Combos do not equal an offensive games. It might look this way, especially when you come from a Melee-based background, but it is not true.
Mechanics/Properties like
L-Canceling, Wavedashing, and higher hitstun are not only given to the offensive characters, but the more keepaway/runaway style characters can also abuse this. This is true for all the other defensive mechanics (
air dodging, side step, shielding, crouch canceling) being available to the offensive characters. Overall character design of a game combined with the game's mechanics is what truly makes the
overall game feel more offensive or defensive.
For anyone with a basic traditional fighting game background, some game's most feared combos were actually those coming from an extremely defensive player. Games like Marvel vs Capcom 2 are prime examples of this. In a game where keepaway and runaway strategies prevail, characters like Cable could kill an entire character from across the screen while never playing offensively. Why is this? Because his most powerful super happens to combo from all of his camping/defensive tools and from the super itself. See 1:10 here:
Just to put it simple for non traditional fighting game players. Let's say your character has the ability to runaway, the best keepaway in the game, a "button" that you can press and get out of pressure almost for free (and covers the entire screen), average health, all while being extremely safe in all of these options. Now, with all of these options mentioned, you can
combo the opponent from across the screen and potentially kill their character. Sentinel and Storm (the other 2 top tier characters in a game where 4 top tiers rule the metagame, the other/only rushdown top tier being Magneto) also have this abilities. This is also happens in other fighting games (Chun-Li in Street Fighter 3: Third Strike, Morrigan/Doom in Ultimate Marvel vs Capcom 3, Sagat in Street Fighter II Turbo, Arakune/Nu/Rachel in Blazblue Calamity Trigger).
If the tip of
Puff's Bair and
Fair raised the opponent perfectly up and towards her and the move themselves had more hitstun, you would have a character that has great keepaway tools and can combo you extremely well playing her "campy" gamestyle. What if a character like
Pit could juggle for big amounts of time with his arrows in the new Smash 4 because the game has more hitstun and the arrows (game-design choice here) happen to pop the opponent up just the right distance to combo into itself? Are these examples of offensive characters/play styles? This is why character design is the most important to shift the balance in a game's style.
In short,
if character-game design permits you, in a fighting game you can be rewarded with a combo for incorporating both defensive and offensive styles of gameplay. It's not about if there ARE combos, but WHICH combos/tools are available that shapes up a game.