Thujal said:
"The task of strategy is an efficient use of the available resources for the achievement of the main goal."
The strategic choice one is asked to make occurs at the character selection screen. That choice asks you to pick from a pool of resources towards the end goal of winning the fight, and, importantly, that choice is what determines the options available.
The distinction is predicated upon the common use of the words "tactics" and "strategy" as military terms. Strategy involves the grand maneuver of large units, positioning forces such that one has maximized offensive power along the weakest line of the enemy. By contrast, tactics refers to the smaller maneuvers used
inside a battle to achieve local dominion. In other words, strategy determines what force is
available in a conflict while tactics determines how the available forces are
used.
Thujal said:
A fighting game player uses their resources to achieve the goal of knocking an opponent out. In SFIV, this is health bar, super bar and ultra bar, and obviously there are different resources in different games (X-Factor in UMvC3, KOF XIII has a guard bar, hyperdrive bar and power bar, etc.).
If you choose to define the sub actions of a fighting game as being strategic or tactical, it all becomes incredibly confusing very quickly. For example, if you consider the fighter under your control as a collection if parts - the various combos, supers, health bars and the like, then the fundamental maneuver of your character on screen becomes the strategic end wherein resources such as position and health are used to best place the combo and super.
Precisely because the fundamental function of any particular action changes from moment to moment is why it is best to make the distinction that the conduct within the fight itself is comprised of tactical choices as each element can unambiguously be considered a tactical resource.
To use a somewhat different game as an example, League of Legends offers similar levels of distinction. All choices related to the larger meta-game, champion selection, spell and mastery selection, leveling path, and item purchase all represent
strategic choices as these determine, fundamentally, the strengths and weaknesses of your end maneuver element (that is, your character). But these choices
alone are largely insufficient to win the field; instead, the player must regularly make tactical elements that best capitalize upon their strengths while minimizing the faults offered by their weakness.
Thujal said:
Footsies is where you are trying to bait your opponent to make a move that you want them to make, make it whiff, and then punish this outstretched limb (vast oversimplification here, but you get the point). You do this by walking in and out of the space where that move for them is useful, while at the same time trying to push them into the corner to limit how easy it is for them to manoeuvre, and do something more risky to try and escape that situation, and punish them for doing that.
What you refer to is, in more common parlance, a
feint - an action designed to elicit a particular response rather than the obvious end goal. In fencing, the most common example is the simple direct attack. Since this is unlikely to land given how trivial it is to defend against, most fencers instead choose to use this to draw that defensive action (the parry). The feint thus draws an
expected response and, if thus drawn, puts you in the advantageous position assuming you correctly foresaw the response.
The larger use of the feint in the context of a single exchange renders it incontrovertibly in the realm of the tactical choice. The choice to make
regular use of the feint even remains a tactical decision as it represents an attempt to
exploit the presumed weakness of the opponent in close maneuver as you fundamentally hope to capitalize upon a flaw of distance judgement, attack selection, or timing. This only becomes a
strategic consideration if you choose a character particularly well suited to the counter-attack.
Thujal said:
No matter what definition of the word "strategy" I read, I fail to understand how fighting games are not strategic.
Because the strategic elements are relegated to the larger metagame of fighter and stage selection. The primary conduct of the fight is a series of tactical decisions. In contrast, a game like Starcraft places most decisions clearly in the realm of strategic rather than tactical as it is only elements that fall under the auspices of "micro" that clearly act purely within the sphere of the tactical.
To slightly rephrase the argument, tactics are a simply subset of strategy used to define specific instances of the application of strategy. My complaint is rooted in the
precision of terminology. The basis of Yahtzee's argument is that he finds
little of Strategic worth within the Fighting genre. Pointing out that this is because the elements of strategy present are of the very small scale of maneuver, timing and move selection is most efficiently achieved by referring to such things
precisely. The argument of strategy is difficult to make for the fighting game while the argument for tactical depth is trivial.