Icefyre
Shadows
Okay, let me play devil's advocate for a minute here. Take an imaginary fighting game character whose anti-air is db2. Now change that special move to fdfbdf2. That represents an execution barrier that does affect gameplay, if only because fdfbdf2 will take a few extra frames for the player to input. When playing against that character, your strategy has now changed: you are more likely to jump in on that character, because the character's execution requirement takes up a few valuable frames that the player needs to react to and anti-air the jump in appropriately.How exactly is it wrong? Execution and easiness of a character is part of what makes that character good or bad. Yes there are chars that are hard to use but still awesome and some that are easy to use but not that good, but these factors can still effect the viability of the characters.
This situation does not apply to the OP's topic.
You cannot use your personal problem with Reptile's far claw pounce as any sort of example for your argument, nor can you use the idea that Reptile can ignore a particular move to justify not fixing a similar move Jax has. That is a logical fallacy. The characters are completely different and cannot be compared in such a way, as they both rely on very different things and different strategies for their gameplan. Changing bf2d to something akin to db2 does not affect the character's viability or balance. Fixing a bug is not the same thing as a buff. It would make Jax easier to play the way he's meant to be played, sure. But making a character easier to play, when regarding inputs, has no effect on startup frames, active frames, the spacing of the move, block advantage, etc. Those issues affect gameplay strategy and how you approach matchups; changing the input of the move does not, especially in the given scenario with Jax.
You have the right idea that execution requirements can be a factor in balance, at least within a certain light, but you are absolutely wrong that this idea can be applied in this particular context. Also, you said it yourself: "Yes there are chars that are hard to use but still awesome and some that are easy to use but not that good..." If gameplay balance was also based around the idea you're trying to put forward, there wouldn't be so many different counter examples.
Last edited: