Actually, it didn’t. WHat I said should have been achieved is subtle tweaks to the game with less significant changes to how the game already plays. Fei changed dramatically. Cammy changed significantly. And things like Fake Slide were added (what hole was it designed to fill?) and Vega’s Fake Wall Dive was added and so on and so forth.
I think Justin Wong said it best to me just recently: people LIKE cheap things. Hahaha. Technically, when a game is “broken”, it’s more FUN. Look at Marvel. No game has been more like Crack than Marvel and there isn’t a SINGLE FAIR AND BALANCED THING about the game! Hahahaha. 
As for the ton of new options, I don’t agree. I think hardcore players dismissed it because the changes were TOO significant. In a recent interview with Valle by Maj that was posted on the front page of SRK, Valle was asked who a player should pick to learn SFIV. Valle’s answer was: choose a character that fits your personality. I think that’s what the primary focus of HDR should have been: maintain the personality, especially because we’re talking about a 10 year old game. I was really strong on the mentality that HDR should have been tweaked with no significant character style changes. Try to keep character personalities as similar as possible.
So that meant just remove the only true broken things in the game: Sagat Fireball recovery speed and Vega Wall Dive Knock Down (which wasn’t even technically THAT broken… even when Choi lost to it at Evo to Tokido, keep in mind that that was a VERY poor representation of what should have actually happened. It was played on CCC2, which had 4 frames of input delay, and was played on Gief stage which caused odd speed inconsistencies. Everyone kept yelling at Choi to change the stage, but for some reason, he never did. Four frames of input lag will make it nigh impossible to block the Vega Wall Dive). Other than that, minor tweaks to characters to tone down things that shouldn’t be there (Stored Ochio, super safe and invincible Jab Headbutt from Balrog), fix glitches (Reversal glitches with Ken, Sim, and Sagat, Dhalsim Teleport glitch), and give real improvements to the FUNDAMENTALS of the already existing, low-tier characters (give Gief slightly better footsies for getting in, give Cammy better speed and range on her Normals for improved footsies, speed up Fei Long’s Jump a little, give Honda more options on how to get around Fireballs, improve Hawk’s offensive threat level, etc.). These kinds of tools will help low tier characters in the LONG run, because they are real tools that can ENHANCE their already existing game plan.
Most of the changes were crap shoots. Hawk Dive, for example, being safe and not knocking down is a “guess.” Rather than expounding on what we know already about Hawk, the change was made to have it be safe and not knock down. For Cammy, the Drill was made safer, and other moves were weakened as a result. But that, again, was a crap shoot: what about the fights where she couldn’t get in to be in range to drill at all?? What about fights like Balrog where Low Jab eats Drills for free (and the Drill was given worse priority to boot!)? They were all crap shoots, not changes designed around WHAT WE KNEW. For example, my fix to Hawk would have been to make Hawk Dive come out REALLY fast. No delay in the air. Now he has a poke and chip damage and can dive over Guile Low Forwards and HIT Guile easier with a tool WE ALREADY KNOW. It’ll still have the same weaknesses as before (can be punished, has to commit to Jump, can only do it on the way up). Otherwise, unchanged. That’s the sort of thing people were looking for: tweaks, not changes. HDR provided too many of the latter, and focused not enough on the former.
Add to that that HDR also introduced some new glitches to the game. The code funkiness, for example. I still challenge people to use Fei Long and, while facing right, do Jump Roundhouse, Low Forward XX Super. Then go into Classic Mode and do the same. It’s night and day.
A) comes more from not knee-jerk reactions, but it’s like Watson said earlier: it’s already known that most change ideas were shot down even before being considered from many of the pros. B) is true to an extent, especially for a 15 year old game that wasn’t actually new. C) is definitely true. Probably the biggest contributing factor. And D) hurts a lot, considering it’s the Japanese that we look up to for ST, so it’s sad to know we aren’t playing the same game as them anymore. How do we compare ourselves and compete with the likes ok Aniken and Daigo and Gian and such when they don’t even play the game we do?
Cammy is fun. Just in a completely different way. I’ve always admitted she’s MUCH better than before, and can compete better than before. I’ve also always admitted that she’s probably more enjoyable to use. It’s just that her personality changed. She’s no longer a careful, thinking character. She’s more brute force. I mean, in the change logs, the character she got compared to most was Balrog. To say that Cammy became like Balrog is weird. They should have nothing in common.
No, that’s a good point, and people seemed to be entertained by wherever this conversation has gone. Hahaha. No one has complained about the HDR talk, so no need to move it. 
And that is a huge point: HDR did have a goal of trying to get more people to play the game with the easier motions and such. Should that have been a consideration? I wasn’t a fan of the easier inputs, for sure, but I can see their practicality. The only ones I really didn’t like were the changed SPD codes, because that seemed to cause some weirdness in the game, and we’d be better off without those.
I think it WAS a major point. 1) Dhalsim’s Super missed a lot, and landed only three hits the majority of the time. Also, the code was FAR more obtuse than everyone else’s Super code, which I think was done with the EXPLICIT REASON of making it an harder-to-use reactionary anti-air move. And 2) Landing on half of a Super usually equated to just about as much damage as just the regular anti-air. I know whenever I used someone like Ken and got three hits from my Super as anti-air, I always felt like it was a HUGE waste. I fully believe it was a VERY CONSCIOUS decision from the ST designers to make sure Supers could not be used as easy anti-airs for a ton of damage.
Right. It’s because Guile and Honda have anti-airs that are so effective already. Honda is one problem, but with Guile, he WILL get you to jump at him from time to time. You have to, in order to beat Fireballs. For many characters, it was impossible to get in without risking to Jump occasionally. And if Guile successfully baited you with a fake Sonic Boom, you would eat a Razor Kick. But now, it can take half of your life. And it’s not like it’s hard for him to build meter.
Again, in the end, anti-air supers don’t make a huge difference. But it’s just one of those things I appreciated in the careful design of ST. ST feels more thought out. HDR just feels sloppy and strangely LESS consistent.
That’s what I should do, but it’s a tough sell.
I agree.
That’s why if I played, I’d use Ryu for sure. 
Yeah, there are definitely not enough rewards for offense, but without adding in Guard Break, it’s really hard to do without making characters super offensive a la Guilty Gear and Vampire Savior. And to me, SF has always been more about the slower, defensive paced style. I mean, 3rd Strike and CvS2 are both shining examples of super defensive games. Yeah, there are tons of examples where people get rushed down, but in general, they are all very defensive. I can show you just as many videos of Justin Wong and Alex Valle rushing fools down in SFIV, but that doesn’t mean SFIV isn’t still a defensive game.
Hahaha, the coast differences could very well be it.
Also, I try using smart Throw Breaks as well, but I’ll say this: right now, as an SFIV player, it is my BIGGEST WEAKNESS. I’ve grown so accustomed to always hitting a button and “Option Selecting” it to something else if they don’t actually Throw. And now, I’m dying because of it. BADLY. The good players will know how to deal with it, and they’ll use it to their advantage. If you watch my recent matches vs. Justin Wong from the first FFA RanBat, it’s not pretty: he DEMOLISHES me because I try these “powerful” Throw Breaks. Valle does the same thing to me. Ed Ma does it as well. They just aren’t as effective as people think. It’s just hard to get used to punishing them because we’ve never had to before. But the innovators out there don’t care, and will kill you for it.
What IS a Frame Trap technically??? Hahaha. I hear that term all over the place nowadays, and I’m still not sure what it refers to. Apparently, it’s a Tekken term. How does it apply to Tekken? What does it mean in Tekken, and how does that translate into SFIV?