When the game first came out it was quite easy to punish the people who go crazy feinting by just attacking first or kicking them.
Attacking into feints is exactly as powerful as it has always been (not very at a high-enough level, attacking has a huge telegraph your opponent can respond to), and kicking is still (if you’re fast enough) a last resort way to interrupt a comboing opponent and put yourself from a defensive (i.e. losing) position to a neutral one.
As someone in the thread mentioned earlier, this is limiting the player and I think the better approach would be to instead expand what the player can do rather than limit them to fix the feint issue.
“Don’t limit the player! Expand options!” This is a pretty empty statement. By that reasoning, why not bring back oldschool combofeinting with the 0.0s feint time, because limiting the player’s options is bad? Whether or not an option should be limited or not depends on how it compares to other options available to the player (balance) and the design intentions you have in mind. Feinting is incredibly more powerful than most of the options available to the player (certainly not balanced), and as a result of feinting working the way it does parrying becomes a coinflip at optimal play (which sounds like a bad design for a melee combat game to me - mechanics should be skill-based, not chance-based).
You can disagree with that design and think parry should be exploded probablistically because reasons (there are valid ones, at its core this really is just a disagreement about the direction the game should go and what skillsets should be emphasized and rewarded), but “limiting the player is bad” is just meaningless rubbish and a very bad design principle.
Feints right now are an issue simply because there is absolutely no way to determine if the attack is legit or not. Perhaps you could make it easier to determine a feint by slightly changing the animation when you feint.
This doesn’t work. People always suggest this, and I don’t know why people think this will work. If your opponent falls for your feint, they will parry during the first windup, because between ping and acceled hits you have to parry during the windup to catch the attack. So even if you put a little light cone on top of every player’s head and had it start flashing red and going off like a klaxon when they feinted, it would not help player’s identify feints because by the time the attacker has pressed the feint button it is too late - they have already parried, and now they are in a parry recovery waiting for the hit to come.