I’m not even touching the game if it doesn’t have parrying.
I’m still working my time off for a 3rd Strike mod for SF4. Yep, thats how much I like that feature.
I mean, 3rd Strike’s parrying was imperfect. The timing was too lenient, successfully parrying froze the characters for so long any good player could react to it very easily.
But then I see some arguments and I realize -> there are 2 entirely different mindsets here.
You know what SF4 was? A zoning-fest of slow, boring crap that I never enjoyed in the slightest. You jump at the wrong time you die. You guess wrong to jump you die. Its slow, its dumb and I hate the game for it.
SF3 was in your face. Zoning with fireballs is the worst part of street fighter, and it was perfect there. It was aobut a real fight with constant mind games.
Its all an entirely different mindset, basically. SF3 and SF4 are not even comparable. They might even be different genres if you were to describe how it feels to fight in one or another.
Add to that universal overheads and how combos worked in SF3, and it was a much more fun experience. SF4, every hit can lead to huge combos without meter and meter just extends combos. Ultras were stupidly designed.
And a few other things I loved about SF3 that furthers sets it completely apart:
-ACTIVE BLOCKING -> or whatever it is called. If you don’t hold back even in a perfect blockstring, you don’t block successive hits. This is absolutely incredible how much of a difference this would make, actually.
-No “buffer” for mashing
-Charge partioning is also aprt of what makes 3rd Strike an “in your face” kind of game instead of a “zoning, perfect slow play” kind of game.
I don’t need 3rd Strike 2.0. But if its a zoning bore fest I’m not even going to look at SF5, just like I just rapidly stopped playing the bore-fest that SF4 was.
At the very least bring back a real fighting game. And slow down with the combos. When jabs combos into fierce all over you know there’s something wrong.