Thanks for responding!
Now imagine the vs mode: The mechanical depth arises from the level geometry, which is not static, but a consequence of previous actions. The level geometry affects the frequency of incoming crates, and the possibility space and the difficulty of moving around within the level. For example, a player who can manage incoming crates at high frequencies well might try to stack up a high crate building to make life harder for the other player, while the other player might try to destroy it as quickly as possible to stay safe. A mechanical property here is that the building can neither be built nor destroyed instantly, it is a gradual process. So previously accumulated actions have corresponding physical repercussions with a weight to them, because they cannot be undone instantly or in a matter of few seconds (but they can still be undone and reverted to initial conditions within the same round (because the building can get completely destroyed), which is actually desirable). (However, deadly instant traps can be formed during the process, but it is an equal advantage/disadvantage for both of the players.)
This is the part that i'm still not getting, cause it seems to me like "can manage" is where the entire wedge goes in, you know? The wedge being the player's ability to use the definite but arbitrary characteristics of the interface and game space to manipulate it towards a win. How does my guy jump, how do the blocks fall, how do you do the shungoku satsu, how do you do the shungoku satsu OS throw frame trap. There's a lot more visual clarity and a slower more granular rhythm in Jumponaut than Street Fighter but is that more depth, or am I not getting your point. In the trailer when the one player has used the tactic you describe and the other dude is quailing in the corner it looks sooooo much like a SFIV corner trap, except maybe i could figure out how to escape it without buying a book with tables of frame data in it