What I really need to do is get a regular fight night going again, I used to host a small weekly, 5-6 people at most. We played SFIV right at the end of Ultra, and then moved to SFV, but couldn't keep the momentum going. My friend's arcade is amazing, 12 linked Astro Cities, all Capcom fighters. But it's crowded and full of killers lol. You really level up faster if you play sets with the same people, and have time to learn, small groups are great that way. But SFV didn't grab everyone, and it died off.
Maybe we need to learn Guilty Gear Xrd lol. I don't think SFV is gonna bring people right now.
It's not a bad game, but it's got issues. The netcode situation sucks. After the Kolin update today it's even worse. And online is all there is, single player content lacks, to be kind. Just the traditional arcade mode would help that a ton, let people use it to practice and learn new characters.
And it's really rushdown heavy, lots of frame trapping and 50/50 mixups, easy punish combos off of crush counters, v-trigger combo extensions, and to top it all off, the new white life mechanic in season 2 recovers so slow that block strings might as well be eating damage.
It's still fun! But I wish they would buff defense, or add a new defensive mechanic. The Alpha series had Alpha Counters. SFIII had parries. SFIV had focus attacks, FADC, invincible backdashes, crouch teching.
SFV has v-reversals, and they're frankly not even that good for most characters, are straight garbage for others, you can throw or command grab people out of them (Laura player, love doing that shit) and they cost you a whole bar of v-meter. It's a shit deal for defense.
You'd open up the gameplay with something to balance that. A just in time defense, not a full parry, but something that added 2 frames of recovery to an attack if you tap block as the attack hits, keeping them from following up with a button without risking a counterhit, and you reduce the pressure. Reset to neutral. So you have a way of keeping moves out, and go back to you each jockying for a button. But with some risk, because if you're late you eat the hit, and if you're too early you miss the just in time, and they can continue their block string. So it would take some skills, some good reads, some good reactions, some lucky guesses lol. That would elevate the higher level of play.
But since tapping back when you think a hit is coming and holding it just means you're going to go into block, so it's not nearly as risky as the Third Strike style forward parry, and it's a natural motion. Much more friendly to new players.