Mike J: Predictable with ANTI-AIRS? In STREET FIGHTER? That’s… A joke, right?
Adonis/Matt: I don’t see anything hot about that scenario. You jump, I respond, and… You get the free combo/oki? (some characters it leads to death, damn near) Right.
Drew: I’m gonna play it for a little while, sure, but that whole spiel about characters, etc means nothing to me.
Yessir, Day 1 playing the hell out of it… Ryu’s Legit, he’s like Dante by having almost every tool you could ever want, but then he’s not like dante cause well he’s not dumb
@ Chris: Adam and I were talking, and we both agree that you would really like the game based on the defensive nature of the system. I’ve heard that parrying anti air story several times now, and that shouldn’t be a gamebreaker at all., you say it like people get to jump in for free and thats obviously not the case, you just can’t anti-air like you can in SUPER. this isn’t super, its a completely different game. For face value super plays more like ST (before someone flames me, i know ST is leagues better) 3rd strike plays much much more different you can’t think in the same mind set, you have to learn to play a different game entirely
(This is for Drew as well): Parrying adds a whole new element to the meta game in 3s. You responded with an AA yes, but was it the correct response? The threat of being parried in 3s makes it all the more interesting. What if instead of doing an AA, you decided to parry the jump in? Backdash? Delay your AA to fuck up parry timing? There are MANY, MANY ways to exploit parries in 3s. That’s why you see people getting thrown 5+ times in a row. Baiting parries is another reason why the rushdown in 3s is just as legit as any other game b/c even when you parry, you STILL have to guess which way to parry. If your parry gets baited, you get caught walking into a death combo. So Chris, despite you not liking the fact that your AA got parried, you must also realize that same option is available to you, oki/death combos and all.
I may not play it well, but I will defend 3s into the ground. It’s the best fighting game capcom has ever made so far. It’s more balanced than any other (SSF4 maybe an exception) fighter they’ve made.
Turtle play (chun) can be ridiculously good. But so can rushdown. The thing I don’t think you will like , chris a., is that very few situations have consistent guaranteed counters, because of the possibility of parry. Many people have criticized that part of the game because you can win with lucky guesses (wake up parry, etc.). It is one of my favorite sf games as well, though , but I really enjoy mind games and randomness sometimes. It seems to me you like consistently reliable counters and patterns, and this game is honestly kinda random at times, lol.
It is way fun though. And parrying is super tight.
Adonis beat my post, but I second what he said. The game is amazing, and it has top tiers, absolutely, but the parry system IMO makes it more balanced than a lot of fighters , and those top top tiers (yun/chun/Ken) are only OP at really high level play.
Oh yeah, more importantly, you all won’t be seeing me much pretty soon due to this:
Adonis: here’s the part that gets me about that - use a different AA, alright, ill swallow that. Backdash - you gain ground from jumping in and the response that I may have to give would be to backdash and give you more ground? Ehhhh… Parry the jump: okay, but… What if its an empty jump? Safe jump? Meaty jump? A whole lot of variables to consider, especially when the answer requires me to hit FORWARD (ie not guarding state)rather than backward. Block - … Yeah. Let’s guess on some shit when you land.
Drew: it could VERY much be a gamebreaker. Aerial defense is EXTREMELY important and absolutely critical to a number of my characters’ gameplans, thus having to guess on what response to give when you decided to ‘risk’ the jump? That part irks me a bit… At first glance. When I play it a little more, I may feel differently but currently, I can’t think of anything good that comes out of that.
Problem with how the parry system is implemented in 3S: Having your greatest defensive option available to you at all times with little to no repercussions for performing it (How to do parries well: Melty, Soul Calibur), also parries making many character archetypes completely obsolete.
Also, everyone in that damn game plays like they have a fuckload of balloons attached to them. I could talk about all the bad junk in this game (I don’t see how people can call it the best SF, but that’s definitely a matter of opinion). Regardless, I will play some ShinSho Ryu and Stun Alex.
Logan, are you in the D3 beta? I will seriously pay you cash to let me use that B.net account when you aren’t! I NEEDS IT.
Think of it this way, there is not a 1+1=2 type solution. Its more like a battle of wits. and why is parrying bad because It requires you to take off of down back? its not guessing if your doing it on reaction. hit down if you see a low, hit forward if you see anything else, it all comes down to timing or reactions, not guessing
@Mike G how is SOul Calibur’s parry system any differen’t from 3S? its free as fuck and you can do it when ever you want, and you don’t even have to pick a different one vs high med low.
You’re kidding yourself if you don’t admit there is a lot of guessing that goes on with parries in 3s drew. I’m not saying you can’t Parry on reaction, cuz you can sometimes. But when you wakeup parry into that hot combo with Dudley, you know good and well you guessed on the high/low on that parry! And to be fair, it’s not always guessing, cuz there are option selects for parrying too…but I definitely will guess parry into a sweet crouching fierce combo with urien on you.