So after consulting the frames, I think I’ve figured out exactly why sf5 neutral feels so different for me than say the old school streetfighters (and sf4):
Using a very unscientific process that I think nevertheless still makes my point, I decided to look at a few specific pieces of ryus kit, since he’s generally the standard bearer for most other characters.
Sf4 ryu:
Jump time in air = 40 frames
Cr.mk total frames = 21
Dash speed = 18
(4.5 seconds of input delay on sf4)
Sf5 ryu:
Jump time in air = 38 frames
Cr.mk total frames = 22
Dash speed = 16
6.5 seconds of input delay (2 more than sf4)
If you put all this together and assume similar things across the board for most characters, the picture becomes clear for a big difference from sf4 to sf5:
1.Pokes have been slowed down in sf5 which makes them easier to jump.
2. Dashes have become faster and with pokes slowed down it makes dashing in better and harder to stop
3. Jumps have been sped up and when that is combined with slower pokes, it means that poking on the ground is more risky now. This helps out bad players by making footsies less important in general since jumping is actually more of an answer to footsies whereas in most street fighters it is not.
4. Input delay being 2 frames more than sf4 with jumps being 2 frames faster and dashes being 2 frames faster means you have 4 fewer frames to react to the important stuff, meaning the games neutral reactive execution has become much harder even though it’s timing with regard to 1 frame links has become easier.
5. Because of the input delay + faster dashes and jumps + less safe pokes the game takes on a very random nature at neutral since one can almost never protect against the need to defend against a neutral that is so guess based, unless it’s super high level play.
It may not seem like a big number, but when you combine ryus extra frame on cr.mk. The 2 fewer frames on his jump and the extra 2 frames of input lag, you have a total of 5 more frames to account for just to AA. It’s like trying to AA with a 12 frame normal in sf4 instead of a 7 frame normal (chuns st.mk is 7 frames in sf4 which is her go to AA) Saks cr.fp is 4 or 5 frames and shoto cr.hp is 5 frames or so.
In conclusion the game is basically guessy for little reward so it just doesn’t feel great to play unless you were already a guessy player or you have the reactions to make the neutral less of a guess. So basically the game shits on intermediate level play and is a beginners paradise with expert level reactive players able to wade through the bullshit.
The exact way NOT to make a game. Theres little wonder why so many people dislike the game now. And at least I now know exactly why the game feels so bad. I didn’t feel like it was ONLY input delay or only stubby normals or only bad AA damage or only an inability to really wife punish… it’s basically all those things plus faster dashes and jumps combined with slower more stubby pokes.
-edit
As a bit of a corroboration here I just took a look at sf4 Chun and sf5 Chun mp neutral pokes:
Sf4 Chun far st.mp is 18 frames total
Sf5 Chun has fmp which is 20 frames total and less range than what sf4 Chun had.
To me this is basically proof positive correlation of the problem with 5:
It’s a combo of pokes being stubbier AND slower, jumps being faster, dashes being faster, anti airs being slower and the game having more input delay.
It’s ALL of those. Not one problem, it’s many problems. Cancels also do less damage in general from neutral since they arent used as much which also reduces ones ability to win via neutral.
Sf5 is very much designed to make players fight closer to each other but with tools that are weak. It’s like playing reactive patty cakes, the game.