I’m gonna start by saying I don’t have as much experience playing fighting games, and I do primarily play SFIV so I might be biased. I don’t have much experience with games like 3s or ST outside of arcade mode in MAME, so my take on input leniency in older games is next to useless. I can, however, comment on the ease of entry into different modern fighting games such as Skullgirls, KOFXIII, Blazblue (CSE onward), P4A (just the first one, havent played Ultimax), and GGXRD to some extent. I’ve played a fair bit of all of the games listed, mostly with one of my friends who is a semi-casual fighting game player, enough to progress past the “mashing random stuff” phase. I can’t say I’m any good at any FG, but I’m more proficient at SF4 so most of my analogies will be coming from that game.
SFIV is my favorite game out of the ones I listed, specifically because more weight is added to each individual input in terms of match length. I couldn’t get into skullgirls for exactly the reasons several people have mentioned: I hate memorizing combos. Dial-a-combo games like SG and Marvel are great for some people, but I like slower-paced games that focus on decision making over long strings. And this is where my viewpoint on execution diverges from those in this thread: I believe execution is not just the inputs necessary to perform individual moves, but the inputs necessary to perform meaningful actions. i can do basic combos in SG that go into super, but they aren’t enough to make a significant difference in life or pressure in the perspective of the round. The match impact is less from me doing a 10 hit combo in SG than one anti-air DP in SFIV, yet the DP motion is toted by some in this thread as “too difficult” for new players. Sure SG was way more fun to mess around on with my friend because we were both ass and were mostly just playing to kill time, but when I play online I play to win, and I’m not willing to spend the time practicing the 40-hit bnb described earlier in the thread.
Just as an example of “match impact” if I anti-air someone in SG, they recover and then can just air-dash or run back in and keep pressure, versus in SF I reverse the pressure and can apply my own. The two scenarios can’t be seen as equal across games, and neither can special move inputs. Just because a grappler in one game has easy inputs doesn’t mean a 720 on Gief is wrong. I haven’t watched much competitve SG so I can’t comment on that, but SPDs on Gief are his OP tech, and if you were to balance the move around the inputs being qcf then you kill the character and lower that move’s impact on the match. SG can get away with combos, supers, and command grabs being easy because they individually don’t matter as much as a 720. people complaining about SFIV inputs, especially on grapplers, need to realize that if you took those away the game would change.
Blazblue and GGXRD are somewhat less memory-intensive, but I still for the most part quit playing BB because I didn’t want to memorize strings. most of my combos turn into mashing A until I’ve hitconfirmed, then mash whatever special is good with the character, do a oki setup and repeat. This was fun for a grand total of probably 20 hours of playtime, after which I got bored and went back to SFIV.
I vastly prefer the link system of SFIV due to each input feeling important. cr. mk X hado with ryu is something that took me maybe 15 minutes to get down when I first started playing a year and a half ago, on pad. Since then, I’ve built a stick so I can get better, and play characters that are combo-heavy, because it feels good to hit 1-framers. Are they necessary for new players? no. I main Cammy, but up until 4 months or so ago my biggest combo was cr. lp > cr. lp > cr.mp X SA. I was still getting wins, partly because low-level players can’t block properly and partly because spin knuckle is safe. I’ve since started to focus more on fundamentals, but the deliberate combo system still makes training mode fun, and even though I’ve spent hours grinding 1 framers with cammy and E. Ryu (I don’t even play him outside of training mode) and hayate cancels on makoto, I would hesitate to say that they are required, or even recommended for people outside the upper echelon of the game. The focus should be on fundamentals and individual decisions.
DP-FADC-Ultra is also not required to learn, IMO, at least at the beginner levels, where this discussion is centered around. having it is great in low levels, because noone respects wakeups and it works on wakeup every time, but it’s not an essential beginner skill.
Some final Thoughts, and concessions:
I hate charge characters because I can’t use them properly: for me, charge management is way higher of an executional challenge than 720 motions or 63236 KOF shenanigans, and pretzel charge ultras should get deleted. I don’t think there’s anything wrong with current games’ execution “barriers”, especially with all the shortcuts in the biggest offender’s (SFIV). My views may not reflect those of the majority of FG players because I’m not most FG players, but I think they deserve thought.
tl;dr : Skullgirls inputs are simple, but the moves are low impact so it works. SFIV inputs are slightly less simple, but since one read potentially gets you 60% (jump - in 720) you can spend your time in training mode grinding the harder inputs rather than giant combos. people who spend no time in training mode in MODERN fighting games are gonna get bodied no matter the game. ST and the like are exceptions IMO because of their extreme focus on fundamentals, which transfer from game to game.