Regarding the combo count turning red when the AI's hitstun wears off, i suggest there be another indication for when the AI would actually be able to attack/block as there are close quarter specials [maybe some blockbusters too?] that don't end in a knockdown but rather keep the AI airborne for a bit. Being airborne without hitstun bars the AI or player from any sort of action while being completely vulnerable to incoming attacks.
Specific example with Eliza's SMs Osiris Spiral & Upper Khat:
jab (x4) → SM: Osiris Spiral / Upper Khat (x3) → BB: Sekhmet's Fury / Sekhmet's Bite
*Eliza's jab x5 also ends in the opponent becoming airborne.
Within this example both specials combo from her jab and result in the AI becoming airborne without hitstun. Queuing Sekhmet's Fury to immediately release afterwards can hit characters while they're still airborne, but that's where it get's difficult. Some characters
fall into a grey area where it's hard to tell if the frame visible before Sekhmet connects is one where the AI would be able to block immediately after. Screen recorders can skip frames as visible upon review of multiple recordings. VS Peacock: connects while airborne. VS: Eliza: connects while airborne? VS Parasoul: ???? Sure, Upper Khat has the possibility to inflict stun, it's just not as fun to combo with it that way!
Indication ideas:
- Block after first hit (like console in Training Mode)
- Status icon & name appearing (like the modifiers)
- AI performs a full invincible startup BB/SM for a punish