On that point, VF’s diversity of how attacks flow from one move to another gives players a lot of freedom to play their characters with a great deal of individuality. The game also encourages players to make full use of its system, to enable them to become proficient at reading their opponents. These are all invaluable examples to follow and learn from. However, if we copied all that we’d lose the essence of what a Capcom game is, so we’ll just borrow all the good things (laughs). There’s certainly a lot to learn from VF!"
Would explain a lot of why I keep getting impostor syndrome with my game whenever I see SFV. My game has a very similar direction of influence to that of VF/DOA.
Justin has described the game as being somewhat "turn based", as in after one players offense/pressure ends, they have to stop and play neutral, possibly giving the pressure to the other player. This is interesting in that the same description has also been used to describe Virtua Fighter, combined with more than a few VF inspired things in the interface, it makes me wonder if that series does have a big influence in this game.
Honestly, when reading the description I thought of DOA as well, which had an influence from VF to be fair.