Button Motions in Fighting Games

Yes, but there is still a limit to the charge. Bison would have practically infinite block strings in SFIV with c.lk into scissors over and over again.

You know after playing for awhile I cannot imagine Bison with qcf + punch attack, even the Psycho Ball move in Alpha is pretty much the closest Bison is to a shoto. If Bison, Dee Jay, Balrog and Vega did become input character, I surmise they would have to change their entire moveset and how they play altogether. I need to look at the Sf2 guide but I would imagine they would had to give Bison some sort of fireball to accomdate his moves being input. I may be wrong on this or just need to come with some elaborate post on what would if they changed their movesets.

But aren’t there fighting games that do that already?

The only fighting game that I can think of that completely does away with button motions is Smash Bros, and there’s always that weird debate over whether or not it’s actually a fighting game.

Blazblue dedicates a button for the character’s specialty, but it still has motions for all the other moves anyway.

The main problem with reducing older games to more simplified motions is that the 6 button setup provides a symmetry and an intuitive strength evaluation of moves. Doing a special with lp will give you a weaker version of the move, mp will give you medium, and hp will give you a strong version. If you changed hadoken into forward+punch, then you lose Ryu’s overhead punch and gut punch (as seen with the simple gems in SFxT).

Most players are used to motions, but that’s not to say it isn’t possible to create a game that has absolutely no motions and is still good.

Obligatory comment:

Spoiler

But SmashBros isn’t a fighting game.

Ah…i can name a few
One piece Grand adventure series (multiplatform, but then again that simulation i think)
Shounen Jump All star (DS, simulation?)
Samurai Deeper Kyo (PSX) actually this one of the game does make button command Brocken, 1 frame command grab. Powerful projectiles similar sonic boom and tiger shoot. No start up frames/time freeze for all supers. While poorly mishmashed I still enjoyed it

Phantom breaker (360) is the only fighter that does this respectably in my opinion, because While there is button dedicated to command move, one can add additional button to gain different value.
Example

Light atack + Special = Light version of special
Special= Medium version of special
Hard attack + Special= Supers

Regard to command priority, there are defiantly ones more abusive than others, however that’s what other mechanics help with. Back dash, Clash,Side step, Dodge, Guard cancel, Air crossover, Ground cross over, Amour, slow mode, Burst.

[details=Spoiler]
Personally one of the reasons why I like this game is they throw everything in but the kitchen seek and make execution easy. It looks like they wanted the game to be easily accessible as possible but also allow many developments. (Didn’t SFxT developer say something like this?)

While on paper it seem like they added stuff with no consideration. They actually thought out a lot of stuff well rather well. In fact I think one of the main reasons this game is highly criticize unjustly (besides poor animation) because the game borrows stuff say mechanics but doesn’t apply them the same way. In fact from first impression it looks like a typical animu fighting game with usual doujin game like mechanics, and yet it has rule setting/restrictions like main stream fighter where mechanics were well thought out and tamed. Phantom breaker has hard time identifying itself where one can say it seem like traditional fighter and yet it handle basic stuff like command like super smash style ,and preset link strings like 3d fighter, and have advance stuff like variation of cancels including kara cancel, romance cancel, Custom combo that function exactly like SA3 Vism but not Brocken. (Throw glitch is even possible, but teachable too)