LoL, Sim can combo 2 standing LPs into a crouch LK. That just feels... odd? comboing into a slide, even if it is THAT slide.
LOL, I'm getting used to Sim now it seems. That fight I just had with Necalli felt like a DBZ battle with all the warps, not-even-my-final-forms, and overall total screen movement. Mid-screen Yoga flame mixups after throws and such feel good, and Nec's charging slash gives me ample excuses to counter with st.MK XX Yoga Flame.
The tutorials should be interwoven into the campaign in ways that teach dealing with certain scenarios that one might encounter when playing against humans. I think Soul Blade did this pretty well with the RPG mode. Just seems weird that fighting games have gone so far back with trying to teach new people to the genre how the games should be played. An arcade mode with bad AI is not going to teach anything. Getting bodied online is only going to discourage.
I think the thing is that FIghters characters are expensive to create in comparison, and that's where the money goes, unless you're WB. Soul C had great single player stuff... in games that were either released in arcade first, or are considered some of the worse multi-player balance in the series.
Teaching during story isn't an all win; people will complain the story lags too much because they get stuck at trials instead of seeing the plot advance.
KI has a decent story mode, though, and it's AI actually seems to use tactics programed into the game either by the devs, or learned from the Shadow AI they implemented. They start doing patterns, or using traps against you, rather than just psychic DPing everything. They have some CPU-ities (Breaking combos predictably at times) but even those are more like patterns from a real player, rather than just super CPU.
Fighters would probably do better at Story if it could be released separately, either BEFORE the game full releases (like a story being a demo for the character reaching the full game), or developed after they were released, to flesh them out more. Business models that let them sell the core experience as a product (like with arcades) and then the SP, secondary experience, and make a profit off of both, just seem ideal for the genre. Unless you have a lot of money to throw at each release.
It's nice how SFV's early tutorial is a story-style aspect, though, I hope this carries throughout the release.