Well actually we were thinking of this for controls
Button 1: Block
Button 2: Jump
Button 3: Light Punch
Button 4: Light Kick
Block needs to be put back to holding back. Mapping it to a separate button reduces the tactical depth of the game by removing left/right mixups and cross ups.
Trigger 1: Hold Down with kick to do HEAVY KICK
Hold Down with punch to do HEAVY PUNCH
Horrible idea. All this does is add another arbitrary execution barrier for both pad and stick players. Having to hit one button is better than two.
This way, we can incorporate the top part of the joystick in a special move/combo without the character jumping.
Again, jump should be mapped to up. It's more intuitive that way, especially when dealing with high/low/jump mixups where both hands are actively doing inputs.
Also, having up as jump allows for some execution tricks like "tiger kneed" jump moves where hitting

or

after an input allows you to do aerial specials immediately off the ground (e.g. if I have a move that is activated by doing



in mid air, doing




allows me to do the move almost instantaneously off the ground).
If you really want to not have people jump by mistake by doing moves, then don't use inputs that require hitting the up button. Either that, or follow SkullGirls' lead and make it so that the character doesn't jump when the system detects that you're doing a move that requires an up input (360s).
In general however, for the sake of accessibility and familiarity, it would be best to limit your moves inputs to quarter circles (



or



) or half circles (





or





). Other moves can simply be command normals (any direction plus the attack button).
Another idea we had was having the player RELEASE the button in order to get into the recover phase of the animation. Another words if you hold the punch button, his arm will be still extended. This has a more natural feel to the moves and it forces the player to be faster to have the advantage.
Nope. Not only is this another arbitrary execution barrier, but it messes up with certain execution techniques like negative edge. The latter (negative edge) is based on how moves come out on button release in 2D fighters. This means that you can hold Punch, do



, then release Punch to get a special move. This not only helps make executing moves easier, it also allows for some execution tricks for combos. For example, in SFIII 3rd Strike, to do Chun Li's crouching mid kick into Super Art 2, I do

hold MK,





release MK. A more advanced version would be her back+HP, Fireball to SA2. Here I do

and hold HP,




release HP (for the fireball)



+ HK for the super. In this one, I've not only buffered the input for two moves in one, I've also used negative edge to do 1 command normal and 1 fireball with only one input.