I've always wanted to see a fighting game with merged mechanics from melee and TFGs
But like, I can't think of a suitable combination, maybe I'm biased but melee mechaniics seem superior in every way unless you want to go full-on TFG.
Analog inputs>digital inputs for maximum character control
Analog shielding with essentially analog mix-ups>high/mid/low blocking with high/low mix-ups
High degree of analog freedom>digital movement with only one dash speed/one walk speed
Analog aerial movement>left/right/up aerial movement
Freedom to face away from opponent>forced to face opponent
Analog DI> combo breakers
Like the only things I would change, MAYBE is throw a maximum percent in there where the character is knocked out instead of ringed-out smash style. Like, scaled everyone's damage output down some, make 100% the max damage, but with the same knockback growth scale, so comboing people to death becomes more dynamic, with the option of chasing them around the stage for a knock-out or putting them in a position for a ring-out. Of course, some serious balancing would need to be done so the system doesn't favor one or the other too strongly. I also wouldn't mind seeing light touching up on the combo mechanics, perhaps something similar to lucario, and more movesset variety for each character. Something along the lines of: Every character gets a punch input, a kick input, a smash input, and a special input. Using any one alone with a directional or smash input produces a neutral, a la current smash, but with neutral kicks/punches/specials instead of only attack/special. Same with the directional input giving kicks/punches/specials in the given direction. Adding the smash input gives new attacks or powered up attacks/specials. Of course there would be some simple OHC mechanics similar to Lucario but more dynamic. Blocklag wouldn't prevent shield angling so the On-block comboing system could work properly. I also envision a two stick control system where neither stick actually attacks, but rather, one controls movement, and the other controls attack direction, requiring you to press a button to initiate an attack in that direction rather than forcing a certain kind of attack (as smash forces you to choose specials/tilts/smashes currently in brawl/project:M). Of course, since one cannot both use face buttons and two sticks with maximum efficiency, all button inputs would be either shoulder/bumpers or stick-clicks.
I wouldn't mind leaving specials in, although I'd want to take away focus from them by making them something you can't achieve in one round/stock
Speaking of rounds/stocks that's also something I don't know how to handle. Personally I would prefer stocks as it makes a players efforts the the opponent during the last round go to waste. But where exactly and in what manner you respawn a knocked out character seems like an awkward thing to handle. Could probably be done and the players would just become use to it though.
Yeah I have ****tons of ideas for such a game. Obviously it wouldn't work on a pad lol