Out of pure curiosity on my part. What do you guys think of the parry system and do you think it could be applied to other fighters with little in the way of changes?
For me: I’ve never had a problem with it except parrying certain supers. If it isn’t Ryu’s SA1 or Denjin or Akuma’s SA1, I cannot parry it on reaction. I just cannot get the timing down, even in training. But that’s my problem and I respect the risk/reward behind it and especially Red Parrying.
But if you don’t like the parry system as-is what would you do to change it?
If you were to apply the parry system to another fighter (use your own example) what changes -if any- would you make?
I ask because no other fighter has a similar parry system except CVS2 and Capcom nerfed the shit out of it in that one. And I don’t consider Just Defend from Garou to be like a parry because it doesn’t have the same risk/reward. If you guess wrong in Garou trying to JD, you still get your block unless you’re jumping.
I personally love it. It adds depth to the game that isn’t in any other game. But IDK if it would really work out in others (SF specifically.)
I’d like to see it implemented again in another SF game but I doubt it will make a return. If you sped up SSF4 and added parry, I’d play it. Hahaha :smokin:
I love the depth that the parry system adds to the throw system (yes I said throw system) and it would be great to see it implemented well in another game, but I honestly think it’s not gonna happen. Atleast not for a long ass time.
If you’re having trouble reacting to certain supers, red parry them instead. In some situations it’s actually alot easier.
Well basically the parry system introduces a lot of guessing to the game, which you would think is a bad thing, but then again after Down Back Fighter 4: Option Select Edition it’s not that bad, innit? If you’re playing against someone good, a “good read” was in reality just a guess since your opponent could’ve done something different entirely, plus having that power to turn the match around with one good read makes you want to utilize the system, so it kinda adds that extra tingle of excitement to your balls every moment which is well exciting. I don’t know, I like it anyways.
I don’t think it introduced a lot guessing. Guess parry on wakeup sure. But in general, not really. If someone’s just standing around looking neutral you can kinda’ read what they’re doing. I don’t think you can guess parry at all during a jump.
In my experience a lot of dudes don’t like parrying because it means they can’t do ultra safe shit all day and are forced to mix it up much to their chagrin.
i’m not really a third strike player, because when it was popular I was mainly playing Turbo, but always had mad respect for it and its probably my favorite street fighter to watch at the highest level BECAUSE of parrying.
as a spectator, its always exciting to know its an option that is available. it allows moments where anything can happen as long as the player who goes for parries is extremely smart had has godlike reflexes.
I like parrying because it adds depth to matchups. In most games after you play a matchup so many times they become boring because you know exactly how they could be played out. You always encounter something new and fresh. It makes the really hard matchups a lot more fun and a lot less “fuck this is hopeless”
In general I like the parry system for air block concept and also for getting out of certain situations such as Aegis set ups and corner traps and chip damage… But for the majority of other parry scenarios I would say I’m not that crazy about it. If someone whiffs a move and then fishes for parry, and the opponent hits a button that can be 40% of the life bar gone. I don’t believe the other guy earned that damage from just whiffing a move and then hitting forward.
That’s not a mind game. And whether it’s easy to spot or not is besides the point. The fact that someone can win a round by just randomly pressing forward after whiffing a move is reason enough that it’s overall not that great a mechanic. And this is just one example, there’s many other scenarios where the same concept works.
I like that it makes the game more dynamic. Without parry it’s “get in this range, press this button”, with parry it makes that more interesting because I know what button you want to press so I can light you up for being predictable or you can light me up for being wrong about what you were going to do.
parry does not destroy zoning.
it changes zoning, definitely, but you can’t destroy such a fundamental concept just by allowing people to negate chip damage. because remember they’re still stuck there in parry while you can do whatever.
i don’t think it specifically adds depth either. it just leads to a style of game where constantly modifying your approach and defense is extremely valuable.
it creates a different style game for sure. but everything that makes a game ‘street fighter’ is still there 100%. it just looks a little different. i think some people have trouble understanding that and so they’re turned off by 3S. things are less ‘inevitable’ in 3S maybe. it’s less solving a puzzle about the character matchups and more figuring out the other player’s intentions. though of course matchup specifics still matter hugely, just the uniformity of the parry system allows you to step around some things and deal with the player more precisely i think.
i understand this perspective, but it assumes kind of a lot. 3S players are already completely aware of that sort of stuff. that’s why you very very rarely see that happen when 2 strong players play each other. it’s way too obvious. thats also why 3S players have really odd timing/rhythm because if you’re consistent and obvious, you will be parried or red parried and punished.
so i get the idea, but there are similar situations in every street fighter. the difference i see is that people think that’s not really punishable. like it’s only beneficial to try that, but that’s not true against a smart player and since there is high and low parry, you’re still just letting your ass hang out there.
edit: and depending on range…it’s obvious what you would want to do based on game knowledge (cancellable moves and range specific combos) so in actuality the guessing game is very small. and often times both players just don’t bother because the guy looking for the parry knows only low forward would hit and work, so they go low since nothing high will reach and the guy that’s being baited knows that too…so he isn’t going to attack.