fighting game principles were born on these games
no gimmicks (running, rolling), no easy modes (k-groove, sf4 bar), these are the games that take absolute skill to win with, this is where basic tactics such as footsies, zoning, etc are absolutely essential
For real though, the game is built on footsies, zoning, and requires strict timing and execution. No gimmicks (some people say the super meter is but I disagree), just pure SF.
SF4 is your first real SF game so it is obvious that you wouldn’t understand. Hell, even the basic concepts of footsies and zoning exist in SF4 but again, you fail to realize the importance of it so you saying iterations of 2 are garbage makes sense.
by slowdown, I’m sure he meant during some combos where you can combo a sonic boom and a backhand or some ish like that. I can’t explain it but I’m sure if you saw it, you know what he means.
Hyper … HD comes in 2nd. HD is probably more fun that Hyper , but there’s still alot of BS in the game. HF is more technical. You can’t just be “wild” in HF… you can only be smooth and aggressive. Careless aggressive type players will FAIL in HF.
HF is (IMO) most balanced, but the ST gameplay is just too sexy.
The downside of ST is that it can get stale (eg who pokes who, who gets the first move in, lot of trade-offs etc etc), and counterpicking can ruin your day. However if you can get some GG’s, I’d still play it as much as I did back in the day.
SF4 (again IMO, don’t hate me for saying this) - feels to me like a nice upgrade to the EX series. I still enjoy playing it, but ST remains best for me, way beyond nostalgia reasons. But I don’t expect you to understand.