Ok @freeAM thinks it’s time for a consensus so let me try and talk some sense in you people.
First off, if you prefer less execution heavy games, great, have a look at the list @keo-bas made for you, it just so happens that all preferences are being provided for. Problem solved.
The mistake that many of you are making when you talk this ‘barrier’ business however, because this is not a matter of preference but a mistake plain and simple, is that you believe that you are ‘not really’ playing a fighting game until you have reached a certain level of knowledge and skill. As though fighting games were like chess where you cannot play until you know exactly how all the pieces move. They are not. They are quite literally as pick-up-and-play as it gets.
Where exactly you place the point at which somebody has achieved this level of ‘access’ is extremely vague, and seems to differ between you, and I am certain none of you would be able to point it out, because doesn’t matter if you think you need to know how to perform some specials, or supers as well, or whatever, because the entire notion is completely nonsensical. It’s like saying beginning players do not exist. You might as well say you need to know every single just frame link that is in the game before you can start playing, it would be equally mistaken.
Execution is just one of the many things that make up the complexity of a fighting game. One of the many things to learn and improve on, one of the many things that separate the good players from the bad. Not some kind of hurdle to overcome, as though at some point it’s no longer an issue, but a gradual process of improvement. The depth of fighting games is such that it can take years to get to the level of the top players, and it is exactly this complexity that makes these games so good. You can play for years and still have plenty of stuff to learn. You can play for years without getting bored, and execution is one of the many ways in which this great depth is achieved. Even after you know how to perform all your character’s moves, there are still plenty of techniques to learn and improve on, and after that advanced techniques, etc. etc.
And you would have this dept reduced? At this point it becomes clear that you are complaining about exactly that which makes these games so good in the first place.
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This mistake in turn leads to all sort of weird, distorted thinking that is on display in this thread that at bottom all comes down to the same confusion: to confuse beginners with experienced players. You are talking about beginners, and then in the same breath all of a sudden you are talking about all sorts of advanced stuff, as though there wasn’t an enormous gap in skill level between players so astronomically novice as to have trouble with something like 2xQCF, and those to whom something like balance or advanced combos are concerned.
For how could it possibly make any sense whatsoever to, for example, say that just frames are intimidating to new players? Clearly, they should have nothing to do with them until long after they are no longer new players. The insane implication being, that a new player should be able to pick up a game and in a short amount of time be able to compete with the big boys. Just try to imagine a game like that, what a boring, simplistic, casual waste of time that would be…