Then you know Ultra Street Fighter IV, specifically the 360 version a.k.a the tournament standard for the longest time, had a little more than 5 frames of input lag, right?
SFV has a little less than 3 more frames of input lag. You're losing your shit over less than 3 frames. If you're a competitive tournament player who thrives off hard reactions, then alright. If you're just a regular dude like most of us, then have you even noticed it up until now?
I see this coming up all the time. Of course people noticed. Most didn't outright say "this game has a lot of input lag" because it could be for other reasons, but everyone noticed, for example, that teleport mixups were a lot stronger in this game for whatever reason, and that it was much more difficult to block/punish them, even if you could just fine in a different game. Everyone noticed that whiff punishing was a lot harder in this game, and people can get away with pressing shit they wouldn't get away with in other games.
First thing I did when I played the first PC beta was to open NVidia control panel and disable vsync for the game (once I noticed there was no in-game option), it's also how I play USF IV. Input lag has always been noticeable and undesirable. It's the reason the 360 version was the tournament standard, after all. It's not actually like the arcade, it has less lag, but lag is bad, and thus the 360 version was objectively better. Only now we have people defending lag, that's the thing that has changed.
USF IV on PS4 had around the same amount of input lag when it came out, "only 3 more frames", and what did people do? Call that version a laggy piece of shit.
Everyone notices it.
That still doesn't explain the 1f difference between legacy sticks and PS4 sticks.
So some sticks have less input lag or PS4 sticks add even more on top of the 8 frames? This is ridiculous.
And people defend it as if it was part of the game's balance, and not an issue.
I don't doubt they kept that in mind while balancing, since they had to test their own stuff, and the input lag affected their decision making, but if they want a game where you can get away with shit you wouldn't normally, they can just change the frame data of moves to keep that aspect, they don't have to actually make your input response worse. If they don't want me to be able to block something on reaction, for example, make that something faster, instead of creating a situation where I do react fast enough to the move, but the game refuses to listen to me.