These raw reaction time tests are a bad test to evaluate these fighting game elements.
1) You aren't reacting to just one thing in the game, you are reacting to several. So instead of asking the person to left click when green pops up, in a real fighting game situation you might be asked to right click if it turns blue, middle click if it turns yellow and left click if it turns green. If all people had to look for were overheads then no one would get hit by them because 24 frames is well within more people's capability to react to.
2) Extra input lag throws away previous knowledge of what is considerable as fast vs slow. If an overhead that was 22 frames before was considered medium at 22... then at 19 it would be a fast overhead. So now when you are looking at the frame data you have to take into account that what was "slow" in SF4 may not be as slow in SFV.
3) The extra lag affects way more than just reacting to high/lows, it impacts footsies, anti airs, movement, confirms and general special moves. It even impacts when you can command throw or not. So if your raw reactions are at 250 MS, with input lag that's really more like 280-300.
If you look at on paper frame data... no one should be getting scooped by dash up throws in SFV because adding up dash with throw is over 20 frames in most cases but with the extra lag that has become a legitimate mix up to the point that everyone gets hit by those.
The question really is whether this is by design (aka intended) or not. We have gotten mixed comments about it from Capcom. If they fixed that then the feel and meta of the game would alter considerably... I guarantee that.
1) definitely agreed, the purpose of the red->green test is just that most moves that require reaction responses are not impossible to react to in SF5.
2) previous knowledge is really only relevant if the software is the same. Sf5 is a different game system from sf2 or sf3. Things should be judged in the context of the relevant software.
3) yep, agreed. But those are all things that are accounted for with mastery of the game, having the right plan, knowing your options, knowing your opponent and what to expect at what moment.
I don't think that a pure reaction speed test is indicative of fighting game reaction ability. My main point is that, as of now, the input latency is part of the fighting system in SF5, and SF5 requires more commitment and rewards hard reads more. That's the game we got.
Instead of reacting to the throw part of the dash up throw, you have to be reacting to the dash. I tech dash up throws a lot against certain characters because I expect them, I get scooped up when I don't make the right read. The window of reactable moves is smaller because of the input latency, no doubt.
I would prefer they adjusted it to have less input latency. I think the game would benefit from that. But i would also prefer if there wasn't so much damn whining. The pros whine, the community whines, and it sounds a lot like an excuse for people who don't have the skill, the knowledge or the work ethic to be better than they are. Meanwhile the guys who are universally top tier FG players: Wong, Tokido, etc. are still top tier SF5 players.