DY_nasty said:
This may sound odd, but SSF4's scrub level is a lot more fun and accessible than BB's while at the same time being much more complex game. Anything at all above mashing, and BB is simpler by far.
Making the 'leap' is much more difficult in SSF4 than Blazblue.
In BlazBlue, a recurring scenario is that of the jump out. For most characters, jumping out of pressure is a very viable option because of how fast they occur (some jumps are as short as 3F). Therefore, it's important to consider this option in your blockstrings and you must appropriately punish it. So, do you:
1. Anti-air, because it will stuff the jump (if your opponent doesn't jump, you are probably vulnerable and you leave yourself open to pressure and possibly a CH, depending on your character)?
2. IAD grab, because it will chase the jump and if your opponent doesn't jump there's frequently not much they can do about it (techable, and if you guess the direction of your opponent's jump incorrectly you will probably be hit; there are also many characters with options in the air that will beat this straight up, and if it's read by your opponent they can probably even beat it OTG)?
3. Jump and continue your pressure in the air, which will keep you in the advantageous position (your opponent may have a considerable frame advantage depending on what you used to end your pressure and some characters can punish this very hard; as well, if your opponent doesn't jump you are in a very awkward spot)?
4. Perform a standing grab as an OTG mix-up (if they jump, you're probably going to get hurt, and if they don't jump, there's a good chance that they're trying the same thing; this will also invariably put a hole in your string unless you do a purple grab, which will get teched everywhere but online)?
5. Backdash to reset to a neutral position due to the relative strength of your character's neutral position (this doesn't really net you any damage directly and is an outright bad option against zoning characters and characters with a huge neutral advantage; this can also be punished very hard no matter who you are)?
6. IAD backwards to create distance (pretty much the same as the previous option in terms of disadvantages except easier to chase for some characters and harder for others; if your opponent doesn't jump, you're in trouble)?
7. Forward dash to extend pressure (not an option for some characters, and if your opponent doesn't jump you are now at a disadvantage)?
8. Perform an empty jump to bait your opponent (can get you grabbed if read properly, and if your opponent doesn't jump you're likely just going to land into a block string)?
9. Stand there and do nothing (Relies entirely on your opponent not predicting this because if he does, at best you'll end up neutral)?
I came up with nine potential options that are not character specific (okay, so Tager can't dash) that are all viable (specifics varying by character) responses to an extremely common scenario. All of these options can be punished if they are read, and if you use them too much, an opponent will read them. How can this game be called simple? This also relies on you knowing that your opponent can jump out and your opponent knowing that he can jump out, both tidbits of knowledge that aren't exactly easy to come by.