The game was built on a shakey foundation to begin with..... Street Fighter not being "Street Fighter" may not be a bad thing since the game has always been unintuitive, inaccessible and sometimes just plain stupid from the very start..... I'm definitely not going to miss that.
Anyway to say 3D Fighters just flatout don't have Space Control is just plain wrong, you can most definitely own and control the space assuming you picked a character that can..... its a different type of game therefore its done in a different way. And as far as I can tell "Space Control" using Fireballs from Full Screen distance is just a polite word for "I'l do anything to avoid actually having to fight".... its Cheap. I don't blame players for abusing it.... thats exactly what they're supposed to do..... the fault here lies with Capcom for making a Low Risk High Reward move in the first place
Might as well admit that you don't understand 2D fighters, especially the more grounded ones like SF (and KoF, etc.). Space control and footsies in Street Fighter (which invented footsies in the first place) happens at mid range, just outside the cr. mid kick distance. This is where players will often dance in and out for the most basic form of footsies, which is bating a poke in an attempt to counter poke. This is where the multitude of buttons and single pokes come in. Because you need to know which pokes beat out specific pokes of your opponent.
Just look at this match from the CvS2 Grand Finals at Evo 2008.
Look at how both John Choi and BAS are playing mostly in mid range and trading pokes.
As for 3D fighters, if you read what I posted closely, I never said they didn't have space control. Rather, I implied that they didn't have the same kind of space control as 2D fighters. It's just the way the sub-genre works. The combination of slower movement, string based combos (instead of single pokes into hit confirms), etc. means that you spend more of your time closer to each other and going for strings, high low mixups and/or frame traps.
I didn't fail to remember anything.... I simply didn't know.... and whats your point ? I'm assuming you made one but I just don't see it.
So what's the ratio of Pad Players and Arcade Stick players winning The Grand Finals at Evo ? Or better yet whats the total Ratio of Pad to Arcade Stick players in Tournaments ? Or better yet how many pad players use the thumb stick over the d-pad ? I'm pretty sure theres a very very very good reason why Stick players keep popping up in Street Fighter Tournaments more than they do in say... something like Mortal Kombat. Cherry Picking one dude who plays pad out of a sea of Stick Players is not exactly conclusive and even if it wasn't....There isn't single number you can give.... Street Fighter clearly has Arcade in the very foundations in its design and its as clear as day. Doesn't matter how many people play pad.... wasn't designed for one anyway.
Sticks are mostly tradition and the fact that companies like MadCatz have done a great job promoting arcade sticks. Yet we do see a good number of pad players for the games. However stick has become dominant simply because switching between 360 and PS3 on stick didn't mean having to learn a totally new controller.
I don't know much about how arcade sticks work but I'm assuming theres not all that many that work on all platforms. To what extent does the arcade stick accomodate players who don't know which system is going to be used at which event ?
It's not about a stick working on mutliple consoles (though there are ways to enable that). It's the fact that the basic form factor of any arcade stick is the same across all consoles. For the most part, they use the same bog standard Sanwa arcade parts in either the Taito Vewlix layout or the Namco Noir layout. That means, a PS3 stick player can easily pick up a 360 stick and not have to worry about learning a different controller.
Finding an Exploit IS a major change.... the blade cuts both ways, theres no room for double standards. If people are perfectly comfortable with a major change that was unintended than I'm sorry but they should also be comfortable having the major change of having that initial major removed or altered to ensure that everybody is genuinely playing the same game....
Like I said.... this is exactly the type of thing that happens when you're too busy focusing on winning and trying to play outside intended scope of the game's rules.
Because, as experience has shown, just because something is "unintended" or an "exploit" doesn't mean that the game is ruined. Heck, it takes months, or even years to figure out the true balance of a game, let alone if something is truly broken.
Take my previous 3rd Strike example. It turns out that the unblockables aren't even a big deal as Urien and Oro are nowhere near top tier. They're barely able to keep up with characters like Chun Li, Ken, Yun and Makoto. At the same time, the unblockables, coupled with another glitch called charge partitioning (which allowed you to keep a back or down charge, even through a dash) actually made Urien more interesting and fun to play.
At the same time, I'd like to think that the developers actually have a modicum of respect for the players and believe that they aren't dumb enough that they aren't able to figure stuff out and adapt to the meta as it develops.