For striking, initial / single strike animations have too much windup time & combo strikes have too little wind up time between strikes.
I think tweaking the single strikes to be somewhat closer to the combo ones, and dialing back the combo ones whilst adding faster head movement chaining could alleviate some of the issue. Combos could still have that damage carrying property to them, making them desirable but organic combos can also be a thing.
Combo punches are RAPID as hell. The jab should be as fast as those chains, especially for fast strikers.
The uppercut has too much wind up.
Do these tweaks and you'll have a more responsive game.
Add some dead zone to head movement and 8 head slots, to add more nuance using the diagonals, and you'll have a more fluid stand up.
For rocked states, don't do the drop to floor one unless severe. Just remove it. Instead, have a temporary fighter less slightly jelly or something, so the players get a brief, OH SNAP HE JUST GOT ROCKED, moment. The floor drops get old real fast. Again, drop the power bar by half, watch the action and you'll see what I mean by better flow. The weaker rocked states need to be less flow interrupting.
You guys really need to play Fight Night & UFC 3 THQ to see how the fight flows & how responsive it can be to the input commands because again, the stun lock states are present. It was the same issue with stun lock parries and it's here again to an extent with the getting stuck in centreline by punches gig.
Edit: Going to have a huge weekend on this game so will feedback some more. Could be wrong about things & quite tired when typing all this so apologies if it's ranty.
Edit 2: Does wireless controller affect this? I'm playing on TV with 21ms response time in game mode.
Edit 3: Been playing exclusively Middleweight! Will try the lower classes tomorrow