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Originally Posted by
Lionx
Cammy is actually rated one of the lower ranked characters in Super Turbo, and just 'alright' in Alpha 3. I can agree that if Cammy starts her pressure its really crazy, but she has to start it first getting around a ton of 'walls'... Shes a beast in CvS2 though, parry then punch into free super. Mad good pokes all around.
Playing a good Guile might not seem that hard but against anyone good it actually can be very hard to mantain that trap. Its hard to say, but its really fun to choose Championship Edition Guile for me in SF Anniversary and zone all day with him. Thats what the oldschool SF was all about so he was very top tier in the older games. If you ever get SFIV for PC(or get GGPO..) i would be glad to play you with Guile. :) He still only has those two special moves for a reason...he is too good otherwise.
I will have to play you sometime then. Its been years since I played a good Guile player but I blame it on the advancements in the series like Air Blocks and Air Recovery that makes his trap (and a few other characters) not as effective as they once were.
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As for "turtling" in SFIII, I find the characters move sets have been altered for a more aggressive style of play. I know parry can be cheap but unlike SC's parry system, I feel SFIII's can be used against an opponent as well. Its not just infinite defense. Granted, I don't feel its perfect either...
I dont consider anything 'cheap' unless it breaks the game, Parry doesnt break the game but it does dumb it down imo. Even if your style is more aggressive, if i see it coming i can just parry it. Fireballs? They're useless just parry it not to mention the huge delay they have in that game. It dumbs down the game to who has the best pokes, what they can do after it, and who can mix up the best. Movesets dont matter if you got such a strong universal defense system.
Just to clarify, I never said the parry system made the game more aggressive, I just said many of the characters have a more aggressive move set. I also feel this comes down to just a change in how you play. Its not "classic" Street Fighter and instead more like Guilty Gear with a bit more refinement and less pyrotechnics. Its the reason I adapted well to it cause I'm use defense systems that remove old school zoning traps as major threats. I guess I'm use to "poking" as you call it, and utilizing projectiles solely for set-ups and mind games. Of anything, the parry system allows you to lull your opponent into a false sense of security by making them think they are invincible to your tricks.
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This means i have to go into you and start fighting instead of being offensive with fireballs forcing people to just poke with long ranged moves(mostly crouching medium kicks because they link into supers). You think Parry will make people more 'offensive' but its not, if anything it means you can turtle MORE. It also dumbs down strategies like zoning. In old games position was so important, not so in SFIII. Like...
To be honest, I was never fond of just overwhelming opponents with projectiles as a strategy and I do actually feel "going in" and pounding away is more aggressive fighting since projectile spamming is more about rhythm and timing than being aggressive. I feel this is a moment where I feel we are coming from different schools of approach.
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Fireballs being useless. It means i cant do mind games with them because they arent a threat. In older games if the opponent conditions you to jump over fireballs they get rewarded by thinking ahead of the opponent because they expected you to jump over and uppercut you. Now that doesnt work in this game because you can just cover your mistake by pressing a tap of your joystick. Its why Remy is trash in the game, Guile-like characters need their sonic booms to zone, parry removes fireballs/zoning and the only thing you do then is play footsies(in simple terms, exchanging pokes).
They are not completely useless, their offensive abilites have been diminished but they still hold quite a bit of strategy as they allow you to upset an opponents flow and allow you to keep them somewhat pinned down in certain positions. If you use the Jab or Strong versions which lack real speed, you can counter the moves slow recovery time. You basically just use them to keep an opponent on the defensive until you get close enough to start your own close range offense.
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In older games you have to uppercut or do something to break out of the corner at the right time, if you screw up you get punched landing the uppercut. In SFIII you just tap down + an attack(prob medium kick then cancel super lolz...) and get a low risk defense. Or tap forward and buffer in an uppercut motion, and pressing punch only when you get the parry. Its not no risk but its VERY low risk imo and nothing you can react to unlike an uppercut. Accidental parries are also :( P Groove is better because the window to parry is tighter and you usually have to parry because you wanna.
This does get really annoying. I've only recently took SFIII back up cause I finally got a console version of it so I'm re-learning everything since I haven't played it since it first came out in the arcades. On the one hand, I'm glad parry allows you to get out of the annoying and generally cheap "cornering strategies" but I agree that the controls for Parry are not nearly as solid as I would like them to be. I still can't parry on command and tend to do it on accident more than often. It makes versus matches more annoying than they should be. :mad2:
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Also if you fire a fireball and they parry it, you get no meter! But you get insane ammounts of meter when i whiff a medium attack(which i offen do). Thank god they fixed that in CvS2...it means people would turtle all the time just to get meter or spend 20 seconds building meter. My mind just screams 'why are you punishing someone who is doing an offensive action and rewarding someone for spamming?"
YouTube - [SF3 2I match] へぼ‚І (Sean) VS ぐち (Sean) < wtf
Homogenization imo, with Universal Overheads and everyone getting Parries along with Throws being ticked(taking no damage for you trying to counter a throw). I am also aware you cant possibly parry everything in the game, but playing this game for a year or so and watching some people play, my opinion became what it is now. Besides EVO tournament's top 8 were all Chun-Li's except for one Akuma...it gets old seeing her do insane damage off a late cancel-ed medium kick. Best part is when a good well known player tells me the best thing to do when in trouble is to tap down because probability of someone doing a low attack is higher, and it can also parry many things you dont think it can like uppercuts..>_>
That is :skull::skull::skull::skull::skull::skull::skull::skull:, so I'm not really going to argue. Though I heard Ken was considered a top tier god due to a few cheap tactics in his arsenal.
Its annoying but I also play Guilty Gear where your Tension gauge increases by just walking towards your opponent so it doesn't bother me as much as I think it bothers you (course GG has stuff that counters this as well). I'm not arguing that SFIII is perfect, the game has its faults but its just trying to move forward. Yes it stumbles and sometimes falls flat on its face but I feel the game does bring the series somewhat forward cause the old "Zoning" methods made gameplay more static and rigid. Its why interest in the series died out.
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Thats not to say SFIII is horrible though, it is very popular worldwide especially after the Daigo Video. It does allow for more major comebacks, and introduced Dashing, Target Combos, and EX moves which i think are great additions. Alex, Makoto, Ibuki, Yun/Yang, and Dudley were great characters. It was just too different for me because of these things they introduced. But it just might be right for some other people who are more poke oriented and like games like Tekken. For me it was very different than how SF was played and it didnt feel the same.
I can understand how the drastic change threw you off and I agree that SFIII does not really feel like SFII (more like an extension of SFA). Granted I hate Tekken so I don't get the comparison but I do enjoy SFIII cause its a nice combo of my two favorite fighting series SF Alpha and the Guilty Gear series. I feel SFIII still has the "chess playing" thinking man gameplay but it also brings in more of a chaos factor and sometimes quick reflexes are more important than well thought out strategies. I guess I enjoy SFIII cause it does turn the classic SFII forumal on its head. For once, I have to actually re-learn how to play Ryu cause his old bags of tricks don't hold the same value.
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I apologize for the wall of text...i have a strong opinion of the game ^^; and if i sounded rude i am sorry :( I think Capcom was bold to release SFIII with what they did if anything, i just dont think it worked out well or think SFIV is a step back from it. If anything SFIV is taking everything they learned with all previous SF, then making it into a more balanced and fun package.
I don't mind, its been quite insightful and I'm always happy to help someone vent. Just take a deep breath and relax. I understand where you are coming from and to be honest, I look forward to SFIV's fighting system. My gripe before was more about the game relying on SFII's nostalgia with its characters.
I do look forward immensely for the game cause fighting games use to be my passion and lately its been having a bit more of a revival for me as I am going back to classice 2-D fighters and regaining my old skills. Granted, I'm still a long ways from doing that...:eep:
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Originally Posted by
JKTrix
If anyone else completely understood what LionX just said, we need to be friends.
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Originally Posted by
Wolf Kanno
I know parry can be cheap but unlike SC's parry system, I feel SFIII's can be used against an opponent as well. Its not just infinite defense.
Just to defend SC a bit, Guard Impacting is not cheap/infinite defense either. You do have an advantage after performing it, though the person on the receiving end is not defenseless and can retaliate with their own parry (and makes its own little rock-paper-scissors gameplay). Which may be what you're referring to, since SF3's parrying will essentially give you a free attack where SC still gives you a chance to defend yourself.
You misunderstand what I meant, I was implying that parrying projectiles and certain moves keeps an opponent at a certain distance or rhythm. You can use Parry against an opponent to control the flow of the fight. You can't really do this with Guard Impact due to the lack of projectiles in the game.
Granted, I do not care for GI cause it gets annoying watching two good player exchange them for awhile in their battles. Not to mention the CPU spams them in the higher difficulty setting. They are just annoying imo.
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DOA's was cheap though. You could have a reversal attempt after every individual hit in a combo string as long as your feet were on the ground. You are punished by taking increased damage if you guess wrong, but if you get good enough to exploit it fully it is really cheap :p
Don't remind me... DOA is annoying cause the only way to beat most of their bosses is just to stay defensive and spam reversals. It gets so annoying.