Well, at least it would be good on a resume. And if you decided to make your own game from scratch and if they got the time they would be more likely to help you out.
Forgot which Blazblue i played but it sucked in comparison couldn't get into it. I really hope they polished the mechanics more in the upcoming cross tag... doubtful though since the main selling point of this is that it's a cross over. With tons of expensive DLC... Trying to pull in new customers by appealing to the fans of those games and shows.
As for DBZ and MVC that's what sucks about it now. It's too damn easy. You hit the skill cap / mastery really quick then it just becomes a matter of who pulls off their easily executed kill combo first. Oh, 1-2 frames is too hard?! Here ya go players, here are 3-10 frames to execute your moves!!
Hm? Blazblue has almost the exact same mechanics as GG though. AND they're more polished. The entire reason BB exists is because Arc was unable to use the GG license due to publisher jackassery. In a way, BB *is* the continuation of GG. Like I said, I dont even count the existence of the recent GG games, and I say this as a fan of the series as a whole.
All of the same mechanics are there in BB, but more refined. All of them. EXCEPT the "false cancel", which is good, because that was awful. What a terrible mechanic that was. I'm glad they havent done THAT again.
But as for the bit about the skill cap, frankly I think you have it wrong. But then, this is something I've seen within the fighting game community as well. There's this bizarre idea that everything revolves around these extremely technical aspects of the game. Kinda like the idea that everyone needs to memorize frame data in order to get anywhere. Honestly, that's something I've had a chance to completely disprove, time and time again. I dont bother with frame data. I also dont bother with perfect execution. I use a controller, not a stick (though that bit doesnt actually matter). I dont even use the damn training mode to practice combos, because it's boring, so my combos come out disjointed. On top of that, they're *mine*, which is to say, I didnt learn the "best" ones from some damn site, nor do I copy them from players in Japan or something. I come up with them as I go. Even in the old Guilty Gear series, supposedly the hardest of all fighting games. Theoretically, according to the FGC, these should be big problems. But... that doesnt matter. Even against very high level players, chances are, I'm still the one winning. Been there a thousand times, done it a thousand times... it's not even exciting anymore. It's not the techy aspects that create a skill ceiling. It's what you DO with all of it, that creates it, and I figured that one out a long time ago. That's how it always is, but so many players cant see it. I cant count the sheer number of opponents I've encountered over the years who try the same bloody things against me with the same damn techniques, unable to adapt, and then they wonder why they lost so harshly, and then they get so very, very frustrated. One way I like to put it is: "All of that frame data and combo memorization doesnt matter one bit,
if you cant hit your opponent." In other words, they get so focused on the techy crap that they completely miss everything else, and they never see that. Lacking this understanding is part of the reason why they lose so easily. They HAVE hit a skill ceiling, but it's their own, not the game's. Most players assume it's the game's fault though.
Not to mention that ease of execution also doesnt really factor into skill as much as people think. Simply executing a combo with proper timing isnt so much skill as it is the simple use of muscle memory. It's a bit of a braindead process formed out of pure repetition rather than application of skill, regardless of just how many frames you have to do things in. The combo is still the same combo regardless of that. If you get hit by it, it doesnt matter that the other guy had X frames to do such and such action... what matters is the bit where you let yourself get hit by it. And what matters on THEIR end isnt just repeating the motions... again, not actually that hard... but instead, knowing when to use the thing in the first place.
I've played DBZ enough now to see that the actual skill ceiling is still as high as it ever is with Arc's games (as long as busted combos are dealt with, I'll get to that in a moment). All of their usual design philosophies are there, albeit with a few twists. However, I'm expecting most players to make the same damn mistakes that I've gotten so tired of by this point. Hell, I actually dont play these as often as I used to entirely BECAUSE I got tired of watching that happen... that's how frequent it is. And I've been doing this for a LONG time.
Now, that being said, the bit you said about the "kill combo" (I call them "infinites") is true in some games. It's simply a broken combo that can be endlessly repeated in a single go, and something like MvC isnt exactly the first to do it. MOST fighting games encounter these to a degree. And they're actually WORSE in other fighters. In MvC, even the most broken combo can only defeat one out of three characters when it hits. You still have to knock out the other two. But in any other fighter, it just outright ends the entire round. Hell, even freaking Smash Bros has encountered these a few times. (though the end effect is a little different in that series).
One reason why I stick with Arc's games though: Unlike Capcom, they actually put effort into dealing with this. Capcom usually just leaves the damn things in there (also, they tend to have ALOT of them). Arc doesnt, because they recognize that it breaks the game as a whole. If things are broken, that's less fun for the players, and less fun means a player base less likely to keep buying. If there are any broken combos right now in DBZ, they arent likely to remain in the game for long, because it'll drive players away. Being that the game hasnt been around long, I expect there are a few wonky issues here and there, that's always how it goes.