Parrying in this generation of fighting games

Just Defendis similiar to parry
Akatsuki Blitzkampf has something like parry
Jam in GG has a parry type of special
Chaos Code has a parry like mechanic that costs meter
Melty Blood has a parry like mechanic

I meant the netcode -_-

the slashback from GG also counts as a parry mechanic

Parrying in SF3 I never minded up until, somewhat recently actually. The fact that it’s a universal tool to reverse the flow of the game without having to use the what the character has is pretty…eh. I don’t mind if a couple characters have it or even some characters who have it for certain moves, but as universal tool it’s something that makes the game…welll…cheap and not in “OMFG that 's broken !” but in a “That’s pretty lame” way, like Hold in DOA or Low Parries in Tekken.

Viscant has written a long article about the problems of parrying in SF3:

No matter how much you agree or disagree with what he said I think it’s quite undeniable that parries is the defining feature of 3S and it plays differently from other fighting games because of that, just like how MvC2/MvC3 plays differently from other fighting games because of its assist system. That’s why it’s unlikely any future fighting games will have parries the way it works in 3S unless the developers want to be accussed of making a 3S clone.

Low parries in Tekken isn’t going to turn the flow of the match ever because as of BR they do very shit damage.

Parries did not kill zoning in 3S. Weak ass fireballs did. SFIV had a parry analog that in theory, should have killed zoning as well (focus), but the stronger, larger fireballs in that game kept it alive.

It also made it where you can’t just walk to X range do Y 10/10 times, you had to use other normals and not fall into a pattern as not to get read.

The Low Parry itself isn’t that bad and you still have to correctly follow up (and of course read), but again, to certain characters would’ve been better than an all around universal mechanic, at least in my opionion, but with the size of the cast the way it is maybe it wasn’t a bad route?

Eh, Viscant brought up a few good points, but a lot of it came off as “I’m an SF2 player and don’t want to have to put in the time learning a new game that has a mechanic I don’t like because it means I can’t use all my old tricks.” He was trying to fit a square peg into a round hole in that thread, trying to make SF3 conform to SF2 rules, which it didn’t and it doesn’t. SF3 is more about close range combat and normals. Respect to Viscant, but he was wrong about a lot of stuff in that thread, especially since Third Strike has come a long way since that thread.

That said, I like parry mechanics. I think it puts an element of risk into the game because if your timing is off, you’re going to eat it, but if you get a good read, you can really do some damage if you know how to punish. In a way, it rewards your knowledge of the game and its situations, knowing what’s possible, what isn’t, and what your opponent might be trying to do next.

That and it can help you out of some otherwise inescapable situations (i.e. chip damage KOs) It was almost too good in BlazBlue CS1 although the game practically IBs FOR you in CS2. :stuck_out_tongue:

I like the idea of a character (and maybe this has been done already) whose offensive arsenal is based largely on punishing opponents’ attack attempts. Maybe they’d have a parry move that could lead to combo opportunities, Judo throws, etc. But basically a character that lives and dies on counter attacks.

Everytime you ask yourself about a mechanic in a fighting game and you want an example of it being handled well just look at Melty Blood.

Honestly, only thing that game does wrong is being a low-level doujin fighter. Mechanically it is one of the most perfect fighters I’ve ever played. The game also reasonably balanced as the low and mid tiers consistently place high in tournaments.

SF3 is a fun awesome game, but parry when you delve deep into the mechanic is a bit stupid. On the bonus side though is that it is always baitable. A lot of people I know that hate on 3s always mention parry and my response is always … did you try throwing them? Use OS parry into a delayed attack to bait their mash / parry attempt. Then again I play makoto so you mashing parry against her is the equivalent of a death sentence since karakusa is the best command grab ever.

It’s when you start getting into soft parries by rolling it and weird crazy os’s that the mechanic starts showing how silly it is. SGGK notably is one of the more silly ones. You have to mash a mid only attack to beat it or jump which is pretty gay.

I just wish all attacks that weren’t cr. jabs weren’t parrayble mid and low. st. lk’s, cr. MP’s, and whatnot should force you to choose which one. There’s ways around it but doesn’t change it’s silly.

SCV has just guard

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I liked Slash back because it was a great way to escape the rough pressure in gg and if you failed you couldn’t block / try it again for some frames. Risk/Reward was just about right imo.

There’s no game where you can do that, just in other games you had to use your character’s options rather than relying on a universal answer.

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Count the c.mk’s in situation discribed in your quote lol It ain’t 10/10 but it’s damn close lol.

Just guard might be an example of this mechanic done right, it is just freakishly hard to time. I think its an actual JF o_O. I LOVE 3s, but parrying like it is in that should never exist ever again. A system that deflects an attempt at base attacking needs some kinda tangible risk attached to it [which isn’t I guessed wrong for whatever that’s worth at the time] i.e. Last Blade/Battle Fantasia/Melty Blood, or a reduced value i.e most forms of IB and JD. Tekken’s actually carries the same technical risk as 3s for reduced reward [not quite blocking] and DOAs actually carries REDUCED risk in some instances. So that one sucks too.

Its not the fireballs that changed in particular its that a Focus attack requires a commitment: the one of value here being that you CANNOT block for min 15-odd frames after attempting one making ‘fireball charging’ impractical. Also EX fireballs always beat it.

You have the best AV in the world.

Missing the point. Even without parries, zoning is weak in 3S.

AV?

I disagree - without parries, Remy would be a FREAKISHLY good char Urien would be a pain to jump against, Air fireballs would be pretty sweet. Oro actually still has pretty neat fireballs, and Ryus are mostly offensively used. And that’s just the fireballs, that’s ignoring the fact that since you have to jump and take a risk now dot dot dot

Also Chuns specials would have some vague semblance of use. WOW.