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I am not at your age but I can see it coming on the horizon and I do a lot of thinking about exactly these kind of issues. What is it going to feel like to wake up one day and realize the world has moved past you before you even realized it was going past. Thanks for this post, it's too genuine to be here in the Steam forums.
Basically, internet happened and now people are good. lol
Whether that be Burst mechanics, Roman cancels, Supers, combo breakers, or in your example, Drive gauge shenanigans. They were all added to have an extra layer of complexity to what was otherwise already known and/or "figured out".
Whether that's a good or a bad thing, I don't know. But seeing as how every new fighting game is forcefully introducing some new mechanic(looking at T8 and their heat stuff), it's not something going away anytime soon.
Know this, though: game is built with an aggressive playstyle in mind, it's true, but patient players can still reap wins. You, as a Ryu main, should know. Yet you say it's impossible.
1)Are you playing on the Battle Hub? 2)What's your current rank?
If you answer yes and anything from Gold and above then it's understandable why you're having issues.
Save for perfect parries, nothing of the Drive mechanic is hard to learn, btw.
So, I do think it's me just being an old fart saying "things are too different than they used to be", because I've been saying it with every different iteration. But also, it just feels like the new games have no room for someone with old, stubborn mindsets like me. I guess that's one thing that didn't change back then. You could have the same "bad habits" from World Warrior, to CE, to HF, to SSFII, to Super Turbo - and they would still work, relatively. You could still "get away" with playing "old school." Now, that's not the case at all, and it's "get with the times and learn 21 chain combos" or you won't make it past Gold Rank.
At least, that's the way it feels to me.
I guess if I have a gripe that I would put into specific words is that games like to introduce the "newfangled mechanic" that everyone HAS to learn, in order to be any good at the game. And me coming from this stubborn mindset, I refuse to learn them. I stick to my hadokens, shoryukens, high punch/kick anti airs, sweeps, and timed grabs. And I had the same problem when IV came out, with all the gauges. And I had the same problem with V, with V Trigger. and now with 6, with all these new things.
I just think that it kind of cheats people that want to learn a "basic, foundational, way" of playing Street Fighter in general. Like if I taught you how to play football, for years. And then one day, I show up and say "everyone gather up." We're learning how to play THIS season's football: It'll be played with hockey sticks. And the ball is made of wood. And you don't kick it with your foot, you kick it with your knees only. But OTHER than that, it's the same old Football.
I don't deny it's my problem. I just wish it rewarded us for sticking with the franchise for 36 years, instead of "punishing us" for not "getting with the times, and learning the new ways.
As I said, maybe it is time to just pass the baton, and leave the game to the younger generations that CAN keep up with the higher skill levels, and have the desire to. (since I'm too lazy and unwilling to do so)
That said, if you need blood pressure medication because of ranked mode I think there is more at play than just a supposed lack of skill. If you truly are too tired and lazy to want to improve at the game then you also shouldn't be too worried about your rank going down. So perhaps you care more than you're letting on. But just so you know, modern controls are there for a reason. There is no shame in using them if those help you keep up while not being as dedicated as the over 40 pros like Daigo, Itabashi Zangief and Sako.
For Street Fighter 6 there's Modern controls, there's Drive Impact which newbies can use to break out of pressure. And unlike fighters from the last generation there's a lot less 50-50 mixup till you die stuff going on. But yes there's a learning curve with Drive Rush and Drive Impact.
I've always felt fighting games are a 1000+ hour investment though. As in, if I'm not prepared to put 1000+ hours in (and it can be over a few years), I should just stay casual. Especially since modern matchmaking means the top end isn't a local arcade champion anymore but Evo or Capcom Cup winners and top Twitch streamers.
You don't get good at any other sport or game by ignoring parts of it. Drive rush every third hit is not especially hard when its one button, but if that's too hard Honda can get 50% off drive rush every hit and ken get 33% off just starting with a drive rush and zero cancels etc.
You certainly don't need to be "perfect" with drive impact whatever that's supposed to mean, I barely even think about that mechanic beyond don't use careless pokes and I made it to master easy enough with just some good fundamentals.
You very easily can get good at this game by picking any common scenario and labing that scenario until you are certain your solutions. After that you just practice them in some rounds when that situation pops up.
If you don't want to take the time to practice and learn of course you are going to be worse than the people who do. Information being easily accessible in the modern area exaggerates that divide and you see it more because its not just your local arcade but that divide has always existed.
The classic King of Fighters '98 is a good example: You've got reversals, alternate guards, proximity unblockables, hops, hyper hops, super jumps, guard cancel strikes, runs, rolls, throw breaks, guard cancel rolls, MAX mode, etc, etc, etc. Plus as this series in team-based, you have to "git gud" with multiple characters, not just one. Plus there's the execution barrier of complex (and often strictly-timed) controls for these games.
The mechanics of SF6 are quite simple and easy to understand when compared to fighters like KOF '98 (even though very flexible). Moreover, SF6's "Modern" control system makes the game more intuitive and accessible than ever before. Anyway - as you'd know - the general consensus amongst experts like Justin Wong is also that fundamentals are also far more important and effective than flashy combos.
As for the cell phone example, to be fair, modern phones are far more intuitive, powerful, flexible, and easy to use than they ever were. Ditto operating systems. I'm sure you remember using DOS. Maybe installing Windows 3.1 on top of it. Dealing with config files. Now the latest versions of Windows - which are far, far more powerful - take care of all that back-end stuff for you. We're spoiled rotten compared to what came before.
Maybe you've just outgrown the genre.
if you have a lot of people trying to be good at something the competition gets fierce fairly quickly. Thats why life is hard in general, videogames are fairly easy by comparison.
Meanwhile in niche areas like "speedrunning games that arent built around time attack" you can be the best if you beat 4 other people none of which has strong real life incentives to actually be good at doing the thing(like large cash prizes at CPT or EVO - still fairly tame compared to real life tho). Not exactly an achievement.