Great discussion! I’d like to chime in on some of the misconceptions that people carry with parry and how its inclusion fosters a dynamic approach on how the meta is developed.
I guess I could be considered an OG player because I’ve been playing fighting games for nearly 25 years (my first, like most, being SFII). However, I don’t think I gave any real dedicated thought regarding competitive play until MvC2 (and my subsequent discovery of SRK and MIRC). But even then, I still did not have a true grasp on core fundamentals and how to apply them. I understood the techniques… but learning how to utilize those techniques took years of dedicated practice to get to the level where I felt competent and compelled to play competitively.
SFII is (and will always remain) a groundbreaking and magnificent game. It helped players carve and develop an idyllic mark on how we play the game. But you play a game enough and the limitations of the engine really start to become increasingly apparent. Which is not a bad thing…but certain patterns overtime become an exercise in redundancy and typically favour the player with more experience. Characters were defined by their archetypes and furthermore, players were forced to play a game where tiers and the engine largely dictated how they played. Specific normals/specials were only used in certain situations and a player’s personal style was not glaringly obvious. Not that personal style was entirely exempt, but the way players were forced to play the game largely attributed how the meta changed and in some cases became how the meta became stagnant. So… from a developer standpoint it suggested the only way to rectify this was to introduce new gimmicks or more tools to deal with specific situations. Each developer took their own approach to this and we saw some truly memorable and not so memorable approaches. Either way, it signified growth but made games increasingly more complex and difficult to get into.
Fast forward to SFIII, a new tool, parry, is introduced that not only changed the way players approached the game but changed the way players thought about core fundamentals. Nothing was sacred, and many players felt scorned. Parry enabled players to overcome specific hurdles that were limiting in the past. However, despite popular opinion, I believe parry did not diminish the core aspects of the game; it only made players approach them differently. I think 3S is unique in that all aspects of the classic SF are woven together in a very familiar way but parry can directly threaten specific things, so they can no longer be abused. Everything is just as prevalent but parry deliberately removes repetitive and predicative outcomes. In addition, I believe this encouraged a different way to play the game. Suddenly, players were using all of their normals, rethinking their blockstrings/frametraps, and looking for new set-ups to avoid being predictable. In addition, red parry gave the player opportunity to never admit defeat. Once this meta evolved, it was only a matter of time to where players were baiting other parries, developing OS (SGGK) to deal with specific situations more effectively and mastering SA parries to shift momentum in their favour. I know of very few fighting games (even some of the most recent) that have an oki game as prominent and unique as 3S.
The public’s misconceptions of parry are perhaps the most interesting of all. As d3v stated earlier on in this thread “To non-3S players, parry is some magical thing that defeats all footsies, creates magical win situations, as well as cures all disease and holds the key to world peace…” which pretty much hit the nail on the head. I think a huge part of why 3S and parry in particular is so heavily criticized has a lot to do with experience not directly translating or old hat techniques not being nearly as effective. But pointing the finger at parry in a game designed to facilitate such a technique is not quite right. Many counter arguments to parry have nothing to do with at all, but usually stem from imbalance, a character not behaving the way they think they should be played (Remy not being zone 100% of the time etc.) and not all characters being able to fully utilize parry in the same way (which all could be rebalanced to facilitate parry more effectively) but tiers and imbalance are a moot point (especially after so many years and very likely zero updates) and that is the game we chose to play.
All in all, I believe most players have already have already concluded why they feel 3S is superior/inferior, but some assumptions about the game are simply not true… particularly, when it comes to parry.