If you want a game that doesn't rely on combos too much, you have SF2X (called Super Turbo in the US), Brawl and... Soul Calibur, somewhat, and even then only at low level. All other fighting games that don't rely on combos are terrible (quite a number of characters in Hisoutensoku rely on complicated combos despite the game's zoning nature).
It's really easy to explain: to make a character viable without relying on combos, you have to give it great damage outputs, great keepaway, or great mix-ups. And balancing these is extremely hard. It's really easy to make them either suck or be overpowered. Balancing a character that doesn't rely on combos is extremely hard, and it's obvious when you look at SF2X: characters like Sagat and Dhalsim with great keepaway, Claw with great mix-ups (all top tier) compared to Zangief with big damage grabs but few ways to land them, and Blanka with average mix-ups (both low tier).
The game was designed to give more importance to footsies, spacing, zoning, and it's the only one that managed to be successful at it without incorporating large combos to carry all the damage - simply because it was the first "real" fighting game and as such the developers weren't aware of the popularity combo would have when designing and developing the first versions of the game. This is why they designed the game around something else. When combos got popular (because of characters like Boxer, Chun-Li, Shotos, Guile... and because players saw them as a proof of your skills (combos are extremely hard to do in the SF2 series)), they tried to put characters that would rely more on combos to be effective, they ended up with Cammy (worst char in the game) and Fei-Long (not as bad but really not great).
SF2X doesn't rely much on combos for damage because they didn't think combos would be so popular, and after that every subsequent game thought in terms of combos when they thought of ways to give damage because a lot of players liked combos (
good fighting games, of course, also thought in terms of footsies, mindgames, etc). To be honest, SF2X's relative balance (you can win with any character if you're really good, even against another really good opponent) comes from every character having at least one very powerful tool ("cheap" zoning, "cheap" throw loops...). Except Cammy. I still don't understand how Cammy players win tournaments.
scebboaliwiw wrote:
I really hate how Zangief-type characters seem to consistently be low tier, since I find those character the most fun.
Zangief is extremely good in SF4, but that's because he has tools beyond his command grabs.
About Soul Calibur III:
The game wasn't popular in the competitive community because of its lack of balance and some characters being very shallow. Of the newcomers, only Setsuka was a really complete and fresh character, while Tira had an incomplete moveset (Zasalamel as far as I know was complete but "average"). This was partly because of the Custom Styles of the character creation mode. These were numerous and took time to design, and that meant less time to balance the main characters (the Custom Styles sucked competitively, btw). This led to very questionable move changes/ new moves, resulting in a shallow and uninteresting metagame.
Namco understood it very well and removed Custom Styles from SC4 in order to balance the main cast more effectively (it mostly worked).
About Nightmare:
Plot-wise, Nightmare is just a creation of Inferno, as in Soul Edge's power coupled with Siegfried guilt and madness at having killed his own father, and didn't really exist as its own person. In Soul Calibur and Soul Calibur II, "Nightmare" is actually Siegfried's body possessed by Soul Edge. In SCII, Soul Edge slowly loses power, allowing Siegfried to break free of the sword's control. Then in SCIII, Zasalamel rebuilt Nightmare's armour for Soul Edge to inhabit and sacrificed people for their souls to fuel Soul Edge. Nightmare, as far as I'm aware, is always under direct control of Inferno. Inferno would inhabit Nightmare/ use Nightmare as its avatar but Nightmare isn't powerful enough to host Inferno's consciousness.
To be honest, I always liked Siegfried more than Nightmare and I'm glad they're separate characters. Sieg is the hero of the series, after all.