(Warning: Super Long Probably Very Noobish But Open-Minded Post)
Third Strike and ST push different emphasis to gameplay.
ST is about the timing, position, execution, experience and knowing what to do in certain situations depending on your character. I used to play ST2 when I was younger, but that doesn’t really mean much so I’ll give my opinion from what I read from Viscant and other anti-parry debaters. ST gives you a bunch of different characters with different strengths and weaknesses who do well depending on their position in accordance to their opponent. Each character has different options depending where they are, where their opponents are and WHO their opponents are. Also means it gives greater meaning to knowing the ins and outs of your character since knowing and learning what to do on reaction or by instinct requires a lot of dedication and practise to learn. Also where knowing when to block and when to get hit will result in the best scenario for you.
3S on the other hand removes one of the biggest aspects of what made ST in the first place and that’s position. This being said to a lot of 3S players is found to be untrue, because as with a lot of opinions, there are exceptions. Given, position only matters to a few characters rather then most, it is still in the game. Though it does not retain important aspects of it’s roots, it doesn’t mean that 3S simply removed it without substituting anything in it’s place. It did.
1 honest question that I really don’t know, but maybe someone like Viscant can help answer for me.
In the many years that ST has been around, aside from the competitiveness of it, how much has the strategy and tactics evolved from the day it was released until now. Then replace ST with 3S and compare the results.
To me, I honestly think 3S encourages evolution in tactics and strategies. It makes knowing what to do change from time to time because of the huge presence of parrying. It’s very true that parrying has a higher rewared factor when compared to it’s risk, but gameplay now revolves around defeating parrying situations rather then fighting for position on the stage. Even with parry present though, it doesn’t diminish the fact that pressure also still exists in the game, just as it does in ST, though it’s not as easily applied.
The only thing I can say about parrying is that even though I enjoy playing 3S a lot more then ST2, any 3S player must admit that Parry DOES dumb down CERTAIN aspects of the game. Though, ST players need to also admit that Parry as an option does also create new situations whereas to evolve or adopt new strategies to defeating.
3S also does a good job at doing something an ST2 type game doesn’t do and to be honest, the reason why the 2D Fighting Scene is dead (or is dying anyways) isn’t because of the fact that most people will never understand or enjoy the mid/high level mind game aspects of the game, it’s because most gamers are CASUAL gamers and tailoring businesses to try and make money solely off only pleasing the Hardcore crowd is hard. Given Guilty Gear and KoF are still doing pretty well, maybe it’s just because they come out with new revisions and games almost every year or 2 rather then every 4+ years like Capcom does. Only a handful of players will ever enjoy 2d fighting games at a competitive level anywhere in the world other then Japan. Evolution is said to be a HUGE gaming competition, but compare that to how many people play games and the numbers are tiny. 2D Fighting Games could thrive if there were more endorsements and publicity pushes for it. Give us competitions and media time and the genre will thrive, but will it happen? Censorship says no and most ignorant parents will say fighting games or any games in general are a waste of time and do nothing to help their children. Society is the problem, not whats wrong with the community (even though the dwindling of is an apparent reason as well).
Anyways, back to the topic at hand, Parry. Theres an issue about parrying that I’ve never agreed with and that’s on the case of fireballs. Parry DOES NOT NEGATE FIREBALLS. Though as said before, fireballs also do not function as they used to since parrying has removed the “know when to get hit or when to block” (aka positioning) portion of the game. Non-isolated situations of where fireballs aren’t a negated presence are found in the form of character match ups.
Remy would be the fireball obsessed character of the game and though he would be a lot stronger if parry weren’t present, he’s not entirely useless. He can lockdown big characters pretty well due to the fact that they’re not as mobile and that even after parrying they don’t have a whole lot of options. Those would be Q, Hugo and Urien. Urien is used quite a lot and I’m pretty sure Urien players would hate a really good Remy player. Fast up/down LoVs trap and immobilize these characters and with the added threat of EX LoVs, Remy can successfully trap these characters while utilizing delayed “flash kicks” as an anti-air, though being a screen length away from a Remy that’s constantly throwing LoVs isn’t that great a situation to be in, the Remy player has to push that part of his game if he wants to get into that situation. In that situation, characters are locked down and the parry option has been exhausted. Pretty much what your ST O.Sagat would do to an opponent, right? Though this differs a lot, because Remy’s case is character dependent while O.Sagat I’m pretty sure can just do that to anybody. Guessing because of the minority of the situations where you can utilize a fireball to that extremity makes it hard to see it exists, it’s still there.
At long ranges, it’d be safe to say that Fireballs DO do something else for the attacker. That it can serve as bait to parry happy players and allow the thrower time to get in closer or do other things (in the case of a slower fireball anyways).
I’ll also be honest again and say that it is true that most of the characters in the game can be classified as semi-grapplers because the game revolves a lot around close combat exchanges as well as throws since it was given it’s own universal command and whiff animation (except for Alex which for some reason doesn’t really have one). I guess this is the part where ST players clash against 3S players.
3S diminishes distanced gameplay in order to put more emphasis into close combat, but the addition of parrying being thrown into the fight creates a random factor where the person that’s on the bad side of the pressure game can turn the tides with just 1 tap (which can be a mistake a lot of the times as well).
This in turn make older players feel that this option is too easily executed and offers too much reward as such. Only the scrubs that don’t know how to play either game would say it’s broken WITHOUT reason other then that the general consensus is that of which parry is labeled.
I’ll say it again as I believe I’ve said it before. High Level mind games from ST do not exist in 3S, this is true, but this does not mean 3S does not have it’s own high level mind game. It does a very good job at promoting mind games that take favour of the features in it’s own game. Because ST is ST and 3S is 3S. Whereas high level mind games of ST revolve around fighting for your position, 3S revolves around fighting for pressure dominance and ability to read the opponent.
If this was not all clear I guess I can put it into the simplest form that could possibly be agreed upon by both ST and 3S players (even though I’m not a hardcore ST player myself).
ST features the ability to fight for and put people into winning or losing situations where it’s inherent to see who’s winning or losing in a fight. 3S does not emphasize winning or losing situations very strongly. It’s a game where any characters can come back from any situation and win no matter how horribly behind they are. ST in the end promotes futile fights whilst 3S promotes endless struggles.
New players won’t agree with the “they lost because theres nothing they could have done” feature of ST. It’s sad, but that’s why they love 3S. 3S allows you to keep on fighting no matter how bad the matchup is or what situation you’re in.