Execution Barrier

An action has an Execution Barrier when it is difficult for the player to input, especially to a degree that serves as a drawback or risk of the action. Whereas most actions are balanced assuming the median player will be able to perform them on-demand, an action with an Execution Barrier may be impossible for even a skilled player to perform with a high level of consistency. As such, actions with an Execution Barrier can be incredibly powerful without breaking balance.

Actions with Execution Barriers may be a part of the player character's move set (as Just Frame moves), or they may be context-sensitive (such as Parries, which are typically timed to an enemy’s action). An input itself might also balance an action by adding execution time and preventing the player from doing other actions.

Examples

Tekken series – Features Just Frame moves which require frame-perfect inputs to execute.

Hades (2020) – The bow weapon has a Power Shot, executed by releasing the charge shot with precise timing (indicated by a flash), that deals more damage than the typical full charge.

Gears of War series – Features a small quick-time-event on Reload which, when executed with precise timing, decreases reload time.

Street Fighter III: Third Strike (1999) – Features Red Parrying, which all player characters can perform by pressing forward into an opponent’s attack while blocking an attack, with precise timing. When successful, a Red Parry mitigates chip damage and makes otherwise unpunishable moves punishable.

Sekiro: Shadows Die Twice (2019) – Features Deflection, which allows a player character to mitigate damage from an incoming attack, creates an opening to counterattack, and progress towards Stunning the enemy.

See Also

Just Frame – Subtype.

Parry – Typically co-occurs.

Motion Input – Typically co-occurs.

Headshot – Similar idea applied to Aiming-Based Attacks.