Improvements or changes you would like to see in SFV

So with chars that could have a higher GB ike guile for example would that mean he takes the same parry meter as ryu?

Parries aren’t going to be in, remember that SF3 was a massive commercial failure. It is a darling of fighting game enthusiasts, but again think of the casual fan. Parries are a monstrous initial barrier and going to turn off many casual players.

I love 3S. It’s a fun game and I never get tired of it (unlike the Alpha series which I never want to touch again). That said, the game is really random. All the mechanics promote random play and I do not want that shit in another SF. It was fine for that one time they did it but that would be almost as bad as having the game play like SFxT.

The general response is hilarious:

“We don’t want more of the same! Give us something new!”
"… Unless it’s from Third Strike! Give me as much Third Strike content as possible!"

You do realize it plays fairly similair to SFxT right?

Yeah. Except its not. It really gets old when everyone just bring up a load of shit as a reason.

SF3 was a commercial failure because of parries, then? Not even close. Again, just non-sense being thrown around. God, is this community that stupid? There are lots of reasons why SF3 was a commercial failure. Mainly that no one ever fucking heard of it and the characters didn’t even remind anyone of SF, meaning SF was never noticed at all. The gameplay didn’t even get to be questioned by the masses when it was released.

Parrying needs whiff animation for high and low parry. Also no air parrying. Does not need to consume meter and should be free to throw out. Just give it a whiff animation with counter hit property on the animation.

Makes it casual friendly, cause they can see it, and adds an interesting competitive layer. Never liked the way it was implemented in 3.

2i use to be the ish back in the day, but it was hard to find a cabinet. When 3S came out, the problem transitioning (2i) players had with 3s, from there mouths was, it seemed too slow and they didn’t understand the characters. More frames made it slow. The parry window was made smaller. No more random parries. Ibuki, sean and akuma got shafted. It wasn’t until Japan vrs the US that they understood the potential of the game and it’s characters. It then picked up. Fast forward to evo, it really became in fashion after diago. It wasn’t a failure. You gotta think, back then there was no consoles with it yet. Many arcades didn’t have a cabinets if they did, the sticks didn’t work. It had nothing to do with the parries. My friend use to discuss making the parry cost something to use, risk / reward, but I say simply using it your taking a risk. What would diago had done if it cost him life pixels? He had maybe 2. How about if you use the parry, it works as such, but without gaining meter.

If you say so. I’ve played hundreds of hours of 3S and know just how much more random it is than every single SF game not named SF

Thankfully SF3 killed the franchise for a decade so I doubt Capcom will be in any hurry to implement parrying in the game.

That was one of the things we discussed, adding parry whiff animation. I disagree though on no air parry. Gotta have that, or we will be dancing back and fourth again. Little action. A character like Hugo would have a better chance getting in with the parry.

Dancing back and fourth, I have no problem with. If you jump…be prepared to get AA’ed.

Keep dancing, but I’m calling in the commander and chief on this, and he’s going to bypass congress and use his executive order. It’s going in. :wink:

Zangeif was able to get in on you in SF2, without air parry. Hugo can get in on you in USF4, with no air parry. I am quite sure air parries are not needed in a SF game.

Most people don’t like jumping being a generally smart idea because of all the advantages jumping has. Jump ins are almost always combo starters, do high damage, have better reach than most ground normals, do good amounts of blockstun, move you far in a short period, change your hurtbox so that a lot of grounded attacks miss or get beat, throw invulnerable (unless it is an anti air throw, which not everyone has). Jumping should be used for when you are confident that it should hit, if you are not 100% confident in your jumping attack giving you the advantage, then you shouldn’t be doing it. Why the fuck should I have to guess when YOU are the one making the mistake? Jumping is a high risk/high reward situation, it’s how it always has been and always should be.

About parries, I think the best way to balance them is to just add moves that cannot be parried no matter what. Say you have the classic 3S scenario of being right outside your opponents normals range, your best normal/blockstring will reach them but it can be parried giving them the advantage; however, you now have a move that is much more risky to perform if they don’t try to parry it, but if they DO try to parry what they think will be the “safe” string they get smacked in the face and the attacker emerges victorious. For this reason, I think if parries return then there should be moves that are immune to parries, but have more recovery kinda like how Ryu’s Tatsu functions in SF4.

Either that, or make parries essentially function the same as blocking (no extra frame advantage or anything like that) but the defender takes no chip damage and maybe gains an extra bit of meter. I personally do not like parries at all, but if they were kept to the ground and with one of the other changes I suggested, then I could see myself actually welcoming their inclusion.

It is a long uphill not so fun battle for hugo. Air parry would give him some options. Snake eyes zangeif is proof of your point, amazing, but look at the waiting and time. That’s cool and all, but the parry mechanic would greatly alter game play. Whole different game.

Never said parrying was the sole reason SF3 failed, but point is the game failed hard. Why would Capcom bring back the signature mechanic of SF3 then? It is clearly a mechanic catering to the serious/hardcore player, not to casuals. However it is also essential to learn at least at a basic level to be able to compete against anyone in the game, this makes it a massive but necessary hurdle a casual player must overcome. The other SFs (2, Alpha, 4) are all easy to pick up and play, but hard to master. I’m sure Capcom is looking to do the same with SF5 to make it appeal to the casual fan.

BTW I think 3s is a gr8 game, so I’m not a hater, but it seems pretty obvious that parrying (as it was in 3s) will be much more of a turn off than a draw for the casual fan.

What battles are NOT uphill for hugo?

Exactly. That’s why you don’t see hugo used much. Especially in tourneys. It’s not fun to pick such a cool character only to find out he is a big target. Why put him in the game? Ain’t nothing casually fun about that. People don’t play games to get beat up on. On a side note. I have to disagree with 3s being for hardcore players only. I have seen many a newbe come in sucking hard only to start blowing people away. I have seen it time and again. I would like to add. How would parrying be a turn off. Are we saying that gamers now days are dumb? The new generation of gamers master stuff so quick. fadc isn’t easy. Most people who neg it are people who have been playing games for awhile, use to a certain way. Got hard to break playing habits, but this new gen of players they are on another level. Who would of ever thought pad players would be dominant? That was a no no back in the days.

“you need more then size big boy. You gotta have the intensity to back it up!”

I don’t’ like big burly characters anyway. Too big. The only “big” charcter I’ll ever play is Stun from Bloody Roar. Insect grappler FTW!

wow there is so much bad info in this thread!

3s does not promote random play. it promotes random play if you and your friends are awful at the game and don’t understand how it works. most parries do not come off “knowing what the guy would do because he’s predictable.” 3s isn’t a game where you do the most random thing. parry primarily exists as part of the footsie game. it’s another layer basically. in that sense it’s the same “random” as any other game. when you play footsies in SF4, do you walk into max distance low forward range and then low forward every time? do you walk to a certain space and then fireball every time? no, because it would get you punished if they could predict it right? 3s works the exact same way.

parry is not that strong the better you get at the game. in japan most people do not parry. it’s too risky. the better you get at the game the easier it is to punish guess parry and the less people will do it.

you guys are massively overestimating jump in parry. it’s not that good! there are so many anti air options. yeah it’s not cut and dry like SF2 where “you jump and I anti air.” it’s a little more complicated than that. but this idea you guys have in your head of “I hold up+ forward cuz I can just parry his anti airs” is not reality.

adding parry whiff animations or requiring meter for parry or making parry cost gray health, these are all solutions in search of a problem. parry is punishable in 3s, there’s just no obvious whiff animation. but you can see every parry attempt in how they move. you can make predictions on parry as part of footsies and punish the attempts.

I guess the short version of this post is you guys should understand how this game works before criticizing it and offering solutions to problems. I’m sure while you’re typing it, it all sounds sensible to you. but you are offering balance and game mechanics changes so you can solve problems that people who play the game well do not have. it’s like playing SF4 for 2 months and saying “I’m now qualified to offer mechanics changes.” of course you’re not, you’re horrible at the game! why should anyone listen to you?

I agree SF5 does not need parry. it’s because a game with parries in it already exists, that game is fun, and so now it would be cool for Capcom to do something different. people who love parry can keep playing 3s.