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mio

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mio · You have no dignity. ·

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  • Re: Re-opening an old wound for proper healing

    halken wrote: »
    Now I know we have heard about it all regarding how this game is considered "broken" by some of the pros. Some saying the parrying system homogenizes all the characters into a big unifying parry-first fest.

    I don't think the game has been called broken by these so-called pros. It's been called unbalanced because of 2-4 characters historically dominating top 8 at Evo (a series of poorly run tournaments on a bad console port). It's been called dumb by people that prefer proper spacing over the high-risk / high-reward, complex mind game meta that comes with the parry system.

    halken wrote: »
    Compared to chess, backgammon is a completely different beast whereby the person dominating the game can lose everything just by a simple dice roll. Now some might say that it is all about luck, but that is not true. The nature of backgammon is STRATEGIC ADAPTATION. The nature of chess is STRATEGIC DETERMINATION.

    Strategic adaptation and strategic determination both exist necessarily and fundamentally in all fighting games. This distinction doesn't work.

    halken wrote: »
    Therefore, the parrying system is dismantling the old challenge at hand as well as the player needing to adapt to a new challenge by being parried. Suddenly what is known in Super Turbo cannot be easily successful in Third Strike. This is important and distinctive in recognizing that parrying isn't just a better form of blocking.

    The way you wrote that last sentence makes it seem as though you don't have a whole lot of experience with this game. Parrying isn't a better form of blocking, even in the most basic sense. It is indeed more rewarding if landed, but it's also very unsafe if used improperly. It would be better to say that parrying is much more volatile than blocking.

    halken wrote: »
    The most typical way a parry is used is when a player is on the losing end of a fight and can frantically reverse the entire script by mastering a chain of parries.

    Again, your statement makes it seem as though your only experience with this game is watching the Daigo parry video. This is not the most typical way that parrying is used. At a high level, parrying is used in a very wide variety of scenarios, both offensively and defensively. Take the following video as an example:



    Here, you'll see parrying used both offensively and defensively. At times, each opponent uses parrying in close-quarter encounters where it is used as the start of an offensive approach, such as dash-in low parry followed by a max damage combo. Other times, you'll see it used in lieu of blocking, such as neutralizing a projectile. Sometimes, you'll see each player bait parries from the opponent and take advantage of it by delaying their timing or choosing a different option altogether. At high-level play, all of these strategies are used and more. If you see parrying used only one way - only as a defensive tactic or only as a comeback effort - then you're most likely not watching very good players.


    Overall, I appreciate your efforts in trying to prompt an intellectual discussion about the mechanics of 3rd strike versus other games like Super Turbo, but I think your thought process would be a lot different if you had more experience playing the game. It's also worth mentioning that for those that love this game, there is no wound to be healed. We love it as it is and the unkind words from those that don't appreciate its beauty have never and will never hurt us.