Street Fighter IV Rant
11 years ago
General
So I was looking at the 3DS Nintendo eShop yesterday to purchase Professor Layton Vs. Phoenix Wright, and I saw Capcom had a sale going up due to the game's release, so I naturally checked it out and spotted Street Fighter IV for 8.99USD, I had purchased SFIV for the PS3 a few years ago and absolutely, positively hated the fucking thing...
But recently I've been playing Mortal Kombat 9, Wonderful 101 and Bayonetta. Games that are somewhat technical, but well-designed so they don't become frustrating. So I decided to give this crappy game another chance on the 3DS, maybe a portable fighter would make practicing much easier? I wanted to give it a chance...
But I was wrong, you see, Street Fighter's like a well-laid trap, it lures you and entices you with amazing character designs, catchy music and combos that look flashy on-screen, but then you're met with the real thing, a 1.000 feet brick wall that prevents you from playing the game, the game not only has an annoying, multi-directional system to actually execute the game's special moves, but it also has perfect-timing precision bullshit and cheap AI that doesn't have the limitations of having actual fingers with actual mechanical restrictions.
SFIV's a perfect example of a game series that refuses to evolve and become better, mostly thanks to the fanbase, who actually complains when the game becomes easier (Marginally) and actually insults those who complain about the game simply being too hard for any normal person to grasp it without years of practice.
The thing...I feel scammed out of my money, I could've bought an actually-good game like Resident Evil Revelations or even a fighting game with some thought put into it like Skullgirls, but no, SFIV has fooled me again...I lost 8.00USD to a game that's nothing short of despicable, terrible, tryhard, disgustingly and unnecessarily complex and downright bad.
The worst part's that I try to like this game, I try to think about practicing and getting the commands right, but then there's things like the Shoryuken Z-shaped command that downright refuses to work when I want it to, or the 1-frame window of combos, things that remind me that this game SUCKS and will continue to do so as long as the developers of future Street Fighter keep listening to the etilist, hateful and new-player-hating community.
Rant over, I still want my 8.00 dollars back, though, 50 cents for this game would be too much. It's basically a character art viewer with something vaguely resembling a game.
But recently I've been playing Mortal Kombat 9, Wonderful 101 and Bayonetta. Games that are somewhat technical, but well-designed so they don't become frustrating. So I decided to give this crappy game another chance on the 3DS, maybe a portable fighter would make practicing much easier? I wanted to give it a chance...
But I was wrong, you see, Street Fighter's like a well-laid trap, it lures you and entices you with amazing character designs, catchy music and combos that look flashy on-screen, but then you're met with the real thing, a 1.000 feet brick wall that prevents you from playing the game, the game not only has an annoying, multi-directional system to actually execute the game's special moves, but it also has perfect-timing precision bullshit and cheap AI that doesn't have the limitations of having actual fingers with actual mechanical restrictions.
SFIV's a perfect example of a game series that refuses to evolve and become better, mostly thanks to the fanbase, who actually complains when the game becomes easier (Marginally) and actually insults those who complain about the game simply being too hard for any normal person to grasp it without years of practice.
The thing...I feel scammed out of my money, I could've bought an actually-good game like Resident Evil Revelations or even a fighting game with some thought put into it like Skullgirls, but no, SFIV has fooled me again...I lost 8.00USD to a game that's nothing short of despicable, terrible, tryhard, disgustingly and unnecessarily complex and downright bad.
The worst part's that I try to like this game, I try to think about practicing and getting the commands right, but then there's things like the Shoryuken Z-shaped command that downright refuses to work when I want it to, or the 1-frame window of combos, things that remind me that this game SUCKS and will continue to do so as long as the developers of future Street Fighter keep listening to the etilist, hateful and new-player-hating community.
Rant over, I still want my 8.00 dollars back, though, 50 cents for this game would be too much. It's basically a character art viewer with something vaguely resembling a game.
FA+

Also, the Street Fighter IV games aren't bad. If they were bad, no one would be playing them, just like Street Fighter X Tekken. Either that, or they just don't have a scene/community.
Personally, the linking system is not my cup of tea, but I know when a game is good. There's so many fighters on the market you can play that are much more lenient. The fact that you have trouble with the basic inputs means that your execution isn't that great. Perhaps fighting games aren't for you in general. If you really want an execution-heavy series, play King of Fighters. It would make Street Fighter look like child's play.
You seem to want to be able to do very flashy and extravagant combos without doing any of the work. None of this is really hard to learn, and once you do learn basic inputs (which should take like an hour tops even for someone with butterfingers), they can be carried over from game to game provided they use similar-style inputs, as many fighting games are universal like that.
Mortal Kombat has inputs that are different than most fighting games, but some can still be attributed to it. The series also has a block button, which prevents crossups and makes things easier. I'm hoping Mortal Kombat 10 drops the block button.
Skullgirls has easier inputs and easier timings, and it's also the only game that I like that has such a low skill floor in comparison to mainstream titles.
Smash Bros... well, I think it's a fighting game, but many people do not. Either way, Smash Bros is radically different than other fighting games, to the point where you can't really compare them to other fighting games at all.
You're just bad at it. It's the harsh truth. This is coming from a guy who can't do links to save his life.
Everything D said is right on the money, and exactly how I felt when I got my hands on the game. It left me wanting my money back too, and I got it free. Free shouldn't be a bad value. It just shouldn't.
Marketing. Hmm. Their last commercial for the "IV" series was 3D Edition, and that was a while ago, for a port that relies on gimmicks like one-touch specials and 3D effects that lower the framerate (which is also capped online to 30FPS). So this "good" marketing you say is probably targeted toward the fanbase only, and those who are into fighting games or observe the scene from a farther standpoint. I don't know how that's good marketing. That's bad marketing in my opinion, unless we're talking about making your game known to everyone in general. Even then, that has nothing to do with a skill barrier or anything like a obstacle that prevents newcomers from joining in.
It seems like my generation has become so needy for hand-holding and can barely do anything for themselves unless it's dumbed down all the way until you only have to press a single button for a full combo into super. The fact that you're arguing for that is baffling.
Did I ever say that everything should be one-button? No. Do I think that? Still no. Do I think that the gameplay in the Street Fighter series has difficult controls for the sake of having difficult controls? Absolutely. Anyone can tell you that the game is hard to control. You don't even need my years with the industry to tell you that. Just picking up the game and playing it can tell you that. What were my complaints, though? Fighters with poor mobility and ineffectual basic attacks. No, you don't need to make every move a super move, but it also shouldn't take a special move just to do basic damage. That's what makes Street Fighter IV a badly designed game (leaving aside how long Capcom's been milking it for, which is corporate ethics, and a whole different can of worms).
A novice player, not able to do any special moves, should at be able to see some small success, enough to encourage them to keep trying. That isn't what I see happen in SF4. Even against weak bots, not using special moves means losing. By a landslide. Using some specials means making it to the second, maybe third opponent...against weak bots. Sure, you can argue that that's just bad players. What about intermediate? I'm a decent player at fighting games. Maybe not a master, but I've cleared my share of story modes, and been banned from using a character or two among friends. Someone at my skill level ought to be able, with just punches, kicks, and knowing when to block or dodge, at least give the computer a run for its money. Not possible. Even learning a handful of specials, difficult. The game might as well have a sign on the door that says, "Pros Only".
Finally, let me give you a free tip about the industry. This is a trade secret that everyone in the business knows, and most people who are honest with themselves could figure out. No game sells on its gameplay. None of them. I know what you're thinking and no, not even Minecraft. The simple fact is, customers don't know the gameplay. They can't know the gameplay until somebody buys it. What games get sold on is hype, or the strength of a name, or graphics, or because a friend has it, or it seems similar to something else the customer likes, or, at best, some idea of what the game will be like that may not even be accurate and only exists in the customer's head. Even when a game has a demo, we're counting on those things to draw you in, and then putting our best foot forward with a sample of gameplay that doesn't show you everything and has been carefully constructed to give a favourable impression. Actual gameplay? You have no guarantees - none - and once it's in your hand, that's another +1 on the sales chart, whether you like it or not...and our bosses are fine with you not liking it, as long as you don't dislike it so much that you start causing problems. At least, that's how it is with a big studio.
Heaven forbid you have to put effort into a game to be good at it. Street Fighter, while a mainstream fighter, is different from "anime fighters", ones that use the chain system instead of the link system to create combos. You'll find your mobility and effectual basic attacks there. While I admit I'd rather play anime fighters because of the fact that they are faster-paced (which Street Fighter isn't) and much more lenient execution-wise (but can still have some crazy-ass combos), I can respect what Street Fighter is trying to do. It's a more footsie-based game that revolves a lot around punishing, although some characters can go full-on rushdown if the player knows what they're doing. You're not going to be good at it in a day. You need to devote time to the game and improve your skill. There is no instant gratification here. Many people compare it and 3rd Strike to chess, and like chess, you have to put your mind into the game, you can't just faceroll and expect to win.
Your years in the industry don't seem to be helping you here.
That's all I can really say on the subject.
https://www.youtube.com/watch?v=9yHXsP6Z14s (read the annotations)
as stated in the video SF4 is not very strict about how you press directions on the D-pad so your issues really just boil down to you not understanding how to read the command list.
becomes muscle memory after maybe doing it .... twice?
And even then, if you're not willing to put in the effort to learn more about something before dropping it, even with outside support, you probably weren't very interested in the first place.
The fact that you don't know about the second challenge that comes after the very simple challenge of performing moves means you are not one for fighting games at all.
Theres a reason its the main event of Evo and skullgirls or divekick are not
The community of course thinks it's the best one, but it's the best one for the fighting game community...but for people who play and love all kinds of games and know how to appreciate a game that's intuitive and deep, SFIV even being considered 'good' is a complete disgrace, it goes againist every game design sensibility ever and yet it's still regarded as a good game? that's not gonna fly.
Have you heard of a Street Fighter IV player by the name of BrolyLegs? He plays Chun-Li. You know how he controls her? With a left finger, a left thumb, and his face. BrolyLegs uses his cheek as a surface and presses his tongue into the lining of his cheek to push the fightstick buttons. He suffers from a condition that prevents proper use of his hands and feet. Despite his condition, he still learned how to play SFIV, and he plays quite well, in fact.
You honestly have no excuse.
I suck at fighting games. You suck at fighting games. The difference between you and I is that I truly enjoy fighting games and will play them despite my limitations, because I like them so much. I put in the work and effort, looking up information when I need it, and try my best at them. I know what my shortcomings are: I get nervous easily. Those nerves are a surefire way to kill your execution and cost you the round, the match, or even the entire tournament. That's something I have to work on, and I always try to work on it, but I'm just a naturally excitable person when things are going my way.
You just give up at the start though. You complain about the game when it's your fault, not the game's fault. You proclaim that the game is shit when you're shit at it. You go onto FurAffinity with a journal ranting and raving that this genuinely-good game is trash. You sound really similar to a guy named DarkSydePhil. Look him up sometime.
Can you take artistic criticism? Can you take criticism based on your dexterity when playing videogames?
So you're actually putting in the work now? Good, I'm glad, and I'm not being sarcastic or insincere, I'm legitimately happy that you're putting in the effort to improve. That's what you should've been doing instead of making this journal.
Not being able to do the moves causes a lot of stress on anyone, so I had to vent it out somewhere before I continued practicing, I had to do it this way because if I started playing an actually well-designed game, I wasn't going to go back to SF to practice...also, the combos on Challenge mode are ridiculous, how are you supposed to do a Hadouken directly out of a crouching H Punch?
welcome to day 1 street fighter, it gets easier from here.
do low forward into hadouken
(thats medium crouching kick into hadouken)
this is a very easy link with Ryu and part of his spacing bread and butter.
as you are already holding down when you are kicking, you're already half way buffered for a hadouken, all you have to do is move your thumb from down to forward and smack a punch button.
Try doing this, once you do it, keep doing it until you can do it every single time you try.
Got that? Now you know how to buffer and combos just became 90% easier.
lemme now how that goes before you even consider focus cancelling something.
the key is to practice until it becomes muscle memory, it takes time but it will happen.
Also yes, playing a fighting game on a handheld is an awful idea
But then again, Smash Bros. plays very differently from traditional fighters, I just thought the concept of a handheld fighting game would be cool, and it kind of is (Or would be if I could actually play the damn game). The Circle Pad's great for doing the inputs since it has a little more resistance, but there's the 30 FPS of course :c
And there's also a problem, when something happens and you don't know why, it can't become muscle memory, whenever I get that Hadouken after the crouching HK right, I don't even know why it works, I do the same thing as every other time but for some reason it decides to work that time.
So its a game is your excuse?
Dark souls is regarded as many as FUCKING HARD, but I've never seen anyone ranting about how unfair it is and calling it trash because of the challenge.
They're both extremely successful games with a massive fanbase,
It is shit in your opinion, because you have not even tried, you've already stated you couldn't do a shoryuken, that's a 3 button move. Did you want it to be a one button move? Maybe make the ultra combo finish a really technical move of pressing one of the bumper buttons? Hell, while we're at it, might as well make a twenty hit combo a case of mashing one button really fast, makes it easier for newbies right?
And you clearly fail to understand the line between making a game easy and making it more accessible, why can't combos depend on well-timed, planned presses of 4 buttons with directional influences?
No, I didn't learn to draw overnight, but the pencil didn't wrap around my hand and try to chop it off the first time I grabbed it, I practiced gradually at my own pace.
this guy could kick your ass at any fighting game any day and he can barely move his fingers while you're too lazy to learn how to read the command list or how to execute extremely simple combos.
But recently I've been playing the triangle, maracas and the harmonica. Instruments that are somewhat technical, but well-designed so they don't become frustrating. So I decided to give this crappy instrument another chance for my band, maybe a stringer instrument would make practicing much easier? I wanted to give it a chance...
But I was wrong, you see, a guitars like a well-laid trap, it lures you and entices you with amazing guitar heroes, catchy riffs and hammer-ons that look flashy on-stage, but then you're met with the real thing, a 1.000 feet brick wall that prevents you from playing the thing, the guitar not only has an annoying, multi-string system to actually execute the guitar's special chords, but it also has perfect-timing precision bullshit and cheap pickup that doesn't have the limitations of having actual fingers with actual mechanical restrictions.
Guitars a perfect example of an instrument line that refuses to evolve and become better, mostly thanks to the fanbase, who actually complains when the guitar becomes easier (Marginally) and actually insults those who complain about the guitar simply being too hard for any normal person to grasp it without years of practice.
The thing...I feel scammed out of my money, I could've bought an actually-good instrument like a recorder or even a guitargame with 2 strings, but no, Gibson has fooled me again...I lost 500USD to an instrument that's nothing short of despicable, terrible, tryhard, disgustingly and unnecessarily complex and downright bad.
The worst part's that I try to like this instrument, I try to think about practicing and getting the commands right, but then there's things like the reverse strum pattern that downright refuses to work when I want it to, or the 1-second window of chords, things that remind me that this guitar SUCKS and will continue to do so as long as the developers of future guitars keep listening to the etilist, hateful and new-player-hating community.
Rant over, I still want my 500 dollars back, though, 50 cents for this instrument would be too much. It's basically a wooden box with something vaguely resembling a musical instrument.
Even bought Skullgirls twice, once for ps3, and never played it, due to being a pc-gamer, and then on steam on a sale.
Still like dicking around in training mode though, no stress, sweet music, nice animations. I think I'll stick to that =P
Capcom, specifically the guys working on fighting series, know how to hype up a game. They spend more time and resources pushing the game again and again to be in public view instead of improving their games. It is a good market tactic, tell everyone how great your game is, leak bits over time, get game-celebrities to play in tournaments for all to see, the works. Obviously if everyone online is excited for a game, you should be too. But as you know, Street Fighter, Street Fighter X Tekken, MvC3, and such are all flops.
Really, these games just put you into positions where you are too good to fight your casual friends, but not good enough to be in the pros. And it just leaves you in a pit of frustration questioning why you even bother. Personally, not a fan of games with 100+ hit combos. But despite Street Fighter not having the combos, they have stupid amounts of technical inputs in order to trick the game to win. Why can't you just... you know... play?
Anywho, Capcom has the habit to upgrade their games, but leave the feeling of buyers remorse. Because you pay for full games just to get extra characters and updates on movesets. This SHOULD be a good thing. Why not pay 50 or so bucks for a better game? Not a bad deal to do every two years. But Capcom honestly gives me the vibe that they really don't know what the fuck they are doing with the fighters and it always pisses me off. It is really just the nerfing. They should buff everyone, not nerf them down and leave the Capcom favorites full of improvements. Fei Long too good? CAN'T HAVE THAT LET'S JUST BUTCHER HIM. Vega still shit tier? Give him 1 extra frame on C.LP that will balance him. I mean, I can go on with examples. They have horrible favoritism, usually towards shotos. I feel like they don't test their games at all. I just.... looking at MvC3.... how did they make Arthur THAT bad?
Finally, the DLC. Capcom solely relies on DLC and it is painful. Buy the game, download useless outfits in tons of packs. By the end you will spend 50 on the game, 50 and more on the outfits, and then you have to repeat that every time they remake the same game. DLC should make you want to continue to play the game over time, not try to squeeze you out of an extra buck. It is terrible how reliant companies have become on DLC, and Capcom is the worst about it. Even MK has stupid DLC weeks after release, making you pay for extra suits and characters on the spot. The more I play Nintendo games, the more I appreciate them. Because at least their DLC is giving me a new experience, a BETTER experience that makes me want to continue to play their games. Capcom and others just make me feel tricked and ripped off. What is it, ten bucks for some shoto outfits GTFO
Capcom lies to their fans, tricks them, and humiliates them. They make a big joke about it and I hope someday they go bankrupt. And that day can't come soon enough!
you do not NEED to get the costumes to play the game.
SF4 has been out 5 years or so and only had 2 updates that were needed to stay up to date as such. (and still optional, you can play vanilla sf4 online still.)
I'd say thats pretty damn good, especially since AE edition cost me 10 bucks and Ultra cost 8 bucks.
Really, these games just put you into positions where you are too good to fight your casual friends, but not good enough to be in the pros.
^ So like... any game you invest time in then.
. They should buff everyone, not nerf them down and leave the Capcom favorites full of improvements
SF4 is the most balanced fighting game you can get, even Dan is viable at higher levels.
Also, the ultra update buffed almost every character, as a bison player, the overpowered scissor kick pressure got nerfed, but as a trade off, I have a faster devil reverse now, makes almost no difference to me.
, ten bucks for some shoto outfits GTFO
If you don't like shotos, why the fuck would you buy the OPTIONAL costumes for them?
you know, you could buy the pack for the char you want....
or guess what.... not buy any costumes.
There are no bad characters on SF4, Dan is a joke character but you only need to look up Ixiom on youtube to see how easily he hangs with the rest of the cast at higher level.
The motions to do moves started on arcade machines from my understanding, and stay as a staple for those people who grew up going to arcades. It is a brick wall that I've climbed from an outside perspective of the people who have been playing fighters just like SF4 for years, I started actually learning with KoF13, skullgirls too...
I used to complain ALL the time about how dated the motions were with an ex boyfriend that adored fighters and it took him forever to even realize the curve for NEW players, and how stupid it is. How fighters will only lose players due to the curve with a controller(Because people aren't gonna buy a stick when they don't even know if they will LIKE the game).
I got 3 friends who didn't "play" fighters in to SF4 as I got better, two of those friends bought sticks because they were sucked in to the concept "motions are designed for sticks" but we had been playing for so long on keyboard/controllers that... they never use their 60$ sticks because its another learning curve getting used to a stick anyway.
Its a wall, but a manage-able wall with people to help you.
Honestly now that I have no issue pulling off full circles, Zmotions and half circles its hard to remember why I was upset about the curve... because once you know how to do it, there is no "unlearning" it really.
I still feel like fighters could be more accessible if they didn't use motions, but then I look at Injustice that tried that, just using button combinations mostly aaaand I hated how that felt - Some loved it don't get me wrong but it felt wrong. Though having a button for blocking in all fighters would be nice even if I'm so used to holding back I get wrecked at MK9 forgetting I need to press a button for it haha
To fit all the moves a single character can have on whats essentially 9buttons (analog button included) on a controller. its possible but you need at least a few double buttons to fill out a move list still to make an interesting character. A keyboard has enough buttons but imagine pressing half of the board to pull off an Evil Ryu combo filled with stomps and shoryus and dash canceling.
or just taping the directional pad a few times with 6buttons and add almost double the moves.
I'm still in the mindset fighters like SF, koF and the like won't grow in popularity with the curve but do they really need to? Its not like people play fighters like streetfighter and KoF for the singleplayer and if development is focused majorly on characters, balance, and gameplay~ there is no big loss considering the cost. Its a competitive co-op design, you play with people you know, or randoms in the online. Most fighters shouldn't even have a singleplayer story mode due to how little effort is put in to it anyway.
Just my 2cents on the matter. I agree the curve is too steep, the motions are dated and carried which kills interest for anyone who doesn't have a die hard fan to convince them and help them climb past it. In the end though even if it didn't have motions, since its focused on multiplayer that is, whats the point playing without people to play with? :c
PS: SF4 actually has shortcuts for a lot of the motions, like full circles don't need to go fully around before you can click punch/kick to get the special as example.
A good way also to start off when you need shoryus is just tap forward+down+forward, more or less just four button clicks, since forward to down doesnt activate anything and just registers as a forward TO down input to allow you to go back to forward(fourth click being the punch), getting a Z motions.
Another cool starter tip if you feel very helpless after getting knocked on your ass to stand back up is you can crouch on wakeup (standing back up) with both light punch+kick held, release when you stand while still crouching and if the enemy tries to grab you, you tech it and back off, if he does nothing or tries to do something fancy, you throw out a crouching light kick because your crouching which will stop them flat in most cases. only weakness is if they jump and go for an "overhead" which you have to hold back(not crouching) to block high and avoid being hit in the face~ or wiggle them forward directions for an antiair shoryu.
Forward, Down, Forward. Z motions are a terrible complicated sounding name for whats essentially one direction more then a fireball.
Don't own a 3DS though so who knows if all this is gibberish for the handheld version. Sorry if I wasted your time and it is, goodluck!
Also, I disagree with the notion that fighters shouldn't have story modes, look at Super Smash Bros. Brawl's Subspace Emmissary, or Bloody Roar II's awesome character-specific stories. And yes, you could argue that there's not enough buttons, but look at Tatsunoko Vs. Capcom's casual controller mode, you control whether the punch or kick comes out Light, Medium or Heavy by tilting the control stick, same with special attacks, and I think that adds a lot of charm because you can grab the controller and actually put up a fight if you're good and have good fundamentals.
Most people who already know them somehow can't understand the fact that it's VERY hard.
As for movelists and the way games handle incorporating all the options, there are ways~ and tatsunoko x capcom's concept is a good example but I doubt we'll ever see a change from Streetfighter, king of fighters, guilty gear, blazblue or any of those who started that way... If they drastically change how inputs work in a core series of games they lose a majority of players who will buy the same game 4times on multiple systems making bank for them. If they keep it the way it is, it'll always be a smaller community then other popular titles I think.
The VS type games are always full of new concepts though, just hope something good gets picked up by the next big fighter... but looks like the newer fighters like yatagarasu and skullgirls are sticking with those sort of motions so I don't see a change soon sadly.
Glad I could help though C: and I like slippery, thats why I play Hakan~ hurrhurr bad jokes...
The only thing more approachable about skullgirls is the AI is less stompy on normal, in 1on1 play Skullgirls is way less approachable because once one person learns a long string the matches are always in their favor until you learn your own on top of the motions which save for full circles, still include Z motions and back motions, air motions, all of it :c
if you don't know a long combo and your opponent does, when they hit you that does exceptionally more damage even if you break out then what you can do in the same good hit.
I've never been a big fan of those super long combo focused fighters though, so take this with a grain of salt.
I love Painwheel in Skullgirls but I play with a friend who loves Bigband... I can beat him but as he takes it more seriously, when hes playing "well" I CAN NOT win because even if I read 10moves and counter with my simple 8hit combo, each time thats good, but he does the same damage within 2 reads due to knowing what attacks continue on what other attacks, which is a HUGE learning curve on top of the character specific playstyles(Squiggly being a form of charge character, Painwheel being focused on armor and flying, bigband having a taunt that buffs his supers by pressing all punches one after the other).
Knowing all your character's starters and enders to continue combos? thats the steep ass wall for those sorta games.
The other learning curve with skullgirls specifically is none of the attacks look like their button, at least with most of the cast - Punches and Kicks don't look like punches or kicks... but to Break Out of long combos you need to read the combo, click the same button so to my understanding, the curve is knowing "every" characters attack based on button pressed too.
If anything in my opinion, Skullgirls while friendly to mash in because you get pretty buttons that all feel like specials and the AI doesn't start cheating till hardmode, most of the cast is insanely complicated and gimmicky, the long combos on top of the crazy animations hurts the learning of the game and inherently the longer combo fighters like marvel and skullgirls are less accessible because the skill ceiling is way higher to put up a fight against vets even if they are bad at the game, unless they deliberately avoid comboing you. Just prettier with every attack looking like a SF's special visual equal.
Now if you were to compare Skullgirls to Yatagarasu, I'd agree in all rights... Yatagarasu while praised by many to be super amazing and cool, looks like 3rd strike on crack, super high skill design that is the most unfriendly I've seen for new players.
Try playing big band on a controller and doing the buff, clicking bumper+Y+forwardX (Xbutts pad) one after the other, it actually hurts my hands :c but all fighters have complicated characters that pad users will have a rougher time with.
Plus it has probably one of the best characters of all time in Catherine, a transgendered self employeed manga artist who's fighting to promote his manga as well as gain new ideas for his manga series, directed at young women, and fights using a magical suit that allows him to use his love of manga and anime to attack using the power of cosplay from turning into a cheerleader and jumpkicking people in the face and swinging the stage dressed as playboy bunny and giving an effeminate Tarzan yell. To becoming a magical and raining death lasers and turning into Marilyn Monroe and causing an eruption of hearts from his feet as his skirt billows up. Really one of the most entertaining characters I've seen in a fighter.