So basically, while all games have the retarded nonsense, the IV hate is because its more accessible to lower-level players.
But its not like DP FADC Ultra is a godlike tactic that always wins rounds. There are numerous ways around it. Force your opponent to burn EX stock (fireball fight, for example) so they can’t FADC. FADC doesn’t work if the DP whiffs, so stay out of DP range. Or get into it intentionally to bait it out - the risk of eating throw/regular DP is far less than DP FADC Ultra. These are things that most low-level players probably don’t consider, but high-level players do. Even if it is a tactic that low-level players can use, that doesn’t mean that it can’t be used at a high-level by high-level players.
But all of this just sounds like “I don’t want to lose to people who aren’t as good as me just because they had easy access to a powerful tactic.” Don’t we all? I certainly do feel salty if I make one dumb mistake and I lose a match to someone who I feel is not as good as me.
Really though…is that the end of the world?
Also, think about the shoe on the other foot. I beat Uryo’s Viper once. It took me 7-8 tries, but I beat him fair and square. Does that mean I’m on his level? Hell no, not even close. I know that, I’m sure he does as well. But I was happy to get the win, and Uryo gets one loss to stack up against his 5000 arcade wins or so. I leave the arcade feeling pretty good, and wanting to play again. Isn’t that GOOD for the community? Sure, Uryo beating me 10 times out of 10 would be an accurate reflection of skill, but me just getting that one felt like “Hey, I can play this game. I can win.”
If new or low-level players who can’t do the advanced tactics keep finding themselves losing to V-ISM CC’s or Genei-jin, why would they continue to keep playing? Everyone is quick to scream PLAY TO WIN, but not everyone can or wants to play on that level. Its like forcing kids to try and train to be NBA stars, when all they really wanted to do was shoot some hoops and pass the ball around. Again, remember when we used to sandbag in the arcades? You had this kid who was trying his hardest but you know he wasn’t ever going to beat you? And you’d drop a round, or if you were feeling generous enough, the whole game? Why? Because just beating him senseless wasn’t going to be fun - he’d walk away frustrated and maybe even hating the game. Sandbag a few rounds, and he walks away feeling like he can do it if he just tried a little harder. Have we lost that initiative?
The game is supposed to be fun. Not everyone can or wants to be a top player. There’s not a whole lot of money in the scene, and for what little there is there are already a lot of people vying for it. I’m sure there are people who just want to enjoy the game - playing their friends, messing around online, maybe even a random tournament here and there. The scene is still relatively new, and small, and it needs more people in order to grow. Beating them over the head with advanced tactics they have no hope of overcoming doesn’t really help the scene, it just discourages people. It turns away the people who just want to play around with their friends, the people who don’t want to study frame traps or link combos or ultra setups or whatever.
And that’s just low-level play. If we’re talking about mid to high-level play, where most people here would claim to be at, where people can utilize the tactics of V-Akuma or V-Sakura or Genei-jin Yun - which is worse? Personally, I’d take DP FADC over those things by a long shot. People complained about the brokenness of these tactics back when these games were new, and now that we have a game where the brokenness has been evened out people complain that its not broken enough.
And just as an aside - remember that in A3, you started the round at 100% meter, and in V-ISM you only needed 50% to activate. So basically, your best tool was immediately available, and even if you hit/missed it it would be readily available again in no time.