Like you can only parry air to air, ground to ground, not projectiles. This would allow for zoning. If guile booms, he can still get his c. Hp because the opponent cant parry ground to air.
Maybe instead of a guaranteed counter, it just leaves you at a small advantage? Enough to move first and offset pressure?
Parry was only part of the reason why zoning was weak in SF3. Just as important was the fact that projectiles were generally weaker in that game.
EDIT: If they do bring parries back, I’d like to see them try the ff.
-make parries whiffable, and give them lots of recovery on whiff.
-make them act like focus where they parrying deals recoverable damage.
If parry comes back, it NEEDS a whiff animation. Taking focus damage would be welcome’d too (provided that you couldn’t die from it). I’d like faster game speed than SF4. I’m not one of those people that couldn’t enjoy SF4 because of the pace, but I do prefer faster paced fighters. Stun meters need to come back, never saw a reason for their removal. Keep multiple taunt. And for fucks sake, STOP REMIXING OLD SF2 THEMES!! EITHER MAKE SOME NEW ONES OR REMIX LESSER USED THEMES!!
The Road >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Any other Ryu theme.
I think that’s the best direction. grey damage after every parry. And maybe go far as adding taxes to it, for example ‘A Hadoken does 10% normal damage, but a parried Hadoken takes 12-13% recoverable grey damage’
So if any player is bold enough to parry a whole super plus tax, just make sure you don’t even get jabbed afterwards for at least 10-15 seconds to recover the 50-60% gray damage.
Sure you maybe better off just blocking most of the time. But parries will come in handy if it means some kind of frame advantage, you plan to punish, and to keep opponents from cheesing a win w/ chip damage… Just don’t screw up.
Branching off from my previous post… a crazy idea would be to have the amount of grey recoverable damage dictate how strong your Super moves are.
So if Ryu takes 60% grey damage, that grants Ryu some flashy Level 3 version of his Super. But he doesn’t have long to land it b/c the more grey life he recovers, the more Super bonuses he loses (Level 3 demoted to Level 2 demoted to Standard).
That would raise the stakes extra high. Both players would be antsy to take advantage of the situation. Parrying would put you in a state of winning big or losing big.
This type of feature may promote alot of ppl parrying like crazy if not balanced correctly. I’m not sure if I would want that in SF, maybe new franchise.
Another thing that needs to be SF5 are the blue shadows for Super moves.
why do people complain about ultras when supers are the same exact thing? Play Alpha 3 and you will see what I mean. And im not talking abotu stupid V-ism. A-ism level 3 super = Ultra
Because you get ultra’s by taking damage. You’re guaranteed an ultra every match. Unless you FA everything (which doesn’t happen), you get an ultra for losing and therefore, it’s a comeback mechanic. People hate comeback mechanics.
thats just complaining dude. I swear the FGC is just a bunch of whiners. Thats like saying X factor is a comeback mechanic even tho you can use it at any time.
Who here was complaining? It’s a thread about ideas for the next title. If there’s something in a previous version that a lot of people didn’t like, we’re obviously going to suggest it not return. You’re the only one getting his panties in a bunch.