hmmm… parrying makes everything shrink to footsie range. But, that is good. 3s is the only pure footsy game and it’s unique, and makes you have to mind read more than anything. Other games like kof, NBC, or ggxx doesn’t have that element at all. 3s = mindgame. And i like.
I have a much greater respect for a player who parries my attacks. Rolling is totally scrubby, IMO. That guard cancel crap in SVC:Chaos takes the cake, though.
3S gameplay variety is it’s greatest strength, some characters can’t even play footsies, but their main gameplay revolves around other things altogether(Oro= pokes & juggles, Urien=pokes & Aegis, etc). Parrying any scripted sequence of attacks(Chun’s SA2) in 3S should not be viewed as game breaking or hard by any means, it’s something ANY of us can do if only we can get that initial parry in. Obviously it’s something Daigo had practiced, so he was rewarded.
Well anyway I think parry is fun…it’s always satisfying to land and makes 3S unique. Just trying to look at it from a theory fighter point-of-view.
On the subject of mindgames and guessing…you can argue all you want about how parry may makes things random, but we are not robots. Everyone has tendencies, patterns, and reasoning…in a real match with real people a guess is almost never random.
For me, SFIII was made to be different from SF2 as during that time, the demand for a new and different SF game was high in demand, for the majority at least. Parrying imo is not as random as some people set it out to be, in practice, anyone can parry, however to parry and actually take advantage of your little window of opportunity is much more difficult than it looks. Also, you can bait people into wanting to parrying so that you can capitalize upon that mistake, given some of the old traps such as fireballs are almost mute, but new things like ex-hadou’s are still quite useful.
I will have to agree though, that 3S is more techincal and more of a mind game than the previous SF2 games, however imo, anyone can parry, but to parry and use it to it’s full potential is something that not everyday gamer can achieve and that’s why I believe parry is not as random as people state it is.
Where can I find this match?
Ive got a couple of VIDEOS of Chun’s Superart 2 being mad punished in major tournaments if anyone wants to see them then just ask.
I think parrying sucks, and we should go back to gniyrrap. That is the only soulable reason to them.
i always thought parrying was easier in cvs2 im sure i remember it giving u more time to pull off shit
i think its just easier to people in 3s because the fighting mechanics are perfect for parrying, while cvs2 wasnt initially made for parrying
i suppose tho it comes down to people wanting to parry multiple times instead of parrying and stopping ther shit straight away
and its weird that its easy for me to parry all of cvs2 chun li’s sa2 than it is to parry it in 3s
actually now that i think of it i think its the fact that its hard to Start parrying it in 3s cos it really isnt hard to parry multiple times if your “good” at the game
in 3s: if your cornered you gotta parry 8 times each leg but if your not its 7 times
in cvs2: i think you gotta parry it 9 times if ur cornered and 8 times if u aint, but im not sure havent played it in a while think its 8 either way.
its also true that button bashers on doa can only win if you aint “good” at the game, when i say good i mean experienced, experience is a much more important role in this game or a good memory could help but will only get u so far.
soul calibur 2 is a another big game franchise which means its been improved multiple times which means if your getting beats by an amateur then you havent been fighting the right people, in other words ur not as good as you probably thought.
i see alot of people are comftable with games like street fighter or tekken where they can rely on a rehersed way of playing, the ironic thing about it is youd think casual players would be the ones to back up these games since learning a way and repeating it with success gives them less of a reason to use their brains, but its the instant thinking games doa/sc that they like to play, cos its simple and direct and near unpredictable
maybe if youd realise that real street fighting actually has both these qualities, see where im getting at? both types of fighting games are true, so if i were you id get ur thinking cap on because neither of them will die since fighting can never rid itself of these qualities
[forgot to add- since 3s relies on you to know how to play good for the parrying to be effective, without anyone noticing it really is a brilliant game because its priciple is REAL fighting]
You would respect someone who just taps a direction? Id respect someone who could 360 throw me from across the screen by grabbing my limbs.
In anticipation of my (multiple) attacks? Absolutely. What exactly are you referring to?
You mean to tell me what Daigo did against Wong didn’t even impress you? I feel a good judge of a tactic’s worth is how its used at higher levels of play. “Parrying at its best, if you will”.
As far as I have seen, there has never been an expert roller in CvS2. Capcom didn’t examine the full aspect of rolls as they are in the KoF games, IMO.
Example: If it was CvS2, and Daigo rolled through Chun Li’s SA2, would it have made anywhere near the same impact? Would we be watching that video?
i think parrying lets 2d 3rd strike become more than just another 2d fighter because u can parry. u have distance between the characters and the priority of their moves. parrying lets u jump off that 2d plain that’s right infront of opponent. and lets u have a hint of the 3rd dimension.
someone said that they removed moves characters had that dealed with fire ball traps (and other moves) and just left parry to deal with them.
some characters might be missing a wake up move for anti air so they must rely on other skills to cover that weakness (parrying is just one more option that character has). characters have different ways other than parrying to deal with moves in 3rd strike it just involves looking at individual matches because a skilled player will think about u parrying and make it so parrying becomes the unsafest option.
a good fireball trap in 3rd strike is the one where the opponent parries the fireball not just gets hit by it. =]
Uhh… somewhere on #gamecombos. It was one of KSK’s torrents way back.
Oh yeah, if 3s had no parrying, Remy would be God tier.
Daigo used parrying in retaliation to Wong’s predictability. As is everyone else is saying, parrying adds more of a mind game element. Hell, If I was playing daigo and I was in that situation I would have done the same thing Wong did. But see daigo knew this and saw it coming.
We see the very same situation arise in the matchup of umezono vs 880(Hugo) Hugo had a sliver of life, umezono had super bar and Hugo saw it coming ahead of time. You gotta think “What would I do if was my opponent?” and depending on the cirmumstances you can predict your opponent. What this should do is make the opponent think twice about what the obvious thing to do would be, hence the mind game.
I think parrying increases a persons analytical skills greatly and I never want to see it go.
Wong didn’t even super cancel a kikoho. If he had, he would’ve probably won. That’s for another thread, though.
Parry is a novel idea, but I don’t like the way it was implemented in 3s. Too many situations come down to the better guesser, not player imo.
I’m still trying to figure out this mentality that parry decides the outcome of every high level match. Daigo’s stunt was incredible, but one of the only examples of its type that I can remember off the top of my head that decided a tourney match. Most match vids I see are won by the guy who can throw better, or hit confirm the most supers.
parry is cool when i parry but when the person im fighting parrys my shit then its gay! :wasted:
even w/o parry fireball traps wouldnt be that good.(unless ur remy)
YES! You nailed it.
And yeah fireball traps would still suck because they don’t get knocked down if they get hit out of the air, and fireballs do shit damage in 3S.
like i said in another thread, if they get rid of the parry flash and the stop of the animation and make it look like theyve really been parried (like a deflection of their limb, e.g steve fox’s right punch, tap forward to deflect)
this would be a good way forward, i really reckon its a step above even 3d fighters.
this arguement really made me realise that people are never happy, they complain street fighter always brings out new versions of old games but when they bring something new (parrying/new characters) everyone still complains, im not surprised that they havent brought street fighter 4 out yet, you people dont know what you want LOL
if they brought out a new 3s type game with a better story like alpha 3 ill be happy, any new system they make ill be looking forward to learning it, we’ve had alot of what we’ve got so i dont see any problem
Punctuation is your friend…
Parries like that can be dodged on retaliation. There are many times i’ll use brian in T5, and parry steve’s punch, just to have him dodge my retaliation, even though its damn near instant.
Parring in my opinion makes the game very balanced. Sure, some people guess parry a lot, and base their game off that. Like you people said, then its 50/50. But there are ways to overcome that. Most guess parriers will tap a direction, and as soon as they see the parry animation, throw out an attack. So lets say someone throws out Cr.LK with Ken, and guess parrier guesses right and tries to throw out an attack. Then gets stuffed because Ken buffered into super.
It makes SF3 a serious mind game. Without Parrying, Ryu’s SA3 wouldnt exist, because having a super that was non defendable thats not a grab would be too powerful. It also can make some exciting matches. Ever seen a time where two people are playing, then they both get kind of low on health, and start to walk back and forth, being EXTREMELY careful not to throw out anything stupid because they know that a mistake can cost them the match? It adds so much more depth to the game.