Street Fighter 2 is the one that launched the fighting game industry. The reason why SF2 was so successful was because it was designed to be a player verses player game. What a lot of the developers realized is that a computer is a poor substitute for a human competitor because a computer has an IQ of zero. You can make the AI as complicated as you want, but eventually you will find a pattern and figure out a way to either counter or get around it. For example, take DEEPER BLUE, the biggest and most powerful supercomputer designed to play Chess. Yes, it did beat Kasparov, however, if you noticed, in the first game, Kasparov used the closed openning and completely wasted DEEPER BLUE. In the remaining games, he used the open game and the computer basically beat him by tiring him out. Kasparov didn’t lose because of his skill, he lost because he couldn’t beat the stamina of a supercomputer.
In the beginning, you have some guy pick a character with an abusable pattern that no one knows how to counter yet and become king of the hill. Eventually, a counter is devised, but this takes time. People investigate and this tremendously improves the life span of the game. In SF2, its history would begin with the shoto’s fireball/uppercut pattern. Easy to do, very hard to counter, since no one knew how to counter it at the time. Then people who love a good challenge start to think and experiment, looking for weaknesses and lo and behold, 2 weaknesses are found. The first one involves the recovery delay between the fireball and the uppercut, which characters with really fast jumps like Blanka and Zangief can exploit. The second one lies in the fact that there is a vulnerability window at the beginning of the fireball that allows you to totally nullify the fireball and damage the shoto’s at the same time if you can score a hit in this small window, which character with fast pokes like Chun Li could exploit, since she had a really high and long jump. More and more theory and analysis started coming out and more and more people started to practice. The average skill level started to rise. The potential of the other characters were being realized. You started seeing more Blanka’s, Chun Li’s, Guile’s and Zangief’s in the field. But each game has a limit as to what it can offer. Eventually, everything will be discovered and the best tactics will be laid in stone.
Then CE came out with noticable, but not any big significant changes. They were enough to change the tiers of the game, but not how each character was played. Plus the introduction of the bosses present a whole new set of posibilities to explore.
Then HF came out with big changes that were enough to change the way each character was played slighty. For example. Ryu would still use the good old fireball/uppercut trap, but not that often as characters had new ways of countering it.
SSF2T, was the game that brought about the biggest change to the way characters were played. Supers presented powerful possibilities for each character as well as powerful new threats. This combined with lots of new moves, gives the game more potential for competition. Then Capcom split the game into 3 series, Alpha, SF3 and the Vs series, each one with a different focus. There wasn’t anything really special about the Alpha series, its too similar to SSF2T, Alpha combos were a nice addition, but other than that, there wasn’t enough change to provoke significant change in the way the older characters were played. The Vs series brought about a massive change. Massive beam supers, crazy infinite combos, mad speed and super jump demanded a lot more reflexes that the previous SF games never required.
SF3 introduced the parry, which was enough to completely change the way each character was played over time. The change wasn’t immediate because the full potential of the parry as well as the skill to utilize the parry wasn’t realized, but eventually they were brought to light and lo and behold, change was everywhere. Fireball/uppercut patterns went out the window, attacking first from certain positions would never guarantee an advantage, players waking up from the ground would never always be at the mercy of some wake up block combo. The whole emphasis on patterns that was present in all previous SF games went completely out the window. This game demanded ingenuity, you had to outwit your opponent to win.
Games like SSF2 and Alpha didn’t offer enough change to warrent an extended life span like HF or SF3 did. This is why games like SSF2T, HF, SF3 and the verses series are still played while games like Alpha are gathering dust in the backroom.
ChunLi