Take a good look at that video. That right there shows the superiority of limb based combat for fighters. Allow me to explain:
The limb based control scheme is exceedingly simple. You want to throw a right punch? Hit right punch. Left kick? Hit left kick. The usage of limb based buttons is so simple, yet it can allow for so much complexity. This is perfect for fighters of the future, it allows for simple controls with maximized depth and strategy. Take a more archaic fighter such as SF2. A solid game, yes. But antiquated controls. For instance, what if I want to use my right fist to jab instead of my left? I can’t, as the game has determined Ryu can only jab with his left fist. This limits freedom and limits combo possibilities as well as strategies. What if I am in a situation where I need to use a left jab? In SF2, I’d be unable to extricate myself from such a predicament. If the game had the Superior Limb Based System of Combat, I’d have the freedom to try a different strategy with a different limb.
This system makes the most sense. For instance, one issue fighters tend to have is the throw button. Some choose to have a separate button for throws, others choose to use two buttons(medium punch and kick for example), or simply hold forward and tap an attack to throw. The limb based system is the simplest yet makes the most sense. You simply press left punch/left kick or right punch/right kick. This makes perfect sense as these commands do not overlap with anything else(after all, if your character tried to punch and kick with both limbs on the same side of the body at once, they’d fall over), produce a whiff animation(which adds depth to the gameplay and can create new strategies), eliminates the accidental throws of one button attack throws, and eliminates the need to devote an entire separate button solely to throws.
Another aspect of this ingenious system that makes it invaluable to fighters, is the sheer intuitiveness of it. It just makes perfect sense to use your limbs in combat, it’s how we all fight after all. You can never forget a move under such a system, as it just comes to you naturally. Another aspect of this system is that it allows for more moves per character than other systems do. In Tekken each character has well over 100 separate moves, while other 3d fighters lack that aspect. VF tries to have a lot but has to use complex inputs to achieve this aim, making the combat unnecessarily difficult and obtuse. DOA does the opposite and gives braindead combos such as PPPPPPPPPPPKKK, making for mindlessly shallow gameplay.
That is precisely why the Superior Limb Based System of Combat is THE control scheme for the fighter of the future, and will be adopted soon enough when developers realize the sheer genius of it.