>>723571706
Except it's the literal opposite. SC6 has more and more complicated mechanics than any other game in the series. Take GI for example. SC2 has the simplest GI system. 6G repels mids and highs, 4G parries mids and lows. 4G has slightly better frame properties. A fast attack after a GI is guaranteed to hit unless they GI back (or that's the way it should be, it actually doesn't work thanks to a glitch called "2G" after its input). GI has recovery frames so it's possible to punish it with a slower attack that wouldn't get caught. You can GI break attacks. Guarding against a break attack is similar to being GI'd.
Meanwhile, SC6 splits its attacks into three categories: light, medium and heavy. You can GI all of them, but you get varying amounts of frame advantage from each kind. Light attacks are the hardest to GI but give the most frame advantage when GI'd. Nothing in the game tells you which category a move belongs to, you have to see it GI'd to find out. 6G works on lows, mids and highs. Break attacks, unblockables and Soul Charge burst cannot be GI'd. Then there's something called RI (Resist Impact), which is a super version of GI that costs half a bar of meter to use. It can repel everything that normal GI can't and has better frame properties. Guard break attacks give much less frame advantage than GI on medium and heavy attacks. Some are even 0 on block! That's right. This game has normal moves that give more advantage on block than some guard break attacks.
The light, medium, heavy system is also used for weapon clash situations. In SC2 verticals always beat horizontals. In SC6 heavier attacks beat lighter attacks and verticals get +1 to their weight class for the purposes of the clash. SC6 also has supers, guard gauges where you get guard burst after blocking too much, RE with its funny chart, etc.