We have not received permission from Mag7spy to share the quoted post.
I moreso was trying to get to the next part of the point.
No one makes 3D Fighting Games with 5 frame normals. PART of this is because it makes the animation look janky, but that's not always the reason. Some go down to 9 frames on the fastest ones, but the 'comfortable range' for most players is 10-12. There is a physical reason for this, I just don't know if you're aware of it or believe in it.
So your point is SIMILAR to 'devs could just make 3D games with 6f jabs and it would be fine'. Devs don't agree, which is why they don't make them. The real reason is that the specifics of the way 3D games work in terms of movement don't allow them to have a deep system starting from 6f normals. If anything it would reduce the skill cap and the game would become simpler and annoying. It's not IMPOSSIBLE, it's just a BAD IDEA.
It would become simple in the WAY that a 2D game becomes simple, but a lot less fun, because the thing it would take away is related to the sidesteps and movements, the '8-way run' you refer to. It would sort of 'turn it into a 2D game' and then the EXPERIENCE of playing it would stop having all the cool decision making.
So if you add too much Action Elements to a Tab Target style game, the same thing happens. Some people LIKE that, the same way some people 'like 2D games and don't care about sidestep'. But the 'cap' of 'what you can get into a Fighting Game is limited by frame data, you can't have a game that has proper sidesteps AND 6f jabs that most people can
physically play
, so Developers don't do it.
I guess this is more of me trying to make something useful out of all that stuff above for others. I don't really need you to respond if you don't understand why I say the stuff above. If you just 'believe that you can have a good 3D game with 6F jabs' and it would just 'raise the skill floor', then there's no need to respond to it. I was just hoping you could understand the Tab vs Action thing from that perspective.