NEW Street Fighter aka. SF 2.5/3.5: The Parry Debate

Okay, you’re insane. All of Chun’s good moves are safe on block and even the ones that aren’t don’t always allow a reversal super because of distance issues. So she has the best ground game even when the other player can parry; without it, the other person is royally fucked. HP, b+HP, and c.HK collectively can beat pretty much any move in the air and now that the other player can’t parry, jumping becomes pointless because there are so few options. Every character ends up losing to turtle Chun spamming safe moves (which have essentially zero risk now that they can’t be parried), except Yun, which is the way it is now except worse.

So Ken getting better is good thing? :confused:

Your ideas are just a combination of theory and your experience playing against crap opponents. Believe me when I tell you this won’t work.

First time posting on SRK…

I have liked 3s ever since I started playing about a year ago, I never felt parrying was a liability to the game because it hinders other techniques from the game. Parrying to me is what defines SF3, and its the tool that bring about setups, plays defence and is the component of the game that does a bit of everything. I don’t think there is anything wrong with it at all. Like someone said earlier, this game is like 7 years old. If parrying did hinder the game, that is pushed out fireball traps and “safe jumps”. It would become be popular for this long. Why don’t people just keep on playing SF2? I think alot of people enjoys the parry and it always exciting when you pull off a tough one.

From what I gather, the original poster probably got tired of playing against people who parried everything he did. He just got sick of it. This is probably due to playing with the same people for a long time. I know this cause I live in kitchener, ontario and there ain’t alot of fighting game players here. Also i think he/she loves SF2 way too much and is biased. I think he/she is trying to mold 3s into SF2 so that he would like it better, and apparently he is liking it better.

I think the OP doesn’t like 3s for what it is and is suggesting that it be changed to something else. Stick to SF2 or messed around with “SF3.5”. I don’t think you can convince too many people. This is a fine discussion and I got nothing against you but this pointless.

oh and I definitely would likle to check out T7(for 3s, T5DR), this year if it happens. Can the TO folks provide some information about the tourney?

can this topic be anymore moot point? whats the point of discussing some house rules based game and develop strategies to it? no wonder most of the us player base sucks, they keep living in the ideal fighting game world with modified rules n shit. bleh

parries are a big part of what makes this game lame just like CCs made a3 lame; two things that feel very “un-street fighter-esque” for me that ended up being a main(if not THE main) component in each title. the risk/reward situations parrying allow bastardize so many strats in 3s that you are left with the “footsie/throw until you get meter” buttfest this game has evolved to. sorry for the hate kids, but this game is street fighter boiled down to what i believe is a repetitive tard fest… and nearly as fun to watch as tards playing golf.(cvs2 = tards playing checkers)

… sf4 needs to have a character that is an old jewish man who’s moveset is nothing but a parry and a projectile where he throws one penny at you which can be repeated in succession(a la CC) and takes more damage in chip than an actual hit. from what i see, this has to be the natural progression of street fighter seeing as the transiton from 2 to 3 has been this wonderful already.

I think meaty attacks on wakeup would become much more commonplace, while with the parry system they are easy to parry so not used as much. Callmeanewb have you experienced this? Also air resets like Sean F+Roundhouse to Hadou Burst work for free.

This seems interesting I want to try this for fun. Can you take parries off on the PS2 version?

idk, 3s without parry would just be another sf to me with pretty looking sprites. i’d probably still play the hell out of it but…

http://video.google.com/videoplay?docid=2056054542448453224&q=daigo&pl=true

For the love of christ, could a mod PLEASE close this thread. How many “Parry: Good or Bad” threads can there be?

It basically turns into:

1.) Parries roxxorz joo boxxorz !11!

2.) Parries are teh suk.

3.) I’m OG, Parries are trash.

4.) I’m new school, and tapping forward/down to win is neato.

Seriously. Someone close this thread now.

azn

lol, truth.

Theres no point in discussing this, there is 6 years of 3s knowledge with parries and you want to compare a few games and some theories to that? Its just not possible with out extensive research and experiance on both sides, so why bother?

Even if alot of people came on here saying how parrying sucks, nothing would happen. If people were really willing to change the game due to someones preference, chun li would have been banned a long time ago lol.

some opinions on this ish pardon grammar

projectiles become effective only if you can occupy the same range your projectile covers, I’ve seemed to realize…

In a sense shoto fire balls are more for push back to switch up from the possibility of a throw after an attack string. They are good from this mid range because there dash can get them close enough after the fire ball (ex).

They can’t use full screen fire ball traps… the reasons why are there projectiles are slower, always parried forward, and come in only one after another. Once they get mid range all there projectiles become good though to compliment there up-close gameplan.

It helps Remy that the opponent can parry I think now. Because I think a better Remy has the high and low properties of the projectiles in mind. If they could be parried simply forward everytime, then that would be weakening them. But they clearly have high and low hit properties PLUS they can be overlapped (throw one projectile then another set before the first set hits). What also makes his projectiles more affective is the fact he can cover the distance himself once it’s cleared. Not saying it’s top tier stuff but the concept of projectile full screen fighting is there for Remy like the concept of grappling is for Hugo (it becomes a skill form based in a character).

But everyone uses projectiles for different reasons

In one way it becomes all based on the reaction and movement of the opponent instead of the other way around where the projectile imposes a huge punishment for just blocking the projectile (or worst being trapped to eat more).

The old type of projectiles automatically governed the movements more of the opponent because there were less options to successfully avoid the projectile. The new type of projectile is more of an option based on the read movements of the opponent and your educated guess where they’ll move to or if they are crouching or standing (shooting where they’ll be instead of where they are). Forcing standing parries on opponents that are crouching is good because you can switch up speeds to hit them late or early, and if they don’t get full neutral from the crouch they get hit.

So alot of succesful projectile fighting now in 3S comes from prior knowledge (mind game/situations) just like most of everything else in the game.

All u have to do is be random to beat parry players. I’ve always hated old school streetfighter for reasons like giefs broken range that I bet the programmer didn’t mean to do and fireball traps. How is that cool? U could be actually fighting and learning strats but u cant when your in the corner with T hawk. Lets hope u get that 3X punch out in the air to get out…on any stick or buttons! Doubt it. But if ST had parry T Hawk would be good.

People that wanna play 3s without parry are retards. Think of Yang or Ibuki or, swear to God I would beat you 4EVER with JAB and grab. U would never be able to get out of it. And if u dont swing back when I GIVE u a chance I can either grab u or put u back into the same situation again! I loved making my friends wanna hurry up and put parry back on. Cause I understood a long time ago why 3s has parry! Some chars would be just too good if parry wasn’t in the game.
If u think about it, parry wasn’t even enough to make 3 balanced so they added RED parry.
So many moves can leave u in block and u would never be able to get out without red or blue parry.

Now yeah if somebody had Remy I could universal o over the low rings and jump over the high ones but fuck that why use Remy instead of say Akuma or Denjin Ryu? I could throw a denjin from anywhere and it would be just as good as a thrown denjin in the corner. Dumbass! Akuma would always always always beat Urien without parry. With just spinkicks! I think it becomes dumbed down with out parry like the guilty gear series and the whole game would be endless attack strings and people would think they are good cause the other guy hasn’t attacked in like 8 sec.

outro

although it would be nice if it didn’t turn into a “OMFG, PARRYING SUX!” type of thread, it ultimately will. I’m sure you’ve seen it happen MANY times before, just as I have…

not hating, just stating.

what’s a safe jump? :X
is that a meaty jump in attack so you’ll be able to block wakeup reversals or did you mean something else?

I think people are too quick to say “as incorporated into 3S, parry sucks/roxxors my boxxors”, instead of saying, you know, “personally, I find that parry hinders such and such … or helps such and such … however at the same time I understand it’ll never be removed from competitive play and as such exists as only a basis for theoretically discussion and nothing more”.

As I said before, I just prefer a relaxed, less random, type of game style.

I think the problem, and someone mentioned this up thread, is that I’ve been playing the same people for too long. We basically know each others’ play style perfectly now. While playing one of my friends, I can say, out loud, what they’re about to do … and they do it. It’s retarded. I suppose I have to work on my random factor more.

Parrying alot can be a flaw right?.. Just like any tactic, It can only go as far as the player’s skill imo.

well, i think parrying alot will win you many games. making alot of parry attempts will ultimately get you killed. a subtle, yet important, difference.

And it only took the second reply for this thread to turn into actual dog feces because we really have an interesting topic here.

Ok Ok u know what, how about we implement parries in ST? OmG wouldnt this game be so much more fun? or maybe not because you can actually jump at ppl?

Here is a real suggestion for the thread starter : dont like it, dont play it. And seriously, go challenge more challenging players.

…say, why do you guys think they added the option to turn off parries in the System Direction menu?

I’m less disturbed by people bitching about parry then I am the fact that SRK, of all places seems unable to have an intelligent conversation about it (…then again…).

Like UltraDavid said, I don’t think 3S would be GOOD without parrying, but it would be interesting to see how the game would change. I see Hugo getting worse, and Denjin Ryu might have to be, like…banned. But there’s a lot of stuff people just don’t know to declare…Chun Li has normals which are too good, but her not having a guaranteed anti-air is a legitimate issue. Unless she changes to SA1, which weakens her ground game considerably.

Post title should be : “New Street Fighter aka My Friend’s and I Only Play Shotos”

I think what I particularly don’t like is this idea that you can win by guessing with parries. You are probably thinking “well, you have a 50/50 chance to parry depending on whether you parry high or low”. This isn’t true. I don’t know who you’ve been playing or watching, but I’ve never seen someone constantly and more importantly consistantly parrying attacks (exception being some Gvision Ranbat with Aruka).

Now to the topic at hand. Does street fighter really need safer jumpins and constant fireball spam? I don’t see how this is benefiting characters with bad anti-air and no projectiles. You point out that characters have other ways of getting by fireballs but this is still no advantage to them. As a matter of fact, the very reason you made the change was to benefit your character choices (which I bet are all shotos).

Anyways, have a blast.

here’s one for you: if you don’t like it, don’t read it

for those of you making uninformed assumptions about what kind of characters we play. I play blanka in SF2. The joy for me in that game was not to trap my opponent with fireballs, but the hours upon hours it took of me getting my ass kicked before figuring out the strategy to beat good shotos. That was my pleasure. That was the pleasure that was so clearly lacking in sf3 for me. There was no strategy to figuring out how to win, it was always the same what’s he going to do? mixup

In fact, more of you are theory fighting than I am (which I’m not, I have actually played this game).

Here’s examples of solutions we’ve discovered that nobody would bother with with parry.

Alex can flash elbow under air fireballs
Oro can jinchu nobori over fireballs for free (ex is especially potent)

There’s still lots more to be learned, but it’s the beginning of a strategy element to a fighter that’s had none. It is this that I’m looking for.

that’s a safe jump, which becomes entirely defeated with parry or worse yet option select parry.