of 10) they will knock back like now.
If one of them wins, an animation is displayed, instead of insta-comb-outta-nowhere, he pulls his enemy back (or something, I dunno), kicks him in the stomach and then starts his combo. I think it'll look a bit more natural instead of instantly bashing the opponent. Also removes the "random problem"
When simple melee and advanced melee collide: first the simple melee hits,then the advanced. I think it should be other way around, first the advanced melee and later the simple melee with it's knockback. Again, this seems more logical to me.
Ow and btw, super buu is big.... just look at the pic hehe