
The Lightsaber feels more dangerous the less the Enemies actually physically react to it. a normal video game sword), but be cut through like butter and more or less collapse on the spot. They should not be pushed back by the hit or even be launched in the air like with a normal sword (. Hit reaction: I absolutely dislike how enemies physically react to getting hit with a lightsaber. It disconnects the player from the immediate action. In Fallen Order for example, normal enemies also die by one hit but there seem to be a lot of canned finishing-blow-animations that kinda take the edge of how quick a lightsaber duel can be over. In my opinion, what made the Jedi games' combat so good was that one good hit could kill the enemy, unceremoniously and swift. Building on that: quick deaths by one fatal blow. This, together with the always active hit box, allowed the player to basically simulate free-form "mini-attacks" outside of the canned aimations by moving the mouse around. JO and JA actually did this very smoothly with a neutral position that had the tip of the Lightsaber pointed towards the enemy.

Maybe something like For Honor could act as as a base idea. This is very hard to do with a traditional, moveset-based combat system and the reason why I think the "perfect" star wars game gives the player a more direct way to control the Lightsabers' movement. You could kill an enemy by simply touching him with the Saber. Always doing damage: what I really liked about the Jedi games is that the Saber had a constantly active hitbox, even outside of the attack animations.
