I’ve seen a lot of talk about parrying in 3S, but nobody talks about air-blocking and stuff.
I picked up A3 for the PSP (lol) a good while back, and I was pretty surprised at how much it could potentially change the game. I mean, there’s a lot less risk associated with jumping in, right? But then does the risk of being beaten when you throw out a move mid-air, along with the guard crush meter negate this? Isn’t the whole “zone with hadouken, beat out jumps with shoryuken” a pretty fundamental part of SF play?
How does/did it affect high level play?
(BTW, I’m aiming this question at SF games, I can completely see why it’s necessary in Marvel)