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I wasn't counting frames in SF II. I was instead noticing quirks like how I could hit the Ryu with my Guile backfist if our fires clashed at close range. I didn't know what a link was, but I knew I could jump kick and sweep someone without them being able to stop me if I landed the first hit. I needed someone to explain what a 7:3 match-up was later in life, but I knew the best thing to do against a Zangief was throw fireballs at him from full screen.
The tech, and appreciation for it, was always there. Primitive, yes. Absent, no.
This is how we all grew to love Street Fighter and why it survived past the 2000’s. Casuals made Street Fighter be a popular, beloved franchise. But eventually, highly competitive players grabbed hold of it and spoiled it, and the majority of casuals became alienated over time.
Yes, SF still has a large playerbase, but sooo many lovers of the franchise have left, never to return, and not because of age, but because of the overwhelming sweat. The playerbase could be SOOOOO much larger than it is today, but overly-competitive players ruined it.
Lots of people appreciate games their own way I imagine. True, we're not all bloodthirsty killers, but its possible too that the overly-competitive sweatlord across from you (or beside you, as was often the case in my arcades) is just some other kid who worked out that Akuma's air fireball in SSFT is a royal pain to get around.
https://www.start.gg/
Click Find Events, then Near Me. The door to the past is not closed. It's merely hidden behind the untended shrubbery of abundant online convenience.
Pretty difficult fighting those guys who dedicate their life to playing this.
^ This.
Mindset is so different now. And the sources are so easily accessible on internet. Pros making guides day and night. Not necessarily a bad thing but we’re talking about a gen who reads/watches playthrus on their cell/tablet while playing the actual game. Games like those produced by FromSoftware normalised this behaviour as official/necessary, they made them a habit.
And as a result, we have this game that can’t be played intuitively. Shame, because SF was the only fighting game that didn’t rely on nonsensical and arbitrary ‘mechanics’ to be advanced and deep.
Even Tokido has said in the past it was really just split between the haves, and the have nots. If you had the frame date, if you knew which attacks were minus on block, you already had a huge advantage over your opponent because you knew what could be punished and what was safe. And now everyone has that information right in the game. They levelled the playing field, and if you choose to not make use of the information provided, well, that's not your opponent's fault now is it?
However, there is subset of players for whom figuring the game out and pushing it to the breaking point IS fun - and those players figured out how the games work, and figured out how to play to win. And what they uncovered made it easier for others to get better by imitation.
With an easier access to information, easier access to good players and better tutorialization it is only natural that playerbase as a whole got more efficient in playing the game, if not more creative (I also think SF6 by nature doesn't allow for much creativity).
I honestly get your point - I used to play a lot of RTS very casually and badly with my friends on lan, and playing online VS randos is a very, very different experience. The only suggestion I can make, is that if you can find a group of like minded people you can create a private lobby and have a good, oldfashioned fun unburdened by optimisation and game knowledge. Online, however, you are likely to meet people who will play a competitive game... competitively.