Parries, since you put it so simply, aren’t easily countered. You can KNOW a sweep is coming, but you still have to wait for the start-up frames before actually parrying. And that’s where the mind game takes effect. The other player can just wait out your parry fishing and go for an overhead or dash in to throw. In some matches of 3S, parries aren’t even a good idea because of how a person is playing. Are they applying a lot of light attacks and throws? This is how the game is played because above-average 3S players are familiarized with the parry mechanic and they realize the most likely chance of victory is by not letting the other player parry you.

It’s not a risk-free bullshit comeback mechanic by any means. That’s why players are at or just outside of sweep range; so there’s less of a possibility of having to parry anything that you can’t apply damage to in return. Or at the very least, just not get knocked down where you will have to deal with the high/low/throw game; and at that point, parrying on defense is way more skillful, earned, and based on a good read.

There’s more I wanted to mention, but too much is still up for speculation; like parries.

#NecroforSF5

From the footage, it looks more like Just Defend than parries.

Or because it’s an Alpha build they didn’t add hitsparks or other lighting effects yet to signify that they’re parries.

Ya parries are back, so is ultras, K-groove, C-groove, V-ism, and x-factor.

Blue block animation looks like it’s just the block animation for medium and heavy attacks, whereas light attacks are just a white puff without the pronounced blue color. Blue color is actually still in the light attack block animation, it’s just harder to see. The sounds you were hearing was a bar of meter successfully built at the bottom. No parries.

I’m pretty stoked with how the new universal system looks like it works. Revenge meter is segmented into two pieces to mark a minimum threshold for use, and it’s for Super attacks which can be cancelled into. They’ve totally separated Super from EX bar (thankyou Capcom!). EX meter is used for powering up (when the bar is completely full) as well as EX attacks. EX attacks no longer have the obnoxious yellow flashing, instead they have the paint aesthetic. Nice.

Ryu used Shinku Hadoken as his super, not Denjin. In the original trailer, Ryu was powered up when he cancelled into Super for Denjin. Seems like Supers become more powerful when you are in the powered up state. Cool.

Ryu’s Hadoken after he powered up guard broke Chun. I think guard break is just for some powered up specials but it isn’t a universal, always present mechanic – that means no guard meter or Alpha Counters and such. He also consumed his power up to use that guard breaking Hadoken.

Ryu’s vanilla Hadoken did three hits every time. Ryu’s crouching fierce punch also did two hits. Those are some sick, angry ass feeling changes.

I didn’t see a single link, and I find that odd, because these guys (well, not Mike, but Peter) have been hitting links their entire life. No more emphasis on links like SF4? Looks like combo extenders are only off of EX moves as well as powered up states.

Whiffing specials still builds meter, whiffing normals does not. Meter seemed like it built pretty quickly.

Hit stun seemed longer. More emphasis on hit confirming into damaging combos?

Chip damage was taken from every attack, but the chip damage from normals was regenerated while chip damage from specials was not regenerated. Looks like strong defense and offense are both more rewarding compared to older versions of SF, where it didn’t matter if you made the block, the chip would KO, and it didn’t matter if you sat blocking all day, you could just endure the storm and at worst, you’d get opened up for typical combo damage or take just a little chip from specials. Now you can’t get chipped out – defense is rewarded in clutch situations – but you also take significantly more damage in the form of white health chip when you’re blocking a lot but someone finally opens you up – strong pressure offense is highly rewarded. Fucking sweet.

Overall, the game looks incredible, even in its early stage. I’m pretty fucking hype. I really like the new chip mechanic, I really like that Supers have been separated from EX bar, I really like the numerous refreshing changes made to both characters’ move sets, like Chun’s slide or Ryu’s multi-hit non-ex fireball. The music wasn’t bad either! Had a very nostalgic feel to it though it was still fresh, if that makes sense. Didn’t see any crazy linked normal combos either, which is great, it makes the game more accessible for new players as well as less tedious overall.

Let’s not forget – SHIN-SHO-NOTGONNAHAPPEN! Fucking James Chen dude. That was the funniest shit, especially how casually he said it.

Seeing 09ers so desperate for parry not to be in makes me smile.

Do you really believe the concept of the 09er is real?

Don’t accuse me of being one, I’ve been in the game since 97.

Anyone who thinks SF4 or MvC3 deserve to be played in tournaments over SF3 and MvC2 are 09ers. They exist.

How progressive

SF4 is more balanced than SF3, I don’t see a problem with favoring it in a tournament setting.

The problem is that it is pandering to scrubs and giving more options (half life, invincible options) to the losing player, not to mention how so many of the mechanics revolve around guessing on wake up.

It’s an awful game, and I feel really bad for you in SFV if parries make it in.

Also “more balanced” my ass. I bet all you scrub 09ers who say “Chun Yun Ken fest HAHAHAHAHA or fireballs are useless hahahahahaha” would get owned by my Pink Sean.

I’ve proven it many times in the past that this is true. You’re welcome to try.

It’s a terrible topic when you don’t know what you’re talking about, which you don’t. Even if you were knowledgeable which you aren’t it’s a shitty topic and has been since 2002. Imagine if I made a thread about how super arts in SF2 ruin the games meta and give characters a free comback or some bullshit like that. I’d get laughed off this forum and rightly so.

If you’re going to make a topic this shit, be prepared to have it scrutinized.

She’s blocking.

http://i.imgur.com/wp3Lesz.jpg

With style.

Definitely “just blocking fierce attacks”, you guys are reading too much into it. I think that if there were some sort of parry, we definitely would know by now. Would make no sense for them to keep such a critical system hidden after two gameplay trailers and a two match exhibition at Capcom cup.

Too much dumb shit in this thread. Locking until people can show they can post without attacking each other.

Thread cleaned up and “that guy” given a time out.

That said, if you guys start up again, everybody is gonna get some jail time.

Parry needs to stay away from SFV and dead in Third Strike.

I definitely don’t see anything remotely resembling parrying in what we have seen so far.

I can’t even say that I agree with the idea that Just Defend is in either. Although it seems like it would be a cool mechanic seeing as blocked normals now do chip, and there is some form of guard break/unblockable attacks.

Click baited by Maximilian…
That’s so cold…

Even if there’s no parry, that Ryu and that Chun are definetly based on SF3 and not SF4.
I still have hope.
I want parry back. No other mechanic can give tournaments the hype that parry gives.
Even though SF4 is a lot bigger than SF3 ever was, there has never been a moment that is even close to being as hype as EVO moment 37.

The problem with parries is that it creates too much of a skill gap between the casual gamer and the elite. If Capcom wants to appeal to a wide enough audience for a bigger esports scene, I’m afraid they may have to do away with the old parry system. Besides, this is a new game and it would make a lot more sense to introduce a new mechanic rather than copy/pasting from an old installment in the series.