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In most fighting games, you have a certain type of move called "specials" which you do a certain control stick motion then hit a button. Ryu's hadouken, for example, is quarter-circle forward + punch. And then there are supers which activate when you do a more complex series of inputs, like shinku hadouken, double quarter-circle forward + punch
The problem occurs when you change characters. The series of inputs for their specials also change. Chun-Li, for example, has none of the same commands as Ryu in most iterations of the Street Fighter series. Doing quarter-circle forward + punch will only lead to her doing normal punches. She's a charge character, meaning most of her specials use charge motions. These characters have to hold a direction for a certain amount of time, usually about .5 seconds or longer and usually down or back, and then hit the opposite direction and a button at the same time to do these moves
To simply learn a new character you want to try out, you have to go to training mode to figure out what that specific character's special commands are. You have no idea from just looking at them. Jumping into a game as them will only at best lead you to guessing what their specials even are. You'll have to go to training mode. It's the only good option. It's an inconvenient system that prevents players from playing the game. Having to learn mere moves on your own spare time is work
Dragon Ball Fighter Z is the only (competitive (non-Smash)) fighting game I've seen that fixes this. All characters have the exact same special and super input commands. All of them have only 2 specials; quarter circle back + any attack button and quarter circle forward + any attack button. Their level 1 supers are QCF + 2 attack buttons and their level 3 supers are QCB + 2 attack. That's it! Anyone can jump into a game and try a new character and have a clue WTF to do. If they want to do a special/super, they'll easily be able to do it. They won't have to guess wrong nor go to training mode and find out that the required input is something ridiculous like hold down-back > down-forward > down-back > up forward + all 3 kicks (1 of Guile's ultras in SF4)
Also, all overheads (high attacks on the ground) and sweeps (low attacks that make the opponent basically trip and fall) use the same directions + attack button. In SF, for example again, you often have to learn each specific character's overhead normal in training mode. It's so inconvenient
I think DBFZ could get really big partially because of this. Primarily, it's because it's Dragon Ball Z, and who hasn't grown up with this show? It's already among PS4's top 5 games online right now. But I think the ease of learning how to play the game will help prevent players from getting daunted at merely learning how to control their characters. More people will be playing longer