Parrying: Good or Bad?

I think the parry as a concept is a fine idea, but that its terribly implemented in 3s.
Its fine to give players a tool to punish someone who repeats a certain attack pattern. The problem in 3s is that you can do anything after a parry. This changed the parry from “punish a repeating pattern” to “guess and see if I win the round”.
The fact that in high level play you can still see people do guess parries on wakeup is a total joke. Its because you can win the round off a parry, which is stupid.

Parries would work if the result of a parry was to do one move afterwards, maybe a sweep, and thats it.

The risk reward on a parry would then be quite low, making them rarely used. But thats the way it should be. Its rare that someone is doing a repeating pattern so obviously that you know what hes going to do.

If someone is mixing things up sufficiently they should not have to worry about parries at all, but instead in 3s they can randomly lose the whole round for no reason.

I wasn’t serious.

I find it hard to believe 3S is so accepted in this community. Given a choice between 3S and nothing at all, Id have to go empty handed. Thankfully I have a good non casual game to improve on in CVS2 :wgrin:

GE&H is a fucking classic :stuck_out_tongue:

It’s a different game. Get over it.

“I thought you were going to do this but you did that” in general is the only mind game there is. Every game is about knowing what your opponent’s character can do, then knowing what your opponent does, knowing his habits, knowing what you can fool him with and then kicking his ass from there.

Taking hits to get into position is a good idea.

However your opponent does not want this to happen, and he would do everything in his power to stop it. So once you are in this position, what does this mean? He clearly didn’t realise that the sequence of events that led up to this would go this way.

Sounds almost like “I thought this would happen, but it didn’t”. Be it barging into your sweet range, getting your opponent in a situation where you can mix up timing for a Denjin without them reversaling on you or just good old fashioned baiting an unsafe move that they were SURE would connect; it’s the same thing. You make it sound like there’s some high level mind game, that will always work on certain people, and never on others, but that would be silly.

That’s daft. It’s all about executives rubbing themselves with huge sacks of cash. They’re not prima-donnas who think “Well! If they’re not going to UNDERSTAND OUR PAIN WE PUT INTO THIS GAME then we won’t make it!” They wonder if people will buy it, and buying something does not preclude understanding it.

By your own logic infact, you say this lack of understanding is causing people to enjoy 3s more, and therefore that would make the game sell better.

Yang is pretty much a Rolento-type character.

Sigh. Once again I said I wasn’t going to go into much detail in this thread because the amounts of ignorance are so high. I’m going to try and make this a summary as much as I possibly can. But a vast majority of the territory we’re covering is like…basic premise of how 2-D fighters are played. If you don’t understand some of this then short of drawing you a primer of the past 15 years, I’m really not sure how to make you understand.

But let’s start with Everdred:
You basically answered your post for me. The reason characters like Remy and 12 aren’t in serious contention is because the aspects they’re designed to take advantage of are completely out of play in the game. That’s not entirely fair as 12 wouldn’t be a good character in any version of SF ever, that’s just bad character design. But when you’re fighting for position, what good does it do when
a) The position you’re in is not advantageous in terms of damage dealing potential
b) They don’t have to cede that position at all because of parry
This is the fundamental problem I’ve been talking about and you basically agree.

Also if you think a Remy trap and any kind of ST style trap are even close to the same thing, please watch the B4 ST tape. There are numerous examples of Ryu or Sagat vs. Balrog when they fight him even at the expense of damage/better combos to earn a position and then slaughter him with very little he can do. Remy can do nothing anywhere’s near that because of how dominating the parry is.

BillyKane:
You can’t possibly be serious. I mean…just wow. Other than low forward qcf+p x3, the characters have almost nothing in common. I don’t think you thought this through at all.

Now for ElCarpeto:
"“I thought you were going to do this but you did that” in general is the only mind game there is. Every game is about knowing what your opponent’s character can do, then knowing what your opponent does, knowing his habits, knowing what you can fool him with and then kicking his ass from there."

no. No. NO.
Please read what I posted. You don’t even know what mind games are. That’s only marginally acceptable as a mind game (and the lowest possible level) and for you to think that’s all there is to it? Just…no. This is exactly what I’m talking about. You don’t even know what this term means and you’re trying to argue about it? Just wow.

“Sounds almost like “I thought this would happen, but it didn’t”. Be it barging into your sweet range, getting your opponent in a situation where you can mix up timing for a Denjin without them reversaling on you or just good old fashioned baiting an unsafe move that they were SURE would connect; it’s the same thing. You make it sound like there’s some high level mind game, that will always work on certain people, and never on others, but that would be silly.”

No. It’s NOT the same thing. In fact these different levels of mind games are not even in the same family. Baiting out something with a certain series of actions/inactions changes depending upon the depth of the setup. People overuse a chess analogy but it’s relevant here. In chess you can make a move to make them make a move to make this happen and that happen, then you gain an advantage, be it a piece or position or whatever. But that’s many moves in advance. Older 2-D fighting games like ST had multi levelled setups much like this. 3s has nothing even remotely close to that because the parry dumbs it down. You can’t have multi levelled setups because the parry will be there at any point in a defensive sequence. And not only is it an option, it’s very often the BEST option. I find it really disappointing that you don’t understand this.

“That’s daft. It’s all about executives rubbing themselves with huge sacks of cash. They’re not prima-donnas who think “Well! If they’re not going to UNDERSTAND OUR PAIN WE PUT INTO THIS GAME then we won’t make it!” They wonder if people will buy it, and buying something does not preclude understanding it.”

No. There isn’t an audience for 2-D fighting anymore simply because even the people who would be most likely to buy it (people here) don’t understand the principles of the genre and what makes the games tick. Like we’ve discovered through this 100+ post thread, even the most basic element of 2-D fighting “mind games” is something that almost nobody here understands on anything more than an elementary level. If you can’t understand the difference between sophisticated mind games and basic ones, how are you going to understand what makes a good fighting game? How are you going to want to play a different game if you don’t understand what makes it tick? A lot of people will never play another 2-D SF style game because they think “it’s all the same” as before. The minor differences in mind games and what’s possible are what give each game their individual flavor. If the players aren’t sophisticated enough to understand and differentiate different mind games, then there is no purpose to making another game.
As we’ve seen by this thread, even people who claim to be serious fans of SF no longer seem capable of understanding the mental aspect behind the game. That is why this genre of fighting is dead.

–Jay Snyder
Viscant@aol.com

Steve’s been able to do that since Tekken 4, but I assume you, like a lot of other players, completely skipped that game. The only reason Steve can do that is because Namco though it would be cool if Steve, as a boxer, could do that. And IIRC, he can’t do anything about Bryan’s gutpunch followup instead of the Mach Breaker.

Is this really a good thing, or a desirable game feature? Taking hits on purpose for position only? Is that really all there is to good Street Fighter? Is a game where everyone fights in one predetermined role (Projectile user, poker, Dhalsim-range, a mix of projectiles and pokes, rush-down) really that good, or the only acceptable future for a fighting game?

I can see what your point in your posts has been. To sum it up, you’re saying:

“Parry is too dominate. It prevents me from setting someone up in an inescapable lynch-pin, like chess. And it gives two or three characters with a superior move-set supreme domincance over the other characters without such a thing.”

I agree with you. SF3 isn’t chess, nor is it exceptionally balanced when you get excellent technicians behind the characters. There’s one thing I also hate about the over-used chess analogies. Beyond using it to simply prove to outsiders that Street Fighter actually takes brains to play competitively, it’s still a rather poor analogy. Street Fighter isn’t chess, especially SF3, and it never should be chess. Because no matter what kind of clothing you give it, it’ll always just be a very poor version of chess.

Parry adds a grittiness to Street Fighter that, in my opinion, is absent from the other games. Projectiles aren’t the focus of the day, nor are long-range pokes, or taking hits to the face just to get in position to win. Parry is that scary, random element that can totally wreck the best laid plans. Some people always complain that if Daigo hadn’t parried all of that Chun Li super in the much watched match, he wouldn’t have won. They’re right. Personally, I’m glad that’s the truth. Hate to see another game where only the strategy is part of the battle.

Sure, SF3 certainly didn’t do things perfectly, and it really didn’t do it right until 3rd Strike. And heck, there might be an even better system out there waiting to be created for SF that’ll trump parry.

Some say that parry levels the playing field, making all the characters semi-grapplers, all fighting close range. Good. That’s what makes it an appealing Street Fighter game. Nothing irked me more than watching Guile use Sonic Boom and Flash Kick setups all day long when I was kid. It was beatable, to be sure, with my fireball/uppercut combo that was essentially of the same mind, but it was a very different game back then. I loved it, but I grew tired of it, and never really sought to become the best at it. Too much like chess.

Parry gets rid of that stuff. I’ll admit, it’s not all good. But it isn’t nearly as bad as you make it out to be. Mind games do not always a good game make.

The man in the gay Village People vest wins thread.

I was all set to respond to this post, then I read such gems as:
“SF3 isn’t chess, nor is it exceptionally balanced when you get excellent technicians behind the characters”
“Mind games do not always a good game make”
“Parry is that scary, random element that can totally wreck the best laid plans”
“Some say that parry levels the playing field, making all the characters semi-grapplers, all fighting close range. Good.”

I figured that responding to this post in detail would probably make my head explode. You just admitted that you don’t like 2-D gaming. Is it any wonder this genre is dead?

–Jay Snyder
Viscant@aol.com

2D Fighters arent for you then? :confused:

How can anyone not realize that parry decreases character variety?

Who wins 3s by using dp as an anti-air?
Who wins 3s by using a projectile to control space?
Who wins 3s by making use of the movement and/or invincibility frames of their character’s special attack to overcome a projectile?

With SF3 we have a game that is just as inaccessible to the casual/mainstream crowd as SF2, with the bonus of regulating game play to footsies and grappling(boring a number of serious players).

3s takes skill yes, but acknowledge that character variety is less than that of ST. Why are there no charge supers in 3s? Aside from using qcfx2 for it’s ease, charge supers were scarpped because of parry. You think ST’s charge characters would stand a chance? I think that’s why they didn’t put Guile in SF3. If they did then he’d have to play something like Remy and that’s not good.

You know this thread seems like a rant for all the scrubs who have gotten there asses handed to them cause they sucked at parrying. I mean saying parrying wrecks carefully laid plans is like complaing at a hocky game because the goalie blocks all the shots…i guess technically he ruins all the plans the players had on the court righ lol. Lack of fast reflexes, or whatever conditions make parrying effective doesnt mean its broken or any of that shit. Just learn to lose and take it gracfully…damn scrubs.

Nice scrub comment.

Parrying is a two-edged sword. Live by that sword. Die by that sword. Whether or not it’s ‘good’ or ‘bad’ depends highly on my situation at the moment you ask me. If I’m playing 3S, that is…

Viscant’s arguments are completely right, but it doesnt mean that people should take offense to them.

if people are still not getting what he is saying, and see this as a kind of insult to the game as being too newb friendly and not having enough strategy just cause he said so, well u need to chill.

but u know what really grinds my gears?

3s allows for more “magical/bullshitty/thank god i chose to parry high when I was waking up into 720 and win the round when i had a pixel of energy left” comebacks, but when it happens to u, it always feels like a steal, and that is not a good thing. U got punished cause u chose to do a low forward instead of a high punch or a grab. U took the initiative to attack in a smartly placed poke, and ure opponent flipped a coin and guessed right. “psychic parries” galore ahoy.

It can be even more annoying when its on an american cabinets.

typical scenario: ken player has me at crouching forward range, im in the corner, the moment my arm flinches can give the person the initiative to either high or low parry the attack from that distance…equaling my death cause i moved…this is if the person has good reactions anyways…i know this cause i used to do it without realizing it, and i dont think anybody would want to admit it anyways.

nevertheless, 3s is still my fav game, but its not like it doesnt have its faults. so dont u all cry about it cause an elitist told u it doesnt have old school mind game elements to it…it just has its own kind of fun bullshit.

this is so bullshit, jump back fierce, whiff some strongs, dive kick safely, activate super saiyan mode, attack. no thinking necessary. execution with safety.

in almost all 2d games, all characters play alike regardless of the player. there’s no uniqueness. so parrying is really guessing. players have patterns, but it comes down to, “oh, i thought he was gonna do this, but he did that, i’m surprised” or “i’ve done this two in a row, so i’ll do something different the 3rd time.” not really mind games, just a simple option.

you never hear, “oh he has a unique (insert character) here” cuz everyone plays the character the same way, either offense or defense.

just whether the player is solid or not.

nice one. attack the poster instead of the post.

He didn’t really post anything; he said “you guys are just mad at parrying because you u suck at it!” That is a baseless claim, and has nothing to do with how parry acts within the game. Is the thing about the goalie worth responding to?

If capcom had designed the game without parrying and charge supers though, would it not have turned out like every other SF game(besides crossovers)? I guess it’s the reason I like 3s more than the others because it’s so different.