Upon release, Street Fighter 5 did away with option selects and was an all out offense fest thanks to the deadly combination of input lag, a different attack priority system, Crush Counters, and V-Trigger damage output.Ĭharacters often appear very similar on the visual front, as we see tons of attacks and movements from characters' SF2 and SFA iterations almost directly ported into modern titles. When Street Fighter 4 ended, much of the gameplay was based around strong neutral play, whiff punishing, and option selecting opponents once you had them in your sights. Jump to Street Fighter 3 with its global parry mechanic, however, and fireballs lose some 90% of their efficacy. "Legacy skill," as Max accurately puts it, is not a thread that tends to run through Street Fighter.įireballs, for example, were massively important in Street Fighter 2 and so developing skills around throwing and maneuvering around projectiles was absolutely crucial. There absolutely are differences on the macro and micro levels between Tekken entries, but transitioning from one Tekken game to another tends to be a lot more fluid than from one Street Fighter game to another. It's also worth pointing out that other franchises don't see as much change from entry to entry, as Tekken, for example, is known for being fairly consistent in this avenue. After all, Capcom has spent the last six years fine-tuning SF5 to finally be the game it is today. It's easy for and easy to see why people tend to fall into something of a matter of fact expectation that the franchise will only have a few surface-level aspects tweaked.
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