Do Fighting Games need such complex controls?

I had looked up some moves for Blanka in the wiki but after looking at it for awhile I realized a lot of thought had been put into those moves. I might be overthinking it but even if I don’t agree with certain characters movesets but the controls in Street Fighter II were done with care and you can learn with practice. The basic stuff is not difficult to understand but the advanced maneuvers, special moves and combinations tend to get lost on some players. Smash may or may not be a fighting game but nearly every character has almost the same controls and you don’t have to worry about messing up the inputs for combos (except if you are Marth or Roy). Also, I noticed that in the World Warrior, Turbo and Champ editions you don’t really have a super bar to worry about combos since it was mostly a glitch before it became a game mechanic. I think I should play less Capcom Fighters but I notice that in some fighters they usually have complex control scheme where you have to memorize a characters moves, techs, specials, etc.

My question is do fighting games need all those moves and controls?

Yes

Yes
/Thread

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This thread has been done to death, nothing good comes from this topic ever.
Only things that have been agreed for are
You can have games with simplier inputs, but you need to designed from the start with them in mind.
All those moves exists for a reason, the properties of the specials are correlated to the move that they have the major part of the time.

What is complex for you it is not for others, and no, i am not talking about OG, also the fact that someone like Brolylegs can play FG’s fine should be a deterrent of keeping this absurd topic

Controls and moves are solely up to what the game designer/developer wants in their game.

thread title got to be fixed

does english abstracanalogy do?

Yes.

What Hecatom said.

Yes! Yes! YES!!!

Yes. Yes. YES.

GOD DAMN PLEASE PLEASE PLEASE CLOSE THIS THREAD BEFORE XES AND LITUHAN GET HERE.

The strategy in fighting games consists of both the moves AND the execution of the moves. If you take away the execution then you’ll have Pong

This is one main reason why pad vs stick is shite

nah let xes get on over here

every train wreck needs a scapegoat

funny thing is, most of today’s 2D fighting games have gone out of their way to avert this

I wouldn’t call execution part of strategy, execution is execution.

I do think modern fighting games are very lenient, inputs are not very strict, and usually basic combos are very easy to do. I don’t know how much easier they can make it honestly.

Example for thread.

Imagine one button SPD. GG. And before anyone says that’d be a good idea, no. It wouldn’t. It would be horrible. Like how horrible you are at FG’s, but a lil bit less.

/thread.

Execution is part of your strategy, if you are unable to do something that is difficult to do for you, or because you can’t do reliable it, you don’t plan your strategy around doing that.

I’d rather start a discussion on why the fuck companies decided to steer away from a 6 button scheme,
and instead try to have MORE different moves with LESS buttons to work with, resulting in special inputs like 23663214K
and like 5 command normals per button (3C, 6C, 4C, 92C and whatever on top of the normal C/2C/8C/9C)

What’s the thinking process behind that? Originally I thought 4 buttons would be there to make games easier, but this just causes complete retardation.

This.

To put it another way, command inputs are like a dice roll or RNG mechanic wherein you have a chance to fail. The difference is that you can minimize or eliminate that chance to fail via practice and skill.

this shouldn’t be in the newbie dojo

closing