I do not know the ins and outs of Tekken, but I hope for the sake of your argument that those moves you listed are basic moves meant to be simple and executed often during the game even in intense moments in which you have a lot of objectives you have to concentrate on concurrently.
Edit: looking it up on Google it seems to be a VF style frame synchronized combo (
http://www.tekkenzaibatsu.com/forums/showthread.php?postid=2124192)... so, I think you are missing the point dark10x and I were discussing.
I am of the opinion that pushing technology almost for technology's sake with a thought about complete, polished, and easy to pick up and with a well thought out learning curve to master was partially responsible for some of the problems people are attributing to this game: PSP remote play (not even advertised made it into Gold master and retail version: why did they even spent man hours on it ?), SIXAXIS motion based controls only (as Marconelli put it, maybe there were other ways to implement the 180 degrees turn) while you should always have the humbleness not to assume players have no choice but to master the game and enjoy it (they have the choice not to buy your game after they try it though
), native 1080p, etc...
Even what Dark10x said about the motion to do the 180 degrees turn, it seems to me to be pretty unforgiving in the timing, from its description, without a good tutorial that makes you understand well how to master that move: it is not an impossible thing to try, I will certainly approach LAIR more carefully now and I will follow dark10x's advice which will mean less frustration for me (at least as far as that specific maneuver is concerned), but the player is left to a mechanism of trial and error to figure it all out. I do not think that frustrating your consumers is a good habit, if you can avoid it.
I am grateful that they pioneered the way on many things PS3 wise and I think that the core engine behind LAIR is going to be considered a great asset if F5 will be using it again for another game on PS3 or if some of its technology will be making its way back into SCE WWS's studios (which it probably will).
I think it was a great experience for the artists, animators, modelers, etc... (the "content" people) who worked on this project: think what you want about the end result but at worst (I have not played the game yet so I will not judge the final game) it must have been a valuable research experience for all of those involved.
It was also a good experience management wise I think: attempting something as bold as what F5 wanted to present to the public must have meant a LOT of manpower had to be coordinated and have great tools available.
That's a game I definitely want to see a postmortem of (Gamasutra start to work on it
).