Worms Armageddon was probably one of the only games to make me laugh without scripted jokes. The lines were scripted, but the physics on many of the weirder weapons was so wonky you could never tell when you'd set off a chain reaction of exploding barrels/mines/worms/whatever. Also there was enough variety in the lines and voices that you wouldn't get too many repeats, and when you did get sick of Soul Man you could just switch to Rabbi or Sportscaster or Smooth Babe. Maybe they were on to something when they decided to put over 100 voice selections in that game.
Paper Mario Thousand Year Door wasn't quite that funny but these two taken together suggest that randomness is indeed a key component of making a combat-focused game funny. People in the audience would throw items or rocks at you. Stagelights and stage props would occasionally drop or a Dayzee would put the audience to sleep. Allowing 'combat breakdowns' on both enemies and PC (allowing both to lose arms, legs, weapon, head, etc.) and applying random strange conditions (shrink and giant affect character voices in the Smash Bros. games, to amusing affect) to each battle comes to mind, but like the cool sprayer in TTYD that can get frustrating.
Paper Mario Thousand Year Door wasn't quite that funny but these two taken together suggest that randomness is indeed a key component of making a combat-focused game funny. People in the audience would throw items or rocks at you. Stagelights and stage props would occasionally drop or a Dayzee would put the audience to sleep. Allowing 'combat breakdowns' on both enemies and PC (allowing both to lose arms, legs, weapon, head, etc.) and applying random strange conditions (shrink and giant affect character voices in the Smash Bros. games, to amusing affect) to each battle comes to mind, but like the cool sprayer in TTYD that can get frustrating.