'2D fighters whilst great for that side to side combat game don't exactly translate as well into the 3D space,' said someone in defense of Arkham's combat in a thread about that rumored Batman Beyond game.
Has anyone even tried in an intelligent way? I would do it like Streets of Rage and the other classic 2D brawlers, but with (optional) lock-on strafing. Specifically, no dodge button. I have no reason to think a 3D action game couldn't omit dodging successfully. If it's really so hard to judge spacing in 3D, a heads up display element would be a solution, but we don't know. When there is no dodge, how lightly the combatants move about the arena and their reach have to be scripted with greater care. Fighting doesn't have to be sticky anymore, doesn't need to have invincibility frames, because the simple act of moving is the evading. Attacks won't clip through the hero and they won't have to be delayed so confusingly or change direction in midair. Instead of dodging and running, I would put in both jump and crouch buttons, so that the hero can...
1. Duck under attacks like in Ninja Gaiden NES, the old Batman games for SNES/Mega Drive, Symphony of the Night, Shinobi, Aladdin and probably many other 2D action games. It's cool as hell in both games and moves, including Batman comics and TV shows, and probably sports too, but I don't watch.
2. Jump over low attacks. (The jump would obviously be a method of offense as well.)
Technically, my game would have a dodge, but it would the one from Devil May Cry and Zelda activated by jumping backwards or sideways while locked on an enemy, not a dedicated button. For the regular movement to be the intended primary method of evading, like it is in the classic 2D games, there would need to be some kind of drawback to this strafe jump. Maybe the wide space or seeing you withdraw so far gives the enemy time and confidence to recover.
A good response to my complaint about dodge buttons being in every 3D action game:
'You'll be happy to know that most of the 2D games that come out today have some kind of dodge, either a roll or a dash. Think about that. You can perfectly judge attack vectors in 2D, what do you need evasion i-frames for? Well you don't, but game "design" is just one big cargo cult at this point, so they never thought about that.'
Interesting response from the same guy about judging spacing in 3D:
'Could use shadows to judge projectile attacks, rendered in such ways to indicate the projectile's direction and height in relation to the PC and/or their shadow, such as faint shading means it's on your high line (so crouch), darker means it's coming on your low line (jump). Not realistic, but probably more immersive than a HUD. I'm using Adventure of Link as a rudimentary model, which has maybe the greatest 2D fencing system ever made* for how simple it is. Crouching lets you either evade high attacks or block low with shield, jumping evades low attacks or let's you attack their high line, etc.
'*That I can even describe it as fencing in any way, shape, or form is proof of its superiority to most other side-scrolling melee.'
Well, not every 3D action game has dodging, but when it's not dodging, it's parrying, for example Metal Gear Rising and Sekiro, which is the same thing in essence. I've never played a 3D action game in which the simple act of moving is the primary defense, like real life fighting that's so much about footwork.