General misunderstanding about parry

Hi all

You don’t see me posting in this forum, and I’m a new comer in SFIII: Third Strike and fighting game in general, but I’d like to say my opinion about many many posts in wich I read about parries being “the great equalizer” or “comeback tools”.

I think it is only a big generalization, because we are aware that there are some characters that are and will always be top tier even if the parry exist. Especially Chun can get advantage of the parry to execute SGGK, while other characters can only resort to basic option parries. So, it is not really an equalizer, because in some cases it unbalances the games much more.

Also, I don’t think parry is ALWAYS a comeback tool, because it is very risky to attempt a parry if your oppnent know what is doing, and I’m going to explain why.

I think the parry is simply a tool to avoid your attacks to be predictable. If you are predictable, you get parried. This is why newbies in general may dislike parries: they can’t mix, do the same things over and over and get parried. I’m a noob too, so I experience this on my skin every day. So the game encourages to mix the things a lot, and force your opponent to block low (not to “guess”), reacting to overheads or throw attempts, and wait for the opportunity to get out of troubles in a smart way, rather than a random parry. Random or guessed parries are often risky, because if you guess wrong you are taking big damage from combos or Super Arts.

Also, it is where the game really shines, it is far from being repetitive, and also encourages you to learn advanced techniques with your character in order to add things to your mixups and being less predictable, and opens the game to a certain degree of personalization. Of course, all the modern fighting games are more or less oriented to mixups, but the parry mechanic amplifies this concept, while the slower pace (slower if compared to other games like Guilty Gear or Kofs) give your opponent the time to think and react.

Of course, there are situations in wich random parry is less risky, especially against a meterless opponent (but there are chars that are dangerous even meterless), so the risk/reward balance may vary, and shoul’d always considered before trying a parry or soimething risky in genral.

I’m writing this to encourage people to play this very deep, interesting and exciting game, and helping them to have a much better understanding of it and its universal mechanics, and also to give them a clue on how to avoid the initial frustration of being totally out played by more experienced players.

Feel free to comment, of course, and to correct if needed.


In before…

an equalizer helps to make sure that the sound is consistent and its pleasing to your ear when you listen to whatever you like.
thats the general purpose of an EQ, but it can be used to screw up audio as well (sometimes intentionally), or to make sure that your speakers will give the best sound possible (I.E using an EQ to get rid of the bass management problem in most small speakers)

Parry applies to 3s in the same way

“I’m a new comer in SFIII: Third Strike and fighting game in general”

“I’m a new comer in SFIII: Third Strike”

“I’m a new comer”

**“new” **

jk lol, though tl;dr :\

ill throw gas on this fire. 3rd strike isn’t about guessing AT ALL even though most people play it that way.
3s can be played with less guessing than ST or Sf4. WHAT DO YOU THINK OF THIS!?

i think what makes a top 3s player is the ability to reduce risks/guessing to a minimum. instead you are knowing - never putting yourself in bad situations, reading patterns and generally keeping percentages in your favor.

also, sf4 friend says that there are shortcut motions in 3s for supers. is this true? i’ve never felt it and in general he’s usually wrong. if he is right i am ready to eat a pile of dung beetle shit though

Yes, I agree. Guessing is a very risky thing to do in Third Strike, but you can completely avoid it. And “psychic parries” shoul’d be avoided. And yes, you have shortcuts in Third Strike. You can do qcf, down, downforward, and the super art still come out. Don’t think this will affect the playability of the game, though.

Not sure about this. Most of the time I miss super I get an uppercut and I know I’m not missing the first down, and down forward.

Well, it works on PS2 fo sho.

I think he’s right about those motions because when I super I rarely ever make up to the full right. I just jiggle the stick (ALL HOMO) and react to the sound of the hit for my low forward hit confirms, upper cut OR super.

As for parries…you got the idea down pretty well but scrubs aren’t really going to want to buy into what you said because their heroes, the top players, don’t generally see it at that way and that’s enough for them. Fuck the top players, they’re only there because we let them be there.

I can do it both on PS2 and emulators, never tried on a real pcb, but I’m sure you guys can play very well even without the shortcut :slight_smile:
However, it is not a drastic shortcut like SF4 Shoryuken executed with downforward x 2…
Also, I know that is a motion to esecute Shoryuken without goin into standing stance: Assuming you are pressing down or downback to sit in crouch stance, press: downforward, down, downforward; in this case, it seems to me that if you press any other direction o release the joystick after downforward, the sho doesn’t come out, so it seems you have to hold downforward when you press the punch button.

I’m curious about what top players think of the parry system, I’m sure it will surely improve my style of play and vision of the game: coul’d you tell me please?

hello i am jabhadouken from the anti parry thread and i just popped in to say that parries are bad because you can hit the forward or down button and its like a counter with no whiff animation and there is literally no way to get punished for it you all just suck

also i am not old enough to have played st or any fighting game seriously but i still like st more

Interesting that you guys brought up the subject of “shortcuts” in 3S, here goes a little tidbit that I’m not sure is widespread or not:

You can miss the last direction (forward) on a 3S QCFx2, but only outside cancels (Read: Executing the super by itself). Easy way to notice it: Try cancelling Alex’s s.MK/MP into SA2, if you miss the last forward, a regular flash chop will always come out. Likewise, cancelling Akuma’s s.MP into super, drop the last forward and a hadouken will come out.

The only characters that also allow you to do cancels by dropping the last “forward” are ones that don’t have QCF+K/P moves that would tangle with the super. An example is Q, you can cancel his s.MK into super even if you miss the last forward. This convention seems to only be there for QCF moves, as Elena, despite having a DP+K move, can cancel into a kick super with the “simplified” motion.

Why does FGD suck so much ass?

That’s very interesting, I never knew that. On what I reckon may be a related note, I wonder if anybody can explain this to me:

Twelve’s ST.MK by default can only cancel into X.N.D.L. via a superjump-cancelled 540 motion. This means that obviously, ST.MK then a 2xQCF+P doesn’t work.


If you do QCF+MK then QCF+P… it cancels without the need for a SJC.

Does that make sense to anybody? Such a little thing doesn’t have any profound implications for regular play (especially for Twelve, poor bastard), but it’s interesting anyway, seeing as the topic of “shortcuts” has come up. What odd mechanics.

I haven’t gotten round to trying it with any other characters, but I’m fairly sure this is a unique instance. I’m pretty sure it won’t work for other characters, because if I remember correctly every other SJC-able move in the game changes to a different move according to the character’s moveset (Chun and the twins for example won’t be able to do it because pressing forwards+SJC-able attack brings out a different normal). Worth checking though, I may have forgotten somebody.


I’m pretty sure Twelve’s s.MK can cancel into SA1 without a SJC, it’s just that the cancel window is very tight (the motion must have concluded before the first few frames of the s.MK). That’s why your method of QCF s.MK, QCF+P works, you’re essentially doing a very fast cancel. But s.MK then SA1 also works, it’s just a bit annoying to do. You only need SJC to do his s.MK into SA2 cancel, since the super must be done in the air.

Twelve, in general, requires great execution to play - his BnB combo with meter is the most annoying to pull off in the game, imo ( xx lp whips xx SA1). The motion just feels really unnatural, and must be done pretty fast

Hey, you’re right. Wow, how shitty is my execution speed then? Heh.

I agree about Twelve’s BnB too, I’m a bit inconsistent at it on P2 side, but I have craaaaazy difficulty pulling it off on P1 side.

Sean may also be total shite, but at least he’s easier to use.

I say Sean is better than Twelve and often get shit for it lol

He has the shoto confirm (lk lp lk into super), that already makes him edge ahead of Twelve in my eyes

hes black, affirmative action says he wins.

Sean = Black
Twelve = 100% white

You’re…You’re right