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casual players, what do you want in your fighting games?

Street Fighter Alpha 3 World Tour Mode is the only mode of a fighting game I played extensively. (Not counting Smash Bros Melee).

Despite lacking the great artstyle of SF3, the world tour mode was a lot of fun and pretty varied.

Personally though, and I say this as a casual of the genre, I don't think they should try to appeal to our crowd in the first place.

Edit: oh I just remembered about Soul Calibur.
Played a lot of that too (1 &3 especially) in the campaign mode the had.
 
A willingness to branch out and try out new methods of fighting.

At its core the idea is "take the opponent down before they take me down." How it's presented can branch out significantly from current games.

Examples being:
Super Smash Bros.
Bushido Blade
Destrega
DBZ Budokai and Tenkaichi series
Naruto clash of Ninja and Ultimate Ninja storm
Zatch Bell Mamodo Fury
Various terrible anime fighters with a lot of potential
Powerstone

It's far from a comprehensive list, but you would think that with a genre as broad as "fighting", and seeing the success some of these games were met with removing the technical barrier and trying something different would prompt devs to experiment with it a bit more.
 
I like unlockables. Lots of unlockables. Skins. Characters. Artwork. Endings. Whatever you can think of to keep me playing and unlocking. Also a quest/story mode.
 
I consider myself a casual player. I sometimes follow the fighting game scene, watching tournaments and kind of familiar with some top players, but I don't take the time to actually get good at the games myself.

I want a good story mode with high production value (like Mortal Kombat 9, not like Persona 4 Arena).

I want good online, so that I can actually find other humans to play with.

This is probably not going to be very popular opinion, but not a ton of characters. That means I have to learn less, lol. But a variety of characters is good, I guess.

Creative modes, like create-a-character, create-a-story (like the WWE games, I guess), and stuff to enjoy that doesn't involve actually playing the fighting part of the fighting game. Yeah, weird, I know.

Juggle system, 'cause I find those combos easier to do :)
 
Killer_Instinct_Logo.png

Fighting games should strive to have the breadth of content and tutorials as this game.

Best possible answer.
 
I've been trying really hard to get better at SFV... I just turned Bronze the other day and it was as far as I've ever been in a fighting game in terms of progress, and man, was it troublesome.

In that sense, I think adaptive CPU opponents and more "real person" like AI would benefit games tremendously.

Training modes versus the CPU can help on understanding the games mechanics and frames, but it lacks the "improvisation" aspect that makes great players great. It's hard to learn from the CPU on SFV as is, the hard mode only makes its timing extremely accurate and "unfair", it can't reproduce the "smart play", "desperation" or "berserk mode" real people get into while playing...


So I dunno, maybe have some way of "recording" other players styles and have the CPU reproduce it against me would help a lot on my quest to get better and be able to defend from DPs hehehe.
 
I want a good tutorial, focus on local multiplayer with different modes (tournaments with different settings, tag-team coop...). Story-mode is cool, but I prefer arcade-mode tbh.
Unlockables are nice!
 
I'm 100% certain that holding onto arcade sticks as a "standard" for controls for these games is holding the genre back from reaching a broader audience. I at least bothered to learn the motions, but with my friends fighting games are a no go since only i can do the moves and they can't just pick up and play the games.

Smash did change this. You got to give it to them. It is a nice change of pace to have such a different control scheme for a major fighting franchise.

Pokken did it too, although I think that is far less fun to play.
 
I've been trying really hard to get better at SFV... I just turned Bronze the other day and it was as far as I've ever been in a fighting game in terms of progress, and man, was it troublesome.

In that sense, I think adaptive CPU opponents and more "real person" like AI would benefit games tremendously.

Training modes versus the CPU can help on understanding the games mechanics and frames, but it lacks the "improvisation" aspect that makes great players great. It's hard to learn from the CPU on SFV as is, the hard mode only makes its timing extremely accurate and "unfair", it can't reproduce the "smart play", "desperation" or "berserk mode" real people get into while playing...


So I dunno, maybe have some way of "recording" other players styles and have the CPU reproduce it against me would help a lot on my quest to get better and be able to defend from DPs hehehe.
Didn't Vanilla MvC3 do something similar with one of its post-launch updates?
 
Stroy mode with character specific sories and animated ending sequences, unlockable costumes/hairstyles/accessories and some kind of quest mode. My favourite was the Kumite mode in VF4. Some kind of randomized battles with satisfying level/rank progression and cool unlockables. Literally all I want from a fighting game. I played VF4 for hours and hours and few other fighting games have grabbed me like that.
 
I don't know if I fit as a casual fighting game fan but I think I'm close enough. I've played almost every major fighting game released in the last 3 years but never "stuck" to any of them due to lack of time to "git gud". 2 Kids and a full time job really cut down on my leisure time. I mention this so there's some background in where my comments come from.

What I want out of a fighting game these days:

-Coherent story driven by gameplay
I'm never going to have enough time to practice and be competitive online so a solid single player mode where I can bounce from fight to fight in a manner that makes sense works well for me. Injustice, Mortal Kombat, and BlazBlue all fit the bill for me. This is near the top of the list because at this point it's the most important thing to me. I won't even look at a fighting game these days if it doesn't provide me some kind of story to work through.

-Solid mechanics/tutorials/gameplay
When I say solid I mean well developed, clearly presented, and intuitive design. Things like Killer Instinct's combo system or Street Fighter V's character tutorials. The game needs to be fun to play even (or in my case especially) against AI. What can I do with a super bar? is it a pain in the ass to execute? Ideally the answers should be "something cool" and "no".

-Skill Based Matchmaking.
Either I'm the worst Street Fighter V player ever (possible) or the matchmaking algorithm enjoys my constant humbling. I'll usually sit down to play Street Fighter V with my stopping point being when I finally win a match. I'm usually there for an hour or so. Judging by my opponent's points I'm usually way lower ranked than my opposition. This is the main reason I don't play SFV very much anymore. The story was over quickly and the online has advanced to a point where I can't even learn from my mistakes. I feel like I do fine in Killer Instinct (Near 40% win rate is really good for me) and that might be a side effect of it being free to play, so a larger player base means more even competition.

-Local handicap options
My wife LOVED Ultimate Marvel vs. Capcom 3. We would have close matches that could go either way and tons of cool shit was happening on screen. It's the best time I've had with competitive gaming since I was married. The equalizer? "Easy" mode. I'd love more games to have this as an option even if it's local only. Mash your way into cool shit. Yeah it's a super casual friendly option and it should be there to open up the field to newer players. If you're really good it won't matter how much assist your opponent gets as long as you land your combos.

Give me a game with all this and I'll buy it day one.
 
I just need single player content with Virtua Fighter 4 Evo and Street Fighter Alpha 3 being the standout templates. Don't care about story, I'm more into modes with lots of fights where maybe you earn unlocks as you play. VF4 and 5 is the best single player fighter despite not having a line of story in game.

Also don't need a massive roster or simplified mechanics. I find I can just enjoy the games anyway while ignoring the complex stuff.
 
Story mode
A simulated arcade mode with ranks like Tekken does (basically make it an rpg).
So basically I want Tekken. I think Injustice 2 is doing something similar.
 
I play a lot of fighting games, some competitively, some just casually for fun. (Im not very good at any of them, but that's beside the point)

The ones I play competitively like Guilty Gear and Smash I play because I really like the way they play and the added bonus on those two that I also really enjoy the mechanics.

Something like Mortal Kombat (whichever one really) I play because the amount of content. Marvel Vs Capcom 3 I got because I really like Marvel and the overall Capcom roster of the game.

My favorite fighting series, King of Fighters, I play casually, never really made an effort to get into it competitively, I played it a lot on arcades as a kid. I love the cast, their (for the most part) great designs, great music and (for the most part again) great art styles. A lot of the series just appeals to me. I like the storyline too, so usually get the KoF games even if they don't have an story mode with the presentation values of something like Mortal Kombat or Injustice.

That said though, Guilty Gear Revelator and Smash both have a GREAT amount of content. And up until the most recent smash, the single player content in smash is superb. Its also very easy to play so anyone can enjoy it, and it has a lot of modes which one can play around with the rules and settings so there's something for everyone there.

Revelator has a great tutorial, the game's initial tutorial teaches the player the very basics and the expanded tutorial missions pretty much teaches every mechanic out there. Its fantastic, and the way it Arcade mode works is that each character's story in arcade mode is a prelude to the main story mode, which entices the player to go through each as they are all "canon" as opposed to the common what if's that Arcade mode endings are prone to have.
 
I'm the definition of a casual fighting fan.

I want a good tutorial, a challenge mode (do x combo kinda deal), an arcade mode, and good online. Everything else is whatever.

So you've bought GG Xrd Revelator, right?

I (regrettably) bought Street Fighter V and, after 33 frustrating hours, I can tell you that (at least for a casual like me) combos make a big difference online. I felt like I was playing Street Fighter II (I was pretty good at it) and my opponents were playing Street Fighter V, and my SFII skills were absolutely crushed every single time :(

It's not a problem for the single player modes, but they suck anyway :(

You probably aren't as good in SF2 as you think if that's the case.
 
Robust tutorial, good variety of characters, good character designs, good artstyle, good netcode, an arcade mode, an okay story mode.

Edit: I don't need a million characters to play as, but the ones you have better be very different from the others from the perspective of someone who doesn't know the meta.

Edit 2: and by story mode I mean none of that movie shit Guilty Gear. I figured there would be an actual fight in Xrd.
 
more emphasis on mind games vs. combo execution

actually playable with a controller

Nuckledu, a player who intentionally teabags to fluster his opponent and used a Dualshock 2 and currently a Dualshock 4 won Capcom Cup this year, and two other Premier Tournaments on the Capcom Pro Tour.

Whatever you use to play games, there's going to be pros and cons, it's up to the player to determine if it's the right thing to use.
 
Tekken 3 could be looked at for good inspiration of what I would like in a fighting game.

Nowadays all the good stuff you would play more to unlock seems to be tied behind dlc which really puts me off. So would also like that fixed
 
Its certainly a certain level of features and polish but saying casual and not necessarily BEING casual doesnt hurt...

Nuckledu, a player who intentionally teabags to fluster his opponent and used a Dualshock 2 and currently a Dualshock 4 won Capcom Cup this year, and two other Premier Tournaments on the Capcom Pro Tour.

Whatever you use to play games, there's going to be pros and cons, it's up to the player to determine if it's the right thing to use.

These answers we give are never going to stick.
 
I realise this is hard, if gonna nerf a character because they too good at high level, don't nerf them in a way that hurts them at lower level play.
 
I want a lot of single-player content. I do like playing Vs., but I really want to see something like Soul Calibur's Quest Mode or the great stuff they had in Virtua Fighter 4: Evo. I loved that you could unlock items and characters in those modes and they kept me busy for hours, while at the same time developed my skills.
 
They just want

Popular characters .. Batman/sup/Freddie Kruger/Joker/Mario

and MK story
Make it free to play if possible

And no anime style so rip guilty

That's it
 
Nuckledu, a player who intentionally teabags to fluster his opponent and used a Dualshock 2 and currently a Dualshock 4 won Capcom Cup this year, and two other Premier Tournaments on the Capcom Pro Tour.

Whatever you use to play games, there's going to be pros and cons, it's up to the player to determine if it's the right thing to use.
And Dark Souls has been beaten with a Rock Band Guitar controller.

Just because you can play the game like that doesn't mean it was designed for it. When Street Fighter comes out with six primary buttons and the default controller has four in a diamond formation, it's not designed for that controller. When it asks for a Z motion, which is easy on a stick, but annoying on a d-pad, it's not designed for that controller. (As an aside, that may be more due to the poor d-pad than the Z motion.)

If fighting games insist on being made for a non-default controller, they should pack it in like the plastic guitar games did. If not. Four buttons. Diamond formation. Two analog shoulder buttons, two digital ones. Two analog sticks that click, a d-pad and two minor buttons. Work with that. Every other game does that, fighting games don't get special treatment when it comes to bad controls.
 
Combos that are super difficult. I used to play the old Mortal Kombat games, Soul Calibur 4, Street Fighter 4, etc. and I was decent at them. The only one I'm decent at now is Killer Instinct which to my understanding is much more casual than others.

Games like Mortal Kombat X are much too demanding in terms of the timing and length of the combos. As much as I liked MKX, I couldn't enjoy it because it was so difficult for me to consistently pull of combos and remember their inputs.

A game like Killer Instinct seems to have a good balance for me. The combos are simple enough that a noob can mash buttons and do something, while complex enough that a pro will absolutely destroy you. I land somewhere in the middle, and some games seem to not have that middle ground.
 
And Dark Souls has been beaten with a Rock Band Guitar controller.

Just because you can play the game like that doesn't mean it was designed for it. When Street Fighter comes out with six primary buttons and the default controller has four in a diamond formation, it's not designed for that controller. When it asks for a Z motion, which is easy on a stick, but annoying on a d-pad, it's not designed for that controller. (As an aside, that may be more due to the poor d-pad than the Z motion.)

If fighting games insist on being made for a non-default controller, they should pack it in like the plastic guitar games did. If not. Four buttons. Diamond formation. Two analog shoulder buttons, two digital ones. Two analog sticks that click, a d-pad and two minor buttons. Work with that. Every other game does that, fighting games don't get special treatment when it comes to bad controls.

Fighting games aren't "meant" to be played on stick. Arcade sticks are just another option given to be able to control your character, like a racing wheel.
 
Less combo reliant. Make basics count more again. If 50% of your damage output is heavily combo reliant it's actually not that fun.

It poses a high barrier of skill on playing any character and a high barrier of time to play multiple characters decently. I can have fun with quite a few characters in Super Turbo and actually play the character. And input wise most characters were pretty easy, strict Dragon Punches and Fei Long's inputs aside. Crouching medium kick->Fireball got you a long way.

I seriously miss the day were timing and mind games were the dominant skills instead of technical input.
 
Less combo reliant. Make basics count more again. If 50% of your damage output is heavily combo reliant it's actually not that fun.

It poses a high barrier of skill on playing any character and a high barrier of time to play multiple characters decently. I can have fun with quite a few characters in Super Turbo and actually play the character. And input wise most characters were pretty easy, strict Dragon Punches and Fei Long's inputs aside. Crouching medium kick->Fireball got you a long way.

I seriously miss the day were timing and mind games were the dominant skills instead of technical input.

I'm guessing you haven't played much SF5, then.
 
A story like mode. I honestly don't need too much. Just a few comic like drawings scattered around the arcade mode for each character and i'm good.
 
Edit 2: and by story mode I mean none of that movie shit Guilty Gear. I figured there would be an actual fight in Xrd.
Man GG has the best story mode, no fighting boring brain dead AI, no stupid contrived reasons to make characters drop everything they're doing every time the see another character. I wish every fighting game had that kinda story mode.

And Dark Souls has been beaten with a Rock Band Guitar controller.
Just because you can play the game like that doesn't mean it was designed for it. When Street Fighter comes out with six primary buttons and the default controller has four in a diamond formation, it's not designed for that controller. When it asks for a Z motion, which is easy on a stick, but annoying on a d-pad, it's not designed for that controller. (As an aside, that may be more due to the poor d-pad than the Z motion.)
If fighting games insist on being made for a non-default controller, they should pack it in like the plastic guitar games did. If not. Four buttons. Diamond formation. Two analog shoulder buttons, two digital ones. Two analog sticks that click, a d-pad and two minor buttons. Work with that. Every other game does that, fighting games don't get special treatment when it comes to bad controls.
Most fighting games are being designed with controllers in mind, that's why so many games are ridiculously lenient with inputs nowadays, you can pretty much mash your thumb around and consistently get SRKs.
 
If you want to play against people, at some point your mind needs to adapt to the game. No matter how simplified the game is, at some point someone will be attempting to maximize damage when they have the advantage, and they will practice it to the point where they can do it and you can't.

The overwhelming barrier I think people hit is approaching this with the mindset: "how am I going to deal with this" rather then: "Well that's that, I am going to lose forever". In just about every game, the former has more options then you probably realize.
 
I want to see a lot of elements from persona 4 arena propagate into other fighting games. They did a lot of things right and that's why it's my favorite 2d fighter.

High/ low hit indicators. It's such a simple thing but it lets me know immediately how my opponent got through my defences. No thoughts of "But I was blocking!". No having to go off on my own a try to recreate what my opponent was using on me in training mode. I can adapt right on the spot.

Universal inputs. I can pick up any character in that game because they all use quarter circles. No need to ever open the move list. I've also had a chronic problem in fighting games of getting my dragon punches misread as QCF, but this avoids the problem altogether.

Auto combo. Another reason I can pick up any character is that it lets me punish with any character. Punishes are such a big part of fighting games, but in order to do see effectively, you have to be able to hit confirm with any given characters bnb.

I would love to see all of that show up in more fighters, plus Skullgirls' tutorial and KI' s breakdown of frame data and the intended purpose of each move.
 
Not sure where I'd classify myself as I used to be more hardcore back in the day. I'd say I'm in-between a casual and a tournament player. I'd spent hours and days on a fighter, months, even looking up strategies and watching tourneys. I'd never attend one though. However, with SFV I'd say that's my least played SF and this is what I say about that and what I'd want out of a fighter.

Also I'm using my friend since she's casual.

- Arcade Mode: This tells her that she's "beaten" the game. If it has that? She's good to go. Me? I can beat Arcade with a character, feel accomplished and move onto the next. If I like the character? It's a sign for me to go on with them.

- Ghost Mode: Love this in Tekken games. It has a ranking system so when I'm not online (which is rare these days) I rank my guys up this way, have fun trying guys out, just overall do this for hours.

- Story/Campaign Mode: Yep.

- World Tour Mode: Alpha 3's World Tour Mode is one of the best modes in a fighting game. Amazing.

- Beat Em Up/Mini-game Mode: Just to break up the monotony and to bring diversity. I don't want to be fighting from start to finish. I need to flex a bit. Tekken Force is perfect for this or even Tekken Ball.

- MK Style Tower/Mission Mode: MK's Towers are amazing. Just do that with missions and we're good. Same with Smash Bros and their stuff.

- MK-like Krypt Mode: Just a mode where you unlock characters, costumes, artwork. I got everything in each MK's krypt and the grind just makes you play longer, you win at the end.

Pretty much everything. Of course training/tutorial but that's it.
 
I think a big problem in fighting games and even when it comes to discussing ones like StreetFighter V, is the huge distinction some make around casuals or hardcores.

Like one side,consider casuals as this dumb players that not care about the genre, that casuals are ruining the genre with their non-fighting modes and other stuff, that if casuals want to "git gud" they should learn about hitboxes and frames, etc.

And on the other assumes that hardcores are this elitists that only care about themselves and are ruining the genre because they only want games tailored at themselves.

A constant argument around SFV is that it was aimed at one side (the hardcores and FGC) and that those that do not like that should go to other fighters.

But for example, I've been playing Street Fighter since the first one in a local Pizza Hut. Played and even owned each and every iteration since, including spinoffs. Have watched the animated shows (both amaerican and japanese animation), have read comics, watched the Van Damme movie in theaters, bought figurines (even the crappy GIJoe ones) and other misc.things and the list goes on.

Yet,all that is somehow nullified when it comes to SFV, because the game is not aimed at "players like me".

In the end,fighters should aim at everyone. Been good and polished enough so that the FGC van enjoy the competitive side of it,and just everyone else enjoys the game and has fun unlocking stuff without getting frustrated at not been good enough to not be able to even buy a character or stage, costumes without spending money.

So basic modes, good tutorials are enough. I usually don't expect huge story modes.
But the main thing is that if unlocking items is behind some form of currency, then allow all modes to give said currency across multiple ways. In SFV, I could play 100 matches with friends locally and earn nothing. Do it like MK, were basic combos gives some points, perfects give some more,finishing a fight, consecutive wins, and so on. And offline too, because in SFV if you go offline or you're disconnected from the servers, you don't earn FM.
 
I want an in game guide showing basic bnbs and setups for each character to give new players some foundation on how to play the character of their choice. The trials is cool but if you don't know how to actually play your character it's useless. A lot of those combos are impractical anyways.
 
As a rather casual player, sans maybe Smash, I basically just pick up fighting games with characters I like. Persona 4 Arena/Ultimax, Marvel vs Capcom, etc.

Also Guilty Gear Xrd is pretty fun
 
And Dark Souls has been beaten with a Rock Band Guitar controller.

Just because you can play the game like that doesn't mean it was designed for it. When Street Fighter comes out with six primary buttons and the default controller has four in a diamond formation, it's not designed for that controller. When it asks for a Z motion, which is easy on a stick, but annoying on a d-pad, it's not designed for that controller. (As an aside, that may be more due to the poor d-pad than the Z motion.)

If fighting games insist on being made for a non-default controller, they should pack it in like the plastic guitar games did. If not. Four buttons. Diamond formation. Two analog shoulder buttons, two digital ones. Two analog sticks that click, a d-pad and two minor buttons. Work with that. Every other game does that, fighting games don't get special treatment when it comes to bad controls.

True. An oft overlooked reason for Smash Bros' success with casuals is because that series was made for the controllers used for the console it was on. Granted, that ended up becoming a complication later on when the Wii changed the format of the control out from under the series, but I like that the ideal controller to play Smash on is the base controller for the system Melee released on.

Fighting games aren't "meant" to be played on stick. Arcade sticks are just another option given to be able to control your character, like a racing wheel.
Nah. Fighting games that launch in arcades first are ment for arcade sticks. The exception that proves the rule is Pokken, since it was a given that it was intended for the Wii U, it's arcade cab had big D-pad controllers.
 
No, just plenty of IV and everyone claimed it was not combo/input heavy. Fucking lies.

So, is V honestly better?

Yes. Big damage everywhere with the simplest new mechanics in years. You can still do combos if you want, but in general your big damage is going to come mainly from punishes.
Nah. Fighting games that launch in arcades first are ment for arcade sticks. The exception that proves the rule is Pokken, since it was a given that it was intended for the Wii U, it's arcade cab had big D-pad controllers.
And they're still just another method of control, like I said. Some things are easier on stick, and vice-versa. It all comes down to what you feel is more comfortable in the end.
 
Fighting games aren't "meant" to be played on stick. Arcade sticks are just another option given to be able to control your character, like a racing wheel.
To be fair, casual players aren't going to buy a racing wheel either, though at least a controller does have analog support for steering.

Honestly, fighting games really could do with trying to adapt more to the main controller of the system than they do. I mean Sony paid for Street Fighter V and it's still a six-button digital input game, despite the DualShock4.
Most fighting games are being designed with controllers in mind, that's why so many games are ridiculously lenient with inputs nowadays, you can pretty much mash your thumb around and consistently get SRKs.
To an extent, yes. The df, df shortcut for the Z motion is nice... most of the time. But I have a question.

Why is Smash Bros the only big 2D fighter using an analog input? Tap to dash, tilt to walk is a perfectly natural adaptation of the old tap forward twice to dash, just to make the obvious example. But fighting games insist on using the d-pad for primary motion, unlike, well... everything else. And that's not something I ask to criticize the genre, I'm curious if there's a reason. Smash's movement just seems so natural that I'm honestly confused why it hasn't been mercilessly copied.
 
I say if companies are so concerned about chasing that casual money they should make a game tailored to casuals rather than a fighting game, as is traditionally known (SF/KOF), "dumbed down" so much with comeback mechanics, win-button inputs etc. Some sort of power-stone or whatever type game.
 
To be fair, casual players aren't going to buy a racing wheel either, though at least a controller does have analog support for steering.

Honestly, fighting games really could do with trying to adapt more to the main controller of the system than they do. I mean Sony paid for Street Fighter V and it's still a six-button digital input game, despite the DualShock4.

To an extent, yes. The df, df shortcut for the Z motion is nice... most of the time. But I have a question.

Why is Smash Bros the only big 2D fighter using an analog input? Tap to dash, tilt to walk is a perfectly natural adaptation of the old tap forward twice to dash, just to make the obvious example. But fighting games insist on using the d-pad for primary motion, unlike, well... everything else. And that's not something I ask to criticize the genre, I'm curious if there's a reason. Smash's movement just seems so natural that I'm honestly confused why it hasn't been mercilessly copied.

Players have to adapt to a new controller, not the game. Much like people have to adapt to the shitty controls of a Team Ico game. :P

And Smash uses analog because movement in general is COMPLETELY different than traditional 2D fighters. There's different attacks for tilting, running, smash attacks, etc. Changing Street Fighter or other 2D fighters to match that would basically make those games not Street Fighter/etc anymore.
 
Lots of interesting characters with varied styles and abilities.

It may be controversial, but I wish inputs would be greatly simplified. I personally feel the difficulty should come from the mechanics at play/using your character's unique abilities to get the upper hand. I mean, this is basically what the games are about once you master the, often complicated, inputs. This is what really keeps me from getting into fighting games; I always found them more fun to watch than play.

Smash Bros isn't bad, but I mean more in the context of a traditional fighter like SF. Maybe this has already been tried?
 
I used to think I wanted a ton of content ala Mortal Kombat, Guilty Gear, etc. but Street Fighter 5 has been the only fighter to hold my interest for this long in over 15 years. I've been hooked on it since I bought it during the Black Friday sale. Meanwhile I've put barely 2 hours into Guilty Gear Xrd.
 
Arcade mode, Training mode, and some sort of mode that allows you to invest time in and build your character stats/levels up or equip modifying skills or benefits....(ie. SF Alpha/Zero's world tour mode)

I probably spent more time on the PS1 Dragon Ball GT:Final Bout than SFV because of the "build up" mode.
 
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