I think this is the flaw in Sirlin’s argument. Execution has to be cherry picked in a discussion, because as a whole, it is impossible to separate from any part of gaming. It’s interesting that he’d cite 1 frame links as an example, because that’s more the nature of the difficulty in execution in it’s most basic form. The challenging part of execution is not the coordination, but rather the way the window for execution shrinks as you get further and further into high level play. Even a dash, or a button press can be considered high execution if the window is small enough. For example, if we look at Infiltration vs. Daigo–people focus on the demon, but it’s that really tiny window from standing short to the missed sweep that makes it a high level, high execution Raging Demon response.
Execution and Strategy are inseparable because of this. We consider the QCF motion basic now, but a long time ago people struggled to do it. Even now, if you look at Sanford Kelly or Daigo’s fireball spacing, the execution of the technique becomes more “high level” because of the small window of spacing and timing that makes these moves hard to react to.
The entire foundation of the argument can’t support itself unless you isolate specific examples of execution and address how they contribute to the overall game.
Going with that thinking, I will cherry pick an aspect of execution that is up for debate: 1 and 2 frame links. I personally found these annoying and unnecessary at first, and to some extent, I still do. Being a Rufus user, I realized I didn’t have time to master the short/Fierce link in Vanilla. I just started a new job and couldn’t spend hours breaking through that execution window, so I put SF4 down and focused on work. Is that good for the games? Does that increase competitoin and improve match play? I’m not sure.
On the other side of that discussion, I’ve started playing again and decided to pick up Yun. Yun’s entire game is based on links, but they are easier than Rufus’s. However, when playing a grappler, there is a dilemma. You can go for your links and consequently, frame traps, but now you’re at the risk of a good butter churn. If I mash out a block string, I won’t get grabbed, but I also give up the advantage of frame trapping and establishing my throw mixup game. For Yun, it only takes two link combos and a throw to either stun or get very close to stun without burning meter. For the grappler, it only takes a couple of these SPDs to put Yun at a severe life disadvantage, and perhaps gain valuable screen real estate. This is a much higher stakes poker game, and deciding when and when not to establish it can be a major factor in this matchup. Now imagine if Yun was just doing chains. That’d take away an entire dimension of strategy and mind games.
That’s just one scenario where I think an aspect of execution greatly adds to the strategy of a matchup. In UMvC3, I can sum it up more succinctly by saying that the variety in combos leads to the variety in resets, which is especially important in combos that deal with throw scaling.
As a barrier of entry, the problem of execution is easily solved by having some moderate damage, easy-to-do options for new players. You should be able to be a solid player based on strategy and basic technique. Regardless of what motions and button combinations each individual game demands, it’s eventually going to take thousands of hours of play or practice to master it. Whether it’s more about frame data, knowing your opponent’s move list, combos, links or what have you, the time will have to be put in for you to be able to challenge a top player or become one yourself.
All of that notwithstanding, strategy is clearly the most important. In any top 8 in any game, it’s common to see players with limited execution but great strategy. It’s much less common to see the reverse happen. Even MarlinPie had to learn to block before he started winning.