What problem exists in the game currently? In the current meta, there isn't a big place for the kick. It's extremely situational compared to block, attack, and roll. Currently, kick does one damage on all circumstances except on block, and knocks down players. However, there really isn't a point to use kick in a normal combat situation, because you can just use regular attack for more damage in every scenario that you can successfully kick. Sure, you don't get to knock over the enemy, but in a standing vs. knocked over situation (a big part of the game), you can only predict and counter the enemy a certain percent of the time. It's much better to deal the consistent 2 damage than to deal 1 and then play the roll/block/kick/jump game.
What am I proposing? On a successful attack against a dashing, rolling, or jumping opponent, Kick deals 1.5 damage and knock them over. On hit against stationary opponent, Kick deals 1 damage and knocks over enemies. On hit against a blocking enemy, Kick deals 0 damage, the kicker is not stunned, and the block is not broken, nor is the blocker eligible for a counterattack. Instead, both contestants are pushed back moderately. Finally, a standard attack against a kicking enemy deals 2.5 damage and knocks them over.
How do I think these propositions will solve the problem? This will allow the kick to fill a niche roll as an anti-mobility technique. While it would never do as much damage as an attack, it provides a safer alternative, dealing mild amounts of damage across the board. However, in order to add the proper counter to Kick that it has always needed, Attack punishes kick severely. This properly completes the Rock-Paper-Scissors model for combat, and puts Block in its rightful place:
Attack ==> Kick ==> Roll ==> Block ==> Attack.
That is how it should be. Currently, however, it's more like this:
Attack ==> Kick
Attack ==> Roll
Kick ==> Roll (but not as well as Attack does it)
Block ==> Attack, Kick, Axe special, Hammer special, Knives, Arrows, Sword special....
As you can see, Block is too versatile as of late. By at least moving Kick into a neutral position in relation to block, we can help balance the moveset a little more.
I hope these changes are taken into consideration.
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