Never happens because what ends up happening is the worst subset of players scream the loudest and get the strongest things about the best games, taken out:
Mvc2 = we hate invincible assists… mvc3 did away with invincible assists outside of Hagar who took damage to them.
ST = we hate being thrown all the fucking time later streetfighters would all have 2 button throws and tech windows the size of a freight train and reduced throw damage and reduced throw range and techs doing zero damage.
Sf3 = we hate getting hit by one normal and losing half our lifebar
Later games have damage severely reduced.
Sf4 = we hate jabs and fadc and vortex and divekicks, option selects and 1 frame links
Sf5 would nerf jabs with more pushback, lowered horizontal range, fadc would be completely gone, vortex is now pretty much impossible because quickris doesn’t allow for ambiguous crossups, divekicks are almost totally negative on block, option selects have largely been done away with and one frame links now have a huge buffer window.
Most of the sf5 changes that I mentioned I actually think are good for the game.
But that wasn’t it. Other complaints were:
Combos do to much damage, I don’t like dying so fast.
Anti airs are too good, why should my opponent be able to stop my one jump with his one button…
Ground attacks have too much range, why should my opponent be able to just attack me relentlessly.
Cancels don’t require commitment, why should my opponent just be able to autopilot his cancels and do good damage on hit and push me away on block… cancels are broken because they are always good and never bad.
Backdashshouldnr be invincible, why should my opponent get an invincible move just because he pressed back twice
Etc etc.
The thing is, no one agrees on what one game does right versus what it does wrong. Lots of people complain about ST’s throw loops and overall throw cheese… but lots of people like that about the game. They realize that a throw loop forces the opponent to play their best neutral becaus one mistake could be the game. They then realize that sinc their opponent has to play their best neutral, there are a lot of things that the opponent simply will not do. This makes the game more strategic in concept and not so volatile. If you have better neutral than your opponent you win. If you can break your opponents neutral… you win.
At least as far as numbers go. It’s a fun thing to play against because it always feels like there is progression. There is always a way to make your game better, fine tune the positioning in a matchup, p,ay more lame in this position, play more risky in that position etc etc