The Parry System

inb4Viscantpost

Why did I reply to this mess of stupidity? unsubscribes

The one single change I’d like in parrying would be an [x]frame window where in you can’t parry on wake up, a la GGAC slashback.

Other than that I actually like parrying quite a bit, unlike the majority of SRK.

Random factor.
I’m glad to know i have a good chance to beat every player in the world regularly cause of it.
Or maybe it’s just another game aspect to take into account in gameplan, like reversal and their invulnerabilty (sometimes), wakeup mixups, move properties…well, you know, kind of knowing how to play actually. Which would explain the life enigma of the better players beating consistently the others.

Whats this about all the chars playing the same because of parries? there are plenty of character archetypes.

this game is perfect. stay mad haters

A few games have parry or parry like mechanic in them

Garou: MotW
Guilty Gear XX AC (didn’t Jam have her own parry?)
Melty Blood
Chaos Code
Akatsuki Blitzkampf

Shall… shall I do it?

But seriously, everyone read this. Come to your own conclusions afterwards.

^
3S players should weed out people like this who give the community a bad name for being so delusional.

^
This guy too.

I don’t feel bad for liking parrying because it makes the game different than other games.

That’s cool. Enjoy what you want to enjoy.

Parrying definitely changes the way the game is played, Viscant and others in that thread summarise it pretty well, hence why its always linked.

Anyway, I personally prefer the multilayed ‘match up’ style game play approach that parrying removes.

You read my post, right Tataki? Because if you did, and you got the impression that I was saying something wrong, then prove it to me. Because if you think that the parrying system doesn’t make players have to think more about the way they play than pure matchups, you’re an idiot, as that’s what I’m advocating. Because parrying exists, you have to be 100% more mindful of everything that you do. BnB block strings don’t exist in this game.

After reading that and the thought of Vega… Wouldn’t Vega pretty much be another… Chun o.O? He’s got a real poke oriented style, not a lot of true anti-air moves and they both were in SF2.

I always read that Vega vs Blanka example and I understand what changes due to parry because of it (Blanka walking forward loses charge and then it shifts greatly to Vega’s favor from that alone, parry potentially eliminates the severity of Blanka losing the charge in that scenario). I don’t think that makes the “concept” of parry bad, just different and it’s interesting to me.

HF players complained about Supers in ST, not surprised ST players complained about something in 3S, not surprised 3S players complained about something in SF4, and so on and so forth.

there’s really no use trying to discuss something with people who want to argue and have facts to support their argument.
facts being “i read what viscant said a years ago and now i too hate parry”

it doesn’t have to be about winning. people can just talk about something even if they don’t prefer it.

well, I’m discussing it and completely cool with the fact that some people like it… soo… yeah… I don’t know if that was directed at me…

Anyway, think it all comes down to what you prefer. Do you prefer to have to think ahead about stuff, set up situations/avoid them? Or do you prefer to fight in the ‘now’? I think parries mean a game becomes more of the latter.

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.

Okay, so, I think you are saying you basically understand that what ‘parry haters’ are saying, and agree with them in terms of what parries do to a game, but your conclusion is that isn’t not a problem. Agreed?

This is why this conversation always goes around in circles.

yeah basically.

well it goes around in circles because its the internet and people argue, they don’t discuss.
it isn’t objectively a problem I don’t think. I can’t even think of a way to say it is really. it’s a preference and if someone feels parry screws with the gameplay in a negative way, fair enough. i would tell them to speak to the best players they can about it to gain some insight since i doubt they play the game much.

but like i said i think people do a bit too much of equating parry with 3S. when really parry is just a part of 3S and there’s a lot of other stuff that creates the style of gameplay they might not find very interesting. parry just gets all the heat because it’s the most easy to distinguish factor comparing 3S to other SF titles (i think).

When you say ‘the style of gameplay they don’t find interesting’… exactly what mechanics/gameplay style do you mean?

[media=youtube]WiUT8qb62WQ[/media]

i’m not entirely sure what ‘style’ it is. i don’t even know if anyone can give a good answer to that. certainly i couldn’t give an answer about ST or SSF4 like that. i can’t say ST is a certain style of game or anything like that.

i don’t think 3S is superior objectively. i just like the game more than other stuff. that includes the art, characters, music, gameplay, everything. maybe style was the wrong kind of word. but i would say that every fighting game has a different ‘style’ because there isn’t a much better word that encapsulates every aspect of how a game feels.

sorry everything is off topicish louie.