Played 3S for a long, long time. Learned most of what I know from it and always try my best to retain the 3S mindset in every fighting game.
In regards to SFV, it’s no secret on this forum that I do not at all consider SFV to be a very good game at this point. However, in comparing to 3S, the best I can say is… I think if you were to take all of the flaws and garbage in SFV and brush them aside, you might underneath it find a hint of SF3. Not Third Strike though, I feel like SFV if it played more at it’s core elements, would feel (currently) like New Generation than 3S. That’s not particularly a compliment, as NG is not a very good game, but it’s basic elements would be fitting for an SFV comparison.
I tried really hard to like SFV, but the more I played it, the more I realized it was just not fun. All of the things I find flawed, while in isolation would not bother me, are so abundant that it just culminates into a very unsatisfying experience. There was a time after I was done with SFV that I went back and played 3S after not playing it for about a year, and I was just blown away by how easy it was to whiff punish, react to everything, control my space – if I wanted to keep someone out, I could. SFV is just too random and restrictive for me.
If you haven’t already read my complaints about SFV, I’ll quickly write a few…
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- Input Delay/Leniency/Buffer
- Hitboxes designed by robots, with an emphasis on hurtboxes, which completely destroys move interaction and move priority (button priority is different). It is rare to even have moves with hitboxes extending beyond the hurtbox (especially in the air). Aerial hurtboxes are universal and don’t match anyone’s jump animation.
- Frame data by virtue of the input buffer is formulaic and results in excessive repetition in matches
- No active frames
- Slow throws
- Entire V-System does not interact with itself in anyway that could be called organic and are very bland in most cases
- VTs are essentially comeback mechanics with strength comparable to ultras, and perhaps arguably even more poorly designed
- Meter building for both bars is completely ass-backwards.
- Weak character options and character move variety
- Arbitrary removal of any form of complexity
- Restrictive juggle system
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And so on…
It really is an endless list. The end result is that SFV is a game where everyone plays in similar ranges, with weak buttons, with the constant threat of various committal things like jumping, dashing, or random buttons, preventing you from playing efficiently. You don’t have a space to play at, nor the reaction speed to defend against it, so every action you take is a ridiculous risk because of that. There is a reason Daigo for the longest time tried to play the reactionary game, and it was my train of thought as well, and it’s essentially this…
In 3S, the entire point of the game is to force your opponent to take a risk, so you can punish it. 3S is a game of punishment. How good your opponent is, makes it especially harder to push them to the point of taking a risk. In SFV however, people take risks, constantly. You don’t have to make them do it, you don’t have to form an immaculate offense or a great footsie game, they will take risks – always. If you could just react to it and punish them for it, you could win every time. I know Daigo was seeing it too, this was very clear in S1, where he kept seeing how even the best players would take risks, so he thought… “If I just sit and block, and be super respectful, eventually they WILL give me something to punish.”
And it’s true, they do. It’s just, with the delay, and really awkward slow throws that coincide with most medium normals, the lack of any defensive options – it’s hard to react in SFV in neutral and on the first initial wake-up sequence it is just rock-paper-scissors. Ideally it’s the best way to play right now with how people are playing, but it’s just not possible. SFV does not reward consistent play, it rewards going balls to the wall crazy.