Any ideas for a better dodge key? V?
I'd make the dodge key ALT probably, but that's just because it's easy for my thumb to reach without accidentally hitting SPACE. In the future you will probably want to add keybind customization.
When you say predictable do you mean the attack impulses send you too far? Because that's something I noticed in your video. That is REALLY damn weird, because that isn't how it behaves in my testing. If you've seen the MP4s I post on the threads, you'd probably noticed the attack impulses aren't rocketing you around. It's much more manageable there. I'm going to have to look into that somehow.
Yeah, the biggest thing is definitely the impulse. I had a friend test it, and the game behaved the same on his computer. If I had to guess, it's an issue tied to frame rate. As far as I can tell, I'm running LFD at 144 FPS on a 144 Hz monitor. If you have a more frame limited monitor, such as a 60 Hz monitor, and Unity is tying the game's frame rate to your monitor's frame rate, and the physics aren't properly set up for it, physics impulses could become massively over tuned at higher frame rates. This is a very common problem, even in professional video games. Mind you, like I said, that's just a guess. I don't know for sure.
EDIT: I tried setting my monitor to 25 Hz and ran the game again. It didn't seem to make a difference, so I could be wrong.
If you must know, the purpose of pause attacks are usually to be more multi-hit style combo extensions.
Yeah that's perfectly fine. My main issue with the combo system is still the fact that the player character goes into an idle stance before continuing the combo.