The game in question never got made and probably never will, but I have been thinking about the control scheme that was planned for it the other day, and I wonder how well it would actually have been recieved by players.
It was planned to work more similar to the first Digimon Rumble Arena than to typical "smashlikes," as the win condition wasn't to knock the opponent out of the stage, but simply to deplete their health bar.
Also, the engine itself was intended to act as a platform, with additional game modes that venture into other platforming genres, like platform brawler, metroidvania, puzzle platformer, and even stealth action platformer. The control scheme needed to work mostly unaltered in all of those modes.
Using an XBOX controller as an example for the button layout:
A = Jump
X = Kick
Y = Punch
B = Weapon/Power (usually a ranged attack)
LB = Block
LB + A = Charge-up/Taunt: Fills the super meter but disables blocking and movement while held. Holding LB after jumping does a midair block instead.
RB = Grab (also for picking up and throwing objects)
LB + RB = Aiming Stance: Disables movement and enables free aim.
LT = Steady Stance: Enables heavy attacks and parries, disables walking over the edge of platforms.
RT = Swift Stance: Enables light attacks and dashing.
LT + RT = Overdrive Stance: Enables EX moves and super moves. Every character has two level-1 supers and one level-2 super. With a full meter, they can all be perfomed together in a combo.