snaildog said:
In the 3D Zeldas you can only strike with your sword at the one height, and in AOL there are five (upthrust - ducking - standing - jumping - downthrust). I don't really consider the one-button automatic moves in Wind Waker to be part of the control system.
Er, the 3D Zeldas allow multiple height attacks as well (the jumping attack, horizontal vs vertical swipes as well as TWW's Parry). Looking at the simple range of combat moves in TWW...
-Horizontal Strike (B button or L target + analog left/right + B button)
-Vertical Strike (L target + B button)
-Combo Attack (B button X 3 or L target + B button x 3)
-Thrusting Strike (analog toward + B button)
-Thrusting Combo Attack (analog toward + B button X 3 or analog toward + L target + B button x 3)
-Spin Attack (Hold B button 3 seconds then release)
-Jumping Strike (Hold L + A button or L target + A button)
-Parry (L target + A button when "!" appears over enemy)
-Shield (R button)
-Sidestep (Hold L + analog left/right + A button or L target + analog left/right + A button)
-Backflip (Hold L + analog away + A button or L target + analog away + A button)
...and this doesn't take into account Link's variety of other weapons/items (many being distance weapons) or dropped enemy weapons which Link can pick up and use. TWW by far has the most complex combat engine of any ARPG to date, and easily more varied the AoL. ge-man's right, people seemingly can't grasp the difference between game mechanics and overall game design (where TWW falls apart thanks to the weakened enemy AI and damage settings).