You gotta put all of that in the scrubquotes thread cuz that’s just pure gold.
SF2 is like the most logical fighter there is. Simple rock-paper-scissors logic. Fireball beats standing figure, jump in beats fireball, anti-air normal beats jump in.
Its what all fighting games since Vanilla SF2 is based on…including MK1
SF2 makes perfect sense.
SF4 is just a jumble of random madness that’s makes you go “WTF just happened?” way too often.
I thought it ran faster than SF4. Anyways it seems this Ryu is based on the 3rd strike version. He was more about power than flash. Which leads me more to believe this takes place after SF3. Too many clues pointing in that direction.
lets not forget that the 2pv2p 4 characters simultaneously on screen mode made it look like a GG Isuka clusterfuck.

OUTforJUSTICE:
Some problems in 4 were amplified in SFxT. Jailing with walking jab traps and everything having crazy block stun combined with low damaging, excruciatingly long combos made the game even more boring slow. So slow, in fact, that people couldn’t even kill eachother fast enough before the timer expired. That combined with nerfed anti-airs really turned me off to that game, and I’m sure a lot of other people as well.
^This.
Not to mention certain moves’ hitboxes didn’t even match up to their animations. For example, like characters having overhead property when the move visually wasn’t giving the allusion of an overhead. Like how would you know how to block it if it looks nothing like a move that’s “coming down” on you?
skip to of the 3:50 mark of the vid.
https://www.youtube.com/watch?v=6gtKEfeE5j0
this rant is funny as hell.

OUTforJUSTICE:
I am very happy with the pacing of SFV the more I watch it. The game resets to neutral way faster and way more often than SFIV or SFxT. This puts the game in the ultimate Street Fighter sweet spot, IMO: Battling it out in footsie range. Combine that with higher damage, and you have a game that rewards you for your decision making, not with how much you practiced your set-play.
its still the early build so there’s always the chance it can get reverted back to SF4’s gameplay making it SF4 ver. 2.0
it all depends if Capcom doesn’t get cowardly and fear departing from 4’s design. I hope they learned their lesson and go back to the roots of SF which is good fundamentals of spacing/footsies + strong functional anti-airs.
There were many more reasons than “jailing jabs”, and people not doing proper combos in sfxt that lead to time outs.
Unpunishable rolls, extremely fast red health recovery, boost combos being too hard to punish, and just team synergy and max damage not being optimized yet. All of which were fixed in ver. 2013.
If anything anti airs are too good in sfxt now. I’m not saying there aren’t still really strong jumpins but some AAs have straight up air crush properties and many characters can get heavy damage off them. People seem to have no clue how sfxt plays nowadays. Which sucks since i believe people would really enjoy it if they gave it another chance.
Duaie
45
I actually gave the game another chance not too long ago, and I still think SFxT’s problem was the fact that blocking was too good and mixups too weak. Rolls and recoverable health was not the main reason of the timeout fest, not being able to open the opponent up was.
Lame play is still an option in sfxt. What makes it a great game is every play style is viable at this point in time.
Want lame/turtle play pick characters like bison, rolento, vega, guile. Want rush down pick hwoarang, Nina, xiaoyu who can kill you in 2 hits off their strong oki game. Want strong zoners pick jack x, alisa, chun, raven, juri. Not to mention having a zangief or asuka as anchor on your team, good luck surviving the whole round.
Those are just a couple of examples. But even with lame play it’s extremely hard to time out against good players in this game.
Reduce blockstun and true block strings, but make reversals much harder to do and get rid of input shortcuts. Emphasize counter hits by giving you higher rewards for landing them. Finally , punish players for blocking too much because of their fear of being counter-hit.
This will make players be proactive in defense and will in turn speed up the game overall. It will encourage players to study matchups and really understand spacing. To find patterns in their opponents offense so they can reversal with good reads, instead of mashing.
What I just described was Alpha 3 AND CvS2, and most of these design philosophies appear to have made their way into SFV. I, for one, am incredibly excited for the game, and if reversal timings and block stun are closer to older SF games, I’m all in.
As much as I love ST I don’t want ST 2.0
As much as I love 3s I don’t want parrys in the game.
As much as i love sfxt I don’t really want anything from this game in sfv lol. Though counter hitting an opponent in the air causing a juggle state could be interesting.
Over all I do really like pacing in these videos. Seems to be its own game at this point in time.
evillee
49
SFV reminds me of Killer Instinct in how the hit spark/effects and the pauses between hits look.
Duaie
50
As is in SF4. The difference is that SF4 has such a strong throw game that once you get in, it’s much easier to break the opponent’s guard.
Sure, not to say SFxT doesn’t have ways to open up opponents, or even damaging combos for that matter. Hell some characters even have unreactable overheads that lead to huge damage with the proper setup/partner. However I feel like they’re either a) situational, b) hard to pull off, or especially, c) team specific. You may disagree with me but I never liked this design, what devs should have done instead is implementing a basic, universal rock-paper-scissor system (like every fighting game on the market) that works with every character AND regardless of how optimized you’re playing.
I feel like unless you have the proper team synergy, you’ll never even HIT the opponent. Don’t get me wrong, you SHOULD be penalized for having a shitty team and for not playing optimized, but at the very least the game should still work on a fundamental level.
Naeras
51

Duaie:
As is in SF4. The difference is that SF4 has such a strong throw game that once you get in, it’s much easier to break the opponent’s guard.
Sure, not to say SFxT doesn’t have ways to open up opponents, or even damaging combos for that matter. Hell some characters even have unreactable overheads that lead to huge damage with the proper setup/partner. However I feel like they’re either a) situational, b) hard to pull off, or especially, c) team specific. You may disagree with me but I never liked this design, what devs should have done instead is implementing a basic, universal rock-paper-scissor system (like every fighting game on the market) that works with every character AND regardless of how optimized you’re playing.
I feel like unless you have the proper team synergy, you’ll never even HIT the opponent. Don’t get me wrong, you SHOULD be penalized for having a shitty team and for not playing optimized, but at the very least the game should still work on a fundamental level.
If I remember correctly, most of the Tekken-portion of the cast had a stupidly good high-low-game though.
Duaie
52
^ that’s what I said, if you read the whole comment…
People had a real issue with quick combos and the ease in which you could link them to launching your opponent to the point rapid mashing specials were changed.
SFXT was overly simplistic.
SFV looks a little more streamlined, which isn’t exactly a bad thing. Hopefully will attract more players and even if some veteran players don’t like it, maybe it will get more players playing other games.
I doubt the general bulk of casual fighting game customers care about chain combos and dumbed down inputs. I’m sure the overall reason for the game “failing” had more to do with a combination of bad PR, and sharing an aesthetic and too many assets with SFIV. What it comes down to is that people have a hard time spending $60 on something that looks like something they already bought (and rebought) a couple years prior. What did SFxT sell? A little over a million? Makes sense, considering SSFIV sold 1.9 2 years before that.
The only people that paid attention to SFxT were the ones already invested in fighting games. I’m not sure about the amount of copies the contingent of Tekken fans ended up buying, but knowing you have a slightly larger fanbase on tap makes those numbers look even worse. Having a game actually look new and different can go a long way, as Mortal Kombat proved a year before SFxT by more than doubling the sales it managed.
I could believe that if there weren’t people crying for Ultra to make the trek to Playstation 4 and Xbox One. Consumers are more than willing to pay for games that have remained for the most part the same at the core. Now I was of the opinion that SFXT was a mistake in conception but it could have worked out to be a much better game if some of the mechanics were taken out and possibly started later after the SFIV “updates” have ceased.
blufang
57
Sadly SFXT was the only real Street fighter game since 3s (SF4 isn’t street fighter despite its title). It was a real footsies based game, yeah combos were too long, abc chains and all that whatever. Reason why so many SF2 and SF3 players can’t stand SF4 is cause it isn’t street fighter, has nothing in common with those games other than on the surface. Feels nothing like those games either.
Saitsu
58
SF2 and SF3 play nothing alike either.
No SF game series plays like the next SF game series.
Yup and I hope this continues. This non-sense that SF4 isnt Street fighter makes no sense.
blufang
60
SF3 is very different as is the alpha series, but it still feels like Street fighter, cause it is very ground based/footsie based. Footsies in SF4 generally suck.