Some of the ignorance for you SSBM purist blinds you from other fighting game engine mechanics. To make this not as long as how I would've made it, I'll just talk to some about Street Fighter since it was brought up by The_Smash_Champ. Frankly, let me tell you this Smash Champ, you don't know nothing about Street Fighter if you believe it's just a combo game.
Take for example Street Fighter II : Hyper Fighting, this game is far from being a combo game. Infact when it was played at the highest lvls (during the Golden Era of Fighting Games) there was almost no chances of landing a big combo. Street Fighter was played with the whole emphasis of zoning, spacing, chipping, footsies, and controlling the clock to win. That's why so many matches went down to the wire, because great players would pin you down, not allowing you to much, except for maybe two-three options, and those two-three options can be punished by the one who's pinned you down.
You are always constantly thinking 3-4 strategies ahead of time, and landing combos within SF2 is extremely, extremely rare, especially at the highest lvls. Because jumping forward is a risk in itself.
So no, you are wrong, it's not about landing combos, and I'll tell you this right now, in SF2, if you don't know your characters...you are DEAD PERIOD.
Street Fighter II has some of the best character individual characteristics I've seen within a fighting game ever.
For example, if your playing Guile, his SonicBoom has almost near instant recovery right after it, allowing Guile to follow right after his SonicBoom. This gives Guile a huge zoning and spacing game, because this gives Guile a buffer infront of him as protection.
Not only that but Guile's c.mk, it's one of the best pokes within the game, it's long reaching, far, very safe. Also it works great with when following up with his SonicBoom, because if they block the Sonicboom and try to retaliate, you can go into his c.mk and stuff them before they can do anything.
Then bam, Sonic Boom, and your zoning them out again. If the SonicBoom hits them, you can do a BackFist and wham, there dizzy, and you've got a potential to land a combo. Or what if they try to jump over Guile...nothing to worry about, since he recovers almost instantly, c.fp.
They get hit and fly back, and you throw out another c.mk before they land, making them having to block again. Throw out another Sonic Boom, and there as square one again.
You see, that's how Guile is played, he zones, chips, and punishes you.
If your playing like say someone like Balrog, you must play aggressive, meaning you cannot zone like someone like Guile or Ryu. You have to constantly be in there face, rushing them down, trading shots.
Balrog players will trade shots because Balrog usually will benefit more from it, not only that but many Balrog players will take the damage, just so they can position themselves to be more aggressive. If Ryu throws out a Fireball, TurnPunch right through it and wham, Ryu get's stuffed. If your playing someone like Sagat, his biggest strength are his Tiger Shots, especially his low Tigers, your constantly shooting them, outzoning, chipping, and frustrating your opponents making them resorting to jumping forward to you.
This is where the bigggest mistake comes in, you jump in. Tiger Uppercut, your back at Square one, however, smart players will jump upward only and move forward when neccessary. No biggie, if they get within outside of sweep range, they'll have to guess, if Sagat doesn't throw out another Tiger Shot, he could go into Tiger Knee to whiff, however they'll land next to their opponent and throw them.
Not only that, but they'll use Tiger Knee's to close in the distance, since that is a far faster way to move with Sagat then to actually walk.
So you see, Character Individuality in a game like Street Fighter II (In particular) is very, very present. You cannot pick someone like Zangief and expect to sit and zone your opponents...no, what you'll be doing is trying to get in with well timed jumps, body presses, and to try and land the SPD. However, to move away from this, these concepts of the game does not dictate "balance". Just because SSBM is easy to learn does not mean it's a "balanced" fighting game and I'll agree with BrightSide, on that SSBM is definetly not as balanced as some of you claim it to be.
I for one play Link, and going up against someone like Fox or Falco is just stupid...seriously, this matchup is almost like a Goat trying to take on a Tiger. SSBM is definetly not one of the most balanced fighting games I've seen out there. However, I would like to also emphasize to people who haven't taken this into concept.
Let is us not forget that Balance is quite overrated, just because a game isn't the most balanced does not neccessarily mean that it doesn't have a well developed game engine. To much of people's amazement, Tekken 4 was quite arguably one of the most broken Tekken games of all time, however hidden under that was the deepest Tekken Game Engine ever created.
Not within any other Tekken game was Defense so much emphasized, character individuality was at it's best in T4 if your playing Paul your saying "I can't let myself get knocked down and cornered." or with Ling your saying "don't Tech!!!" or with Nina your saying "Can't let her runaway." Also, unevened stages brought out another strategy...Knowing Where Your Character Is, because say for example, if I'm Jin and where on an unevened floor, I'm going to do everything to make sure your on the higher stage, while I'm on the lower part, so that I can obtain the advantage, while you are at the disadvantage.
The only time when a game is stupidly unbalanced yet with horrible gameplay is a game like DoA...*shrugs*, back in DoA2 they had crap like 22-Frame Counters in which ANYONE could pull off, it basically came down too...who could chain-grab the most while doing the most combos...which was just ludicrious.
So for me, although we are talking about which fighting game is the most balanced, it's not always neccessarily the most deep, aside from a few though. Balance doesn't always make the fighting game a better game.
For real though, honestly, only post about a fighting game if you actually have some high lvled on hand knowledge of the game. Because, by saying this and this isn't as balanced...yet you have almost no knowledge because the basic concepts...well, your statements is pretty much balogna.