-Flashy to watch and sick to watch sick combos. There is a reason everyone loves to watch Marlinpie and Uryo or top players in MVC2 or Mishimas doing EWGF combos, you know how much execution and skill that stuff takes to execute, it also looks cool, if anyone and their mother can do it aka Wolverine in Marvel 3 the combo becomes boring to watch, SFxT is terrible in this regards too .
-Swag/Styling on your opponent, it’s cool learning a hard combo in the lab and to show off vs your friends some sick combo. Or simply showing off a novel combo that a character specialist is likely never to have seen before.
-Byproduct of frame data. In 2d fighters, having combos are a byproduct of the frame data itself with moves having hitstun and being able to continue hitting after that hitstun, imagine playing a 2d fighter with no hitstun meaning your hits have no consequences and removing lots of the frame trap/throw games.
-Allow for choice for the player. Do I go for the most optimal punish that has 2 1flinks? Or do I go for an easy punish that has a cancel but does 200 less stun and a 100 less damage? Do I want to use my meter in this combo, or do I save it up for the next opportunity? Do I use my Xfactor or 3 bars to kill Hulk, or should I reset him and kill him that way?
- In line with that, it allows for more reset situations, after lk tatsu with akuma, do I go for sweep to set up a better setup? Do I go for an aerial reset into demon flip? Do I maximize my damage by going for DP? If I’m playing Bison or Balrog do I stop my combo and go for a tick throw to set him up for frame traps later on? Marvel 2 and 3 have also very open systems with lots of reset situations at any time during the combo which adds to the mind games and fun of playing, which is why being in a Marvel combo is nerve wracking and still adrenaline pumping while it’s zzz in Tekken or xT where there are no resets besides the oki. People hate on the exchange system in Marvel 3, and for good reason, but Capcom actually put it in to have more things to worry about during a combo and it adds more adrenaline into the game. In the SF4 system in particular you can also leave a gap in your combo and drop it on purpose in order for your opponent’s mashed reversal to come out(Uryo does this occasionally after tatsus) and get a reset max punish, this also applies to Magneto on phoenix teams using hypergrab resets after baiting out the exchange S.
-Rewards higher execution and more time with the game. It allows the better player to differentiate himself from the rest, will KOG or Yokuboo who go with stLP into crMK (1flink) in footsies get more mileage out of their footsies over some random Hawk player who uses stLP, that’s definitely true. Will a Zero who has LL down get more mileage out of stray hits into ToDs 100% vs some random Zero who ends his combos into Rekoha for 600-700k? That is for sure.
Edit: It also rewards proper hit confirming and adds a place into hit confirms. A proper Fei Long can hit confirm crMP on counterhit into LP rekka link, a good cammy would hit confirm crHP into Ultra 1 counterhit. Having a more open combo system allows godlike Magneto/Zero players to confirm air to airs off really awkward angles. It rewards the player who can differentiate between hits and blocks, a Cammy who drops her link or doesnt confirm on block and goes to spiral arrow is simply dead and is open to any punish imaginable, vs a Cammy who realizes her moves are blocked and continues to frame trap/tick throw.
Another important aspect is that it rewards proper punishment timing. In Tekken 6 in particular, let us say you block something thats -15f, you can choose to go for your 10f jab punisher, it’s hit confirmable generally, safe, does 24-30ish damage, and leads to a frame trap situation, OR you can go for your 15f launcher which is extremely unsafe and is punishable by another launcher on block, not hit confirmable, and requires just frame timing to punish your opponent with but leads to 60+ damage and much stronger oki setups. The risk-reward in the decision is interesting, and it rewards the player that goes into the training mode and practices his frame tight punishes and maximizes his damage. SF4 does poorly however in this aspect with it’s large reversal timing, allowing players to mash out special moves very easily for huge damage punishes with FADCs or simply churning that butter, while as it is godlike to watch a Mishima do a double Just Frame EWGF to get a proper punish on a -13 or -14 move.
Games with Burst and Breaker systems also add a extremely interesting dynamic to the combos and meter management. Is it worth breaking out of the combo now? Is it worth using my meter/burst to get out of this combo? Should I bait my opponent into using his burst and punishing it or stealing his meter for it? It adds an interesting dynamic to games like TvC/Guilty Gear/MK.