Hmmm. :s
Anyway, you’ve failed to prove how motion characters are more accessible or easier to mash with. No one is going to win tournaments mashing out specials, you know, there is a such thing as whiff punish. People can try to play like that, but they’re going to get their ass kicked by simple things. Funny how you think your video proves that mashing makes Bison more accessible because OMG look he’s mashing out that special move, but which player won? They both sucked and were mashing, but because he was mashing out stuff and not blocking and she was mashing out a longer ranged normal attack she was winning. You put out a horrible example to support your idea that motion somehow makes characters more accessible and easy to use.
Hell, again, I’ll use myself as an example. When I was a kid I would play charge characters because they were a lot easier to do special moves with. Especially CE Bison, you could literally win by Psycho Crush back and forth and it takes no dexterity or skill at all. Let’s ignore the fact that he was just retarded good, the fact was, as a kid in 5th grade I could do special attacks with a charge character and I couldn’t throw a Hadouken for my life. It wasn’t until I was in 7th grade or so when I was playing on a game pad that I figured out how to do a SRK. I did figure out how to Hadouken in the arcade, but I couldn’t do it nearly as easy as I could charge FBA with Vega or PC with Bison.
On the other hand, MK was always easy input. Scorpion was literally tap back 2x and press a punch button to get his spear. His teleport was way harder to do, but wasn’t required to win. Sub-Zero had easy inputs, too, with the most difficult probably being his ice ball which I was able to do after having learned Hadouken. Slide was super easy. Liu Kang had tap forward 2x inputs. On the other hand, it’s not even the inputs that really make the game accessible, it’s that pretty much every character had the same normal attacks and general way to approach a match. This was true for at least MK1 and MK2. MK3 started spicing it up a little with running, but over all, you still had most characters who played the same outside of special attacks. The fact you could play one character and know how nearly their entire tool set worked and jump to another and do the same, is what made it accessible. That’s outside the easier inputs.
Compare that to SF2, its biggest rival at the time that had every character vastly different from the next with upwards of 16 match ups you needed to know. Even with half the cast being motion, every character had fairly unique normal attacks and special attacks and no two characters would play exactly the same. In SF5, it’s going to still require match up knowledge, character mastery, and so on. Motion inputs do not necessarily make a game more accessible, all it means is that every character should get to capitalize to a similar degree on the fly, while still retaining their own unique characteristics.
Compare early MK to the MK of today. MK of today is way more like SF than it was back then. A lot of characters have unique normal attacks and specials now. It’s changed a lot. By your logic shouldn’t there be less people interested in playing MK because it’s not as easy made as the MK of yesterday? Well, sales proves that wrong. People obviously want to play the game. You know what MK has over SF? Story mode and single player stuff to keep casuals busy. Lots of things to unlock and explore. Multiplayer isn’t necessarily the main draw to the game, even though in the long run, it is. You could easily spend 4 to 8 hours playing MK solo, which is on par with CoD and other FPS games that are mainly played for multiplayer. SF really doesn’t have this. Factor in MK has always had a large following in the USA because of the themes behind it. SF is not trying to be MK by changing up some character’s motion inputs, though, I do feel SF could learn a bit from MK like single player things to do. Besides that point, SF also has a huge following, but tends to attract the more hardcore for a number of reasons, the games are built more with competitive play in mind than “hey bro look at all this cool kung fu and gore shit!”