Fighting game experts of Zig Forums,
was SFIII's parry ability a good mechanic?
Fighting game experts of Zig Forums,
was SFIII's parry ability a good mechanic?
No.
Yes
I don't know but parrying shit was cool
parrying should never be a mechanic that can be used in fighting games. Its too exploitable and just ruins the whole online play. especially when lag hits and you don't get the perfect parry
It looks fucking cool and gives lower tier characters a good chance to retaliate against higher tier character on good reads. Completely game changing for slower defensive characters too.
>online play
Who fucking cares?
The only purpose of any mechanic in fighting games is to be hype as shit. So yeah
It was cool, but it also increased the gap between tiers of characters. Don't believe anyone that says it made the gap smaller, because it factually didn't.
good job being a huge faggot. if it doesn't apply to you why the fuck are you even replying. retard
elaborate pls
>Zoomer response
Fighting games should never be balanced by what online players think is balanced
Get fucked you secondary. No one cares.
It ruined neutral but it was also fun.
>Fighting game experts of Zig Forums
kek
Real talk the answer is both yes and no.
The fact that it's so strong and useful is what separates 3rd strike from other fighters, and that's why it has a cult following. Obviously people who are fans of the series like it.
At the same time though it's definitely not something that should be in every game, or at least at the same strength/availability. While it can allow for "Hype comebacks" it fucks up balance pretty badly, and it's clear that the movesets in the game weren't designed/balanced around parrying being used. Also while parrying everything isn't a realistic scenario, you have to play as if your opponent could parry at any moment, which is sort of annoying (Although some people could totally like that). Also the fact that parrying is something you can just do by accident on walking forward is pretty bizarre and can lead to tons of accidental parries in footsies which I personally didn't like, since it felt like me or my opponent would get rewarded by accident a lot of the time when in reality we walked into an attack and should have gotten hit.
There are definitely dumber balance issues in older games and those are still plenty enjoyable. It definitely wouldn't be right to act like parrying is "Good design" as much as it is simply an aspect of Third Strike which can make the game more fun for you if you like it.
It's not really right to act like Third Strike's parry mechanic is that unique though. There are lots of other fighters who have it, although they usually limit it to a few characters and they're heavily nerfed by having a smaller parry window/bigger punishment for missing a parry. If you want a fighting game with an even dumber parry system you should try out Eternal Fighter Zero.
Competitively it makes pressure really hard, it makes it hard to know when it's your turn or if your blockstring is gonna be safe or not, so a lot of interactions end up being people just waiting for something to parry. Casually it really shines, big parries out of nowhere never fail to make all my friends go apeshit when we play.
this. tier lists are much more subjective with mechanics like parry and skill is more game changing. that's why hugo's placing on most tier lists vary so heavily.
Yes, it is the absolute best mechanic in 2D fighting games ever. It's a literal all or nothing technique because it requires you to tap forward at the right time, meaning you either get it or you eat an attack. It adds more layers of mind games as well, and only 09ers and beyond would lead you to believe that's a bad thing since they can't think outside of the box. Someone being in the air outside of a vortex setup absolutely breaks their brains and they think it's unfair.
>but it also increased the gap between tiers of characters
Who cares? All that matters is that a game is fun to play. Balance is irrelevant.
Well seeing as the vast, vast majority of fighting game matches are played online maybe that should be the priority.
ask urienfag
Fighting game devs need to be less worried about balance or "good design" and just come up with cool, crazy fun mechanics for the players to experiment with and utterly break.
It's a novelty that everybody should mess with briefly but which shouldn't be part of a long term competitive game. The lack of any whiff animation on 3S's parry lets you chuck it into all sorts of gaps as an OS, at which point it isn't functioning as a read anymore. As soon as you add a penalty for a bad guess you see the number of parries per match drop off dramatically which tells you people are just gambling with it all the time because nothing happens if they fail an attempt. The immediate recovery when parrying completely removes the fireball game which has always been an important part of SF. It's a mechanic for spectators to go OOOH over, not something you should enjoy as a player after the initial novelty wears off.
>The immediate recovery when parrying completely removes the fireball game
Good.
The parry mechanic would not be as polarizing if it could be mapped to a button instead of a directional input
Prove me wrong
No one enjoys watching people chuck plasma at each other and it's also boring as fuck to play against. True Chad's rush down. Don't be upset because you got filtered by the best mechanic ever and never adapted.
That's what tag games are for user
t. 09er who doesn't understand how fucking easy it is to utilize it as an OS.
It's not an all or nothing because there's 0 whiff animation, you mongoloid. has it right.
>The lack of any whiff animation on 3S's parry lets you chuck it into all sorts of gaps as an OS, at which point it isn't functioning as a read anymore.
This allowed Daigo to buffer parry after every button Justin pressed during moment 37 for instance
Characters like Q fucking suck because his moves are super easily parried. Imagine if Abigail was in 3S, the character would be not nearly as oppressive and stupid as he is in V, and probably actually be bottom of the barrel. Now, this is a good thing because fucking Abigail and Abigail players but also understand how this hurts the general balance of the game.
just for clarification, parrying in sf3 is tapping forward or down at the moment a move's active frames start right?
yes and whoever decided to take it out needs to be shot
>Characters like Q fucking suck because his moves are super easily parried.
Q sucks for a lot of reasons. He has moves that you don't even need to parry because they're literally unsafe on hit.
Forward or Downforward, but yes.
Parry accentuates it. I was just using the most obvious example off the top of my head to help demonstrate it to somebody who, I assume, never played 3S. Maybe should have used Remy
Nah, I prefer just defense
parrying is part of hand combat. they shouldve followed tekken in parry mechanics because hardly anyone ever used them and it's unsafe to whiff
Yes
It’s the sort of thing where the precise timing encourages a good risk vs reward, and it also is something that is Still subject to many of the weaknesses of a normal block (able to be nicked up with projectiles)
Or Alex. I'm pretty sure parries are the entire reason he's medicore.
>Can’t handle the VROOM
I honestly feel sorry for you.
Oh duh, I don't know how the fuck I forgot about Alex. That too.