Granted there may be an argument that SF4 exceeded expectations and should not be the norm for what we judge other alliterations of the SF series… but enough with my reasoning for posting my thoughts and more on the thoughts themselves.
Many have speculated on the numerous reasons sfXt dwindled in depth when compared with SF4, but personally I believe the combo system lacked technicality.
There is obviously more to it, and this is why it failed in my eyes… a personal opinion;
This new addition to the SF franchise, which being made by CAPCOM and as such it should be judged, adapts the MK9 dial a combo system in more ways than one. I can understand reading the opponent is good reasoning behind pushing any sort of button, even in street fighter 4 there is no way to know for sure is the opponent was controlling space to shut down options or reacting when watching the opponent.
However this allows the spectator to exaggerate the players ability and the player to build his ego, it’s entertaining to watch and more importantly analyze. In sfXt I personally was doing the combos in day one that I would be repeating to this very day, who needs training mode when there is no need for precise button inputs.
SF4 reduces allot of the precise inputs that gave its other sister titles their notoriety (in) competitive game play, but my worry is this.
The way the SF franchise is going is to reduce to the game play as much to appeal to the widest audience, which may be a good business model, but were will the FGC turn for competitive play?.
I quite like street fighter and would rather not have to switch to tekken for some technical game play, maybe MK9 will do away with there predictive play and allow for precise button inputs in the future?
Will capcom adapt a block button into their future titles?