Fighting Game Development Noob Traps

One could also call this article: "Things that you probably think are a good idea if you haven't tried them, but trust me, they're not as good of an idea as you think they are, and they probably won't work the way you think they will."

I don't have a whole lot of examples right now. But this list will be continually updated as time goes on.

Tying burst to your regular meter

E.g. What if you used Tension to Burst in Guilty Gear?

I tried this once in a previous game of mine, and it doesn't end well. Essentially: The problem is that meter typically builds when you hit the opponent, and Burst is a defensive ability that makes it harder for the opponent to consistently hit you.

So if you tie the two together, the player who lands more combos will get more meter, and prevent the opponent from bursting. This creates a positive feedback loop where the winner will always stay winning.