one of the most critical aspects of combat is what the Japanese call "KUZUSHI"
Its CRITICAL in all non mechanical (no gun) combat IE close quarters
KUZUSHI literally means the unbalacning of your opponent
this can take many forms...
1 shoves (like Spartan kick and football block/shoulder thrust)
2 trips
3 lifting (slams)
4 tilts .... (tipping an opponant @ their COG)
5 towing... (draging or pulling)
This is a terribly underutilized combat mechanic in videogame history
the original game that mastered this principle was Street Fighter 2 in that it allows you to intersperse grappling and striking techniques seamlessly
The K1 kickboxing series of video games also had a version of this and frankly executed even better yet lacked the dramatic slams and throws unfortunately
what a shame they never made a muay thai game with stadium style slam counters!!!
The only problem in most of the OG fighters was the mysterious knockdown trope that broke rhythm that was otherwise well represented
That weird system where an opponent would be knocked flat on their back and only be available for a single "free hit" before they sprang to their feet seemingly unaffected by their momentary comatose state
That and the "air juggle" should have been put down quick but the game mechanic was literally awesome and people loved it... they could have just done that with a character on their feet too wobbled to stop the combo
Its the secondary attack mechanic of the grapple / throw (KUZUSHI) that makes it such an important aspect to add in your fighting mechanics
I hope in the future video game designers get better at interspersing KUZUSHI into the contest
It is a uniquely useful and very Dynamic type of attack that changes the typical video game fighting contest and maintains a more realistic game rythm especially in your hand-to-hand Fighters but it should be included in literally every game including shooters
Spartan kicking or hockey sticking your opponent and then taking aim after they go flying backwards would be a extremely popular and very realistic aspect of Close Quarters combat
The generic melee attack is just too much of a trope
Give us more options and secondary attacks that utilize throws, trips, slams, tows and lifts and especially shoves
They all have diff applications