It's like people have never seen high level smash play... Plenty of screw ups still going on, there are no guaranteed inputs just because they are more streamlined, that is a fallacious conclusion.
As previously stated, the game would be completely unchanged and still be balanced around the traditional experience and only then adapted into alternate input methods. How would the game be worse if it stayed the same?
It's such a shit solution they've actually implemented it before in SSF2TR.
Curious how improved accesibility would alienate more people if the core experience remains unchanged, btw.
Because people aren't buying SFV cause they feel inputs are hard. Once again - MKX is the highest selling fighting game of this generation, bar none, and it has special inputs. People don't get turned off from buying a game due to special inputs. Special inputs don't make or break a game to the eyes of the larger audience. Smash isn't necessarily beloved by casuals because it has universal inputs.
Listen up thread - you want to know SFV's biggest problem in courting casuals? It's because the
act of playing it isn't casual. All of it is very
rigid & committal - none of it feels throwaway. When you approach the game, it feels competitive right from the get go. Competition can be very, very uninviting to the larger audience, and SFV as a gameplay experience screams 'this is super competitive' from the Character Select screen. You pick a character, who looks great & animates on screen, then you sit there for an extended period of time as the game spends its sweet ass time loading you & your opponent into a stage, you play each other, and thats it - match over.
Wanna try another character? Long ass load time, better stick to the character/stage you already picked. Wanna play an AI? Back to main menu, loading times to get there.Wanna switch your controls? Back to main menu, should've thought of that before we got here. Wanna invite a friend to play? other menus, more long ass load times.
Personally, one of the most inviting parts about Smash's gameplay is that you can almost cycle through all its gameplay at a single character select screen. Versus, team battle, items, stages, controls - all of that is accessible through a single character select screen once you reach it, no load times stopping you.
That is accessibility.
Do you know how many times I am in the training room and I would like to just check my CFN 'favorite'/friend list & just invite someone to play a casual round or two? Oh wait, can't check that in the training room - gotta back out through more load times and buried in other menus. SFV needs to open its gameplay experience up, but its not in the moment-to-moment gameplay, I mean its letting me alter my gameplay experience or invite others while i'm playing the game in any mode.
Funny that you mention "my posts" and give me the same reply someone else did regarding Rising Thunder (which does not apply for a comparison in the slightest) a page back and which I've been over before.
As for the bolded... As someone who's very first videogame was SF2 at the arcades and Mega Drive and who grew up obssessing over fighting games, I just don't identify with this at all in any way shape or form.
You're arguing for stream lining/removing an execution barrier, then say Rising Thunder doesn't apply to the conversation but Smash does? It just sounds like you're being selective because one game is a success and the other one failed, thus invalidating your argument.
You might not identify with it, but that has been exactly how people have played fighting games, particularly SF2. This is why particular charge characters, not all, but specific ones get labelled as 'defensive' or 'turtles' from the get-go, or some characters get labelled keep-away, or others get labelled rushdown, and all of these labels can apply to characters just by the very simple nature of how their special inputs inform the surface level gameplay, or how we approach them. I know you're saying "well thats not how its ever felt for me", but that is one of the truths of gameplay feel for a lot of fighting games - the way we do the moves with the character we do them with creates a connection between the player & the character they are playing. It's called feel.