Fighting game is a unique genre in term of flow. The flow of
the game is highly dependent on the gap between the player’s ability to play
the game. A player with a high skill level will most likely not find any form
of ‘flow’ in the game playing against his grandmother who’s never played any
game in her life. Playing against the artificial intelligence in the game do
have a certain flow in it, but most fighting game is designed for player versus
player.
So now that we’ve stated that flow works between the player,
fighting games nowadays have created some sort of flow for themselves, built
within the game as a game mechanic. In Street Fighter 4, players who had lost
half of their health are allowed to perform an Ultra move, a powerful move which
can turn the game around with just one clean hit. This creates a bridge which
separates the more ‘chill’ first half and the much more intense second half of
the game, as the player who dealt half health damage must now ‘respect’ the
idea that the game can be turned around anytime. The problem with that is the
uncomfortable feeling of uniformed flow. The player can almost know what to
expect when the game reach a certain period – It’s like knowing that a jump-scare
is around the corner and you are just waiting for it to happen.
Jump forward 8 years later, Capcom announced Street Fighter
4’s successor, Street Fighter 5. In the sequel (and I use that term very
loosely), the Ultra bar has been removed completely, and they’ve added new
mechanic such as the V-Trigger, V-Reversal, and a three level super bar. The V
abilities, while working similarly as the previous game (being able to fill up
as you lose roughly half your health) does not have to filled to full to be
able to use. Players can now spend their resources anytime, making the game
more random. The flow of the game is now more random – the best way to describe
this is that now the jump-scare may happen anytime.
The super moves (or Critical Art) can also be spent earlier
for EX skills, which once again randomize the game. This system exists in the
predecessor, but it was overshadowed by the Ultra mechanics. Overall, Capcom
knew what the players were feeling about the flow of their game, and chose to
take a bold step forward on changing what worked for 8 years with something new
– something that is generally appreciated by their fans.

