Parrying: Good or Bad?

Like fireball traps.

It does have a cost. If you miss one, you get hit. Sounds fair to me.

Pop DOA:U into your xbox, sign on, find some higher level players and start button mashing. See how far that gets you.

lucky parry fools
yall guessing game monkey spastics
parrying is tha lucky mans game
50trap get shot 9x you aint real. men rely on skill not luck son
where I come from lucky mans dont last. ‘Luck’ is on my side right now tho, cuz thats what i named my glock

Not always.

The reward can be pretty amazing when you DO get one as well.

lol @ nig

I’m pretty much of the same mind. but I suppose perhaps if there were different levels of cost it would still be ok? maybe parrying super arts should consume a little of the meter per hit?

overall though, i think it defiitely has more pros than cons. a perfect example (and i hate to use it since it’s been beat to death), is the daigo parry incident. in a case like that, if you have the skills to parry your way out of a life and death situation, then you should be able to.

another reason, though this may be more personable, is the added depth of expectancy in a fight. if someone jumps in, there are plenty of scenarios that can occur now:

jumping attack, blocked by other guy
jumping attack, hits other guy
jumping no attack, other guy blocks, throw them
jumping attack, parried by other guy, punished
jumping attack, parried by other, parry counter-attack
jumping (no attack), attempted parry by other guy, attack on ground

obviously, there are tons of other possible scenarios, but this was just to validate my point

also, there’s not a lot of feedback on Just Defend. is that equally disliked or liked?

well with parrying i think its an ok system since it makes old strategies like the old fireball trap almost non-existant and its just that i suck at it. however it does reward people who are good at it and it sets up psychological games. but yeah i suck at it so i use the not so parry of just defend in capcom vs snk 2 becuase you can fall back on the back button and block of you miss the just defend and you get slightly more frames to defend but with parrying its either you parry it or get punish and ggpo especially with p-groove since the window of parrying is smaller than in 3s. and BTW Daigo’s parry at evo2k4, is still one of the most incredible display of parrying i’ve seen considering the circumstances.

I agree that parrying makes it difficult for beginners but what SF4 should do is borrow inspiration from KOF and use a MAX mode type thing that uses up about 50% meter and lasts for around 10 to 20 seconds, during that time youre allowed to parry while slowing gaining meter with each successful parry.

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It might rule out the fireball trap, but it does have it’s own traps in a way. Punnishing an oponent parrying multi hit projectiles can be very rewarding if they parry whores.

Technicaly parrying makes 3s the most broken fighting game their is. If you spent the whole amount of time you have been playing 3s, but only learning to parry, you could beat anyone with one button. But due to it’s dificulty and randomness I think it makes it a more rewarding aspect of the game, making it more balanced.

Personaly I like parrying, a lot. If third strike never had it, it wouldn’t be the game it is imo.

How does parrying compare in CFJ to 3s? I hate the game that much I couldn’t even be bothered to experiment with it.

I agree 100%

I love the parry system. You don’t see the same ass fireball trap thats been done in 1000 Capcom and other fighters. Plus its reduces the chance of losing to chip damage. Like somebody said earlier if it wasn’t for parring, Justin Wong would have beat Daigo. Its not like every other move is parried any damn way. So you have to think of a new strategies, big deal. After 7 years of the same old shit, I like to see something new for a change. Not much different than rolling past attacks if you ask me.

I like the parry system. It really captures the no guts no glory idea. To do a parry is risky if you miss but if you succeed then you can benefit from it. I’ve seen people parrying super moves and amazing moments when they had no energy left to block a fireball and was left to parry every attack to survive.

It adds a sense of extra strategic thinking rather than mindless button pressing.

I play K and P groove in CvS2. I don’t play 3s that well so I’ll ignore parrying in 3S.

K groove has JD which is annoying since you tap downback to JD just about anything. Thats besides the point, JD is good since you gain a pixel of life, meter, and you get no block stun or guard damage. Thats all Ill say.

In P groove, if you try to parry everything, you’re gonna get fucked up. You’ll get hi/lo mixed up all day, no matter how good a player you are at parrying. Parrying in P groove also involves lots of thinking, with the reduced frame window to parry, you have to telegraph the parry perfectly and tap the stick.

I prefer to play K to P groove since its more friendly to use. Using P saps your mental energy by having to concentrate and constantly react.

To me personally, not having a parrying system in SF4(or any figher)is like not have a blocking system. With blocking u can turtle(probably the cheapest tactic ever)…but thowing beats out guarding as well as parrying)kara throwing especially). Plus.even if u do know how to parry it means shit without knowing how to use the character to effectivly counter-attack when u do parry. Parrying rewards skillful defense which in turn lies the problem because it rewards skill that some people simply dont have. Its like weaving and ducking in boxing, u cant say its cheap for a opponentwho dodges all your pucnhes…its just a matter of the the other guy having fast reaction time. I wish every fighter had a parrying system or a system of defense that was as skillful and rewarding as this is. If anything i consider rolling a much more broken tactic due to how easily it can be pulled offten. A great fighter needs a balance of good offensive and defensive measures.

I see what you’re getting at I think, but ultimately I still don’t see why a player should be penalized in such fashion for taking risk. Risk should = reward, with proper execution.

Personally I think parrying should build meter(if only perhaps for multiple hits)as opposed to spending it, this was one of the huge drawbacks in p-groove CvS2(longest meter to fill, slow to build, minimal groove traits). Perhaps reducing the counter window to something more akin to the JD window would work better than charging meter for parries, perhaps not. All I know is you start charging players to attempt to parry, there’s no longer any incentive to do it, since most any SF3 player I know values meter above all else.

If there’s no parrying in SF4(if there ever is one), I won’t be upset about it. There are other ways to shake up the SF formula I’m sure, I’d much rather the cast be as large and varied as they can make it work. Like with MvC2, I’d rather there be a larger group of competitive characters than a small roster with only a few upper tier ppl.

There are many places to stick a parry where it carries little/no risk.

Suppose Ken does a cr.MK from close to it’s max range and it gets blocked. It is not a huge risk to parry afterwards while it brings a big reward. The only thing you can really do here is dash-in throw, which he could still break (or worse stick out a couple shorts). In this case the throw carries a big risk with small reward.

3S to me is like a 2D fighter with 3D fighter guesing games, with much less zoning. Add to that less risk of getting hit by those zoning techniques due to pussy projectile damage as well as parry. The only exception I can think of is Urien air FB, which I’m sure good players can parry close to 100%. All the spacing is done at the footsie range it seems, whereas in SF2 there were spacing/zoning techniques for anywhere on the screen.

The only good thing about parry is that it looks cool and leads to crazy comebacks. (edit: which is a bad thing as well)

Comebacks are bad? That makes no sense.

THEORETICALLY parrying would make 3s a broken fighting game. Only if someone parries everything that comes at them but no one could parry everything all the time. Just like someone can’t dragon punch every jumpin and hadouken when they don’t jump 100% of the time.

No, you can’t separate parrying and playing the game. They both go hand in hand. You can’t separate the two by only learning to parry. Good parrying comes in good guessing and reading your opponent. You don’t get a good grasp of it by just learning how to do it, because its simple, just tap left, right or down. If you want to learn how to parry you have to bait, learn matchups, find patterns, etc. If someone tried to do what you said in the quote above they would get nowhere and stay there.

^Well said.