Isn’t that like choosing between getting teabagged or getting kicked in the balls though?
I sometimes have gay tendencies, apparently, so on a certain day, one does look better than the other, whereas most of the time, they both are shitty.
3s isnt a bad game, the gameplay itself is pretty decent, deep enough for an old game.
the main problem the game was only available on Dreamcast for long period, which was a dead console.
storyline wise I think you have a point; 3s is now just gathering dust. Whats going to happen to Yun now! I have to know Capcom!
Some interesting sales figures from back in the day as of 2003(?):
http://highervoltage.net/mb/showthread.php?t=5028
Sadly, the original source page is long gone, but the info of interest is intact. (I noticed that John Cena really gets around…)
Makes you wonder what kind of sales SF3 would have had if it could have been brought to PSX. According to these numbers, it probably would have done pretty well…maybe comparable to Alpha 3 PSX.
yeah because we all know there’s very few “old” games with a lot of depth super cool story bro
Mixah totally beat me on this one. Back to the 3s hate?
Mixah:
On a side note, I just felt like addressing this:
> without parry…
> Urien’s unblockable would be even gayer
Likely. Though I’d probably be more attempted to attack him more. Hugo vs. Urien would be absolutely unwinnable though.
> You can’t do SHIT against Yun, Chun, and Akuma
Akuma would be a pain. But Chun and Yun? HELL no. With no parry, there’s nothing stopping shotos from beating the shit out of Chun or Dudley from rushing the shit out of her, and Yun’s defense is crap, only now more characters would be able to exploit it. Granted, with Genei Jin he’d still be retarded, but now there’s a chance that more characters like Urien or Dudley or the shotos would kill him before he gets a chance to perform much with it.
BTW, without parries, Ken far and away becomes the best character in the game.
> Overall, it would be SF2 with an in-depth combo system…
No way. Because even in the absence of parries, there are too many shitty specials in 3S.
mIRC:
> I’m questioning how many SNES consoles it sold compared to other games like Super Mario World or Donkey Kong Country, but that’s neither here nor there.
I was trying to get a confirmation on this. I’m pretty sure I read that SNES sales were lagging behind Genesis in the west (obviously, SNES stomped a mudhole on Megadrive in Japan) until SF2 dropped. DKC wouldn’t really count since they were about even by that point. But sadly, I can’t find anything online to confirm this. So I’ll back off of this point until further notice.
> Between the time 3S was released on Dreamcast and then released on the Playstation 2, from 1999 to 2004, there were more fighting gmes than that being developed by Capcom. Capcom vs SNK, Capcom vs SNK 2, Heavy Metal, Marvel vs Capcom 2, Project Justice, Power Stone 2, and Alpha 3.
3S was released on DC in June 2000, not in 1999. Power Stone 2 (April 2000), MvC2 (May 2000) and Alpha 3 (July 1999) were all release before the DC port of 3S. Project Justice was released December 2000, I forgot that one. Heavy Metal… Jesus, does that even count? Somehow, I doubt the same team that did CvS2 worked on that, especially since it was released right around the time CvS2 was beta testing. Basically, the only fighters worth a crap that came out between June 2000 and July 2004 were CvS2 and Project Justice, both of which had speedy ports to console. Hardly a full plate there preventing them from porting 3S for another 3 years (from when CvS2 came out for PS2, Sept 2001).
> What I mean is adding new characters/modes so consumers would be more inclined to buy a game that is essentially the same.
Why would this even be a factor? As it is, no one would have cared or expected additional characters for 3S, even if they weren’t out of the question. They never added characters for home ports of SF2, not unless you’re counting the code in WW to play same character vs. same character. And new mode != new character. That’s easy to throw out. Even SF3 series on DC got System Direction and playable Gill, so it’s not as though they were just barebones arcade ports.
See, I just feel that yun would have too much RTSD options, and Chun just… c.mk… scares the fuck out of me.
As far as what I meant as SF2, I didn’t mean in terms of what goes on… But the whole idea becomes ground games… projectiles are more lethal now if you have no defense in the air against them. The rest of what you said… i have absolutely nothing to say… this isn’t my game, i’m going from observations of matches… it’s pretty to watch… i just don’t like playing it.
3S was and is still pure sickness. Even with the greatness of IV, 3S will always be around. IV is a sequel due to title but both are so different that I don’t think one succeeds the other. If IV had Makoto or Ibuki though…
Many fighting games have rosters that are too big. It makes it harder to pick and learn the right character sometimes, but it also affects balance because you can’t possibly even begin to balance a roster that big.
My answer is no. I feel that this reply means nothing and that in a couple seconds a period will come after my last word that will end the sentence I am typing and that will be the last thing that will be read from my post.
Guilty Gear has a large roster and fairly balanced… but how many revisions did that shit take? lol
and I agree, unless most of the cast is alternate mode type things (eg. MvC2, learn five characters, and you’ve got 20 down) or if they’re familiar characters (eg. Alpha 3 = ST + Alpha + Cody and Karin… Not that difficult to refamiliarize yourself with a new engine when compared to getting into a game… Like… If your first SNK game ever is KoF 2k2… lots of choices that you don’t know at all)
uh what
this is bullshit because balance is judged in absolute terms, not relative. a game where 6/10 characters are usable at a high level is no more balanced than a game where 6/64 characters are usable
wow this thread sucks as much as 3S does.
Is it? To me, a game with only 6 characters out of 64 that are competitive is poorly designed. How bad is it when less then 10% of the characters available truly have a chance at winning? I mean, why even bother to make the rest of the characters? The amount of testing it would take to truly balance a game with such a large roster just wouldn’t happen in this day and age.
Anyway, to get moderately back on topic, parrying, while it is broken in 3s DID allow some characters to be a little more competitive. While I’m not sure that it was the right move for the game as a whole, at least it gave some of these characters more of a fighting chance.
Parrying is great, but too powerful :sleep:
I hope it returns in SFV, after SFIV: 3.
I don’t think it’s as powerful as randomly useful… This is what I stopped liking about marvel… There’s been times when I accidentally mash, and my assist comes out because I mashed for too long, and I get a free setup. I don’t like accidentally being able to punish you and take off half of your life… An accidental hit occurs every now and again (especially with mashing in Capcom games), but that’s a hit… not a fucking, “oh, i parried a high risk move by accident… c.mk xx SA 2, goodnight half life” or a “ohhh i accidentally called psylocke and hit… Rom infinite, tempest, xx hailstorm for instant death…”
shit pisses me off, even when it’s in my favor… i don’t feel like i won anything.
I was thinking of how unfair they are in your opponents hands when you have them knocked down. But that’s also true, it’s happened to me plenty of times where I see myself parrying something, and I press down MK. It would be perfect if the parry advantage was just enough to get a super out, since you need to do two quarter circles before getting them out.
Bottom line in my point of view is that they’re the perfect universal tool to accompany blocking, sweeping and the like. I think they should just fine-tune it further instead of replacing it with some sort of special attack.
:chainsaw:
PARRY :chainsaw:
:chainsaw: