Share your ideas for future fighting games

Do you guys have any ideas in mind for gameplay mechanics you would like to see in fighting games in future?

I am currently reading Thirty-Six Stratagems, and this gave me an idea of a fatigue system.

In most fighting games currently both fighters have equal level of stamina and psychological resolve during whole fight, no matter he is at full strenght or at pixel of health.

It would be interesting to see a system that your character gets tired and psychologically damaged from getting hit or whiffing his moves, resulting in his moves causing less damage or getting dynamically worsened frame data (of course his resolve and strenght would slightly increase when he managed to get a comeback or generally perform well)

I also would like to play a turn based fighting game, when you have characters with full arsenal of normals and specials like in real time game, but you have restricted amount of action points for them, requiring for more tactical approach.

Q: How would you “react” in a turn-based system?

Reaction would be determined whether you used all of your action points or ended your turn with some of them left (just enough for specific move).

I am no game designer but I imagine it would be similar to “interrupts” from Jagged Alliance (like, when you stood around corner and took two shots, still having AP left. You end your turn, enemy u did not see before jumps out of that corner right on your gun`s barrel, and you get “interrupt”, you can take shots at him with AP u had left)

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I’d like to see a game with KI and Smash mechanics mixed together. You still have your B-moves and you can do it with four players, combo breakers, etc. Course those are subject to change to.

A cell shaded Looney Tunes/ Golden era cartoon parody. (Cuz why not?)

NetherRealms would be perfect for this, even better WB actually owns Looney Tunes.