“Cancelling” an attack into another move (cutting out animation of one move and replacing with another move) is a historic staple to Fighting games.
It was first an unintended bug. But gave way to a deeper mechanic and enjoyable game.
This mechanic is now a BASIC mechanic of every fighting game.
That’s just for this one mechanic… and for fighting games. All games in every genre have bugs, unintended and clever ways of using mechanics to solve strategic problems/match-ups.
The problem lies in players of this modern and lazy era of video games. They expect everything to be handed to them on a win-plate. You want to do well?
THEN GET OFF YOUR ASS AND TRAIN, RESEARCH AND STUDY IT.
You don’t get good at a game because someone holds your damn hand, gives you the answers, or patches an easier mechanic for you - this ain’t a damn console shooter.
Do you know why a good tournament fighting game stays replayable for many, many years at big competitions? Because the mechanics are deep, and some are accidental - where players continually DISCOVER new ways of using old mechanics and using them CREATIVELY to solve problems.
Next thing you know, people will complain there isn’t a hand holding tutorial for META.
The only thing that should be discussed is,
1. Whether or not it is fair.
And fair does not include a skill gap between noobs and vets (you absolute idiot). Fair is whether or not the mechanic poses to be OP (over-powered), in that,
a) It is easy to do in many/varied situations
b) It offers too many pros compared cons
c) It is unpunishable, or, the few punishers available are not weighed fairly in reward compared to the skill/commitment needed.
d) It is too difficult, or unfair, for the opponent(s) to defend against it, and/or retaliate.
Ignorance, naivety, spite and laziness, are not good arguments in regards to balance. Nor is the laughably silly approach of REALISM… in a fictional video game.