i ngl got the idea of making an "anti desing" fighting game, all the characters are gimmicky as hell, and most balancing is on not creating a meta
some ideas include making most characters have some technicality like how puppet archetypes can have some insane set ups but some cons like you managing two characters. well fuck that you can be managing 3 at the same time
some characters i got defined are an armored rushdown character, with zoner like specials, but once their armour is peeled down they depend on two extra characters to regain some of their capacities, one stuns but does shit damage, the other is just a key for the main one to set up
another is a meter puppet, at 0 the puppet is more of an annoyance and more of a set up for the switch move (where puppet and master switch places and do damage to anyone in the middle of both) but once they hit max meter the master looses most of their offensives and depend on only the puppet to do damage, the puppet cant receive damage but the master does big time damage tho
another factor is making it impossible to smash your keys and win, some ideas are making some characters be smasher filters, auto parrying normals and the sort, forcing you to break the auto parry with a special (like quarter circle kick) to then spam normals until you have to do a special again (the auto parry also taunts)
sort of those "...but he counters with the steel ball, negating the upside down fire truck set up, securing themselves the half eaten slice of pizza, this has been an intense tournament round..." memes but with some sense, similar to that jojos game for the psx