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So Capcom released an Early Access game, priced like a full one

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Coming from a more casual player, I'd love to have more depth to tutorials so that I could learn and even better practice them in story mode and versus CPU's. Lots of the time it feels like I'm twiddling my thumbs and getting nowhere and the only answer people have is to watch a YouTube channel. I don't want that, I want to learn in the game.

All this stupid talk about "they just want to win," no, you're the one who doesn't understand at all. some want to get better, some want to learn the ins and outs without resorting to YouTube and other things that go so far overboard and whatever those numbers mean for inputs. Some like me are being spoken too but not actually taught.
 
yeah, it's very similar to the complaint that you shouldn't have to put in time learning or experimenting or dying to enjoy a game. Nothing will make these people happy, they're just here to complain. So let them enjoy complaining. Would they be happier if people enjoying the game just stopped having such a good time and felt bad for their purchase and started complaining along with them?
Oh bull fucking condescending shit. Video games should explain the systems they put in place that the player uses to play the game. There is zero logical reason to make people dick around with the game until they figure out what a Crush Counter does.

It's why Tutorials are pretty much standard within the realm of games. And it's why plenty of other fighting games have those Tutorials in place, to ease people into how to play the game. Even if people were told what Crush Counters and V-Triggers and all of the other systems in the game do through a Tutorial, they would still need to spend hours of their time learning and experimenting on how to get good at the game. It's not like explaining these systems is suddenly going to turn a scrub into an elite player.
 
sfv-road-map.jpg

Where's the arcade mode?
 
and yet somehow skullgirls didn't manage to breakthrough to the mainstream and turn fighting games into something everyone enjoys and gets good it. How is this possible? If you read this thread you'd believe that if only a game would explain mechanics everyone could display their real skill and start winning more!

Maybe because it was a fucking indie game? Come on dude, don't' be stupid. Skullgirls could've come with free blowjobs and it still wouldn't have been anything more than a curiosity in the eyes of the FGC and the mainstream public.

The fact that it beat the pants off of SFV isn't meant to show that it should've taken the world by storm, it's mean to show that SFV's launch was inexcusable. If a tiny ass indie game that will never get any love can get all this shit, why can't SFV? It's fucking Street Fighter for Christ's sake! It should blow every tiny indie fighter out of the damn water!
 
AFAIK, VF4 Evo's tutorial was is still is almost unanimously lauded, and it came out at a time when VFDC was already around. A good tutorial doesn't need to cover every situation & nuance, but at least the relatively obscure universal concepts that any player of any character should know (IIRC it *explained* the option select throw system).

I find it odd that some would not want Street Fighter to have something like it. It would only benefit/improve the quality of the playerbase.
They don't have the budget for it. The game barely got made as it is, and only because of Sony.
 
Or maybe you're right. Maybe me wanting to know what Karin's V-Trigger actually does is just me wanting easy mode wins with no learning. I dunno. I'm just an noob scrub who should just stop even trying right?

https://www.google.com/webhp?source...v=2&ie=UTF-8#q=what does karin's v trigger do

There's like 5 different sites and several videos explaining it. Is this so hard? is this worth a 600 post thread? Is this worth not buying the game over? Maybe, but it seems pretty simple to me.
 
You missed the point: skullgirls and virtua fighter have shown that spending time making a detailed tutorial to teach people how to play isn't going to make much difference in who actually learns the mechanics of your game.

Oh and this is based on what? Figures and supposition pulled from your arse? What metric are you using to measure what percentage of the user base of those games reached a specific level of skill and how are you comparing that to SF V's user base? Could it be that you are once again making shit up? Shocker

They don't have the budget for it. The game barely got made as it is, and only because of Sony.

Even if they dont have the budget for it, they're producing official guide content on YouTube, they can certainly "afford" to include that in game or at least link to it.
 
Maybe because it was a fucking indie game? Come on dude, don't' be stupid. Skullgirls could've come with free blowjobs and it still wouldn't have been anything more than a curiosity in the eyes of the FGC and the mainstream public.

The fact that it beat the pants off of SFV isn't meant to show that it should've taken the world by storm, it's mean to show that SFV's launch was inexcusable. If a tiny ass indie game that will never get any love can get all this shit, why can't SFV? It's fucking Street Fighter for Christ's sake! It should blow every tiny indie fighter out of the damn water!

Virtua Fighter was at one point one of the most popular fighting game franchises in the world. In its first version on one of the most popular home platforms of all time, it had a super detailed and incredibly useful tutorial mode. One revision of this game cost $20 at launch.

It got one more sequel and a few revisions and now basically doesn't exist.

So, where's the proof that tutorials are necessary for a fighting game to succeed?
 
Bullshit, its not similar at all. It's certainly not similar to a complaint that hasnt been made anywhere bar your head. Though I suppose at least you're mixing it up and constructing sad little strawmen as opposed to simply flip-flopping on what you're actually saying. Learned more about high low mixups from this than I did from the game.

Honest question, and I'm not trying to be combative here: Do any of the major competitive games with (at least somewhat) deep mechanics explicitly teach users when and why to use different components?

I feel like most of them just state what they are and how to do them, but not why or when.

Does LoL teach the intricacies of the different characters, abilities, and items? Does DOTA2?

Does CoD teach users what good combinations of guns and abilities they should look into? When is appropriate to use streak bonuses?

I don't think Battlefield teaches players about squad communication or even what the standard progression of most of the modes even are.

Dark Souls doesn't teach shit all about weapon properties or any maneuvres (spell cancelling, attack cancel dodges, etc).

Do RTS games teach users about good build orders?

I honestly think a lot of deeper games are designed around the ethos that player discovery is part of the game. They will teach you how to do something, but not what specifically it does, how it's used in the meta, why or when you should use it, or what else it affects.
 
Virtua Fighter was at one point one of the most popular fighting game franchises in the world. In its first version on one of the most popular home platforms of all time, it had a super detailed and incredibly useful tutorial mode. One revision of this game cost $20 at launch.

It got one more sequel and a few revisions and now basically doesn't exist.

So, where's the proof that tutorials are necessary for a fighting game to succeed?

Why is Street Fighter the only series that gets excused for only including the bare minimum needed to succeed?
 
https://www.google.com/webhp?source...v=2&ie=UTF-8#q=what does karin's v trigger do

There's like 5 different sites and several videos explaining it. Is this so hard? is this worth a 600 post thread? Is this worth not buying the game over? Maybe, but it seems pretty simple to me.

Yeah it seems simple to a guy with a history playing Street Fighter.

What about the guy that knows nothing about SF? What if this is their first SF game and they got it because it looked kinda cool? What if they've never heard of the FGC before? How are they supposed to know which information they find in a random google search is any good? How can they parse the overly complex info meant for veterans from the info meant for new players without getting so discouraged they they return the game?

This is not how you grow a competitive scene.
 
https://www.google.com/webhp?source...v=2&ie=UTF-8#q=what does karin's v trigger do

There's like 5 different sites and several videos explaining it. Is this so hard? is this worth a 600 post thread? Is this worth not buying the game over? Maybe, but it seems pretty simple to me.

Yeah, just google it.

Lol, what the fuck.

Even Dark Souls doesn't require you to head to the Internet to learn how to play. SFV has probably the most pathetic excuse for a prologue/training mode, between the "press punch to punch" instead of explaining the new battle system, and the 2D art frames that look like they outsourced them to a sixth grade classroom.
 
Yeah, just google it.

Lol, what the fuck.

Even Dark Souls doesn't require you to head to the Internet to learn how to play. SFV has probably the most pathetic excuse for a prologue/training mode, between the "press punch to punch" instead of explaining the new battle system, and the 2D art frames that look like they outsourced them to a sixth grade classroom.

ehh, there are a lot of obtuse things in DS1
 
ehh, there are a lot of obtuse things in DS1

Yeah, the only thing DS really teaches you is press R1 to attack and L1 to shield. It tells you how to do things, but not why, when, or what they mean to the overall system. The menus aren't as clear as they could be either. The leveling, weapon upgrade, and humanity systems are completely opaque.
 
Using any Souls game as an example for good explanation of systems. Yeah this thread has officially jumped the Shark.

The game is a clusterfuck of a launch, by far the worst ive ever seen in a fighter and easily on Diablo 3 levels of fuckery, but the hyperbole going on is equally impressive.
 
https://www.google.com/webhp?source...v=2&ie=UTF-8#q=what does karin's v trigger do

There's like 5 different sites and several videos explaining it. Is this so hard? is this worth a 600 post thread? Is this worth not buying the game over? Maybe, but it seems pretty simple to me.
Having to pull a website with this information doesn't do a great job at proving your point that the actual Street Fighter V video game does a good job at teaching people how to play it.

You shouldn't have to do that just to learn the basic systems of how to play the game. It might not be "So hard" but it's sure as shit harder than it should be.
 
If so simple why couldn't the people who made the damn game put it in, you know... the game?

It was enough work to compile data about gameplay mechanics and character specific attributes and write them in a way that makes sense to the average person that a group of people felt it was worth charging for it.

http://www.amazon.com/dp/0744016967/?tag=neogaf0e-20

But maybe it was pretty simple and the authors of this book just did a lot of copy/paste work.
 
ehh, there are a lot of obtuse things in DS1

At least you can get a shit ton of value out of the Souls games without knowing all of the things it hides from you. PVP is almost never mandatory and you can shore up player deficiencies with some grinding in most cases.

Meanwhile you can't be expected to get a lot of value out of almost any fighting game without knowing the basics of what the moves do or how to combo properly because so much of the value is the PVP and you will get annihilated online without proper knowledge.

I got through most of DS1 without looking up anything online. If SFV was my first SF game, I'm not sure I could say the same thing.
 
Having to pull a website with this information doesn't do a great job at proving your point that the actual Street Fighter V video game does a good job at teaching people how to play it.

You shouldn't have to do that just to learn the basic systems of how to play the game. It might not be "So hard" but it's sure as shit harder than it should be.

That's not the point i'm trying to make. The street fighter 5 video game does a bad job of teaching people how to play it. I'm saying that isn't a problem and isn't a requirement or expectation you should have when you buy the game. Community resources exist and should be used to their fullest.
 
Yeah, the only thing DS really teaches you is press R1 to attack and L1 to shield. It tells you how to do things, but not why, when, or what they mean to the overall system. The menus aren't as clear as they could be either. The leveling, weapon upgrade, and humanity systems are completely opaque.

There's literally a help button that explains every single stat.

Hey by the way did you guys know a yellow arrow means "hold this direction" in the move list? I have no idea how long exactly you're supposed to hold it, maybe someone will eventually ask on Yahoo Answers.
 
Honest question, and I'm not trying to be combative here: Do any of the major competitive games with (at least somewhat) deep mechanics explicitly teach users when and why to use different components?

I honestly think a lot of deeper games are designed around the ethos that player discovery is part of the game. They will teach you how to do something, but not what specifically it does, how it's used in the meta, why or when you should use it, or what else it affects.

I'm afraid I'm a little unclear what you mean by "when and why to use different components". But assuming I've a rough idea what you mean I'd say several do, two germane examples that have popped up here being Skullgirls and Virtua Fighter 4 EVO. I also think there's a difference between allowing player discovery of emergent use cases and being purposefully obtuse. I think I've covered it thoroughly in other posts already. I'd also say that most games do tell you fairly specifically what something does (you know explicitly what your powers do in DOTA 2, what your units do in an RTS, what your cards do in Hearthstone, what your VTRIGGER does? Who knows!) and the better ones give an indication of why or when you should use it. The issue here is that the game has several systems that it arguably doesnt tell you how to use, and certainly not what they do. In a lot of cases "experimentation" isnt going to reveal what your V-TRIGGER actually does, you have no recourse but to resort to searching the internet. Capcom is clearly aware of it so one can conclude that theyve simply abrogated even this minor responsibility and needlessly created a pointless little bit of frustration for players (new players especially).

Yeah, the only thing DS really teaches you is press R1 to attack and L1 to shield. It tells you how to do things, but not why, when, or what they mean to the overall system. The menus aren't as clear as they could be either. The leveling, weapon upgrade, and humanity systems are completely opaque.

They have however got less opaque with every iteration of the series, with no detrimental effect to the experience. Which makes me wonder why people are so defensive about adding more robust tutorials to SFV
 
It was enough work to compile data about gameplay mechanics and character specific attributes and write them in a way that makes sense to the average person that a group of people felt it was worth charging for it.

http://www.amazon.com/dp/0744016967/?tag=neogaf0e-20

But maybe it was pretty simple and the authors of this book just did a lot of copy/paste work.

Plenty of games with guidebooks have tutorials. Saying that games should be stripped of their teaching methods to sell it back to players seems like an odd path of logic to me. Especially for a game which is already being criticized for lack of content, the very least they could do in my eyes is teach the players how to get their time's worth out of that content.
 
Why is Street Fighter the only series that gets excused for only including the bare minimum needed to succeed?

It's not, did you see spaltoon last year. People were soooooo please that content was going to be given to them slowly over months cause Nintendo can do no wrong.
 
That's not the point i'm trying to make. The street fighter 5 video game does a bad job of teaching people how to play it. I'm saying that isn't a problem and isn't a requirement or expectation you should have when you buy the game. Community resources exist and should be used to their fullest.
That's a really terrible opinion to have. Especially considering that plenty of other games in the same genre make sure to teach the player how to play the game. There is zero reason to not expect it when most of the other games in the genre teach you what you have to do within the game itself. In fact, the game we're talking about even does teach aspects of how to play the game. It just doesn't take that teaching to the degree it needs to.

Community resources shouldn't be what people lean on when learning the basics of playing a video game. That's the exact reason Tutorials exist.
 
It's not, did you see spaltoon last year. People were soooooo please that content was going to be given to them slowly over months cause Nintendo can do no wrong.

That content was given to players for free and with no grinding. I don't think thats really a similar comparison.
 
That content was given to players for free and with no grinding. I don't think thats really a similar comparison.

You do have to grind in Splatoon to an extent to afford the weapons and gear that were presented as free updates. Similar free gameplay mode updates are coming to SFV
 
That content was given to players for free and with no grinding. I don't think thats really a similar comparison.
Most of the content that's going to be patched into the game is going to be free without grinding. The only things that aren't are going to be some characters and costumes. By and large, SFV is very comparable to how Splatoon launched and released content. They both are releasing modes that probably should have been in the game at launch well after the initial release date.
 
Honest question, and I'm not trying to be combative here: Do any of the major competitive games with (at least somewhat) deep mechanics explicitly teach users when and why to use different components?

I feel like most of them just state what they are and how to do them, but not why or when.

Does LoL teach the intricacies of the different characters, abilities, and items? Does DOTA2?
It has mouse over tool tips that explain what an item or skill does (like it might say Sword of something - +1 attack restores hp over time). Some of them say what kind of character it is, support, carry, tank etc which then gives you an idea of the role of said character. Like, even if you don't understand games I think you'd work out a "support" type character would be one to offer support to the team in a team based game.

Does CoD teach users what good combinations of guns and abilities they should look into? When is appropriate to use streak bonuses?
No, but it does say what attachments do (and shows how it affects stuff like weapon damage, range etc) and it tells you what the abilities and kill streaks do and how much points you need to use them in a match.

I don't think Battlefield teaches players about squad communication or even what the standard progression of most of the modes even are.
I don't think so but the keybinds pretty much tell you that Q (or whatever) is to mark/call out and hold is for the communication menu which while not something like proper voice communication and strategy is a mechanic in the game. And I think the menu tells (or did when it was a menu) what to do for the modes (like capture points, blow up gold etc). I think it said that on the loading map screens? I don't know since they went to battle log and having all the menu stuff outside of the game.

Dark Souls doesn't teach shit all about weapon properties or any maneuvres (spell cancelling, attack cancel dodges, etc).
Well it does tell you weapon damage and type, the stats needed, the type of weapon (great sword etc) but no, it doesn't say about things like animation cancelling but I don't think that stuff is intended. Like, you can mash on roll and find out you can dodge out of an animation before it should end or something it's not like an actual intended strat.

Do RTS games teach users about good build orders?
Not to my knowledge but the SCII might, not played it though.

I honestly think a lot of deeper games are designed around the ethos that player discovery is part of the game. They will teach you how to do something, but not what specifically it does, how it's used in the meta, why or when you should use it, or what else it affects.

The thing it, even in games where it doesn't tell you why or when you'd use certain things it gives you enough information to work it out yourself. Like in CoD it tells you what a silencer does, makes your gunshots not show up on the minimap, with that information you can then implement it into your strategy. SFV doesn't tell me what Karin's V-Trigger does so I can't implement that into my Karin matches (or know what to do against it).
 
That's a really terrible opinion to have. Especially considering that plenty of other games in the same genre make sure to teach the player how to play the game. There is zero reason to not expect it when most of the other games in the genre teach you what you have to do within the game itself. In fact, the game we're talking about even does teach aspects of how to play the game. It just doesn't take that teaching to the degree it needs to.

Community resources shouldn't be what people lean on when learning the basics of playing a video game. That's the exact reason Tutorials exist.

Yeah, it feels like jumping into the deep end of a pool, at least for me. I get and understand the community aspect but I'd also like a tutorial too to learn at my own pace before getting there.
 
It was enough work to compile data about gameplay mechanics and character specific attributes and write them in a way that makes sense to the average person that a group of people felt it was worth charging for it.

http://www.amazon.com/dp/0744016967/?tag=neogaf0e-20

But maybe it was pretty simple and the authors of this book just did a lot of copy/paste work.

We should be thanking Capcom for not including tutorials or complete move data in the game because we can now pay for that privilege instead? I loathe throwing around accusations like shill or fanboy but that argument makes it hard to think anything else. Also I imagine the writers of the guide did do a lot of copy and paste, its the official guide linked to on the games homepage it would be astounding if they didnt get their mechanic and frame data from Capcom.

That's not the point i'm trying to make. The street fighter 5 video game does a bad job of teaching people how to play it. I'm saying that isn't a problem and isn't a requirement or expectation you should have when you buy the game. Community resources exist and should be used to their fullest.

Other recent fighting games do it, why isnt a reasonable expectation and why is it ok for a developer to farm out work to the community?

Yeah, the only thing DS really teaches you is press R1 to attack and L1 to shield. It tells you how to do things, but not why, when, or what they mean to the overall system. The menus aren't as clear as they could be either. The leveling, weapon upgrade, and humanity systems are completely opaque.

They have however got less opaque with every iteration of the series, with no detrimental effect to the experience. Which makes me wonder why people are so defensive about adding more robust tutorials to SFV
 
They don't have the budget for it. The game barely got made as it is, and only because of Sony.

That's understandable, and I'm glad the game was made & released when it did. The main reason I entertain the notion is because Capcom has stated that one of their goals was to make SF more accessible & bring in newer blood. Letting the uninitiated know the basics would've been a good way to foster that, in addition to the streamlined mechanics they implemented.
 
well time will tell how awful and horrible it is that fighting games rely on community resources to provide information and strategy.

I think it's been the norm for years and i don't see why it should change. I guess people have a real problem with opening up an eventhubs or SRK page and reading a little bit.

Capcom decicing "well the information will be out there, we don't need to write a ton of tutorial text explaining every v-trigger and every v-reversal" isn't some nefarious, evil scheme to "abrograte" responsibility, it's an acknowledgement of the reality of the internet and how people are going to seek out information about this game both on their own official channels and through community resources.
 
Honest question, and I'm not trying to be combative here: Do any of the major competitive games with (at least somewhat) deep mechanics explicitly teach users when and why to use different components?

I feel like most of them just state what they are and how to do them, but not why or when.

Does LoL teach the intricacies of the different characters, abilities, and items? Does DOTA2?

Does CoD teach users what good combinations of guns and abilities they should look into? When is appropriate to use streak bonuses?

I don't think Battlefield teaches players about squad communication or even what the standard progression of most of the modes even are.

Dark Souls doesn't teach shit all about weapon properties or any maneuvres (spell cancelling, attack cancel dodges, etc).

Do RTS games teach users about good build orders?

I honestly think a lot of deeper games are designed around the ethos that player discovery is part of the game. They will teach you how to do something, but not what specifically it does, how it's used in the meta, why or when you should use it, or what else it affects.

fucking exactly. people complaining that the game doesn't teach you anything should print this and stick it to their foreheads.
 
That's not how early access works. Generally you pay a set price (sometimes lower) and you can basically play what parts of the game are ready early.

So everyone have to pay again or early access owner got discount when the game release at it's final form?
 
So everyone have to pay again or early access owner got discount?

No, you just pay what you payed for the early access, and then you own the full game when its ready too. Its kinda like paying to play a beta until the full game it out, I guess.
 
It's not, did you see spaltoon last year. People were soooooo please that content was going to be given to them slowly over months cause Nintendo can do no wrong.

Did I fall into an alternate dimension where Splatoon wasn't also criticized for being bare-bones? If there is a difference in reactions its likely due to price (Splatoon wasn't full price in Europe and Japan), expectations (Splatoon wasn't the premier IP in its genre) and the actual nature of the missing content (what seems missing in SFV is more egregious given genre norms though this might be more subjective). Even if a lot of people were ok with how Splatoon launched, it still received a lot of criticism for its content on launch.
 
It was enough work to compile data about gameplay mechanics and character specific attributes and write them in a way that makes sense to the average person that a group of people felt it was worth charging for it.

http://www.amazon.com/dp/0744016967/?tag=neogaf0e-20

But maybe it was pretty simple and the authors of this book just did a lot of copy/paste work.

Prima game guides are marketing deals between prima and the company making the game. They have absolute inside access.
 
fucking exactly. people complaining that the game doesn't teach you anything should print this and stick it to their foreheads.

"Other games out there drop the ball in this regard so its ok if this game does it even if other games in its same genre have been getting better and better at addressing that problem!"

SMH

Anyway, it's fine if you don't personally care but can we not pretend its not a problem?
 
It's not, did you see spaltoon last year. People were soooooo please that content was going to be given to them slowly over months cause Nintendo can do no wrong.

It got criticized for its light content and some reviewers even went back to re-review after all the content released and earned a slightly higher score.

Also the single player content taught you everything about the game naturally and how you can use it in multiplayer.
 
I think the only bad part is that they treated it as a launch officially, despite releasing materials that made it really obvious it was going to be an "early access" sort of thing. I'm happy it released now because all I care about is training, online, and local versus, but someone that sees that "Street Fighter 5 has launched" is going to think it's feature complete. And, as we all know, consumers are dumb.
 
well time will tell how awful and horrible it is that fighting games rely on community resources to provide information and strategy.

I think it's been the norm for years and i don't see why it should change. I guess people have a real problem with opening up an eventhubs or SRK page and reading a little bit.

It hasnt been "the norm" for years, which is what makes it remarkable, in fact its most recent direct predecessor had a more robust tutorial (a low bar admittedly), as do most of its recent competitors. I guess people have real problem sticking to actual facts.

Capcom decicing "well the information will be out there, we don't need to write a ton of tutorial text explaining every v-trigger and every v-reversal" isn't some nefarious, evil scheme to "abrograte" responsibility, it's an acknowledgement of the reality of the internet and how people are going to seek out information about this game both on their own official channels and through community resources.


Not every, any. And no its not an "acknowledgement of how people are going to seek out information", by including no alternatives Capcom have left the user with no, well, alternative but to turn to third party sources for information. If the material was available in game then that's likely how most people would gain the information (based on users general preference for information from primary sources).
 
Going into the Dark Souls style thing because I think that is interesting:
With Dark Souls firstly, the world and game is meant to be obtuse and obscure. The story is vague, how to get certain items and trigger events etc. I'm not saying it's good or bad, just it was designed that way. But the game does teach you what to do. The messages tell you how to attack, defend, run, roll, jump, equip things etc. It gives you the basics, which you could argue that SFV does also. It doesn't "say press this and then this to cancel the last few frame of animation from drinking estus" nor "use this pyromancy against this enemy type or when an enemy is recovering". It does intuitively tell you about drop attacks by telling you about them when you are on a ledge above an enemy, you use it, you understand it does a lot of damage you now know when to use the attack. IT even comes into play in the first boss (outside the asylum) where you can bait the enemy to a tower you can climb up and drop down onto him for a simple win.

Also various items tell you what they do. Sometimes it's not "boosts attack for 3 minutes" but something like "this drink is said to make whomever drinks it as strong as a capra demon for a limited time". Some straight up say things like "prevents estus healing in an area". So while it doesn't tell you "do this now, do this when this happens" it tells you how to use the tools but not so much when or why. You learn how to parry because it says in a note "L2 with shield equipped: Parry" but it's up to you to implement it. SFV says "Press hKick and hPunch to V-Trigger" but doesn't tell you what that means because it's different for each character. And not in a "Camy's kick is different that Ryu's kick" but in a "Nash teleports but Rashid kicks out a wind wall and Karin's hand kinda get set on fire".

Would it be nice for the game to coach you and say this is when you use this, this is when you use that? YES! It'd be very helpful to new players and help grow the community. Guilty Gear Xrd has a bunch of different cancels, like you use it in the air it does one thing, use it when getting attacked it does another etc but the game actually says why you would use them. It's still part of explaining what the mechanic does and it's like a few lines but it helps.
 
AFAIK, VF4 Evo's tutorial was is still is almost unanimously lauded, and it came out at a time when VFDC was already around. A good tutorial doesn't need to cover every situation & nuance, but at least the relatively obscure universal concepts that any player of any character should know (IIRC it *explained* the option select throw system).

I find it odd that some would not want Street Fighter to have something like it. It would only benefit/improve the quality of the playerbase.
correct

vfdc has been around since late 90's, VF4EVO tutorial is an incredible tool, still useful today.
 
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