Well, let me first ask if you have any real experience with fighters on at least a semi-competitive level? If not, then we shouldn't even be having this conversation. So, fighters like Tekken and VF both factor player weight into float and stun effects. Tekken, I believe, has various weight classes, while in VF each character has a different weight. Few, if any, serious players would ever consider using a gamepad like the SIXAXIS, so the argument there is simply bogus.
I'm somewhat shocked at this response. It strikes me as totally lacking vision, and coming from the elitest hardcore fighter fan rather than general gamer. Not everyone is a semi-professional or serious player. Why would you refuse them the right to offer opinions on what they would like to see in a fighting game?
Now if you'll excuse my lack of professional status, I exercise my privalege to express ideas as to what would be a fun game for people to play. We're talking about a different class of fighter game that works on different principles, so can't be compared to existing fighter games. The logic some have expressed here is 'These games are good; that game is different; therefore that game is bad' and it's bogus! That logic would see FFXII and Rogue Galaxy with turn based combat, just because existing fans of RPGs are used to turn-based combat and won't try anything different!
Open physics gameplay could add lots of small detail like dodging, feigning, overbalancing, which is adaptable and fluid, and is evident to even beginner players. It would also put button mashes at a disadvantage. That might not be something the elitest experts appreciate, but in these games played by gamers for fun against their buddies, you get characters where a player just mashes buttons and wins 8 times out of 10 with no skill at all. A physics combat game could get round that very effectively, and be more intuitive to play, and allow for more creative combat, than the current canned animation methods. The result will be different, better in some respects and worse in others. Elitest hardcore fighters will probably complain like stink at how a company creating such a game isn't pandering to their arrogant demands, but the result is certainly something that would satify the OP's desire for a leap in fighters that can amaze once again.
It looks to me like you're trying to solve a problem that does not really exist.
The problem is that new fighting games aren't doing anything to amaze, as per the original post (did you even read that post?), being the same game each time with improved graphics. The existing gameplay mechanics ties them to the same canned animation systems, and the genre has stalled. Hence the original posters point that the genre needs to be reinvented. Now if you want to argue your case, explain what VF5 has done to amaze us all. And in case you don't appreciate this, changing the timing from a 1,2,AB+4 Double Yoghurt Punch to be 3 and 2 frames instead of 3 and 3 frames, no matter how much that might thrill the competition scene, isn't likely to amaze the masses, which is what this thread is about. How do us casuals get amazed, and attracted into buying fighting games, where at the moment we see Fighter
n where
n is getting ever larger and think to ourselves 'same thing I played in Fighter 3 so why should I buy the same basic game again?'