This is a repost.
First: the AI jumps off cliffs way too often - really, it would be nice if it didn't jump off cliffs at all. Well, unless you give them some extra help

. I'm guessing you're doing a lot of work on the AI; well, I hope so. It would be good for this to be fixed.
Second: pretty similar to the first one - make the AI avoid rolling (after being knocked down) off a cliff or into a wall. Rolling into a wall isn't as bad, it just means it's easy for you to do that high-powered kick which you can only do to a crouched enemy, which leads me into the next one...
Third: if a person rolls into a wall, make them stop and stand up. Two reasons: the one pointed out above, and it looks really stupid.
Fourth: aerial combat stuff. I don't think you should be able to do any kind of crazy spin-kicks or throws from mid-air, but I think you should at least be able to do a straight kick from the air into a ground enemy. Also, a little bit of air-to-air combat would be nice - it could help alleviate/prevent a problem with the AI, which is...
Fifth: the AI can't deal with constant jumping around, flipping and wall-kicking. When you get enemies near a wall and start jumping around, they stand there and watch you. If you flip before a wall-kick, the kick almost always connects. This can make combat extremely easy.
Sixth: Leg Cannons/Rabbit Kicks. I do hope you're keeping them, they're really cool. However, they are too easy to pull off in my opinion. The way I see it, in combat you have three main attack options, with different chances of success and different levels of power. You have:
Leg Sweep: High chance of success (CoS), low damage.
Double Punch: Medium CoS, medium damage.
Spin Kick: Low CoS, High damage.
Your choice of which to use is always influenced by other factors; as an example, with two enemies coming at you, you might choose to quickly knock one of them over with a leg sweep and then punch/spin kick the other. The CoS is influenced by other factors as well - it seems that injured or dazed enemies are considerably worse at blocking your attacks. Also, if you kick an enemy from the front you have a much lower chance of success than if you kick from the back - same for kicking them as they get up. By the way, I really like this system.
Anyway, that's all beside the point. What I've noticed recently is that if you leg cannon someone from a very close position, it almost always succeeds, regardless of their angle to you or if they're aware of your presence. You do have to be right in line with them. As an example, in the first challenge mission in Lugaru, I jumped a long distance in front of an enemy and ran straight towards him. When I was almost on top of him I leg cannonned (should be a word) him and it succeeded. I tried this several times and it succeeded about 8-9 times out of ten (only using fresh, undamaged enemies).
So we get leg cannon as an attack with a moderate-high CoS and enormous damage; this isn't right in my opinion.
Well, that's all. That turned out a lot longer than I expected.
I also dislike the wolves catching knives when they can't see you.