3 Things you LOVE and HATE about most 2D fighting games.

I remember in BB:CT the Nu/ Tager match-up was 10-0 Nu and the Nu/Haku match-up being like 9/8- 1/2 Nu. That is the highest level of bullshit ever.
Super Turbo has multiple 9:1 matchups and is still considered the greatest iteration of SFII ever, even in the face of the rebalanced HDR.

The key is that the cast is diverse and interesting enough that the game has a semblance of "meta-balance."

From Domination 101 - "Prelude to a Diss (Some Preliminary Remarks on Balance)"
SSF2T provides an excellent example of this type of meta-balance. In a "normally balanced" game, the possible opposing sides are identical, or at least functionally very similar, and of course, everyone has a roughly similar chance to win. Does everyone have a roughly equal chance to win in ST? No way. Are there stronger and weaker characters? You bet. There's quite a bit of distance between first and last place on the rankings chart. However, look at what you get in the trade: the characters in ST are genuinely different- very few play in ways that are at all similar. Each has distinct strengths. This is cool on its own (real variety is more fun), but adds even more in another way- the relative importance of each of their individual strengths varies from matchup to matchup. This is how genuinely different characters really repay the effort that their design requires- with real depth. Being good at a meta-balanced game doesn't entail just mastering some characters gimmick, then repeating it all day, come what may. Instead, you have to understand their strengths *in relation* to those of the other, different characters. You'll often need entirely different tactics against different opponents, even though you're playing the same character throughout. Chun Li, under some circumstances is best played as a keep-away turtle, in others wants to rush you down, doing anything she can to avoid being pushed back, and in still others, somewhere between these two extremes. This is how you get a game that stays interesting and becomes deeper with time, instead of a quickly-won race to discover who's stupid version of the same generic attack cant be retaliated against, and is therefore the champion.
 
Things I Love
1. The "old-school" arcade feel.
2. How many mechanics are shared between them, yet are expanded and sometimes given new meaning by the developers to suit their game.
3. The combination of depth and simplicity. Sure, some 3D fighters you can start out with by button mashing, but they usually possess a higher learning curve than 2D, especially due to 3D movement.

Things I Hate
1. The recent trend of "comeback mechanic" bullshit. IMO, a truly skilled player should be able to win based on system, character, and matchup knowledge alone, without any assistance programmed in by the developers.
2. The recent trend of "2.5D" games. While the animations are more fluid in 3D, it considerably slows down the flow of battle. BlazBlue, Guilty Gear, and KOF XIII are prime examples of how with just a little hard work, even if it takes years to accomplish, a fighting game can have high-quality sprites while maintaining fluidity.
3. How most of their online is crap unless it's done by GGPO or ASW (only with Persona 4 Arena, BlazBlue's netcode was passable in CT but shit from CS onward, especially when I'm clearly blocking and it suddenly decides I'm not because of a little instance of lag).
 
3. The combination of depth and simplicity. Sure, some 3D fighters you can start out with by button mashing, but they usually possess a higher learning curve than 2D, especially due to 3D movement.
Learning curves are debatable. A game like MvC2 has a learning curve that, as the game currently stands, takes years of play for anyone to even be considered to be "competitive."
2. The recent trend of "2.5D" games. While the animations are more fluid in 3D, it considerably slows down the flow of battle. BlazBlue, Guilty Gear, and KOF XIII are prime examples of how with just a little hard work, even if it takes years to accomplish, a fighting game can have high-quality sprites while maintaining fluidity.
2.5D and polygons has nothing to do with speed. BlazBlue is actually pretty slow compared to GG and even KoF. Meanwhile, you can mod SFIV on the PC to run really, really fast.

The real culprit, something shared between BB and Marvel 3 is the large amounts of hitstop and histun that makes the game slow down once someone get's a hit confirm in.

Also, with SFIV and Marvel 3, the developers made a conscious decision to slow down the movement speed, most likely as a way to help the casuals get into it. Some of the top tiers in Marvel, those that can use glitches and exploits like tri-dashing, wave dashing and others can actually move just as fast as characters from MvC2.
 
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