Sometimes, I play a fighting game (not just Skullgirls) and while I'm practicing a character's attacks, I can't discern much of a difference between two attacks. For example, Filia's s.LP and s.LK.
What's the strategic difference between Filia's light punch and her light kick? Why would you use one instead of the other? They seem to do similar damage, they have similar startup frames, they're active for a similar amount of time, they have similar recovery frames, they have similar hit advantage, they have similar block advantage, and they have similar reach.
Notice that I said similar, and not identical. But the differences between those two moves don't seem significant to me. Why would you use the LP rather than the LK? Or vice versa? It's something that I wonder about other fighting games, too. Like Ryu's LP and LK. Why use one over the other? Does it matter much?
Perhaps this is more of a game design question, but what is really the point of making a six-button fighting game and mapping really similar attacks to different buttons? In most fighting games, LP and LK often seem practically interchangeable, and same goes for MP and MK. Filia's s.HP is a launcher and her s.HK knocks the opponent back, so I see clear utility there...but I don't see much of a difference between the s.LP and the s.LK. It makes me wonder, do fighting games really need so many attacks? Shouldn't every attack be practical? Or perhaps every attack DOES have a specific practical use, and I'm just blind to it.
(P.S. - I'm not criticizing Skullgirls' design! This is just something that I wonder about fighting games in general.)