I think I like the changes to the no double environment proc during combos, that made a lot of the annoyingly long combos less dangerous.
It's not all of them, but game balance is in a much better position now compared to launch.
Small things that still annoy me are the clunkyness of a couple of aspects. Minor things, but still annoying.
For instance the counter effect at start of Break Blows, it's sometimes iffy. I've seen it happen many times when I was trying to use it, and many other times to my advantage, where I go "wtf, why did I hit my opponent? I should've been the one to eat to get hit!"
Same thing happens when sometimes Sidestep avoids throws and tracking attacks. Happens rarely, but it should never happen.
Oh and Wake up Mid Kick. I still don't get how much this is intentional or not.
There are so many attacks that avoid mid wake up kicks. Doesn't happen with 100% accuracy, but they work pretty fine. You see the mid wake up kick go through your opponent body as if it was thin air, and you get hit by their blow.
This happens more often than I'd want it to happen and, as I mentioned, I still don't get if it's intentional or the consequence of some minor issue with hit boxes.
Compared to past DoA games it feels very unsafe to use wake up kicks, whereas previously you had the 50/50 guessing thing with holds or guard (or simply get out of range)