Now what about stepping up the same restrictions and moving to the [4]646 motion or even the [1]319 motion? Those moves carry similar intended restrictions (can’t spam them because of charge, can’t do them while walking forward) and are notably harder to do.
Moves were probably balanced around execution at one point. With balancing around execution, incidental pieces of balance have cropped up as well around those inputs that affect move usage and balance. SRK motion forces a player to stand for the first input (the forward), Sonic Boom requires a back charge, 360 motion doesn’t really care about crossups. In a hypothetical system where the inputs for moves are simplified as much as possible, I’m talking about internalizing the inherent properties of the motions traditionally associated with certain types of moves into the moves themselves since the traditional motion itself wouldn’t exist any more to provide those restrictions. And for some types of moves, I think the restrictions that the input mandated for the move is a worthwhile thing to keep.
Edit: To clarify, yes I realize now I’m balancing around the restrictions that the motion had. What I’m saying is that some of the restrictions that the more complicated motions had are interesting and can still be kept with a simplified motion that reduces the original difficulty of the motion. Of the restrictions that have traditionally been a part of motions some that I think are worth keeping are: forced jumps (720), forced crouch/back (2/4 charge moves), physical input times (double half circle). Some of these can be solved by internalizing the motion restriction into the move itself. Others would require more clever solutions.
Edit edit: To further clarify, one of the functions that motions currently allow is for different properties (mostly startup time) when performing a move at neutral compared to performing a move while buffered. SRK in SFIV start up is 3 frames. But if you want to do a SRK against raw jump in during a completely neutral situation, the startup is actually (time it takes to input the srk) + 3. It’s a small addition, but the point is the move operates differently at neutral compared to when in a bufferable state. In the 720 example, the difference for neutral vs. a bufferable state is a jump. The distinction between the two states may not be worth keeping. However, I think the forced jump is.
Would a super move where the motion is QCF+P, and the entire move is: “jump forward, upon landing do a throw with roughly the same relative damage as a current 720” be acceptable?