Didn't read the thread (lazy, drunk, and browsing GAF in between Tekken rounds) but I've got to give a nod of the hat to the Bushido Blade series.
If anything in Square's back catalog deserves a revisit, it's that. It's such a great fighting game because it adopts the Dive Kick formula over a decade before the thought was even born, but adds granularity which Dive Kick sorely needs.
Essentially, in Bushido Blade you're in three states of existence when playing against someone: "How do I get an advantage?", "Oh god I'm screwed", and "Crap, ! Won!" or "Crap, I'm dead!"
During the first stage (i.e. "How do I get an advantage?") you're running around the stage looking for the spot to pick your stand and trying to lure your opponent there. Maybe it's somewhere where you can, if you get a blade lock and win can push him off a cliff. Maybe it's somewhere he'll trap his weapon on some stone. Maybe it's just somewhere where you can throw some dirt in his eyes... But you're always looking for that advantage.
If you get the upper hand, fine. But if you don't... You're in "Oh god I'm screwed" territory. Maybe your one arm doesn't work and all you can do is swing your sword slowly. Maybe your knee got hit and now all you can do is lamely swing or flop to the ground while your opponent circles around. Either way, your defensive and offensive options are limited and you think you're going to lose.
So you have one shot. You pick your time, you do what you think you can, and you either turn the fight around despite your disadvantage or you don't. Whatever.
The point is that the win/loss isn't binary, with some exceptions. Even if you get tagged, unless your opponent is good you can still fight at a disadvantage. You have options. While you're in a position which is harder to recover from, you can recover.
It condenses a good fighting game's nuances into a few short moments of power between foes, and it's brilliant because of it.