For newcomers to the genre, learning how to play fighting games involves a ton of failure and very little guidance or encouragement. Traditionally, every version of Street Fighter has presupposed a commitment from the player to learn the game at any cost. In all these years, fighting games have yet to make a serious effort to meet new players halfway.
Compared to a first-person shooter like Counter-Strike, there’s almost nothing intuitive about Street Fighter at first glance. What’s the strongest attack? What’s the fastest move? How do you block throws? How do fireballs work? How is super meter used? What does offensive crouch do?
How do you know when to use which button? There’s no clear-cut answer to that question. Their names don’t mean anything! Guile’s standing roundhouse kick serves a completely different purpose in SSF2 than the same exact button for Bison. Guile’s far s.HK is reactionary anti-air defense, whereas Bison’s far s.HK is an offensive mid-range ground poke.
Sadly, new players aren’t even told that the button layout isn’t meant to be organized by purpose or usefulness. At the very least, they deserve to be shown how to sort attacks into basic functional categories: pokes, anti-airs, knockdowns, overheads, reversals, etc.