I think the consensus is that they both matter, but then there’s a disagreement about where the focus should be at higher levels.
There’s absolutely no consensus though on what the convo morphed into, which is the old ‘should games be designed with high execution in mind’ conundrum.
On the original point, I made a chart!
http://nces.ed.gov/nceskids/createagraph/default.aspx?ID=a27dac1ea8b44df98d008dd2164f27df
To explain all the graph points:
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[*]For a true beginner getting your basic execution down is paramount. Strategy can wait until you know how to block and do your moves
[*]As a casual player execution is still the best way to improve, you won't be able to progress in most games without being able to to basic combos, reversals, etc. Still at this point strategy is more important, it starts, for instance, to be really important to get around basic zoning or things like repeated walk-up throw.
[*]A competent or serious player is kind of the vertex. You should have your basic combos mastered, so improving execution is both harder, and less important. Strategy/knowledge/decisionmaking becomes substantially more important at this point, because now that you have a basic level of damage now you really need to be getting better at your reads and such, or you're gonna get stonewalled.
[*]Competitive players pretty much need to have their advanced combos and confirms down, as well as things like parries or FADCs. Given that you should really know that at this point, further improving your skills is a lot less important, in a lot of games, plenty of tournament players get by at this level of execution and a better mental game. The mental aspect continues to gain in importance as the reward for making an opportunity happen and the penalty for getting opened up increases
[*]Expert (or 'top' if you will) players really should know optimal or near-optimal combos/confirms/etc for the characters they're planning to play (still there are exceptions, naturally it just gets harder or harder). This is the point of limited returns I was talking about earlier, where further improving execution becomes substantially less important and substantially more difficult. Further mental improvment becomes paramount at this point because it's often the only real way to improve.
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**NOTES**
[LIST]
[*]Neither value is ever at zero, this is intentional. There's always room for improvement
[*]At all skill levels having more of one kind of skill compensates for having less of the other (example would be Jwong playing characters he doesn't know terribly well, as in the DP random MM). It's the same pattern though, more execution skill covers for lacking mental game much more in the low skill levels, and the reverse is true at the high levels
[*]You could easily split the graph into a very large number of skill types. I stuck to the main 2 for simplicity's sake.
[*]That graph thing is pretty cool, make your own!
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