Commonplace

Power Stone

The Dreamcast's answer to Super Smash Bros. Power Stone was unusual among fighting games in being played in a sort of top-down isometric arena with loads of interactable objects and very context-sensitive attacks.

Characters would interact with the arena in different ways. For example, a light/fast character might swing nimbly around a lamppost into a powerful drill-kick towards the opponent, while a slow/strong character could tear that same lamppost out of the ground and swing it like a bat.

The titular “Power Stone” mechanic gave characters super moves (like Smash Bros would later get) but in my opinion could be overpowered, giving the game a “Quidditch problem” where the only thing that mattered was who grabbed the powerup (and this got worse in the sequel). But I really liked the dodge mechanic in this game, which dedicated the whole D-pad to dodges and also made them contextual, so a well-timed dodge might become a handspring off the opponent's shoulders.