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Finally got around to checking it out. I really like the little cage you made, and like the idea of making leg strikes score more points than hand/arm strikes. Helps really steer it into the kicking direction. I think 13 tf may be a bit much for a kicking mod since it makes it more opener-dependent, but then I don't even play kicking mods so idk.

Also disagree with panttersin about modifying toris, though that's hardly surprising since I do it all the time. Default toris are very unrealistic (in terms of joint strengths, ranges, proportions, and points allotted for injuries) and if you're serious about making a realistic mod then you're best off changing many things. For example, default toris have shoulders with 4 strength each, ridiculously high, while hips (load-bearing joints that should be a bit stronger) only have strength of 2. This is why in aikido shovels are so op. Abs, the joint that supports the whole upper body, have just 3 strength in default, less than one shoulder. I cranked abs up to 7 in sumore_e. Wrists have strength of 2, which is same as elbows or hips, and that's clearly wrong as well. Should be more like 0.60-0.80. Default velocities and weight distribution is also a bit off. Points are also dumb. Breaking opponent's wrist should give you more points than giving him a half-assed kick to the leg. Breaking his neck should give way, way more points than breaking his wrist. In default you only get 15,000.

Of course none of this matters if you don't care about realism. I do though. As for consistency across mods, I don't think there's need for that. You learn each mod by playing it. The toribash fundamentals stay the same, and you get quickly used to any differences in joint strengths/velocities or w/e.