First off, I am making a game similar to SSB, which relies heavily on physics, even though it is a sidescroller. I am currently using Unity.
In Unity there are "character controllers" which are used for characters that move, but they don't interact with other physics objects. There are also rigid bodies, which are completely realistic physics components. I can't figure out how to use rigid bodies for human/humanoid characters. Here's some questions I have:
How should I move the character? Applying forces is not the way to do it, right? Would you set velocities or pixel-by-pixel movement, perhaps?
What kind of collider should I use? I've been using a capsule collider. But is that the best way?
How do you make him not fall down!? After some experimenting, I discovered that the character falls over (from applying force/velocity and from the capsule collider tipping it over). Would you constrain the rotation in the Z-axis?
What do you do when he gets hit? If you've ever played SSBB you'll be familiar with this topic. I'm thinking that applying a force would be best in this condition? If you did constrain the rotation, would you un-constrain it?