And just because I'm in between meetings...
In addition to my pet theory of people not liking SF V as much because it magnifies how bad they really are / not as good as they wish to be....
SF V has to be the least casual SF I've played. Lack of invincible reversals, frame traps all over the goddamn place.....you need to really know shit to be able to play above a newb level. The focus on player vs system, as Spoiler so eloquently pointed out, makes each match more stressful than any SF I can remember.
It really feels like it breaks the "easy to play, hard to master" and changes it to "hard to master".
I disagree; this is prolly the most casual friendly game since the alpha series
it dropped execution requirements to the minimum levels ever (um with the exception of the charge thing, and IMHO we could still do away with double movements for supers) and did away with beginner unfriendly things, like FADC, option selects, etc
the main problem is that the V-System is not fully realized. V-Skills and V-Triggers should completely change how the characters play. More people should go into a Necalli-like mode -maybe not permanent-, and V-Skills need to charge V-Trigger quickly. instead V-Trigger is another super for some people, a one pony trick for others and just a change in properties of one or two moves
but V-Skills cannot fill the bar too quickly cause everyone is guaranteed a full bar at least once if they are losing. since V-Trigger is a comeback mechanic, possiby getting two V-Triggers in a round is potentially broken (and the only one who could do it consistently, Nash, has a non-transformation V-Trigger)
IMHO the ideal system would be do away with the comeback mechanic, and have the V-Skill be high risk/high reward so it demanded commitment and changing how you play. so you could basically ignore V-Trigger and concentrate on regular play if you really want to. Instead now we have to use V-Trigger once per round if we want to be optimal. there's also the problem where Capcom may want to have a comeback mechanic anyway
Selectable CAs on the other hand is a legitimate possibility though.
someone made a good argument earlier that selectable CAs are unnecessary since all CAs do all things; they are comboable, do good damage and some even have additional properties
this is not SF3 where one CA was for combos, other was for catching people and other was to shut down certain options. they made sure the CA was good for everything and thus painted themselves into a corner