This is a hard question to answer because it’s so nebulous. Comparing the two games to each other in any meaningful and quantifiable way is very difficult because of how different they are. Past the basic 2D fighter concepts we’re all used to, the two games are almost opposite ends of the spectrum. It’s hard to say that one is more balanced than the other because they’re balanced in ways appropriate to each game’s format.
3rd Strike is balanced in that the gaps in character effectiveness are small, creating a cast where the “better” characters aren’t so high above the lower-ranked ones. Chun-Li, one of the best five characters in the game, has a provenly bad matchup against Twelve, the worst competitively playable character in the game. Characters like Alex or Remy, though nowhere near being the top of the hill, are still very playable at any skill level.
Parrying takes the game’s normal character balance and gives everyone a Big Equalizer. Have a bad matchup? Some well-placed and/or lucky parries can turn the game around for you, but the same thing on the opponent’s part can turn what would normally be a standard defeat into a crushing one. I don’t understand why people say parries ruin the game, when if anything they make it more interesting. Despite what some might think, parrying doesn’t make projectiles useless, it doesn’t make certain characters better than others (as opposed to CvS2’s roll cancelling, which I’ll get to), and it doesn’t turn the game into one big crap shoot. If anything, it takes 3S to a much smarter level than it would be at without parrying.
CvS2 has its own form of balance in the way of options. The game gives you more options than any other fighting game out there. You can choose how many characters you want, which characters out of the large cast you want to use, then you six different grooves to choose from to lay on top of the strategies you get from your characters. So unlike 3S’s tight-knit “let’s not stray too far” system, CvS2 takes it in more of a Magic: The Gathering direction where you can do pretty much anything you want, because the weight of options will end up balancing itself out in play.
At least, that’s how it works in theory. Unfortunately, Paper Fighter and Arcade Fighter don’t always work the same. As far as character balance goes, everything works out fine for the most part. There’s a few characters that stand above the majority, a few that warm the virtual benches, and a large middle group, many of whom can compete with the big dogs. Everything works so far.
Then we pick up to three of them for our team. This seems to work out as well, because you can either put all your eggs in one basket for a hefty bonus in power and stamina, or you can spread out your interests and give yourself (SURPRISE!) more options. You can pick three characters that play similarly to focus on one strategy, or use each character on your team to make up for weaknesses in the other two. Again, everything seems to work when you look at it on paper. It’s all pretty common-sense stuff.
Then you pick your groove, more options, blah blah focus more or minimalize weaknesses blah blah, everything is groovy. Now you get to play the game, and, oh shit. Seems that not everything is as balanced as we thought. Certainly not as unbalanced as everyone likes to say it is, but definitely not the same thing we were looking at on paper. Again, I’ll compare it to Magic: The Gathering. Technically, you can pretty much do whatever you want in context of the game. You can make a theme team or a competition-only team or just toss in random shit and prayers. However, when you have this many options on the table, it can be hard to determine what’s going to come out on top, and what might be great one day could turn to so much junk by next week because someone figured out something new. Then there’s the whole roll canceling thing, which made seemingly bad characters a lot more playable, previously good characters even stronger, and didn’t affect others which sort of moved them down in a sideways sort of way. It didn’t completely rewrite the tiers or anything, but it definitely changed the way the game is played.
So which game has better balance? I have to go with 3rd Strike because everything is close enough that nothing is really far out there, while CvS2 goes in every direction and somehow meets up again somewhere down the road at approximately the same place and time. This isn’t to say that I don’t think CvS2 is balanced, which is definitely not the case, just that 3S is a step above.
FOR THE ILLITERATE: I like 3S a little more than I like CvS2.