Gee, I don't really know how to answer that.
But the answer is yes.
There are a shitton more variables to account for with fighting games than any turn-based game than I'm aware of. A lot more.
Here is a USFIV matchup chart.
I'm uploading YouTube videos again
Then there is frame data (analyzing hitboxes) and priority data (two moves occurring at the same, which one will hit first - essential information for counters)
I'm uploading YouTube videos again
http://www.eventhubs.com/guides/2008/nov/13/ken-frame-data-street-fighter-4/https://www.youtube.com/watch?v=Vf_OlFBwCHgI mean, there are reasons why fighting games get insane amounts of revisions compared to other games.
https://youtu.be/lBwEHpiSQjM?t=194Plus, while we are on the topic
FUCK.
THE HYPE.
https://www.youtube.com/watch?v=xSGW7CwD5GMIt's insane. And it gives this competitive push that will take a game from Day One release where everything is fresh and exciting and there is so much new tech to experience...to this mature stage where the fights become this psychological thing.
That last clip uploaded. That wasn't just lucky countering. The guy had to have practiced that. And if he practiced that, and given the circumstances, you have to wonder if he actually baited Justin to use the Super...knowing that if properly countered, the punishment potential would be enough to allow him land his Super and to win that fight.
God that shit is so exciting