>>314955
I've not really got a horse in this race, I'm pretty apathetic to the entire thing (both you defending your webm or others bitching about it), but having a large buttonlist doesn't equate to depth or complexity.
For example, Monster Hunter's most mechanically diverse weapon is the Chargeblade, but the breadth of it's complexity is just understanding how it's convoluted systems work to begin with (at which point you understand it's just maintaining charge on different parts of the weapon), leaving you to spam SAED's and at best scoring (relatively forgiving) Guardpoints (mid-animation guards during your own attacks).
On the converse, the most mechanically complex is a tossup between Greatsword and Hunting Horn depending on the title, the former of which is literally "Stand still and hold R2 for the next 4 seconds (and don't miss)" with an otherwise extraordinarily simple control scheme, the latter of which is an undertuned weapon with basically no complex inputs but has to intuitively and dynamically weave attack chains in a given pattern whenever an opportunity presents itself to play songs, which differ on a Horn-by-Horn basis (forcing you to relearn everything every time you get a new Horn). A special mention to the Sword and Shield, the Chargeblade's smaller but older brother, who also has a shallower moveset on paper, but requires more from the player in practice, since it demands more aggressive uptime with it's jack-of-all-trades versatility and use of it's minor repositional movements for less forgiving positioning to make up for it's tradeoffs in damage (leading to the CB playing more like an actual sword and shield, while the SnS is more like a dagger and buckler).
And that's not even getting into other genres (fightans with their handmangler inputs, comparing other action games etc). Just look at God of War 2's input list (a hack&slash notorious for it's lack of depth) https://gamefaqs.gamespot.com/ps2/932295-god-of-war-ii/faqs/47625
Again, no input on the game itself; maybe it's being undersold, but a control sheet means nothing without the context it's used in, and what the Bread & Butter attack patterns of the moveset is.