i’m just going to double post because whatever i can do that.
i can understand the perspective that parry as implemented in 3S destroys some of what makes street fighter what it is. fair enough.
as i think of it, that may likely be because previously, especially in sf2, fireballs were extremely extremely important to the pacing and flow of the game.
so when you change the impact of fireballs, you obviously also affect the whole flow of the game. but that wasn’t accidental. it’s not the fault of parry itself.
you can find videos of vanao just beating people with hadouken and ex hadou and some pokes. like from maybe 2 months ago.
the real changes around that style of gameplay were done on a per character basis. ryu can’t lock people down with hadous because in 3S the designers simply did not want him to do that. it has nothing to do with parry specifically. remy CAN do that through the use of projectiles
as far as the character styles and archetypes. i can also understand that perspective. again, i don’t think that’s because of parry, it’s because the designers simply wanted a game where each character had a variety of options. as opposed to sf2 style where it is a lot more strictly defined. i mean look at alex, the guy has charge moves, qcf moves, 360, hcb, weird anti air and anti standing (ddt) moves.
but to say that character archetypes don’t exist, or that matchups don’t matter and the uniqueness in gameplay is missing is just 100% incorrect. i’m not sure who can honestly think that and then watch and play with strong players and still think that.
so yeah i can completely appreciate people who think the way the game plays isn’t very fun for them, or it isn’t their idea of street fighter. and that character types are less varied. but the important thing here is that is not due to parry. those differences are due to the decisions of the designers. ryu could have had a ridiculous hadouken if they wanted to give it to him. but they didn’t because i guess they wanted to create a different style of game.
it definitely puts more value on the moment at hand in my opinion. of course every fighting game values that, but i think there are more moments to react to in 3S than in other fighting games. where you may see something coming but have no actual choice to make. in 3S you can, even while blocking you can make a choice to try and red parry. so that changes things around a bit.