Other than opener assist that provides certain offensive option selects of sorts (and then again, this may very well be by design, just downplayed in presentation), I don’t really think that CAM affects actual game in any shape or form.
Warning: heavily opinionated piece below.
You see, I’m not an oldschool FG dude who remembers times when sitting in practice mode trying to do hadokens was supposed to represent your hero spending years harnessing technique of creating energy balls out of thin air with bare hands (which obviously can fail outside of controlled environment if you don’t practice enough); or when you were supposed (almost literally) to spin your opponent’s character with your left hand together with your comrade 'Gief.
It is my personal opinion that interface in the game should be that - interface. A way for the game to unambiguously know what you want your character to do, nothing more.
This translates into several ideas:
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Overcomplicated inputs are pointless.
There’s no point in assigning 2146P input to a move if, say, 214P input is vacant. And before that, consider P or 4P. Why? Because if there are no conflicting inputs, then that would be just enough for the game to recognize what you are trying to do. I think this example illustrates the idea well enough. By the way, I think that KI does exemplar job here.
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Tweaking interface shouldn’t result in things like game starting to make a decision for the player unless you specifically intend to change more than just interface.
Mashing a good poke to put opponent on defensive is one decision. Risking an opener from that poke for better reward is another. If same input can do both, that’s not really “unambiguously”, but since the best option is chosen, we do not see it as a badly designed interface, we see it as something that has purely gameplay repercussions. Like I said, that may or may not be intended, but if it is, the question arises, why alternative control scheme you provide does not offer same functionality? Well, that was rhetoric question, but you get what I mean.
- Well, options.
What is convenient and easy to one isn’t necessarily so for another. Thankfully, we at least get to remap buttons in most FGs. This one is obvious and also tend to cause controversies, so I’ll leave it at that.
To sum it up, I’m mixed on the feature itself.
If not for the fact that opener assist is a thing, I would’ve replied to OP, “if your control scheme is less convenient to you than mine to me, then you probably should improve yours rather than ask me to downgrade”. Better mouse over old and battered up was always an advantage, so was convenient key binding over nonsensical one. It was up to “lagging” party to catchup, not vica versa.
But since there’s a point where it affects decision making, I cannot really say that with a straight face. That still means that I’m of the opinion that OP complains about wrong side of the issue.
I do admit that many people can appreciate execution “minigame” both for the sake of it and what it means in terms of gameplay, as well as I understand that meta built around complex option selects can behave identically to meta built around basic moves (with a caveat “…but with more mashing”, which can be seen as something to go against bullet 1), but like I said, this post is an opinion.
EDIT: But excuse me while I’m busy violently frowning upon the notion that CAM and similar concepts “dumb the game down”. Intellectual work that is relegated to your higher nervous functions isn’t affected by proverbial “amount of button presses”. On te other hand, repeating of arcane input until you can’t drop it is, IMO, the definition of mindless work.