>>517812249https://www.youtube.com/watch?v=rzft06o-C2Mhttps://www.youtube.com/watch?v=Fo5CBykSEoMhttps://www.youtube.com/watch?v=1oz7gH8x-tsBased on what I see from the oldests games with like still active comunities from the NES and SNES and PSX era.
I can safetly conclude that moblitiy is a big factor.
Like the game mobility options are made in a way that the game can go from slow walks to some dash.
Jump cancels or jump combos that become like freestyle techniques are part of what makes mario 64 still having a huge appeal.
Having an iconic emsemble is also part of the appeal of games like smash 64.
The game having usually an open ended movement system that can be comboed allowing for experimentation and development of high movement techniques that were discovered by the comunity like melee wavedashing.
In the case of 2D fighters, the combo system should allow for complete freedom and be limited like an old school game but also not have the stiffness of like the earlier fighters.
Game should have always like a what if moment, like what if I try this skill in this specific sequence, or like the combinatorial power of the mechanics, like having 10 fighters with 4 assist slots and 20 strikers that can chain their attacks to force new undiscovered set ups.
Also, the game should have like an easy input, not in the sense of smash inputs, but more like it should react to player inputs, that's a core reason of magic plus 2 appeal, the input buffer reacts to what you want, so the game becomes more like a subconcious game, rather than being frustrated the input has to be strict.
There should be a system to cancel the attacks to allow some emergent techniques and setups to explore.
Music should be memorable in a uematsu and sakuraba sense, try to copy SF2 style of iconic tunes.
The story should be simple, and try to tell a vanilla hero's journey without any attempt at deconstruction, focus on clasical good vs evil white and black morality.