View Full Version : I want the parry system BACK! or something else defensive!
rastaman
03-25-2008, 07:04 AM
Fuck all the "it was too hard for new people" talk.... it should be a permanent part of street fighting now, just as super arts became apart of it.
if not, atleast add the counter system from alpha....i need more defensive systems....it seems like sf4 is too much about damage which is gonna make for tekken-esque short ass matches... in order to get that street fighter feel the matches need to be longer.
ADD DEFENSIVE SHIT ONO! :mad:
Shadowstep
03-25-2008, 07:12 AM
No, now everyone can fight on the same level!! damn SF3 freaks cannot full parry supers anymore and now playing someone comes down to best defense and offense.:lovin: Good to get the classic SF feeling back
Infested Jester
03-25-2008, 07:16 AM
Damn, I already negged the TC for a post he made yesterday. Hopefully he just gets banned next.
MrSimpson
03-25-2008, 07:18 AM
Fuck all the "it was too hard for new people" talk.... it should be a permanent part of street fighting now, just as super arts became apart of it.
if not, atleast add the counter system from alpha....i need more defensive systems....it seems like sf4 is too much about damage which is gonna make for tekken-esque short ass matches... in order to get that street fighter feel the matches need to be longer.
ADD DEFENSIVE SHIT ONO! :mad:
Wow...just wow.
i like that zoning and positional setups and knowing the properties of your moves actually matter now
Catalyst
03-25-2008, 07:23 AM
So you want 10 minute turtle fighting matches.
There is a reason it's called Street FIGHTER not Street...um...Blocker, or Parrier, or Alpha-counterer.
Azrael
03-25-2008, 07:29 AM
No you don't. Trust me, the game felt wonderful without it. You'll actually have to learn your character, their specific moves, and know when is the right time to use them.
The problem isn't that parry was too hard...its that parry was too easy.
Nokato
03-25-2008, 07:35 AM
No you don't. Trust me, the game felt wonderful without it. You'll actually have to learn your character, their specific moves, and know when is the right time to use them.
The problem isn't that parry was too hard...its that parry was too easy.
Thank you for saying what I was going to say.
Grego
03-25-2008, 07:37 AM
You'll actually have to learn your character, their specific moves, and know when is the right time to use them.
Azreal I respect you dude, but thats some BS. If you think parry made it so people didnt have to learn their character, specific movies, and when to use them, then tell me why dont 3s players just do shit randomly? Why would a chun sit within cr.mk range, pressure you into fearing super, then kara throw you all day? Is that because the person has no concept of their character, their moves, and when to use them?
Again your cool, just everyone needs a lil more respect for 3s. Its sf just like all the others.
On paper, Saving actually sounds like the best universal system of any SF game. It's the first one that sounds like it might have truly varied applications for every character and a variety of different ways to use it even for a single character. A universal system that actually increases variety is a pretty rare thing, but they may have nailed it here.
ElderGOD
03-25-2008, 07:45 AM
I like parries in 3S because I suck at video games but I can parry pretty much everything. It allows me to beat players better than me with almost any character. Parries also make a lot of attacks safer because if someone tries to attack me with a higher priority attack I can just buffer a parry.
In all honesty, I'm happy that parries aren't in SFIV. They can keep red parries, but standard parries definitely need to never be brought back.
If you want parries play 3S.
rastaman
03-25-2008, 07:45 AM
No you don't. Trust me, the game felt wonderful without it. You'll actually have to learn your character, their specific moves, and know when is the right time to use them.
The problem isn't that parry was too hard...its that parry was too easy.
clearly yall suck in 3s.... i dont understand how the hell you can say you dont have learn the character and their specific moves....when parrying is based on that know how, how the hell you gonna parry every characters jump kick when the time-to-hit is different....everyone doesnt kick the same so you hesitate a frame more or less in order to parry said move.
its nothin wrong with adding a extra depth to a fighting game by adding in more defensive tactics
rastaman
03-25-2008, 07:48 AM
On paper, Saving actually sounds like the best universal system of any SF game. It's the first one that sounds like it might have truly varied applications for every character and a variety of different ways to use it even for a single character. A universal system that actually increases variety is a pretty rare thing, but they may have nailed it here.
saving strikes can still be used... as in order to parry you have to know when that strike is going to be released....hesitateing to parry will get you hit with a ultra setup....parrying at the right time can save you from getting set up....therefore still adding flair to the match, i dont want some fuckin noob, with his tekken-esque unblockable fucking up me and my last 2 quarters
rastaman
03-25-2008, 07:51 AM
:shake:I like parries in 3S because I suck at video games but I can parry pretty much everything. It allows me to beat players better than me with almost any character. Parries also make a lot of attacks safer because if someone tries to attack me with a higher priority attack I can just buffer a parry.
In all honesty, I'm happy that parries aren't in SFIV. They can keep red parries, but standard parries definitely need to never be brought back.
If you want parries play 3S.
bullshit, this is the dumbest post out, you seriously are going to tell me a person who sucks at video games can parry easily in 3s? gimme a fuckin break bro... worst post thus far. :shake:
dj_de
03-25-2008, 07:54 AM
worst post thus far. :shake:
saving strikes can still be used... as in order to parry you have to know when that strike is going to be released....hesitateing to parry will get you hit with a ultra setup....parrying at the right time can save you from getting set up....therefore still adding flair to the match, i dont want some fuckin noob, with his tekken-esque unblockable fucking up me and my last 2 quarters
quoted the right post for you
you know usually i'd bother arguing about why parry sucks, homogenizes the game, deprecates the importance of zoning and setups, makes the whole game a boring spacing, option select and guessing-fest, etc. etc., but given there's absolutely no way it's gonna be in sf4 i dont need to! so...
haha, fuck you 3s fags, now you'll actually have to learn to play Street Fighter!
Infested Jester
03-25-2008, 07:56 AM
another retarded post
stop....no, seriously, just...stop (http://img167.imageshack.us/img167/3248/stoppostingwo0.gif)
Kunai
03-25-2008, 07:57 AM
Parrying in 3S is nice and all, but I think SFIV is fine without it. In fact, I'd prefer that it stay away from parrying. And yes, I played 3S to death and I consider myself better than average in the game. But who really cares about that?
SFIV has made me forget about 3S, and I have been hooked on 3S for the past 4 years straight. That's how interesting the game is. I think it's better that IV develop it's fighting engine identity from Saving Attacks, much like the Alpha series has Alpha Counters and Custom Combos, and the III series having parries, universal overheads and selectable Super Arts. That's why I am interested in SF and not GG, KOF or any other fighting series... they risk going into uncharted territory and leave some things behind in order to give players a new experience. Of course, if you don't like SFIV, 3S is not going to disappear. There will still be people who play the game to death.
Change is good in this case. It prevents things from becoming too stagnant, and SF needed a shot in the arm since it was without a sequel for about 9 years.
rastaman
03-25-2008, 07:59 AM
lmao @ the niggas still playin super street fighter turbo still thinking they are in their glory from 96.....
please....
lmao @ the niggas still playin 3rd strike still thinking they are in their glory from 99.....
please....
rastaman
03-25-2008, 08:02 AM
Parrying in 3S is nice and all, but I think SFIV is fine without it. In fact, I'd prefer that it stay away from parrying. And yes, I played 3S to death and I consider myself better than average in the game.
But SFIV has made me forget about 3S. That's how interesting the game is. I think it's better that IV develop it's fighting engine identity from Saving Attacks, much like the Alpha series has Alpha Counters and Custom Combos, and the III series having parries, universal overheads and selectable Super Arts. That's why I am interested in SF and not GG, KOF or any other fighting series... they risk going into uncharted territory and leave some things behind in order to give players a new experience.
the thing about it is i dont want parrying really... i just need more defensive systems... i cant justify rocking this game if it feels like some watered down attack fest.
So Kunai when you play the game you dont feel like their is anything missing defensively?
hubcapsignstop
03-25-2008, 08:03 AM
bladscar still always dropping on me
3S is ill, but no parries are needed in SF4
Ono give me a million dollars NOW!
Since we are talking about things we know aren't going to happen...
lol actually having to work for your defense rather than relying on universal systems sure sucks huh? :looney:
rastaman
03-25-2008, 08:05 AM
lmao @ the niggas still playin 3rd strike still thinking they are in their glory from 99.....
please....
:rolleyes:
sorry we play the very last official Street fighter game. thx :woot: (shout out to all my 3s heads <3)
inkblot
03-25-2008, 08:05 AM
Poor baby. Get over it.
:rolleyes:
sorry we play the very last official Street fighter game. thx :woot: (shout out to all my 3s heads <3)
new doesnt equal better
3s isnt really street fighter anyway :looney:
rastaman
03-25-2008, 08:08 AM
bladscar still always dropping on me
3S is ill, but no parries are needed in SF4
please.... u wish, if u wanna talk 3s shit take it to the BG's section so i can 10-0 your ass
The Epidemic
03-25-2008, 08:08 AM
clearly yall suck in 3s.... i dont understand how the hell you can say you dont have learn the character and their specific moves....when parrying is based on that know how
your garbage in 3s...stfu
Azrael
03-25-2008, 08:11 AM
If you think parry made it so people didnt have to learn their character, specific movies, and when to use them, then tell me why dont 3s players just do shit randomly?
To illustrate my point, allow me to use the infamous Daigo vid.
Daigo parries all the hits of Chun's SAII, and combos into a SA for the awesome comeback win. Great show of skill? Yes. Daigo was using Ken - but honestly, it really didn't matter which character he was using. As long as Daigo could parry the attack, and had enough meter to land a high-damage combo, the result would have been the same no matter which character he was using.
Now, let's pretend that parry doesn't exist in 3S? What happens now? Now we'd have to look at Ken's specific options for dealing with Chun's SA. Let's say a very-well timed EX SRK would knock her out of it. Or perhaps he could backwards air hurricane away. If he had his command rolls, perhaps he could utilize those. Of course, all of these options come with a degree of risk - after both he and Chun recover from EX SRK, Chun is in wonderful poking range. Perhaps backwards hurricane pushes Ken into the far corner where his options become even more limited. Et al. Daigo would have had to weigh all these possibilites, choose an option, and then prepare himself for what comes next.
And of course, the options change completely if he's using Yun. Or Ryu. Or Alex. Maybe he has better options. Maybe he has none. But luckily, its 3S, so all he needs to do is tap forward 15 times and the match is his.
I played SF4 last weekend. On Saturday, there were a lot of good shoto players. They used the fireball for zoning purposes. I used Chun - I couldn't go toe to toe with them in a fireball fight because of the charge motion. Perhaps I could try every other fireball, but I'd be losing in chip damage. If I have meter, perhaps I can sneak in an EX fireball. Her flip kicks will go through the fireball, but only if done at the right distance/strength. How do I get to that distance? And furthermore, if I do get to the appropriate distance, how do I know the Ryu/Ken player isn't just waiting to SRK me on reaction? Everything I have to think about in order to get close to a fireballing Ryu/Ken, completely changes if I'm using Gief. Or Sim. Or Blanka. Or, anyone else.
If parries were in SF4, all I'd have to do is tap forward, and no more fireball.
I don't intend to knock 3S, it is a good fighter that obviously has a lot of fans, and does require skill to play well. I'm just saying that the mindgames in 3S are far different than those in games without a parry, and to many people who grew up playing SF2, its kind of like going from chess to checkers. This is why the OG SF community originally panned SF3.
chunbelievable
03-25-2008, 08:11 AM
This is some serious bait aint it? In before the lock.
To illustrate my point, allow me to use the infamous Daigo vid.
Daigo parries all the hits of Chun's SAII, and combos into a SA for the awesome comeback win. Great show of skill? Yes. Daigo was using Ken - but honestly, it really didn't matter which character he was using. As long as Daigo could parry the attack, and had enough meter to land a high-damage combo, the result would have been the same no matter which character he was using.
Now, let's pretend that parry doesn't exist in 3S? What happens now? Now we'd have to look at Ken's specific options for dealing with Chun's SA. Let's say a very-well timed EX SRK would knock her out of it. Or perhaps he could backwards air hurricane away. If he had his command rolls, perhaps he could utilize those. Of course, all of these options come with a degree of risk - after both he and Chun recover from EX SRK, Chun is in wonderful poking range. Perhaps backwards hurricane pushes Ken into the far corner where his options become even more limited. Et al. Daigo would have had to weigh all these possibilites, choose an option, and then prepare himself for what comes next.
And of course, the options change completely if he's using Yun. Or Ryu. Or Alex. Maybe he has better options. Maybe he has none. But luckily, its 3S, so all he needs to do is tap forward 15 times and the match is his.
I played SF4 last weekend. On Saturday, there were a lot of good shoto players. They used the fireball for zoning purposes. I used Chun - I couldn't go toe to toe with them in a fireball fight because of the charge motion. Perhaps I could try every other fireball, but I'd be losing in chip damage. If I have meter, perhaps I can sneak in an EX fireball. Her flip kicks will go through the fireball, but only if done at the right distance/strength. How do I get to that distance? And furthermore, if I do get to the appropriate distance, how do I know the Ryu/Ken player isn't just waiting to SRK me on reaction? Everything I have to think about in order to get close to a fireballing Ryu/Ken, completely changes if I'm using Gief. Or Sim. Or Blanka. Or, anyone else.
If parries were in SF4, all I'd have to do is tap forward, and no more fireball.
I don't intend to knock 3S, it is a good fighter that obviously has a lot of fans, and does require skill to play well. I'm just saying that the mindgames in 3S are far different than those in games without a parry, and to many people who grew up playing SF2, its kind of like going from chess to checkers. This is why the OG SF community originally panned SF3.
Spot on... this is pretty much a more eloquent version of what I'd post if I wasn't sick to death of this argument by now.
Kunai
03-25-2008, 08:13 AM
the thing about it is i dont want parrying really... i just need more defensive systems... i cant justify rocking this game if it feels like some watered down attack fest.
So Kunai when you play the game you dont feel like their is anything missing defensively?
Actually, no... I don't feel like you can't play defense in SFIV. You can still turtle like crazy if you want to. Pretty much like ST, you can zone the crap out of your opponent. I don't know a better defense than good zoning, and with no air-blocking, an opponent has to get really creative to break your defense. However, things like EX moves and Saving Attacks help you out.
I think keeping EX moves from the SFIII series was a smart thing for Capcom to do, because it helps offense a lot more. I think this is about as equal as you can get when it comes to offense and defense in a fighting game like SFIV.
I don't think you'll be disappointed when you play the game. Srsly. (sic) I don't think parries or UOH will be missed.
lol i doubt someone whos that much of a parry fanboy even knows what zoning is dood :looney:
rastaman
03-25-2008, 08:17 AM
Man the foolishness... so in order to substitute for the defense in street fighter we have to use offense? its stupid....thats like those old vids when you watch balrog headbutt his way across the screen to get through fireballs....it looks idiotic, back then maybe there was system constraints because of the less powered consoles or cabs or whatever...but now we can substitute that with actual defensive system.... why should i be confined to blocking when in REAL fighting you DO counter shit.
zoneing isnt a defensive system, really you cant advertise zoneing as a fucking defense system because its naturally built into every fighter....wtf i can stand back just out of reach in ANY fighter and weight out my distance options easily....but what about when im closer....
lets put zoneing out of this arguement cause its always a option REGARDLESS
hahaha yeah im sure it was the system constraints that stopped them from putting parrying in, "tap down when opponent does an attack = give frame advantage" mustve just been tooooo taxing on that old hardware :looney:
and i love when people use the "in REAL fighting" argument about a game where people jump 10 feet in the air and throw fireballs
ElderGOD
03-25-2008, 08:23 AM
:shake:
bullshit, this is the dumbest post out, you seriously are going to tell me a person who sucks at video games can parry easily in 3s? gimme a fuckin break bro... worst post thus far. :shake:
Yes, I suck and parrying is mad easy.
Well, actually I'm good but it's just that the moves are really complex, like Shoryuken you have to go forward and then do a quarter circle so fast. You have to do complex joystick motions and well-timed button presses at the same time.
Supers are almost impossible to do.
Parry is just tap a direction.
I can do it easily.
If parries are so hard for you then I guess you just suck.
rastaman
03-25-2008, 08:23 AM
hahaha yeah im sure it was the system constraints that stopped them from putting parrying in, "tap down when opponent does an attack = give frame advantage" mustve just been tooooo taxing on that old hardware :looney:
and i love when people use the "in REAL fighting" argument about a game where people jump 10 feet in the air and throw fireballs
true the real fighting arguement is lame....but this is street fighter....:rofl: i expect DEPTH to my game, if i wanted something simple i would play some simple Naruto like shit. :wgrin:
no one is gonna jump on the sticks and know how to parry, Ono said it hisself and in the current time he's SF GOD....so to the people who claim parry is a God-like advantage id say suck something.
Edpachi
03-25-2008, 08:24 AM
shut your ass up and if you want REAL fighting you should start going to a dojo or some shit instead of playing a FIGHTING GAME.
Kunai
03-25-2008, 08:28 AM
Man the foolishness... so in order to substitute for the defense in street fighter we have to use offense? its stupid....thats like those old vids when you watch balrog headbutt his way across the screen to get through fireballs....it looks idiotic, back then maybe there was system constraints because of the less powered consoles or cabs or whatever...but now we can substitute that with actual defensive system.... why should i be confined to blocking when in REAL fighting you DO counter shit.
Saving Attack is pretty much the main counter attack in IV, and it works well. You can use it for offense (charge to hit with a stun attack) or you can use it for defense (dash cancel to regain mobility).
I also think SA is actually a lot more fair than SFIII and parries... because SAs have to be intentional. Parries can be accidental and sometimes rewards luck. SA-stun-to-combos are always earned.
Nothing really wrong with parries in III, but in this game, Saving Attack is it's own animal. I actually think SA is a better idea than parrying. Like I said, I don't think you will be disappointed when you play SFIV for your first week. It's got enough defense, and you can still use offense or defense to play defense... if that makes sense.
the best thing about parry is that you dont even have to be able to do it for it to be useful
just knowing theres a risk of getting parried means good players dont do 90% of the shit that would be a viable strategy otherwise
yeah thats a great mechanic to put in a game :looney:
This is why the OG SF community originally panned SF3.
Yeah I remember that! Hell I remember when it used to be borderline illegal around here to say you liked 3S or CVS2! If there was a rep system back then some of us 3S and CVS2 fans would be beyond salvation! :rofl: For whatever reason, people have always been dry humping MVC2 here and still do. I think all 3 are great games myself, each for entirely different reasons.
UltraDavid
03-25-2008, 08:32 AM
Games without parrying are more defensive than games with parrying. They're also more offensive than games with parrying. How does that make sense? Because non-parry games are all about the character, and parry games are all about the mechanic.
Guile is a crapload more defensive and Boxer is a crapload more about rushdown than anyone in Third Strike because that's how they were designed and there's no artificial parry nonsense to get in the way. That is, Guile's sonic booms, flash kicks, and defensive normals can't be easily neutralized with a toward or a down, it takes a lot of strategic work to get through his defense; Boxer's rush punches, buffalo headbutt, and awesome normals can't be neutralized just by pressing toward or down, you have to really work to get him off of you. As a result, playing very defensively or very offensively is a realistic and effective strategy.
In Third Strike, Remy and Ibuki could have been super defensive and super rushdown; there's nothing in their character design that says they can't. They in fact are defensive/zoning and rushdown characters, but the parry makes it impossible for them to be as defensive or as much about rushdown as Guile or Boxer. Tapping toward or down neutralizes Remy's lovs, flash kick, and normals, and tapping toward or down neutralizes Ibuki's lockdown and rushing; they have to be cautious about playing very defensively or very offensively because one wrong guess could mean they lose a third or even a half of their life; they can't play too much of their preferred style because that can get predictable, and being predictable in a parry game means you'll probably lose. That kind of perverse incentive, to specifically choose not to play to your character's strengths in favor of mixing up what you do so as not to get parried, means that no character in a parry game can play defense or offense as well as a character in a non-parry game can.
You just have no idea what you're talking about, is the problem.
poornoob
03-25-2008, 08:34 AM
Coum.r u stupid?
Parry system is the coolest thing i have ever seen..
it means there are no gay players throwing hadoukens all day long..
it means u can make a comeback not via sf4 "ultra combo" but via skill...
u just suck too much to learn how to parry..
And there are many dumb fags like u that is why ono took it away.
so stfu
Xenozip.
03-25-2008, 08:37 AM
A parry isn't even a defensive option in the first place, it's an offensive one.
A defensive option is like a Just Defend, or a Faultless/Fortress Defense, or a Push Block, you know, things that actually defend against damage without any direct followup/damage/knockdown.
When something can be used to hit the opponent, and potentially knock them down, that's an offensive option.
A reversal dragon punch is an offensive option. Sure, you want to use it when the other person is attacking, but then you're attacking too. You're taking an offensive route to not just neutralize a threat but also to change momentum to your favor.
A parry is the same thing. You aren't going to parry into nothing. If you succeed in a parry you're going to hit them and probably knock them down. This is an offensive option just like a DP.
Now, the difference is, a dragon punch can be baited and punished on reaction.
A 3S-style parry can only be fished out and beat on anticipation.
And the primary reason is because it has no whiff animation. You can't hit a missed parry after it's executed, you can only hit an incorrect parry during the button input window.
But seriously, if you're getting rushed down a defensive option will neutralize attacks, not reverse them. Offensive options reverse the flow of momentum.
Anyway, who cares, if you don't like SF4 because it doesn't have parries then play something else with parries. There's plenty of games that have them.
Coum.r u stupid?
Parry system is the coolest thing i have ever seen..
it means there are no gay players throwing hadoukens all day long..
it means u can make a comeback not via sf4 "ultra combo" but via skill...
u just suck too much to learn how to parry..
And there are many dumb fags like u that is why ono took it away.
so stfu
Read this and learn (especially the part I bolded)
Usually, when people attempt to weigh in on the side of 2d against 3d games, they repeat some vague nonsense about better "style", or embarrass themselves by trying to complain about 10-chains (so stupid). I, however, think that there’s something real to be said on the subject. I even have a theory. (editor's note: big surprise) It’s a theory about what makes Street Fighter so damned good. It’s a very simple one. What makes Street Fighter so good is not the animation. It’s not the sound. It’s not the artwork, or the character personalities, or even the combos. So what is it then? It’s the fireball. That’s what fundamentally sets it apart. This isn’t to say, of course, that everything else doesn’t make critical contributions to the overall package- obviously it’s all important. But if you want to reduce what makes SF stand out (in a now crowded field) to it’s very essence, that’s my candidate for the best answer. Fireballs, baby.
The history (and greatness) of Street Fighter is deeply entwined with the history of the fireball. So much so that it’s usually thought of as just another "special move"; such a part of the ordinary gaming landscape that it’s hardly noticed (even the basic fireball motion now embodies a standard for most other specials, even in non-SF games). But I think it’s different. It’s what defined the mechanics of good matchups for years, as well as setting the Street Fighter series apart in ways so subtle that they went unnoticed (or at least unappreciated) for years by the competitors, perhaps even by the original designers themselves in some regards.
There are at least two very cool things that fireballs do:
First, fireballs enable real combat at a distance. The game isn’t restricted by how far your character’s limbs reach- with a fireball, there can be real threats even from opposite ends of the screen. They control space and threaten at any range. When there’s a fireball on the screen (or a beam, or worse- multiple fireballs!), it fundamentally changes the dynamic of the match. And the kind of dynamic change depends on all sorts of crazy things, including (but not limited to): how fast the fireball is moving, the size of the fireball, the angle at which it’s traveling, etc.
This is something that’s almost entirely missing from the true 3d games. Once you get sufficiently far away, there’s not a lot to do, because there just isn’t anything you can really do to one another, apart from running back together. The game sort of collapses (unless getting away was the point, i.e. you’re trying to turtle/run away). This is also why (when I’m in one of my nastier moods) I have a problem with the SF3 series. When you’re more than half a screen away (at most), there’s just not much game to be played, since any projectile can be easily parried (re: it fails to control space, or to effectively threaten). It’s like taking time out or something. Where before every inch gained or lost could dramatically affect the match, the only thing you can really do at a distance in the 3 series is to charge up your meter by whiffing moves (weak), or (again) just be turtling for it’s own sake. This adds up to a betrayal of one of the primary advantages of 2d games, and doesn’t give a big enough return in terms of other tricks/fun offered up close. Tekken, VF, etc. all do a better job at making the up-close, "in your face" game interesting and complex. SF3 is a dumbed-down up-close game, minus the good parts of distance strategies in other 2d games, which is a step in the wrong direction. The universal value of parrying coupled with the disgraced role of FBs helps to contribute to an overall "flatness" in which a lot of matches consist solely of trading (the same) high-priority pokes, over and over again.
I sure am glad this is the guy who now works at Capcom, who reads these forums, and who all the mindless shit you post is getting filtered through! :looney:
crono_marle
03-25-2008, 08:39 AM
:rolleyes:
sorry we play the very last official Street fighter game. thx :woot: (shout out to all my 3s heads <3)
Actually... CvS2 was last street fighter to come out (2001)
Kunai
03-25-2008, 08:40 AM
In Third Strike, Remy and Ibuki could have been super defensive and super rushdown; there's nothing in their character design that says they can't. They in fact are defensive/zoning and rushdown characters, but the parry makes it impossible for them to be as defensive or as much about rushdown as Guile or Boxer. Tapping toward or down neutralizes Remy's lovs, flash kick, and normals, and tapping toward or down neutralizes Ibuki's lockdown and rushing; they have to be cautious about playing very defensively or very offensively because one wrong guess could mean they lose a third or even a half of their life; they can't play too much of their preferred style because that can get predictable, and being predictable in a parry game means you'll probably lose. That kind of perverse incentive, to specifically choose not to play to your character's strengths in favor of mixing up what you do so as not to get parried, means that no character in a parry game can play defense or offense as well as a character in a non-parry game can.
As an avid Ibuki player, all I can say is "Quoted For Truth".
I don't hate parries, but I do sometimes wonder what Ibuki would have been like in 3S if there were no parries. Even though she has less solid options than in 2I, she'd be a force.
Good post, sir.
poornoob
03-25-2008, 08:45 AM
Coum,lol if u like fireballs go play quake 3..and take that guy out from capcom plz
Wlee anyway i see that we r talking about different things and the discussion wont ever end...
So i ll just keep playin 3s.dat s all
MaybeMemories
03-25-2008, 08:46 AM
I like parries in 3S because I suck at video games but I can parry pretty much everything. It allows me to beat players better than me with almost any character. .
How do you suck if you got those magic fingers?
Parrying doesnt allow you to beat better players. Its not magic, neither does it work with autofire, if you can read BETTER players moves to parry them, they sure as hell can read you.
rastaman
03-25-2008, 08:46 AM
shut your ass up and if you want REAL fighting you should start going to a dojo or some shit instead of playing a FIGHTING GAME.
....Nigga im 25 i leave the karate to the kids :rofl:
NG1313
03-25-2008, 08:48 AM
To illustrate my point, allow me to use the infamous Daigo vid.
Daigo parries all the hits of Chun's SAII, and combos into a SA for the awesome comeback win. Great show of skill? Yes. Daigo was using Ken - but honestly, it really didn't matter which character he was using. As long as Daigo could parry the attack, and had enough meter to land a high-damage combo, the result would have been the same no matter which character he was using.
Let us pretend Ken was knocked down and Chun was right on top, in SSF2T. Ken would get up, block and get KO'd. Just like every other character in the game.
You ignored the actual fight that took place for the entire time before the last 5 seconds...
I'm fine with a brand new system for SFIV. I would've thought the parry mechanic was here to stay, as it's something basic and not spend-1-meter-and-press-2-buttons-and-charge, but another essential part of the game to preserve, like throw escapes and supers. And I'm not complaining about parries in their form in 3S, but they'd need some tweaking to carry over to SFIV, anyway. So it's a defense maneuver and not the defining mechanic of the entire game (though I still love 3S :lovin: ).
lol if u like fireballs go play quake 3..and take that guy out from capcom plz
ahahahaha holy shit
DevilJin 01
03-25-2008, 08:51 AM
I want the parry thread back. :lol:
Let us pretend Ken was knocked down and Chun was right on top, in SSF2T. Ken would get up, block and get KO'd. Just like every other character in the game.
Uhh actually Ken could reversal DP :confused:
DevilJin 01
03-25-2008, 08:54 AM
Uhh actually Ken could reversal DP :confused:
That's not as flashy.
rastaman
03-25-2008, 08:55 AM
Games without parrying are more defensive than games with parrying. They're also more offensive than games with parrying. How does that make sense? Because non-parry games are all about the character, and parry games are all about the mechanic.
Guile is a crapload more defensive and Boxer is a crapload more about rushdown than anyone in Third Strike because that's how they were designed and there's no artificial parry nonsense to get in the way. That is, Guile's sonic booms, flash kicks, and defensive normals can't be easily neutralized with a toward or a down, it takes a lot of strategic work to get through his defense; Boxer's rush punches, buffalo headbutt, and awesome normals can't be neutralized just by pressing toward or down, you have to really work to get him off of you. As a result, playing very defensively or very offensively is a realistic and effective strategy.
In Third Strike, Remy and Ibuki could have been super defensive and super rushdown; there's nothing in their character design that says they can't. They in fact are defensive/zoning and rushdown characters, but the parry makes it impossible for them to be as defensive or as much about rushdown as Guile or Boxer. Tapping toward or down neutralizes Remy's lovs, flash kick, and normals, and tapping toward or down neutralizes Ibuki's lockdown and rushing; they have to be cautious about playing very defensively or very offensively because one wrong guess could mean they lose a third or even a half of their life; they can't play too much of their preferred style because that can get predictable, and being predictable in a parry game means you'll probably lose. That kind of perverse incentive, to specifically choose not to play to your character's strengths in favor of mixing up what you do so as not to get parried, means that no character in a parry game can play defense or offense as well as a character in a non-parry game can.
You just have no idea what you're talking about, is the problem.
so Remi is super defensive because he can spam Sonic booms....thanks you just explained whats wrong with your thinking.
the problem with the ST players is that they are used to doin offensive shit and calling it defensive. and having fireball fights and giggleing like a little fucking faggot, because its so much fun to have fireball fights then actually get up close and play the game as it was meant.
ElderGOD
03-25-2008, 08:57 AM
Without parries Shin Shoryuken would be more fun.
Nokato
03-25-2008, 09:01 AM
I want the parry thread back. :lol:
But...not without babyback ribs, yes?
But honestly to people who think parrying should be in SF4, if you want to play a game with parry just play 3s or to a lesser degree of functionality CVS2, or CFJ.
UltraDavid
03-25-2008, 09:02 AM
so Remi is super defensive because he can spam Sonic booms....thanks you just explained whats wrong with your thinking
Wh... what? Honestly, I sat here for about 30 seconds before posting this just wondering what you could possibly mean, and I just have no idea. You made a leap in between those two sentences that just can't be followed.
Also, why spell his name Remi? You know how it's spelled, come on. You see that name every single time you play him or someone else plays him and you probably see it on SRK as well; you've seen it hundreds, maybe thousands of times. And it's not like the "i" is right next to the "y" or anything.
I think we're getting trolled, guys.
erikstanton
03-25-2008, 09:03 AM
I want the parry thread back. :lol:
this is the new parry thread!
change the title to something that doesnt sound stupid so it doesnt get locked!
but anyways, parries arent that fucking easy. its not like you can be braindead and parry every attack, but whatever.
basically i hate coum now.
no parries in sfiv!
make street fighter iii: 4th something!!
DevilJin 01
03-25-2008, 09:04 AM
Wh... what? Honestly, I sat here for about 30 seconds before posting this just wondering what you could possibly mean, and I just have no idea. You made a leap in between those two sentences that just can't be followed.
Also, why spell his name Remi? You know how it's spelled, come on. You see that name every single time you play him or someone else plays him and you probably see it on SRK as well; you've seen it hundreds, maybe thousands of times. And it's not like the "i" is right next to the "y" or anything.
I think we're getting trolled, guys.
Yeah...read his signature. He's been doing the same thing on the SFAC Xbox Live forums for years. He's just giving you a reason to type on your keyboard. He's fun like that.
ElderGOD
03-25-2008, 09:04 AM
I think we're getting trolled, guys.
You'd be surprised how dumb some people are.
Some people call themselves trolls because they need an excuse for being retarded.
rastaman
03-25-2008, 09:07 AM
Wh... what? Honestly, I sat here for about 30 seconds before posting this just wondering what you could possibly mean, and I just have no idea. You made a leap in between those two sentences that just can't be followed.
Also, why spell his name Remi? You know how it's spelled, come on. You see that name every single time you play him or someone else plays him and you probably see it on SRK as well; you've seen it hundreds, maybe thousands of times. And it's not like the "i" is right next to the "y" or anything.
I think we're getting trolled, guys.
LMAO that shit bothered you so much that i called Guile's supposed "son" "Remi"? :rolleyes: ....childish...like i said, Remy is a fucking idiot, and i wouldnt call his sonic boom shits, a zoneing tool anymore then i call a can of spam, a t bone steak nigga. Stop the Spam in 08' ADD DEFENSIVE CAPABILITIES TO SF4
rastaman
03-25-2008, 09:10 AM
Yeah...read his signature. He's been doing the same thing on the SFAC Xbox Live forums for years. He's just giving you a reason to type on your keyboard. He's fun like that.
lmao <3 Jin
SaBrE
03-25-2008, 09:10 AM
closed for immature insulting posts/trolling/flame baiting/sf3 fanboyism by the OP
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