It’s a guessing game if you’re untrained at it.
Watch someone like KO, Mester, or Aruka, their parries are very much planned.
People say parrying has no consequences. How about getting nailed by a nasty combo if you miss?
Also, if parrying had a miss animation, you’d need a separate button for it, and that would:
A) Mess up the 6 button control scheme.
B) Make it very difficult to retaliate afterword, making it far less useful.
C) If you used something like LK+MP, it would just be too awkward to use in the heat of battle.
Besides, it’s not that killer in high level play. It helps, but it’s not like you need it to win. Getting parried once is not going to result in you losing the match (Unless you’re fighting Hugo or something). A lot of players just don’t want to adjust their alpha tactics.
If you’re getting parried a lot, it’s probably because you’re being very predictable. You can’t just keep doing jump ins and low pokes like in the Alpha/CVS series.
Basically what it’s done, is devalue the jump-in and continuos low poking.
Justin Wong for example, gets parried all the time because he’s constantly going for the SAII link.
People say it degrades into a giant turtle-fest, but watch the high level players go at it. I’d hardly call that turtling.
Parrying finally gives you a way to avoid chip damage, which I think is great. Up until now, you just had to sit there and die if you had a sliver of life left, and someone threw a hadouken at you on wake up.
It also gives you a way to save yourself when you’ve got nothing left and someone tries to cheese you to death with a super. Parrying any kind of non-projectile attack over 2 hits is not easy