A Few Things About Street Fighter 4
Street Fighter 4 is finally here, with several perfect 100/100 reviews. Here's a few things I noticed about the game.
In ranked matches, you can see the opponent's name before the match and kick them or reject the challenge. This allows you to cherry pick who you fight and negates the entire purpose of a ranked match.
In ranked matches (well, all matches) there is no double blind character select. This means the optimum strategy is often to wait until the opponent chooses first so you can counter-pick. This is a very annoying situation.
When lag inevitably happens in an online fighting game, there are different ways to handle it. Some SF4 matches I played had large input delay, maybe as high as 15 frames. This is the time between your button press and seeing the effect happen. Adding input delay is really the worst way to handle lag. GGPO's amazing netcode shows that avoiding input delay and hiding lag in other ways is the way to go. That technology has been readily available for years, so it's disappointing to feel input delay in an online match.
The button config screen is "the wrong way." The right way is for the screen to list functions, then you press the buttons you want to assign. The wrong way is to list buttons, then you scroll through lists of functions to assign. The reason that one way is right and the other way is wrong is pretty clear when you watch people try to configure buttons. I've had to watch what must be thousands of people do this over the years in all the tournaments I've helped run (not to mention local gatherings). When the config screen says "Jab" and requires you to press the button you want, you just press the upper left button on your stick (or whatever button on your gamepad). This is a one-step process. But if the screen lists "X" and then requires you to scroll through functions until you find jab, it requires a two step process. You have to know which button on your controller is labeled "X." When this screen is the right way, no one has to know if the upper left button happens to be X or A or B or whatever else.
If you think this is negligible, you have never seen people set buttons. The wrong way turns what should be a 3 second task into a fairly confusing affair. Yes I know the wrong way allows you to have lots of functions in your list, but this can be done the right way also.
On to gameplay issues. The jumps have strange acceleration to them. While that's subjective, look at Zangief's jump that seems to have the acceleration of a flea. (Incidentally, why does his splash not stay out the whole time in the air?). Also, getting hit out of the air is extremely floaty, which means it takes unusually long to get back to a state where you can actually move again. This "moving in jello" feel is reinforced by many throws that have dead time at the end when it seems like you should be able to move (see Vega's for example).
The size of the stages is extremely large relative to the size of the characters. This helps runaway tactics.
Optimizing for the 1% rather than the 99% case. There's two examples, the first is tech recover (quick get up from a knock down). 99% of the time, I want to get up fast, but this is the action that requires button presses. Why not admit that getting up fast is the intent and make it default, unless the player holds down some buttons to get up slow? That's how it works for Robo-Ky in Guilty Gear, by the way. Incidentally, don't the two kinds of get up timing only lessen the importance of knockdown by allowing you mess up the attacker's timing a bit? Like the decision to have large stages, this seems not to favor offense.
Next is the 2-button throw, a bad idea in fighting games with 2D gameplay. 3D Fighting games are different beasts, so they are excused here, but note that even Dead or Alive offers a macro to turn its 2 button throw into a 1 button throw...and maps that macro to a face button by default. Anyway, 2 button throws solve a non-problem that no one has ever actually had. That's the problem of accidentally throwing and being sad about it. Street Fighter 2, Guilty Gear series, and Street Fighter Alpha 2 all demonstrated that 1 button throws work just fine and don't actually create any problems. Adding a second button press just adds complexity where it's not necessary, and helps nothing. (Edit: it does add a throw whiff which could be a good thing, but simpler is still better...)
Other non-problems we might solve in 2D fighting games would be to make blocking 1 button and jumping 1 button (each are traditionally zero buttons). We certainly could add those button presses, but it would make more sense to reduce the button presses to as few as possible: zero to jump, zero to block, and one to throw.
It's especially unfortunate that Cammy's hooligan throw requires a 2-button throw in the middle to complete it. Why exactly is this necessary, rather than one button?
2 button throws actually introduce the problem of kara-throws, a bug from SF3 that we now have again in SF4. This is when you cancel a forward moving attack a frame or two into it with a throw command in order to greatly extend your throw range. Do the designers want a long throw range or do they not? If they don't kara throws shouldn't be in the game. If they do, then base throw ranges should be extended for all players, not just the ones who input a difficult command.
Another similar bug is the chain combo cancel bug. As an example, consider Sakura. Low short does cancel into special moves. But if you rapid fire the low short (do it 2 or 3 times quickly each one cancels the last) then you CANNOT cancel the last hit into a special. I'm not saying this is a problem at all, necessarily. This restriction is there for good reason: to prevent the game from degenerating into low short -> big damage stuff. It would make more sense to give players a reason to start combos with bigger moves sometimes. Guilty Gear does a great job of this by reducing your entire combo's damage by 20% for each low short. (Hey Guilty Gear players, I know I'm simplifying there.)
Ok so what's the problem, sounds good that you can't do low short, low short, special move, right? But you can do it. If you make the last short a link rather than a chain (do it slowly, but not so slow that it doesn't combo) then you can cancel it into a special move. So really, you can get around this restriction if only you have high dexterity skills. Now, this is also true in ST and SF HD Remix, but that's not so much intent as what we were stuck with. For an entirely new game, I'm surprised to see this still there. I'm even more surprised to see combos that use this in the challenge mode, meaning the developers know about it and accept that low short is really this powerful. SF4 Sakura, for example, can low short, (link), low short, ex shoryken, ultra. She can do a lot more than that, but you get the idea.
This issue of rapid fire moves using a bug to cancel into specials is actually minor compared to the next topic though, a topic that will dominate much of the game: link combos in general. The game is filled with difficult 1-frame links. These are moves that just barely combo into each other with 1/60th of a second timing. In high level play, players will master these and they become common. So Sakura doing low jab, (link), low fierce, short helicopter kick, (link) low short, ex shoryuken, ultra for 50% will be common. One friend of mine already does this combo in real matches after only 2 days of playing, as well as other scarily damaging combos off low short that involve hard links.
Other examples, Ryu can now link low short, low jab, low forward. He can also link low strong, low strong, low roundhouse. Linking is the name of the game, which actually makes the game closer to CvS2 than to 3s or ST. The effect of all these links is to hide the actual game behind an impenetrable wall of execution. If you practice (ie, develop 1p skills unrelated to strategy and unrelated to interaction with the opponent) then you gain access to the real game, a game of high damage off small hits, but only for the dexterous.
Of course some level of this is inherent in just about every fighting game. It's a question of how far to turn the knob towards 1p activities and away from strategy. Super Street Fighter 2 Turbo has dexterity requirements of course, but winning tournaments while using zero or very few link combos is entirely possible. That simply isn't the main focus of the game. The existence of many, many new links in SF4 shifts the focus toward that though.
Next up, we have ultras. All I'll really say here is that in real matches I find myself having to pump qcf x 2 over and over looking for the right moment to do the ultra. When I find that moment, I have to complete the qcf x 2 command with PPP. Let's hope I don't press PP in those moments, because that command gives me a super, which is an entirely different move. I'm not sure what qcf x 2 + PPP is doing in a "casual friendly game" in the first place.
Then there's focus canceling. The idea of paying half your meter to cancel a move is taken from Guilty Gear where it was called roman canceling. It's a wonderful mechanic in Guilty Gear, by the way. The command in that game is press any three buttons--I use PPP. This is actually pretty natural because when using a joystick, your right hand's natural resting position is on those PPP buttons usually. In SF4, the roman cancel command is medium punch + medium kick, then tap forward, forward. This is really awkward and a whole lot of inputs for one decision (the decision to roman cancel). I wish I could map this command to PPP or something, rather than having to do button presses AND double taps. There's many combos involving this that you'll need to be able to do to be competitive, so I'm not sure why this ended up requiring so many extraneous inputs.
When I read about the 100/100 scores, I see again and again how "simple and elegant" the game is. Two super meters, a 3-tier focus attack system, and all the complications above seem to fly in the face of that. Even more though, I hear how "casual friendly" it is. This is deeply mysterious and I'm not sure why this so often claimed. Not every game has to be casual friendly, so it would seem more honest to just explain how casual unfriendly all these things are. Qcf x 2 +PPP all the time, extra button presses to throw, extra button presses to roman cancel, and many, many extremely difficult link combos work in concert to create that impenetrable wall of execution between you and the actual game (the interaction between you and your opponent). I wish we could get rid of all this stuff and focus more on the gameplay itself.
Edit: I forgot to mention two more things. First, the unlocks. I'm very surprised to see basic functionality of the multiplayer game--the characters--locked behind tedious 1p tasks. I had to pay a tax of fighting the computer on easiest for long time just to get the core features of the game. (I did this picture-in-picture while watching episodes of Frasier.) I'm fully aware that casual players love unlocks, and that's why non-essential content like costumes, movies, icons, and titles are all perfectly fine to give as rewards for playing 1p content. But the *characters*? This steps on the toes of those wanting to play the multiplayer game by making our first experience with the game a very boring one. I wanted to hire a MMO gold farmer to do this for me.
And the last thing I should have mentioned here is that despite all these many problems, there is fun to be had in the game...
Reader Comments (275)
I agree with 99% of what you said. However, on the throw issue I have to say that two button throws are not that bad. First, you have to commit to throwing and you get a whiff if they jump out in time. Getting a standing fierce for missing a throw and possibly hitting the enemy out of the air is just not right, regardless if it doesn't come up all that frequently in matches. I know you said that part is fine, and you think it should still be a 1 button throw, but what if you want to do a close standing fierce and you end up getting a throw whiff instead? There's just too many complications. However, I do agree you on the kara throw issue, it is powerful stupid for that to even exist.
It would've been nice if they made you in charge of balancing SF4. I love the changes you made in HD remix. However, I will never forgive you for the Fei Long changes. EVAR.
Response by Sirlin: I think you really, really need to play my Fei Long in HD Remix...he's a force in that game. Meanwhile SF4 Fei Long has unsafe rekkas if you do all 3, a chicken wing that doesn't juggle to flame kick all the time like HD Remix, a chicken wing that doesn't even hit that well, that isn't overhead...yeah.
Had my first real lag experience tonight in SF4. Sirlin, you nailed it right on the head, I will sometimes get 1/4 to 1/2 sec input delay, which pretty much makes it unplayable. I am just astounded at how this was how they wanted the net code to work.
Hopefully you edit this:
I finally got to read this, as one of my friends was bitching about it, though I agree with most of it, especially on the non-gameplay parts. The things I did disagree with:
a) I don't think two-button throws are that bad. One-button throws do lead to an option select, which I abuse heavily in STHD. I agree with you on the kara-throwing though.
b) The getup thing seems counterintuitive. SF4 it seems there is no choice in the matter, it's almost always preferable to get up quick. Especially with the wacky crossup hitboxes that are SNK-esque.
c) Did you ever play Sam Sho Special? While it had a few things that would drive you nuts- like some insane specials for no reason- it had a lot of gameplay elements you would have liked.
Here's my last question: Have you and maybe Ponder ever considered making your own 2d fighter for PC, and then putting it on one of the direct download services, such as Impulse? The biggest difficulty would be finding the art staff probably. I felt like with STHD the limits of the game itself kept you from doing everything you wanted- and you may have done better if you were able to work on it from scratch. Doing it on the PC on a direct download service would allow for patching to fix the mistakes that would be made in the process.
(Impulse would be best for this, as they encourage their developers to patch frequently, plus you could tie in the netcode to the CD-Key in Impulse, and use GGPO more easily) How much budget do you think you'd need to do it right?
Edited by Sirlin: I am already laying the groundwork for a fighting game with my Fantasy-Strike characters, the ones that appear in the Yomi card game. For the fighting game version to become real...it just takes money.
I agree with the idea of a two button throw, but maybe that's because I'm used to Soul Calibur 2 where you have those anyways, and screwed up throws means you eat a counter attack. If anything, the two button throw would 'cut down' on the 'cheapness' throws are in SF4, because there are now consequences for whiffing a throw. A throw that turns into a punch or kick upon 'failure' seems a little too safe, at least to me anyways.
The question I have for you Sirlin, is are there any glitch 'game breakers' out there in SF4, as opposed to things that are just annoying? In other words, are there anything that would seriously 'break' the game (for instance, like Soul Calibur 3's 'Variable Cancel' glitch)? And if so, is Capcom able to make patches in the future if need be to fix those?
While I understand the reasoning with Sirlin's SF4 game design bashing review, I'm just glad he's not in charge of anymore SF products. The fact that HDR gets a good review is because the game is based on a classic game that has 99% of the work done already (and it cost only a mere 10 bux). The new motion inputs are actually horrible in HDR with accidental SBK's with chun li, Zangiefs SPD and banishing hand accidentals, slower SPD super execution, casuals facing repeated chicken wing spamming etc compared to SF4. HDR should have instead made inputs more lenient which is the case for SF4. I love Guiles HDR super input but then again sf4 went a different route with that input but still I manage to do it 100% of the time even though I was never a ST guile player.
I'm glad the gaming industry still have these developers that create competitive games that requires the amount of dedication of physical and mental skill it takes in order to "master" these games. The "logical" way to create games is to do the Nintendo approach, AKA Sirlin's borrowed game design philosophy, but if that were to happen for every game created , then the gaming market would be stale and a boring one at that. Don't get me wrong I like my Smash Brothers (and it proves it can be competitive) but ultimately I'll stick to my SF, KoF and Guilty Gear games any day.
Thank black jesus Blizzard has the same mentality with Starcraft 2 for actually giving a damn about their competitive players while doing just enough for the mainstream market (like all their games). You just don't fuck with these classic competitive franchises with over simplifying game design philosophies to cater for people that don't care about improving their game (skills) in the first place, unless you are really trying to make the game watered down for the masses to consume for more sales while taking a huge shit on the players that have been playing for over 10 years.
Ignorance is bliss. Go to justin.tv and watch two casuals go at it and you'll see SF4 is accessible with the basic fireball, srk game play without the major bullshits like Zangief's repeated floating body splash thrashing a newbie on wake up 5 times in a row, or tick throws and yes, accidental throws (for casual players) because of the 1 button throwing system etc in ST. They seem quite happy with SF4 don't they? Mean while the hardcore players enjoy mastering new game mechanics. Oh you want to make the playing field more even for all players? Well yea you can do that for dexterity but lets see you do that for the mental aspect "the meat of the game" so you say when it comes to retards vs average joe vs brain child.
So why would I want my game with the least amount of dexterity and just about pure strategy or yomi? For a change of pace? Yes I don't mind but I still want that other option that most people on this website hate. The game market needs variety.
With all that said, I still look forward to any future Sirlin videogames and especially his fighting game. I'm sure they'll be good, fun and different. I'm thinking smash brothers simplicity like with lots of yom depth. W/e my 2 cents off the dome.
Response by Sirlin: I'm also glad you're not in charge of anything, bob (though I have the decency not to stop by your personal website to tell you that). Also, you seem to imply that it doesn't take dedication to become good at Super Turbo Street Fighter. It doesn't have 2 button throws or a million link combos that are important, or extra inputs in focus cancels. It must be very easy to dominate at that game without dedication, huh?
Response to Sirlin's edit: How much money? No, I don't have moneybags to donate, but I'm curious.
Response to above post: The accidental SBK does happen in STHD, that's something I would have changed, it's particularly annoying when it's a messed up upkick.
Sirlin: i think im decent, but im certainly no expert or pro... im curious how you feel about reversals in HD... i find reversals, and i know many others do as well, extremely difficult to execute consistently... they certainly require a great deal of technical skill and practice to do reliably in my opinion...
of course reversals are present in 4 (as a side note i think they are easier because you can see all the movement frames of recovery allowing you to better gauge when you return to neutral), but i actually think they are more important in HD because throws generally do much more damage and sim, for example, has a throw/slide pattern that needs reversing to escape
i feel like this is the same sort of issue that you are leveling against 4... that it requires a great deal of technical training to do links and roman cancels and all the other issues you mentioned...
finally, i dont think that for 90 percent of the matches that are played online that you really need to be able to do roman cancels or link combos to win... i think its more of an issue in tournament level play, but yeah, what do you think?
btw, great job with HD
Response by Sirlin: Reversals are too hard in ST. In HD Remix, they are slightly easier because specials in general are easier, but the reversal window itself is still the same, so reversals are too hard. The original game was balanced around the idea that you can't really perform reversals 100% because they are hard, and this makes attacking (meaty attacks, crossups) good. The problem is that I couldn't just make the reversal window bigger because the game couldn't handle that without many other changes. Reversals would have to be unsafe on block for that to make any sense. I actually did make Cammy's dp less safe on block, Fei Long's flame kicks less safe, but I didn't think the world was ready for a ken with an unsafe jab dp on block. Anyway, it would have required too extensive of changes to fix this problem.
Some valid points, but you almost make it seem like SF4 wasn't worth the exercise. The majority of fighting fans are happy that SF is back on capcom's radar and look forward towards more in the future.
Edited by Sirlin: right, so does that mean I can make a new fighting game that's just as un-casual friendly, and with strange, homogeneous jump physics, and extraneous button presses everywhere, and the world will love it to? Somehow I seriously doubt that. Anyway, like I said, there is fun to be had and I'm having it. Despite all the problems mentioned, you can still fireball people and dp them. You can still try to get close and spd them, and use lariat tricks along the way. There's still SF in there.
Thx Sirlin for the review, I was so desapointed by the game .. Now I won't feel sorry if I put it on ebay.
Among all the things that bother me is all the "multibuttons" play. My guess is that if you want to make an easy game for Pad player you must avoid multibuttons tapping at all costs. I know it's not difficult to play KK, KKK etc on Stick but that's not true on Pad. And you're not a good player b/c you manage to do KKK on stick, it's just you not worst b/c you can't do it on Pad. At least there are these shortcuts, but the game needs so many multi tapping .. For instance I was losing hard all my matches b/c of Cammy Hooligan requiring the "L L+P" ending, until I looked into the command list. Not to mantion they didn't review Specials "diagonal ending" (Cammy again), that was perfectly adressed by Capcom US in SF HD. Are these guys working in the same company ?
@Sirlin; there are 2 things that I see in SF4 and I wish SF HD have.
- It's the KKK and PPP shortcuts, for the Pad player. At least you should have considered PP and KK instead for SF HD. Again your not a more skilled player b/c you manage to do the command, you're just a stick player.
And I know Pad is for scrubs etc ... but sometimes you just want to play the game and as an adult you can't afford the time to learn Stick.
- In SF4, Guile has this nice and original command for standing HK as anti-air: HK + low forward. This is interesting b/c yuo can trade your charge back for an HK anti air. I was so sad Guile hadn't his SF2 kicks improved in HD.I know you had lot of reflection regarding his kicks and end up with the over head only (which is great). I whish yuo could have found a way to bring back the HK as anti air with a decent priority, as well as the standing LK which is interessant for pressing and trades a lot; without losing your back charge.
Response by Sirlin: uh there isn't a single PPP or KKK command required in SF HD Remix. Every one of them has alt commands that require only two buttons. That took quite a lot of effort to implement too...check it out.
You suck!!!!!!!!!!
"Sirlin's response: Different doesn't = worse, that's correct. But worse = worse. It's too many inputs to do those cancels, and anther game shows how wonderful it is when you implement it better. And why are you ok with Kara throws giving advantage to those who can do it? Isn't 2player interaction the point of the game, not 1player dexterity tests? This is a case of a pure dexterity test that could be removed with no consequence at all. Simply give Ken more throw range. Why do you think that only some players should have access to that throw range? It's a mysterious position to take."
Although it is more inputs to do the exact same thing another game has implemented, the focus attack has more inputs for different reasons. If the focus attack's only purpose was to cancel moves, I have to once again agree with you 100%... but, its not. They found a way to make a simple two button mechanic that has a wide range of uses. I guess you can argue that by adding too many uses in a single mechanic is too complex or unnecessary, but thats a different story. Even so tho, I still feel that argument can go either way. Having a single mechanic that evolves as you learn more about the game or the system itself can be quite convenient and rewarding. But on the hand, like you mentioned, it can make things overly complicated. Goes either way, imho.
No offense but I hope you can try to see what I'm trying to get at here... but I dont feel its that mysterious to reward a player thats naturally dexterous or practices a lot. Even in guilty gear, marvel vs capcom, or smash brothers melee theres a good amount of aspects of the game that requires either natural high dexterity or lots of practice to master. I'm not saying those games are "better" or "funner" or whatever... but they're popular and people enjoy the higher input demands within those games. All I'm trying to say is that Kara Throws arent the first mechanic they that a game rewards a dexterous player... so yeah, I cant say I mind it.
Some games are an interaction of 2 players with the addition of the ability or skill of good and fast input skills. But the way I see it is that if I demand a lower input game that is a true interaction between 2 players and not a fight between dexterity and input abilities, I'll play street fighter II. You rebalanced it and I feel that its great. (Thank you btw) Street Fighter IV takes a different direction which distances itself from SF2 and adds something on top of the interactions of 2 players. I for one welcome this addition. Although you might feel that it takes away from the interaction, some welcome the addition of interactions between dexterity as obviously demostrated in GG and MvC.
Btw, thanks for taking the time to read and respond to these comments. I'm sure you get a lot of random posts.
I haven't experienced many problems in the short time I'm playing, but I can see what David's (can I say David?) getting at. It IS pretty execution heavy... Although I think more 2D fighting games are that way, but whatever. I'm not an expert.
I'm glad you're still liking it anyway. I had been wondering what you thought about it for quite some time now, actually!
"Response by Sirlin: uh there isn't a single PPP or KKK command required in SF HD Remix. Every one of them has alt commands that require only two buttons. That took quite a lot of effort to implement too...check it out."
Whoa ... I've already forgot that (need to play SF HD again). Actually I remember now playing, and not succeding the KP and PP neither. Making my Hawk and Gief unplayable. Probably this is due to the PS3 lag, adaptater or so and me sucking that bad even with Pad. The fact is that on SSF2 on SNES (which was already PP and KK compliant), I never had any issues. To summarize, this is offtopic but I wish SF HD had the KKK, PPP, KP ... mapped in the layout config (like SF 4).
Your insight into SF4 is much appreciated! I just started playing this game and I've been learning how to play Chun-Li from the Challenge mode and I have to say the link-inputs are incredibly difficult for anyone who doesn't devote long hours into mastering the timing. I guess that will definitely separate the pros from the rest which I guess isn't that different from things like Alpha 3 or SF3:3rd Strike.. I was hoping it would be different this time though after all the talk of being "more accessable". I'm in 100% agreement with you that the barrier to the execution of moves is rather annoying when I want to be competitive but don't have countless hours to practice 1p inputs. I'd say my #1 complaint is the online lag though. Super SF2 Turbo HD Remix is SO MUCH BETTER! I whiff moves constantly in SF4 when the lag hits.. I was hoping SSF2THDR's GGPO code would pave the way to Capcom's reign over internet lag but sadly that's not the case.
In the case of QCFx2 + PPP.. I just tried it, at least you can do it on button-up. I've missed it quite a few times on online matches too though.. it's rather frustrating to whiff into an EX or burn the super meter when you didn't intend to. PS- I just learned the button-up trick from your tutorial.. THANKS! :)
Sirlin, I totally agree with everything you said, except the last sentence.
Hey Sirln,
I picked up SF4 on release. I agree with you on many of the things (focus cancels, accidental supers for hitting two buttons when shooting for an ultra, unlocks, floaty jumps, etc.).
What I don't agree with you on is the double blind select. While this might be optimal for the SF community in tournaments, when I'm playing online I hate getting stuck in mirror matches or matches where I'm at a huge disadvantage. While one can argue it's good to get stuck in bad matchups to improve your game, it's not really fun to play a 3v7 matchup and lose to an inferior opponent just because you didn't know who they picked.
Of course, being able to see who the other guy is picking leads to the select screen "Waiting for Position" battles occasionally in ranked matches, but I enjoy this too. There is a certain strategy and tension to it.
At the Gamestop SF4 tourney on Saturday, I got to talk to a lot of casual players, and there were only 2 things they called cheap:
1. Repeated throws / tick throws
2. Combos involving low short / low jab x3
What's the natural solution for a tactic that tournament players don't mind but casual players hate? Make it really difficult. So I can see where Capcom was coming from with this stuff, even if they picked a sub-optimal solution.
Things that casual players really loved to see:
1. Random Ultras the opponent walked into
2. Unblockable Focus Attack, huge combo
3. Reversal Shoryuken
These 3 things are easier in SF4 than in previous fighting games, so it's more "casual-friendly." Of course, it also means that new players will have to unlearn a lot of bad habits.
Your other points are good - I am disappointed by the prominence of link combos, as I've never been able to make 1-frame links. I wish focus cancel had been forward+MP+MK / back+MP+MK instead; I wish their stability algorithm had been better (connection quality has no discernible effect on the amount of lag); I wish they had sold Unlock All Characters for $4 right alongside the Costume Pack; I wish quick getup would be the default, because I had to remind people to do it; et cetera.
I think the issue is the game has been marketed and reviewed as a casual-centric fighter because parries are gone and it has a more familiar cast than SF3. It's entirely a games "journalism" fault, like a lot of other games design problems I won't go into (though copious unlockables is one).
As for links, I'm undecided. It's frustrating I can't pull many of them off right now, but it was the same with ST. I couldn't, but eventually they became second nature and I can take months and months away from the game and they're still in muscle memory when I do play. We'll see.
I'm really interested in how SF4 is going to develop. Back in the day, I always justified multiple revisions of SF games by saying "well, we don't have online consoles and arcade cabs, so we can't just patch new stuff in yet" - now we can. Will we see, say, a major downloadable update down the line, or a whole other new game? Or neither!
I don't have much fighter experience though I have played Smash quite a bit (mostly in a casual way) but couldn't something like kara throws be implemented better to add to the game (and more of a part of it) rather than they are now? Right now, from my understanding, there's no trade-off to a kara throw. If your character has a kara throw and can do it correctly then they can throw with greater range provided the player is good at the technique.
In smash, if I'm not mistaken, you can grab for a fast, but normal reach, standing grab or dash grab for a slower but longer reaching grab. On top of that there's dash canceled grabs for a fast standing grab following a dash towards a player and all sorts of things like that but that's less important to my point.
My point is wouldn't it have been (or in the future be) possible to implement something more like the smash throwing system in a SF or other game where you have more of a choice in your throw technique with trade-offs? Meaning a more 'user friendly' way of throwing with normal range or throwing with long range but with the added level of thinking by having a consequence for the longer range throw other than execution difficulty.
...gotta disagree with the "causal-friendly" bashing. You worked on Remix yourself, and you told us that the lower difficulty settings would make the game accessible to casual players (noobs). I'm a total noob and trust me, SF Remix is rock hard. It's a common complaint too.
SFIV on the other hand, is dead easy to pick up and get into. It puts fun before competition so learning the hard way isn't as frustrating as it is on Remix. I've played most of the SF series, yet always remained a strictly casual (read: terrible) player, and as far as I'm concerned the franchise has never been as casual friendly as it is in SFIV. How could you possibly know what makes a game easy for other people when you're as good a player as you are?
The other points you make are certainly an interesting read, but not important to me... it's metagame stuff so other "casual" players out there are gonna accuse it of nitpicking regardless of how true it is.