So the current counters of maneuvers goes shield counters attack (obviously), roll counters shield (not sure about this), kick counters roll (ehh..) and shield counters kick.
The problem with this is a roll is much easier to land safely than a kick and therefore shouldn't pay off as well. The animation is synced with the hit and it moves you so you aren't vulnerable after, but the kick takes time to wind up and is more directional, not to mention you stand still while doing it. There is also the stunlock where people steamroll over you like a rolling pin and there's nothing you can do except try to kick them, by which time you're on the ground again.
Solution is simple, instead, kick counters shield (encourages people to use it more), shield counters roll and roll counters kick (to balance it.) The kick is now more useful but still easily stopped by a roll.
Also, you will only get knocked down when someone used a move that counters yours but knockback and damage will still be applied, meaning a roll wont knock people down if they aren't kicking, but will still push them back and a kick will not knock you down unless you're shielding. Also, rolling into a shield knocks you down.
The trinity of movements is better balanced, it just requires more thought and better reactions to knock someone down. It also makes sense, cos if you roly polied into someone blocking, would they really be sent flying?
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