so like I've been hatching a harebrained scheme of what a traditional fighting game crossed with a competitive "arena fighter" (ie smash) would look like
ie a non-smash competitive smash game
and what I've gotten is a very interesting but complex mesh of stuff
like how does one incorporate on hit cancels and meter-filling combos into a game with universal movement? it's interesting to think about though
so basically image a game filled with a bunch of pm lucarios
the way i plan it is to not do on hit cancels, but have meters. you can untie damage from meter gain and make it a move by move basis (staling or not). then, it's just "how do you want to use it?"
my thought process was: supers are going to be kinda dumb. they either need to have super utility or outright kill. so, instead, just make the "primary" use be for ex-specials, letting them be the more powerful kill move versions or have extra utility in some form. then, add in roman cancel type use to round out offensive applications.
for defensive applications, i thought about using it for an "ex-air dodge", so, melee style air dodge that you can act immediately out of. and then a super powershield, which isn't fully fleshed out, but basically you shrink your shield down a lot, but gain A LOT more shield control (but unable to roll/dodge/jump?). if you block something, the attacker takes more hitstop, and your shield drops instantly (basically a powershield with more +frames due to added hitstop), but if you mis-aim or the opponent calls you on it, you're really easy to shield poke.