I think you are being sloppy with the way you use the term "skill ceiling". The "skill" you seem to be referring to is mechanical fundamentals. This is only one aspect of the way games are played. The only reason I bring this up is because fighting games are not inherently easier or less skilled than other competitive games, but it seems like you are saying they are. They are different, for sure. Shorter, faster paced, but they also require a different type of "skill" and mindset. You need to be able to consistently time 1/60th of a second button presses.
Sure, this video is an example of that stuff not being necessary to win all the time, but as someone else mentioned this guy got eliminated immediately after this match.
At the top level every game requires players who can make 1/60th of a second button presses. Maybe not COD but games like Starcraft 2/dota 2/lol/cs/quake all do. Fighting games as well.
I really hope you are talking about technical aspects like distance between opponents due to terrain and things like HP points over equal life bars and not subjective things like rts and fps require some magical skillset that makes it sound like an expert in rts/fps is somehow more able than an expert in fighting game.
Yes there is a difference. There is a reason these pro players get paid as much as they do compared to fighting games. These games are fucking hard on another level.
Here we go. A moment from a game I've never even played.
http://youtu.be/Cwp1dZFwGak?t=25m18s
1/60th of a second timing from both sides yet controlling so so many units simultaneously. It's really incredible what top level players in Starcraft are able to do. The splitting and moving of units, regrouping, feinting, the depth of game mechanics and knowledge needed. Realize that there are other groups of units not even in the frame being controlled at the same time by both sides.
You think a tier 2 player could ever take out CS player f0rest in a first to 10 kills match? The guy just doesn't miss shots. None of the top players in CS do. It comes down to who is fastest and who can out think and predict the other side.
FG's have a lot in common that way, and they arent easy games at all, they are just a level below these other competitive games. FG's take place inside a box. The box is the skill ceiling limitation. You cant really say how truly skilled these guys are with a game that limits them so much. But we can see that they certainly dont have to think their way around as many variables like terrain, spawn timings, and gameplay variables. A fighting games move list and counters is not in any way comparable to the variable in these other games. You think Navi's fountain hooks were easy? Timing Chens test of faith on Pudge precisely with a windrunner force staff on Pudge so he can throw a perfectly timed hook at an opponent that they only could guess where on the map they were.
http://www.youtube.com/watch?v=oB0tUrfDz6A
I'm serious here. On almost all of those hooks Navi had pretty much no idea where on the map the other team was. They could only go by game sense and some small indicators to guess where they were on the map then set their entire hook timing up around that. Chen puts his test of faith on pudge before they even see the other team. Pudge is going back to his own base whether they find the other team or not. But of course they did at least find them and guessed right almost every time and only missed a few of these hooks.Thats a combination of timing reflexes talent and instincts. This wasnt for fun. This was a last ditch effort to stay alive in a tournament with a 1.5 million dollar first prize. It worked.
Here is a guy throwing his pistol off a box to trick the other player into thinking he threw a flashbang.
http://www.youtube.com/watch?v=-QzM_2pdH1Y
These are just small tastes of the creativity allowed inside of these types of games. Really simple demonstrations of how the more open nature of a game like even the rather strict counter strike raises the skill ceiling beyond quick reflexes timing and positioning.
Where is the theory crafting in fighting games? The variables in a game like dota 2 are immense and so are the results that can come from theory crafting. Does the game have the creative freedom that allows a great player to do something not even intended by the designers? Can you create a new move from combinations of existing moves? I'm not trying to put down fighting games here, they are very difficult at the top level and deserve their place in real honest competitive gaming unlike very low skill ceiling games like Halo or COD. But they do not compare to the skill ceilings of games like Starcraft 2, Dota 2, Quake, and CS. Fighting games take environment and any theory crafting and almost all creativity out of the picture.