This is true, but the degree to which importance of this knowledge is emphasised puts people off. They don’t like that they have to know so many numbers to stand a chance at the game, and so much has been stripped away that SFV is almost nothing BUT numbers and reactions.
It’s not a problem for me personally, I’ve played the game enough to have an idea in most matchups, but frame knowledge isn’t what makes a game appealing to learn.
But the fact is that neither SFV or SFIV are particularly good. SFIV rewarded fundamentals but ultimately went too hard in the OTHER direction forcing you to spend countless hours not only in the lab, but honestly researching to get the most out of the game. SFIV is not an intuitive game, it’s a game for people who love research and execution. And some are into that.
SFV is literally ALL intuition and reactions, nothing else.
A balance can be had where the game maintains relatively simple execution so people can jump into the actual meat of a Fighting Game sooner, while maintaining depth for those who want to be execution monsters AND actually rewarding fundamentals. But honestly, no SF has really done that in my opinion besides Super Turbo really. SF has always been a franchise that caters to a very specific subset of players and changes that subset upon the release of a new title. Which is why I never got the whole “Well, this isn’t REAL Street Fighter”, because Street Fighter has never had the same identity once in its entire life.
In general there’s a larger audience for all videogame viewership as a whole, the pool is bigger. EVO entrant numbers could feasibly be put down to more people feeling like they have a chance at the game.
But virtually nobody I’ve had interaction with about SFV speaks positively of it. I don’t find anyone that says they really are into SFV, you’re actually one of the first people who has put this much effort into defending it that I’ve come across.
The most positive response about it I typically get is a resigned “It is what it is.”
I don’t even especially dislike this game, I have fun with it, it’s just that I feel like it’s lost a lot of that back and fore gameplay and ends up being canned sequences.
but the degree to which importance of this knowledge is emphasised puts people off. They don’t like that they have to know so many numbers to stand a chance at the game, and so much has been stripped away that SFV is almost nothing BUT numbers and reactions.
When you say mess like this and act like it didn’t apply to IV I just gotta call bullshit.
Also SFV entrants could also be that a lot of people like the game and find it engaging.
You keep saying I feel, I’ve come across, I Blah blah bro you’re in full on nostalgia trip and personal bias mode.
Got the nerve to talk about canned sequences too like it doesn’t plague both games. Stoppp.
Nah, SFV isn’t loved, it’s really that simple. You can pick at my points as much as you want but at the end of the day, people just aren’t that into it. I’ve seen more positive reaction to SFxT v2013.
Straight up 09er in their feels cause people do love SFV. Have you seen Daemos, Twin or Lone Shillington? If you don’t like the game cool, but stop trying to write this narrative that everyone hates SFV and IV was the best thing ever.
If people weren’t into SFV it would’ve died off like MvCI.
This is so subjective. I thought ‘Enthusiasm’ for SF5 was at an all time peak during S3. Everyone and their mother were happy. Yes, Capcom fucked up with their silence but I’m gonna blame it on “They’re Japanese” and their way of doing business is obviously different from the West for now.
How are we quantifying ‘Enthusiasm’ by the way? Are you measuring humidity in the air on the forums or talking to the group of friends around you?
Honestly, I’m glad Capcom took a break from their regular schedule of character releases. It provides us and them perspective on the game - which was supposed to be dead on arrival but lo and behold we’re all still playing, watching and talking about. We still compare it to games being released today and that says something.
Lastly, don’t take Capcom’s silence for negligence (even if we can’t help but feel like it is).The development team were working on the arcade release (something a lot of fans wanted) during the first part of the year, and since then have supposedly been developing the next big thing for the game. Our second wind is coming.
SF4 was a great game, and the game we obviously needed after the dark ages. It helped forge the modern FGC and reinvigorated a genre that was supposed to be dead. But SF5 is greater still for what it is attempting to do for the franchise and genre. When SF6 happens you will understand.
We talked about that at length when he first came out. My issue with him was that he had BIG MAN gameplay without the big man flaws that come with. His hurtbox is Gief’s hurtbox as opposed to the ridiculous thing he should actually have.
He was made dumb on purpose. Can’t wait for Evo reveal though, SF5: Intentional Edition is going to be fucking ace.
Well unlike Abigail he was really bad so even though people might not have liked him, they didn’t have to face him either.
And I always found it funny that he was the only character that allowed Chun’s H.SBK to connect with all hits in SFIV, six years after the initial release.
Although I hated 4 towards the end of it, I can’t deny the hype it brought. Watching Daigo dominate the first two EVOs was so DOPE. Man, Ryu was so good in the first two versions. Personally, 5 seems shallow with lab monster stuff, whilst 4 had a little too much to learn, especially with the OSes. I like 4’s whiff punishing and buttons though, although FA kinda negates them. Tokido’s Ryu, Infiltration’s Nash, Phenom’s Necalli and Smug’s Boxer in my opinion, are the only stand out characters in previous seasons. When I watch streams now, everything mostly looks the same, especially Cammy and Ibuki. Saki’s Kage is hot to watch.
I did. I only really disliked a few aspects of sf4. But complainers made it into sf5 which encompasses almost everything i dislike about fighting games.
Never understood this whole paradigm of “commitment” if you do low commitment shit in oldschool games you get either lower reward or more predictability.
I think of a blueprint on how NOT to program an fg… sf5 is very close.
Like why in the fuck are there 6 different defences to tick throws… wtf.