Before anything else, I want to say that I don’t particularly dislike 3S. Not my cup of tea, but I recognize it as a good fighting game that a lot of people love. Not a bad thing, the community needs good games for people to play and enjoy.
The 3S vs OG SF argument comes up a lot. I didn’t want to say anything in this thread, but I figure its better to give a thought-out opinion rather that just say “your game sucks!” and leave it at that.
So, with that disclaimer…
I feel like this statement is greatly underestimating old-school fighting games.
Yes, guessing and anticipation are a part of what goes into a fighter, but its not the whole story. In the OG games, part of the strategy included me wanting to put you into a position that gave me a tactical advantage, which would then increase my chances of victory. This tactical advantage is based on a number of things - specific character attributes, position on the screen (and relative to the corner), meter, etc.
Imagine we’re playing a war strategy game. We could just line up our forces at opposite ends of the screen and lob artillery at each other. And that would be fun in its own right. But more than that, I want to put you in a position where you are at a big disadvantage. Maybe surround your units with mine, lead you into an open field where I have snipers positioned in high places, or lead you into a narrow ravine and I take the high ground. This will give me the greatest chance for victory. Of course, you can still win too - but the fight will be much harder for you.
OG fighting games had things like this. So part of the strategy was me trying to put you in a bad position where your options for defense suck and I have a high chance of doing good damage before you find a way out, if you ever do. You, of course, know this and not only are you trying to avoid getting put there, you also want to put me in whatever poor defensive position your character can create.
What happened in SF3 is that the parry is basically like a big “cancel” button. Its not just a defensive option, many times its the best defensive option. And no matter how many of your other defensive options I may be able to limit or take away, you always have parry available to you. Since its always available, I can’t really put you in a poor defensive position. In order to hit you, I’ve got to attack you in a way that you weren’t expecting me to. I don’t need to put you in any sort of disadvantageous position to do that, and even if I did it doesn’t really matter when that’s the bottom line. So, that part of the strategy is lost.
So now, the focus of the game becomes mix-up - trying to read your opponent while remaining unpredictable. And the characters who excel at the game are the ones who have good ways of getting around the “cancel” button.
So if your cup of tea is in-close fighting and mix-up games, 3S is probably the best game there is for that. It may be more fast paced, and maybe more exciting to watch, even play. But to achieve that, the whole element of tactical advantage/disadvantage was more or less lost, and while I can’t speak for everyone, I believe that this is where the root of most of the anti-3S sentiment comes from.
Again, this is just my opinion, I’m not typing it up to say “your game sucks!” nor do I think it will cause anyone to change their minds or anything like that.