Earlier quoted context omitted.
This makes no sense. For one, a large component of real-time games is mechanics and execution. Also, the idea of being able to mindlessly "flowchart" a real-time game at a competitive level is absurd. It assumes a non-interactive opponent. If it was true there would be no such thing as yomi. There are also a lot of other fundamental differences around resource management, opponent interaction, etc. They are only simi…
Oh please. You can absolutely flow chart fighting games. That is in fact the entire concept behind combos- sequences of moves that your opponent can’t do anything during outside of more modern combo breaker mechanics. Yeah there’s niche dynamic considerations for making these combos work for slightly different distances and weights and heights and power meters and whatever. But for 99% of the player base you’re going…
You can flow chart combos, sure, but that's not the whole fighting game; most people who play fighting games competitively will tell you that knowledge of combo theory is maybe 20% of what makes you good at a game
The rest is a dance of turn-taking, knowing when you are in advantage or disadvantage state and behaving accordingly, and 'neutral' - your behavior during the times where you aren't performing a combo or being pressured by your opponent
Outside of advantage and disadvantage and neutral lies 'oki' - your behavior during the period where you have finished a combo, aimed at gaining advantage or at the very least, preventing disadvantage (by returning to neutral in a controlled form)
Samurai Showdown is an example of a fighting game with extremely limited combo/oki mechanics and a heavy emphasis on neutral play -- most characters have only 2 or 3 hit combos which anyone can perform and the entirety of the depth in its gameplay is inside 'neutral' - the spacing between characters, the choice of when to attack and when to defend, when to throw, when to parry, etc.
Blazblue is an example of a fighting game with an extremely deep combo system, every character has a unique archetype and mechanic, and combos can last tens of seconds, and set-ups to turn 'lost neutral' into 'lost neutral again' are abundant
The difference between a good combo and bad combo in Samurai Showdown can be like 5% of your life bar, meaning if you don't have 'good combos' then you might need to 'win neutral' 1 more time to win the match (compared to if you could perform good combos)
The difference between a good combo and bad combo in Blazblue is maybe 50% damage (2500 vs 4500) meaning you need to 'win neutral' maybe 3 more times than if you did a 'good combo' every time you 'won neutral'