[quote name='YabMan']Um... No they don't.[/quote]
Hands on impressions from another board. Enjoy.
So nearly every character in this game plays identically outside of specials. The attacks done in this game are incredibly stiff and clunky. If you have ever played nearly any other decent 2D or 3D fighter, you should realize that certain characters have different moves that help them prevail in different situations. Dhalsim can shoot his limbs long distance, but he is slow and tends to suffer at close range. Raphael has quick pokes that go in a linear fashion and therefore, most of his moves are easily dodged and crouched under. Hugo is slow, but very powerful. I could go on.
So what's wrong with this game? Well for starters, everyone has the EXACT same moves in the air. They mapped two punch and two kick buttons to the same punch and kick move which is just stupid. Both moves are very stiff covering little to no range and doing little to no damage and because they are identical from character to character, air games are non existent and very dull. Another issue with this game is the blocking and dodging concept. Midway was stupid with this game. They have always tried to keep the game feeling like the old school Mortal Kombats and because of this, they tried to infuse 2D and 3D gameplay. While this somewhat worked with games like King of Fighters Maximum Impact, it fails terribly in this game. With this game, you have to hold down a button and then press up or down in order to sidestep. This is so out of place and inconvenient that you rarely can do it without either suffering from a move that hits you regardless of being completely defenseless directly after doing it...which usually ends up being the same situation. It does make dodging projectiles a lot easier, but that's assuming you can manage to pull it off in time.
Just about all characters have the same basic attacks on the ground. Incredibly linear punch and kicks that feel so stick and clunky that I can only help, but wonder who the hell designed them. You're lucky to get maybe two or three unique strikes between characters and this tends to be the exact same priority and range of every other strike, but with a slightly different looking animation and I mean slightly. Because of how difficult it is to actually play the game and sidestep, you will find that once things get close quarters, the game suffers the most from terrible programming. Everyone in this game has the same uppercut move done with down second punch (if I am remembering this right) which is also second punch while crouching for the most part. Unfortunately, this move is slow as hell when it counts and really annoying in any other situation. It's very easy to just crouch when you see this move coming at you close range. So now that the person has the uppercut out and you are crouching, you would think you would have some sort of priority or advantage over them right?
WRONG. Nearly 100% of the time, even attempting and uppercut directly after there uppercut results in them having enough time to just crouch it again ...for some odd reason.The game lacks a decent sweep attack. Sweep moves in fighting games tend to be hard, cover decent range, and send people to the ground. This game lacks a real move like that and instead, you just get a clunky kick that is near useless. Close quarters in this game is absolutely terrible. It essentially results in someone just turtling as the other person spams the same generic attacks everyone else has. Either that...or you are getting dominated close up by characters like Death Stroke and Baracka who have a clear advantage over everyone else because of their slightly longer range weapons. It's silly and ridiculous.
There are also already infinites.