- Sep 23, 2012
- 32,830
- 24,897
In what way is the parry broken??
Is there some type of meter system for it...
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In what way is the parry broken??
Are you going to answer the question? . I'm legitimately curiousIs there some type of meter system for it...
Are you going to answer the question? . I'm legitimately curious
Correct but street fighter 5 being after 4 but before 3 is beyond stupid. Can we move on from SF 3 please?!
And.......?
What i been saying for the longest!
And i think alpha is before sf1 right?
Didn't the first release of Street Fighter IV have a similar amount of characters?16? Characters?Capcom hustling backwards
3rd strike is the goat fighter cvs2 is second. Sf4 is nowhere near those 2
Why does there need to be? It's completely skilled based. "You can perry supers!" Sounds so easy yet people can't do it. Like I said, sf3 had people raging out of the game when they got blown up game after game by a better player. If you attempt a party you'll get blown up with simple throws easy. The game was brutal with the mind games.
The "checks and balance" for parrying was the ability to do it. if youre good enough to pull it off and completely read your opponent you got it. thats like wanting meter to anti air because its to easy, or meter to do fire balls because you can spam.
Didn't the first release of Street Fighter IV have a similar amount of characters?
There are still some characters from Street Fighter 1 that haven't been used in the following games:
I hope that there will only be one disc release of this game and that the extremely predictable upgrades will be digital.
Capcom are dlc Kings[emoji]128512[/emoji]
SFIV original roster was light and they started flooding characters and adding extra editions.
So yeah they are not hustling backwards, they are just taking advantage of the market.[emoji]128512[/emoji]
They did the same thing with MVC3..
Parry is completely skilled base?? parry in succession is "skilled base" but even then you're comparing one directional input to a skill where you do a 2-3 directional input with a button followed by pressing 2 buttons simultaneously then followed by double tapping forward or back and that's not even considering if you opened someone up. You know how many player parry on accident? How many have FADC by accident? Now ask yourself again which one is more skilled base...
The original arcade release had the 8 world warriors, the 4 devas, 4 new characters, Seth the final boss and gouken along with Akuma who was a secret character. Early builds didn't have akuma on the select screen and Seth and gouken were only computer controlled but were still there with a special input code for a total of 19 characters. The console version then added Fei long, cammy, Sakura and Dan, Rose and gen I believe before super took the game to insane heights.
A lot of SF1 characters who didn't make it were just created into other fighters. Mike became Mike Bison who's name had to be switched around because of lawsuits from Mike Tyson's lawyers so he's essentially Balrog. Eagle made it into alpha 3 upper for the psp but nothing else so he'd be a nice surprise. Alpha has already answered the call for SF1 characters and storylines though
Capcom is not in a position to be trying to force hands is all I'm saying. Give us a complete game out the box
This along with alpha 3 , I wish they would redo cvs2 and alpha 3 with online vs.
Your basis on what take more skill is what can happen by accident more often? Is that even a valid argument? What can't happen by accident?
you complain about parrying yet FADC effects the game MUCH more by having normally high risk moves safe and turns most launching moves into ultra and superable hit confirms.
You've also yet to validate that parrying is a broken mechanic aka renders the game unplayable
I'm leaning towards agreeing to disagree at this point
No offense lamekilla but you sound salty as hell right now
Were you constantly getting blown up in sf3?
Parrying is broken because it doesn't vary from character to character. FADC does. Doing a FADC for a dragon punch and doing an FADC for a somersault kick are two very different timing inputs. The only parry animation is when your character ACTUALLY parrys, which again there's is no limit how many times you can do it. Again you have to be OFFENSIVE to FADC and even follow it up into ultra. What do you have to do to parry, press forward? So if you play SF a lot attack frames are second nature. If two people know how to FADC, you have an interesting match with actual setups. If 2 people know how to parry, no one loses health.
I'm actually really good at SF3. That's the only SF game that I wasn't tournament ranked in because I was playing marvel 2 heavy at the time. When I got back into SF3 around '05 champion edition and super turbo were big on the tourney scene. I gravitated toward SF2 more and did damage but I was just playing SF3 about a month ago. Anyone wanna play SF3 tonight so I can show you how broken parrys really are?? let my Sean's shoryu-cannon bless your face
What?? Parrying opens up offensive opportunities as well, that's half the reason to do it. You parry an attack with neg recovery on wif and you completely open them up.
It being the same for all characters break the game? Lol what? Does blocking break the game? Because everyone's block is the same too.
Parrying is nothing but a frame perfect block that rewards the person doing it. Part of that reward is OFFENSIVE opportunity.
Capcom definitely isn't in position but they are never going to give a complete game out of the box[emoji]128512[/emoji][emoji]128512[/emoji]
This is not the late 80s-05 era, where all games came complete. Most dlc is on every disk but as long as gamers pay and don't hold these companies feet to the fire, then dlc will reign supreme. Plus SF has always had tons of editions(excluding alpha, ex and 3rd strike).
Is it right?
Nope
Does it suck?
Yup
Ps4 exclusive, you still going to play?
Yup
Word to 40 water[emoji]128512[/emoji]
Fighting games in particular perhaps more than any other genre were like tailor made for DLC.
As bad as Capcom are, the Killer Instinct for the Xbox One is ten times worse. It had like 6 original characters and the rest were DLC. Like 3/4 of that game's character total are DLC.
Has it been confirmed that all variations of SFV - the Ultra SFV, SFV Turbo, etc. will be console exclusive to the PS4?It's exclusive because Sony is part funding it.
Fighting games in particular perhaps more than any other genre were like tailor made for DLC.
As bad as Capcom are, the Killer Instinct for the Xbox One is ten times worse. It had like 6 original characters and the rest were DLC. Like 3/4 of that game's character total are DLC.
It's exclusive because Sony is part funding it. Without that it would have come out around 2018 because Street Fighter is not high on Capcom's list of games to produce.
What will make it a complete game? 16 characters is low but expecting a big roster at launch like Ultra SFIV all with individual V skills and V triggers is expecting too much imo in a short space of time. 18 to 24 is fine.
Also if the story line and single player is fleshed out as the leaks say then it'll be a more complete game.
This.
Capcom was Notorious but they calmed down after the cross Tekken backlash.
KI and MK with day done DLC for Goro and the micro transactions are much worse.
You're talking bout parrying opening offensive opportunities but I'm saying it's not an offensive tactic. You have to be on the defensive end to use it. The same reason your praising parrying for giving you offensive opportunities is the same reason you're bashing FADC...giving you offensive opportunities, because your argument is that FADC allows you to make everything safe and make moves launch into ultra. Yet parry is a one directional input that doesn't use any meter to execute and FADC is a series of directional inputs and button presses that causes you to lose meter as well. And then you said parrying was harder to do then FADC too?????????????? What?!
...and you lose health when you block. Blocking is a last option, not a first option.