If you relate to Smash, even that game as simple as the controls are is still known for having some of the craziest executions of all “fighting” games.
Looking at the blog again, I just realized that it SEEMS they basically explain that her shot special moves are just one button TAPs, so I guess there is a shot all of her moves are button based minus her super, but sometimes the blog still does omit certain specials so can’t say 100 percent. Especially when they used the word “some”
Even if she is just charge P and PP/KK only for specials, the charge fireballs should allow for some interesting execution techniques where you can get different types and different speeds based on which button you are holding. Which still facilitates some anime/Smash styled dexterity. Plus still only attached to 2 of the about 30 characters in the roster (who are both related any way to make it tie in).
The difficulty in Smash is the movement though, so while the actual moves are easy to pull off, how you’re getting there to land them is arguably one of the hardest things of any fighting game.
Movement in SF has never been mechanically difficult so the actual combo timing used to be pretty strict. I’m not a fan of 1 frame links by any means but I like it when combos are just difficult enough so that you drop them from time to time. Feels better when you land them that way.
Some of Kolin’s corner shit is annoying to do consistently because it’s so easy to drop a frost edge finisher and that shit is with a 3 frame buffer. I’d shoot myself if we had a bunch of 1f links in this game.
Combo timing being strict was more of a SFIV thing. Like in ST or 3S usually your hardest links are 2 frames at worst and can be grinded with just a bit of practice. Like you dont really need much any heavy execution to play ST Dic or Blanka as far as bnbs go. A2 Rose and Chun dont really have much anything that requires heavy execution either and are top tier. In 3S your harder stuff is usually your one hit confirms or custom combo type stuff. Yang can do just about all of his bnbs safely with just one ex bar and some basic cancels.
SFIV kinda facilitated the idea that bnbs need to be difficult. Which not even really on purpose since the 1 frame links in that game are just abusing the button priority system and not really what the developers intended. I think its kind of a dumb concept that you have to work to get damage for landing attacks in neutral or after frame traps. Like if you find something like Urien chariot tackle or spaced head butt loops or some Menat trigger shit, yeah that’s cool. Just having a game where everyone needs to have tight timing somewhere just to get rewarded for neutral and frame traps I think is actually rather off from most other SF games.
Especially when most other fighting games in general facilitate doing gymnastics and lots of button presses on the sticks to do bnbs and finish combos, it’s good that there’s still a newer game around where generally where you place your buttons and how you confirm off things you hit are the bigger skills. Considering how most of the player base still hasn’t gotten past bronze, it shows that adding lots of button and timing fluff to bnbs just further stifles progress to get wins. You can play Sim if you want movement based execution or play Urien or Guile if you want long combo based execution, but its not tied to the basic movement and bnbs of every character.
Lots of just thinking and placement of moves and attacks in SFV (and SF in general) is still very difficult.