The more a game is about the difficulty of making your character do what you want to do, the necessarily less it is about strategy (that is, making good decisions).
This is why it’s not a good idea to make special moves really hard to do.
I agree with him 100%. Special moves can have timing and movements that can give them away, but making them arbitarily difficult to do makes it a fighting game about dexerity rather than a fighting game about strategy. This is why I enjoy Sirlin’s game Yomi so much - there’s almost zero dexterity required (you need to be able to hold a deck of cards), so it’s all strategy.