Because people love trying to de rail threads with the “I hate SF3 teven though I’ve never played it” talk.
Based on what Ono was trolling in the Famitsu interview, I think we might be getting SF2, SF3, SF4 Grooves/Isms.
I’ll be using SF3 Groove to make all these “parry hating 09ers” mad.
as much as I hate parries street fighter 3 series was not as popular cause no one knew who any of those characters were, also a ton of people were playing mvc2. SF3 series was also a lot slower game then mvc2 and super turbo
Aren’t 09ers usually the ones who like parry, though?
That would be just what we need parrying into free Ultras.
How about gems guys !? Trolololplol runs away
I wanna know more about “element mode”. Does this mean I can use FSE whenever I wish? Man that would be awesome. I can only imagine the buffs Juri gets when she goes FSE.
I would like trades on grounded normals to reflect momentum and or inertia or at least just be a little more realistic, and based on who pushed what and when and which strength button pressed by each player should all affect the outcome of who gains more from a trade.
an example would be like if both players hit jab at the same time then it can stay like it is now. …but if one presses before the other then the results would vary. all trades are practicaly identical right now.
I just hope that whatever the new mechanic is(like focus system), that it works well for charge characters as well as it works for the rolling motion characters. The focus system in SF4 didn’t really favor the charge characters as much as it did the rolling motion characters.
I would like parries again. I think it would be more exciting to see. It was easy to learn, but difficult to master. SF4’s Focus Attack was difficult to learn and properly use.
The level based Super system from the Alpha/Zero games would be nice to see again. Having access to small Supers adds more strategy in combat. It would take care of the comeback issues as well.
They could also implement the EX Special moves into the same system. Two EX moves per full level as an example.
How about a full tag team system as a core system?
Just about everything I wanted to say regarding parries, Bob already stated.
I will just add a couple thing though.
Parries did punish you hard if you were super predictable. If you’re opponent was just doing the same pokes over and over, yes you bet on a parry and get an easy punish if you knew how. That said, this also helped alleviate some of the bad match ups in the game. A Chun that was fishing too hard with cr.mk or b.hp could easily be parried and punished. In the same vein, you could punish someone trying to parry by conditioning them, just like you could in any SF game.
As for parries killing fireballs. You can’t kill something that’s already dead. Take parries out and 3S would still have a shitty fireball game because fireballs were shit in that game in the first place.
I think Ono is hinting at GGPO being implemented when he says itll have something everyone wants.
wrong thread sorry.
I find the divisiveness of the parry mechanic in this thread kind of interesting.
While I run the risk of a possible derail, can an SF3 player summarise for me the pros and cons of the system? I never got into 3S, I adhered to ST until IV dropped (and sadly abandoned it when IV hit consoles) though I am curious as to why it did and didn’t work, or perhaps why people dislike it. Did it nullify too many aspects or render certain options pointless?
Personally, I really enjoy seeing 3S being played and find parries to be very clutch-like in many situations, especially when they flip momentum for the player being relentlessly pressured with one really tasty read. Perhaps I’m ignorant, though I viewed parry use as being a great demonstration of skill, reactions and reads. Am I wrong? Am I ignorant to how they are utilised?
You’re perfectly right. I don’t actually consider them having any downsides, except that they completely change the game.
And some people don’t like that.
Its like I said in one of my first post here. Its like 2 entirely different genres of fighters comparing themselves to each other.
Parrying makes for a more in-your-face game and everything becomes a mind game. And remember, parrying is also an offensive tool.
Parrying makes it so anything can happen, anything is possible, and anything your opponent throws at you, you can deal with if you read it perfectly.
While without it, its just a much more predictable game, where the rules are more set and matchups are much more predictable.
There is nothing that has ever compared to the in-your-face matches I’ve experienced in 3rd Strike. Parrying makes it so you NEVER feel powerless. You ALWAYS have options.
I’m biased, I know. But my point is that. They really are like 2 entirely different genres.
And I’m not wishing for another SF with parrying without a reason. I am because 3rd Strike is old, flawed in other ways and there are no games in existance that compares.
We just had our game that follows the classic SF formula that many people do love. Does SF5 also need to be that? Or is 3rd Strike really doomed to be the only one of its kind, ever?
God, I always get in such a long rant over this.
Even top level players like Ricky and Jwong got parried into super, so I guess their scrubs also Lol, but really 3rd strike had to compete with MVC2 and also CVS2 which was a problem.
Also would not mind of SFV was tag team based, but I doubt that would happen.
Having different ism/grooves would be interesting.
Take Chun for instance. One ism/groove could have her as a charge character, focused on zoning.
Another ism/groove could have her as a motion character, focused on attacking.
However, IF they do this, they better not have custom combos, because you just know that will turn out to be broken.
Isms are dope and I’d love to see them return, or a different take on them.
A new mechanic that could be implemented could be a style switch type thing, you select it in the character select screen and it determines your character arch-type.
For instance Guile - Style A and Style B.
Style A improves his offensive tools, maybe an increased forward dash and walkspeed with less charge time on Flash Kick.
Style B offers more defensive and zoning tools, so possibly improved priority on certain normals, better walk-back and better Sonic Boom charge time.
I don’t know, I’m just toying with ideas while I’m on a break. It would present unique match-ups across the board though.
So maybe a RyuStyleA-ChunStyleA is 6-4 Ryu, but if Ryu were playing a defensive Chun in Style B it would change the match-up into a 5/5 or 6/4 in her favour.
I haven’t read anyone mentioning this but I really hope SFV is nicer to charge characters and included both charge partitioning and buffering.
Another +1 for the no focus attacks, I could never grow fond of them and I always forget they existe after jumping into SFIV from playing another game.
Features I want:
- no trip guard (because I love me some sweep anti-airs both in ST and KOF)
- guard cancels / alpha counters (hey, we’re getting guard breaks, aren’t we?)
- dedicated anti-airs having larger vertical hitboxes than in SF4 (or anything else that makes them more reliable than in SF4)
- rapid fire chains cancelable into specials / supers
- super animations that don’t trigger cutscenes (seriously. It breaks the flow so badly)
- no effin’ focus attacks
- higher overall walkspeed than SF4
- higher overall damage than SF4
- SF4-style crouch teching removed
- better sounds on attack impacts than in the trailer (preferably like in 3S. MAN that game had some good sound effects)
And probably a few more things, but this covers most of it.