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So what? If this isnt the early version and if I didnt play that version it means solely by that that the parry should be more forgiving? it's like capcom sat there "Hey guys! this is another version! and also, Kirusan didnt play the older version! lets make parry boring!!!!!"
You cant parry low attacks? im pretty sure I saw some on some videos... Also yes I agree, although I bought the game like yesterday xd
I mean seriously, why does "more difficult parries" matter?
If you wan't to analyze the relative strengths and weaknesses of SF3 and SF5 then do that.
cherry picking one arbitrary scenario out of context is just disingenuious.
parries were an integral part of SF3, and their influence brought just as many negatives as positives to that game
the parries in this game are not comprable, because they are not supposed to be, none of the parries in this game function like they did in SF3, so trying to make an apples to apples comparison is foolish. Ryu's come the closest but even his doen't carry the same risk/reward. Alex doesn't really have a parry, its just stationary hyper armor without the white life.
if you want to be fair then mention how parries in SF3 ruined zoning, or how such a strong universal mechanic reduces the individuality of the characters.
it wasn't all hype comeback videos
Understandable, but would it really bring all those cons if the standing parry ryu already has for example will just require consistent timing on every ongoing attack like chun li's critical art? Instead of parrying the first one then mash everything
no it wouldn't. but what it would do is be an arbitrary nerf to one of ryu's defensive tools for really no reason. your focus on parrying chun li's super is kind of blinding you to the moves overall purpose in this game. Ryu doesn't have a parry so that he can negate chun li's super (or anyone elses super), he has it to negate poorly spaced block strings and to get a big advantage on jump ins.
but in order to do this he needs to make a hard read and if he is wrong he is opening himself up to a counter hit combo at best and devastating crush counter combo at worst. guessing wrong on a parry in SF3 often just meant you walked forward a bit, got thrown, or at worst ate your opponentls combo. It wasn't always obvious in SF3 when someone was guess parrying in nuetral, whereas it is VERY obvious when Ryu does that in this game; and the more that happens the more his opponent will be looking out for parry. Ryu's parry in this game can be easily baited and he could lose 50% of his life
that is why you can't compare them, becuase the risk/reward is totally different. his parries are easier because he is putting himself at greater risk for attempting a parry in the first place. the real skill in Ryu's parry is making the hard read in order to get that first parry in.
you need to take a step back and view the move in the context it exists in for SF5. instead of focussing on one rare, arbitrary scenario where it might compare to something from a previous game
welp, I guess that does balance it out if the parry is riskier, just wanted to make that discussion since im pretty new to the game and when I heared something about the parry's skillcap reduction it kinda dissapointed me
BUT it does nothing if it wiffs, and it leaves her open, the timing to actually pull it off is rough too. you also have to guess if an opponent is doing a high, low, medium punch or whatever correctly or...yeah.
She also has an ex command counter I've done by accident a couple of times, but again, leaves her open.
I don't know fighting games but I think counters/parries are supposed to play that way?
Otherwise what's the fun in using them, the salt isn't near as glorious (like when you hard read a jump in and pull off Kolin's air throw...) if they were tied to a button. If they were easy there would be even more braindead mashers in high rank, I don't think anyone wants those.
oh much cooldown did the old parry have? (I mean in the past SF games) how open were u if you missed those?
counters and parries aren't really the same thing. a counter absorbs an attack in and then launches and immediate move. in the case of Kolin she sort of goes into a grab animation when one of her counters hit. they don't open your opponent up for a combo
Parries in SF3 didn't have a cooldown. for high and mid attacks parries were activated by holding forward at the precise moment an attack connected. so if you "whiffed" a parry your character would just walk forward a bit. parrying low attacks was the same thing except with down instead; so a "whiff" would just have your character crouch.
so basically if you misstimed the parry you would still get punished for not blocking, but if the attack didnt really hit you and you got baited to parry you would just walk forward abit, different from SFV where u actually commit to the parry with an animation?
exactly
coolcool