Here an idea: Have a game that codes for the detection of strategies (in an open source type way, so that the game recognizes when you do okizeme or mixups or something), and reward players for doing so. The game needs to recognize the standard mixups for each character obviously, and possibly be open to allowing good players to add "mixups" to a database (but these will obviously need to be reviewed, etc). Within the game there should also be access to frame data. There needs to be demonstrations of all moves ala tekken, demonstrations of mixups, etc.
1) Every character in this imaginary FG has three modes, similar to samurai shodown 4. Simplified, Intermediate, and Expert. Simplified has limited moves and limited flashiness. One super is accessible and easy to pull off. Intermediate is how we normally play, though somewhat simplified. Moves look cooler visually as well, better frame advantage on things, tweaks, air-dashes, more moves to execute, etc. Expert is another step again, more frame advantage, flashier/more moves, more supers, extra defensive systems, whatever. Doesn't even have to be Beginner/Intermediate/Expert but could even be like general modifications to gameplay like Half/Crescent/Full (but they need to have some sort of element that is geared towards skill levels). The game always should reward those who put in work, but should still allow those who don't to compete. The game should also implement a way for people who are good at execution to still need practice the same way GG does with FRC timings. The ceiling should be high.
Beginner mode should be designed to bonus players for executing advanced strategies that the game will detect. Example: empty jump throw, IAD high low, not mashing, just defend, parry, whatever. New players NEED reinforcement as well as information. After every match there is a highlights reel that shows those advanced strategies you employed. It would also show cool combos you did as well or something. It would involve a pretty robust algorithm but it would be worth it.
2) Trials/Challenges that revolve around not only combos, but mixups. Some games already do this but, have a trial where you have to cross up / deal with a parry / guard cancel and combo or something. Darkstalkers Revolution did this and it was a great way to pick up characters I never knew before. Even though the game failed commercially, that system should definitely be implemented again.
3) A 1P mode where proper execution of said mixups is rewarded with unlockables that enhance gameplay. Don't reward players for simply beating the CPU. Reward players for successfully executing tactics, even if they lose. Winning is an additional reward. A system of rewards that allows the player to enhance his gameplay is crucial to keeping interest in a game. If a player has used a significant amount of strategy in "Beginner Mode," let the game tell him he should move to intermediate, or even unlock the mode for him at that point along with fight money, customizables, etc. RPG elements need to be in there.
re: accessible information
This is a huge problem. Obviously some games are better, but I still find myself having to go on the internet and looking at videos. We need a way to promote learning and keep attention and accessibility. Interactive tutorial videos. Quizzes or something, idk. Players need to be rewarded for absorbing information and even more for implementing it, until they get to a point where it becomes of interest and natural to them to do so. The important part is getting over the first hurdle, which is where most people lose interest.
Games should have apps that come with them that players can download to look at combo lists while playing (similar to the Wii U interface). In game character tutorials ala darkstalkers, and an accessible IN GAME database of information (that doesn't get too congested). Allowing voice chat and ONLINE TRAINING MODE between two people, with optional spectating. Players should be rewarded for training, spectating training, using voice chat and helping players, etc. A Mentorship system, where if you teach somoene online and their online record gets better, or they start using more mixups/okizeme that the game detects, you also get rewards. The FGC attitude has bettered in terms of helping new players. I made by Guilty debut at a tournament in NYC and the dude was telling me how to stop his mixups after we played. We need this kind of mentality all the time. Encouragement, information, reward.