It seems so, and it's honestly the only way I can see people getting frustrated with it and not being able to do it, going by some of the more extreme comments from the Smash community lately. They simply don't understand how to do it in the first place.
Well yeah, but that's like saying you technically only need one button to win matches. It's like saying you could ignore specials in Smash but still win matches. It's true, but you're ignoring a tool that makes it much easier.
I think the main issue people have with charge characters is that they're sort of built around an unintuitive concept - i.e. the idea that you need to hold back (or down) while attacking your opponent.
Because it does a lot of damage and is rewarding to do. I absolutely can do it. Not even that hard, tbh.A lot of these kinds of input only made sense in games that were originally built for arcade sticks. I remember finding quarter circles etc awkward to do on D-pad or keyboard. Even then you have something like Virtua Fighter Akira's moves that go against all this with throws that involve back/forward + diagonals but the notation often looks similar to quarter circle type moves.
I don't know why DoA 5 even includes advanced throws like Hayate's Raijin with "half circle forward + throw, back/forward/up/down + throw, diagonal up, diagonal down, other diagonal up, other diagonal down + throw" moves when I can't see anyone being able to execute that shit with the timing required.
True, but there are also legitimate reasons why these inputs have become standard. One is that they avoid command-crossover with normals or other specials. Sticking a fireball on a df/db+p input would be incredibly inconvenient. The second is that these motions place restrictions on player actions which both force them to make decisions and serve balancing purposes. For instance, giving Guile the ability to throw SBs while moving forward is demonstrably broken.
This is what I thought for a long time when I was a kid. I would put in each arrow as a separate input after going back to neutral and wonder why the move never happened. I gave up on fighting games other than Smash thinking they were impossible until much later when I forced myself to learn a bit for Persona 4 Arena.
I personally grew up on PC and played all fighting games offline on a keyboard so I got pretty used to it.I can do these sort of inputs no problem in practice mode. Just not in actual matches.
Simply because when actually fighting another player, there's just so many other things you have to think about in addition to the actual inputs, and the fast paced nature of fighting games makes it very easy to screw up. Especially when for example Ryu has a QCF, a DF, and a double QCF. All of which are very easy to mix up, and doing the wrong move by accident can be extremely punishing.
Or if you like anime fighters like I do, just simply moving around in something like Blazblue or Guilty Gear is hard enough and takes up pretty much all of my attention. There's no way can I actually pay attention to properly doing moves in those games.
I also have problems actually incorporating these moves into combos with strict timing and execution requirements. Which isn't so much a problem in Street Fighter, but is in anime fighters.
It basically brings to mind the four stages of competence. Being able to do a QCF in training mode while paying full attention to it would be conscious competence, but actually doing it on demand in stressful situations pretty much requires unconscious competence, where all of the actions are already just muscle memory. And I don't think you can get from one to the other without spending tons of time practicing these inputs until they become automatic. Time which I don't really have anymore. Certainly all of the tips I see online only seem to deal only with how to get to the conscious competence stage.
Although honestly, I think a lot of the issues I have with the inputs simply come from using a controller. Because Tekken instantly became so much easier when I tried using a keyboard to play it instead of a fightstick. Not that a keyboard/hitbox is objectively a better input method, but being primarily a PC player I just have way more familiarity with it compared to a controller or a stick. (And well, I'd argue it is optimal for Tekken specifically because it makes KBDs super easy, but not for all fighting games).
Sadly, back when I started getting into fighters with SFIV, people almost universally considered keyboards to be a terrible option and discouraged people from using them. So I spent way too much time trying to get good on them with a controller and later a fightstick when I probably would have had way more success with a keyboard.