Ok, let me take it step by step then! I’ll give you an example with MK1 Scorpion and also a standard controller with 4 buttons A, B, X, Y + another 4 on top L, R, LZ, RZ! Then you’ve got 2 analog sticks plus the D-pad up, down, left, right.
The fight begins.
Button A = Tap.
Meanwhile, a combo ender “minigame” pops up — you just press the direction it shows you, let’s say right, then you continue as usual with tap, tap, so A, A, A. All 3 power bars fill up, and let’s say you trigger Sp1.
(Sp1 = B, Sp2 = Y, Sp3 = X)
Sp1 triggers that minigame with a line moving vertically up and down, or on Sp2 the circle one, where you just press A to stop it. Let’s take another example of a special attack minigame using 2 buttons at once, or other adapted possibilities.
We also have block/guard mode — this could be done with a dedicated button, let’s say R, or simply by holding the left direction, like “hold back.”
What else? Tag-in with the 3 characters — 3 slots that can be activated with 3 remaining buttons or even with the analog stick!
Now my question is: where exactly is that so-called “impossibility” that seems so complex? In MK Mobile you don’t walk forward or backward, you can’t change position, you don’t jump, and you don’t throw on command! You just tap and make decisions! So it’s a pretty simple playstyle — the rest depends on each player’s knowledge about teams, synergy, gear, and talents!