Thinking about it, what do you want from T7 AAK?
I want Tekken 7 to feel like a brand new game. I want Tekken 7 to give me the same feeling of awe and wonder at the possibilities because of how much is in the brand new system to explore. This is a feeling that the Tekken series used to do.
I want Tekken 7 to feel like something fresh when jumping from Tekken 2 --> Tekken3 where the 3rd dimension was finally introduced. Going from there --> Tekken 4 with how much importance the terrain induced into the game... and finally breaking the rules where a character's buttons don't necessarily correspond to a certain limb (Steve). Going from Tekken 4 ---> Tekken 5 The gravity, the scaling, the crush system, the wall slumps, the movement all made everything feel extremely fresh.
Tekken 6 was the first instance where I felt like it was missing something substantial. However, that was from my scrubby mentality and I couldn't appreciate at how much magnitudes the bound system accomplished in balancing the cast. TTT2 opened a whole new dimension of possibilities with how robust the Tag Assault system was but again that was something overall limited to when a juggle took place. But IMO TTT2 is the perfection of the T5 formula and I was hoping for the next increment of the Tekken system. I did NOT want another increment on the Tekken 5 system....
But if you're asking about specifics.... I don't know I'm not a designer, but what I said above is the feeling I want the game to invoke. ..... BUT hypothetically speaking, if I WAS a game designer here are some ideas for thought:
-- How about making a brand new movement system? Instead of backdash cancels.. how about using a layered animation system like seen in Uncharted (where you can fluidly transfer from running into cover without any abrupt changes in animations like
this) where depending on how well you do the cancels you get a better or more sluggish (but at least fluid rather than jerky) backwards movement. It could work or it might not, but it's an idea.
-- How about making newer game mechanics at the wall? There is the current b,b,u/b wall attack, but it has such limited utility. How about a wall specific sidestep where you can laterally move along the wall to bait a whiff. There is so much more I would personally explore with a wall in the game.
-- A lot of fighting games have instances where you can lead to certain things. For example, in Soul Blade and Samurai Showdown, if you block too much your weapon can break forcing you to fight bare-handed. How about Tekken introduce a system like that as well? If you take too much damage in a certain limb, your utility with that certain limb slightly deteriorates. The damage can also carry forward through rounds. That limb will go limp creating a new stance. If it's your right leg that takes a lot of damage your movement could be a little more sluggish BUT since your foot would technically be numb it might take less damage than before?
-- Although not game mechanic centric, how about a lot of character specific things. Why can't more characters violate the limb button rule like Steve. How about a character that fights on a
bike/skateboard/rollerblade where the kick buttons do movement things the same way Steve's kick buttons do sways. This has been done before in
Fighting Vipers. That's just one thing but how about they be a lot more creative in general?
- And then there was also what MvC3 did where they completely changed the control scheme from MvC2.... just another idea.
tl;dr... I want a new game not another refinement of the old game which IMO is already perfected in TTT2.
EDIT:
But at the very least... evolve your character designs like you used to!
EDIT2:
Crazy slow-mo from earlier.
http://imgur.com/0GkKMEZ
Okay that's legitimately awesome. The likelihood of something like that ever happening is close to none. This is probably the only time it'll ever happen haha.