Hope 6 plays less like 5 and more like 4. I was a master at SF2, very good at 4, terrible at 5... for some reason the timing just felt off to me on all the combos. I hated it and never broke silver as a result.
I have been playing street fighter games for 28 years and SF5 is by far the worst street fighter even made.
The only reason that pros keep playing it was because of the money.
Maybe most of those guys saying things like "SF5 was the best" or "SF5 was the most successful" are new to the fighting game genre and only have experienced SF5.
The thing is that even the Pros despise this game with passion...
Take a look at this master piece analysis s and on the Pros interviews.
Bullshit, many of us who like it are here since SF1.
People keep playing the SFV because like it, and there are more people playing it now on Steam (excluding short timed peaks of character releases, big gameplay updates or big tournaments) than ever have been in any Street Fighter published on Steam, the only platform where can track active players.
Only a few pros in the world earn enough playing to make a living of fighting games. They keep playing every day because they like the game, nobody forces them to keep playing. The are a few SFV players who constantly keep winning or are on the top of each region, and this is because they are more skilled and the more skilled ones are the ones who win but sometimes they got outsmarted by other people who learnt new stuff.
A simple example are the recent Capcom Pro Tour Season Final, which was a lesson of good Street Fighter with some seasoned players still at the top and some super talented new players that even if they are very young they learnt a lot and reached the top after doing a very hard job climbing little by little on their regions. Go and face them in a tournament, good luck if you think you think the skill doesn't matter and it's all about luck. This is only the excuse of a loser. You'll get destroyed by them.
Regarding to recent fighting games removing the time windows smaller than 3 frames, it isn't only to make the games more accesible: it's to make the games more playable online, because when there is a distance between players it means that the data will require a certain time to travel and be processed that can't be removed so in the average distance that players play plus considering the average internet conditions typically it will take around 3 or 4 frames so even if corrected with a good rollback it would be noticiable, so it's better to reduce the amount of times that rollback corrects the results of the action making these time windows bigger.
And well, traditionally Street Fighter always had people many toxic like you, that instead of playing and enjoying spend their time constantly trashing the game everywhere (always the most recent SF), creating a toxic environment that caused other people to leave when the people who had to leave are the toxic ones and leave people to enjoy the game.
I'd really like to xbox playstation and pc have cross play on street fighter 6.
I want as close as possible players for input lag etc.
Me too.
One of the best things Street Fighter V had is to have all the players on a single online community: all the players of both PC and PS playing together and also independently of which version of SFV did they buy. Nobody has been left behind or isolated. It would be great to add also the Xbox players there to make the community bigger, and maybe even making it F2P to make the community even bigger.
The bigger is the community, the better will be for the game. Specially for the matchmaking, because more people means that the matchmaking will find more people connected and available with a level more similar to yours and closer to your home so with a smaller ping and less lag so a better online multiplayer experience.
Every single change even if it's for the good always means that there will be a group of retarded squareminded haters complaining about it (in SFV we had people complaining because Capcom was giving away stuff for free like new game modes, gameplay rebalances or unlockable characters, they wanted to put them on a separate paid game).
But I think that to go multiplayer and F2P would be a smart choice, specially considering that a year or so later the two top grossing PC games of the last decade, League of Legends and Dungeon Fighter Online, will get a fighting game of their franchise. And they are F2P, so maybe their fighting games are F2P too. And being so popular and massive is very possible that they will bring a lot of people to the genre, so pretty likely SF will have to adapt to compete.
No its not, You're arbitrarily splitting previous iterations into their individual re-releases and comparing it to the entire lifespan of SFV + DLC. It sold about half of what 4 and its expansions did. SFV was a disappointment for Capcom and prompted and major shift in the way their fighting game division operated. If 6 sells less than 5 we aren't seeing a premium fighter from Capcom ever again.
To compare the SFV sales to the SFIV combined sales isn't fair because players like me who bought all the SFIV iterations are counted multiple times in SFIV while only once in SFV. Or what is the same, it doesn't take into consideration the season passes and other DLC we bought for SFV, which would be the equivalent of the Super, Ultra etc editions of SFIV. And well, SFIV was also released in Xbox so in SFV some of us bought it for PC and PS, but in SFIV some crazy fan could have bought a 3rd version for Xbox too.
It would be a bit more accurate but also wouldn't be fair to compare only SFV vs SFIV vanilla, because the fanbase who bought both series more or less is the same, but in SFIV people could have entered the series with an entry that isn't the vanilla one while in SFV they all count for vanilla.
I think the most accurate comparision is one that only Capcom can do because they are the only ones with the data to make it: to compare the unique players of SFIV series vs SFV series (not counting multiple times the ones who repeat buying a revision of the game) or to compare the total game sales revenue + add-ons (DLC/IAP/passes) revenue of the whole series.