Counters are usually pretty terrible. You want an effective dodge move--that is, a dodge that, when activated, will cancel out just about any attack leveled at you for a few frames and move you out of harm's way when doing so. It's something that your article-writing fellow would call an action adventure game feature, but it's basically necessary if you don't want your combat to be unresponsive garbage.
The fellow in the article is an arrogant fighting games nerd that thinks that when people play games they'll do anything except spam the most useful move, so I wouldn't take his advice too seriously.
From what you're talking about, I would suggest taking inspiration from
God Hand. It's got the whole 2d collision detection in a 3d environment thing going and it balances out fairly well by having decent AI and making every attack in the game avoidable in some way. Your friend might not like it because rather than having a button combination or position-based system, God Hand simply allows the player to set specific moves to a button. It also has one of the slowest and clunkiest fighting systems out there, but embraces that fact. The entire feeling of the game is one that is up-close and brutal, which is something that is lost by a lot of combat systems.