Soviet Heavy said:
I've always considered a completely different combat system for 'realism' purposes and it goes thus: (note, applicable only for boss-fights where it's one on one, multiple enemies, just do the standard of block/hack/kill etc. 'cos it works, gameplay's fine most of the time and this system would be far too time consuming against multiple enemies, though inserted as an option to enter, might be viable)
1. Defence points (i.e. the more skilled your character is with a particular weapon, or even unarmed, the more defence points he/she gets, while striking comes from the base weapon stats and the character's strength/agility/dexterity etc.)
2. Enter combat mode - time slows and a new interface kicks in whereupon you have absolute control of all individual movement of extremities (R1/L1 = hands, R2/L2 = feet) and basic movement behaviours (X = block, tri = jump, sq = attack, circ = special ability etc.).
3. You can then attack, block, move (analogue sticks as usual) but have the time to react to every movement made by whoever you're fighting and with pinpoint timing. Every time you're about to get hit and because it's slo-mo you can't react quickly enough, you lose defence points and an auto-animation gives you the block/parry you need, unpause to continue the fight in new stance. Repeat until someone's lost all defence points, first hit effectively kills.
4. Resume normal speed - fight plays back at full speed.