Actually if you think about it…
In Soul Calibur you can only really move in three axises: forward, backward and inward. Jumping is a joke since after Soul Edge, it could be considered a “dodge” at best.
In a 2D fighter you also have three axises: forward, backward and upwards. Especially in games with airdash/double jump.
In 2D fighters you have fireballs (well, Algol has some of those, but the SC players don’t seem very happy about that)
2D fighters have more complicated motions for specials.
Combos in 2d fighters often have more strict timing. Even I could combo in SC on my first try. In KOF? Not so much.
2D fighters have cross-up.
2D fighters have super meters to manage for supers or certain specials, or in some cases they have other weird meters as well (see some GG characters).
No character in SC has odd things like Testaments traps, Venoms balls or Bridgets yoyo. Gameplay tools that is not a part of your character, or how to describe that.
Also, inward walking is comparable to the roll mechanic of KOF, if you strip away the visual. It dodges. It can be used to get behind the opponent. Can’t think of anything else there is to inwards walking.
Some 2D fighters have Burst-mechanics to allow a player to occasionally break combos.
And how about things like Instant Air Dash, Roman Cancelling, Dizzy, Teleport moves, Charge moves and such mechanics.
I’m not trying to start a huge argument of 2D vs 3D, because surely this is a difficult argument and I am certainly no expert in these matters, but I think your words were hasty and stupid. :nono:
Also, I like the SC series and have had fun with SCIV, not trying to bash it or anything.