For a while I've been wondering how a fighting game could be made where the player creates their own character, chooses their move set, look, style, etc. and still have it be a decently balanced competitive game. The obvious problems come up when you have so much customization options that there's bound to be one combination of choices that leads to a broken load out, or too few viable loadouts when the game is meant to have a near endless number of fighters. And if every character is too similar each other to try to balance things out, then having so many customization options wouldn't have a point. The best compromise I can come up with is to have 'controlled' customization. Where instead of picking every single move and special move etc for your character, you choose from a set. Similar to how MMORPG City of Heroes does their character creation. In CoH, for example, you can create a blaster type hero made for shooting at long range. There's things like fire shooting, ice shooting, energy shooting etc. Different kinds of attacks that all play differently but fit into the character type. There are also "pool powers" that any class can use such as Fly or Teleport, but you can only have up to 4 pool powers out of however many there are right now. So to translate this to fighting games, you could pick a zoning type character, and give him different kinds of projectile special moves from different sets. Then a choice of normal fighting style, like using a sword or fists or claws or whatever for the normal moves. Then you could choose some special attributes like what kind of super meter he uses or one of several passive abilities like slowly regenerating health or super meter. Then of course you make them look pretty. Another way to think about it with something that exists is like creating a 3 man tag team in Marvel vs Capcom 2. In MvC, most teams are treated separately as a 'character' since even a change in one character in a team could change their entire playstyle. In this CoH-like custom fighter creation system, it would be similar to picking three characters in MvC. Since there would be thousands of possibilities for characters, there could be over a million different matchups, so it's not realistic to try to balance everything perfectly. Instead, it would be smarter to take the Guilty Gear approach and try to come up with "fail safe" systems to protect the balance. Things like push blocking, damage drop off, bursts, alpha counters, combo limits etc. would have to be implemented. I know some fighting games (I think Soul Calibur) has character creation tools like this but I don't know how flexible they are and how broken you can make the characters. And even then, no fighting game is built around custom characters like this. So yeah, all we would need a bunch of move sets, abilities, and an extensive character appearance customizer and some smart fighting mechanics and it could probably work.