Awesome break down! Been really enjoying 3s but admittedly have been struggling with the whole air parry/anti-air parry metagame. Having all the possible options and outcomes explained here was extremely helpful!
0:34 probably the thing about this game that is the most interesting. There's a ton of broken crap everywhere, but you can't get away with the same strategy every time and it forces you to be making meaningful choices all the time, with little room for one-track gameplay in neutral
The first bit or so really helped me get past the ideas I'm struggling with in this game, how with so many options that a situation isn't as certain as I'd like it to be. So much thought on both ends
Great Video! Really goes to show how much you need to know for something simple as jump ins. It's cool how the rock paper scissors mechanics of throw>block>hit also kind of apply to jump ins and your options.
Here's a question - if parries worked out so well for street fighter 3, how come more fighting games don't have universal parry mechanics? I think it's hype and adds a lot of depth, but I dont play sf3.
CvS2 tekken and soul calibur have parries. Snk and arcsys games have their own just defend/instant block type mechanic. In general though I don’t think the 3s parry system is/was popular, though I like it too.
Not everyone thought it was great. While parries do raise the skill ceiling and add depth they reduce it other ways. The game before this, the insanely popular Street Fighter II, was about fire balls and how you avoid avoid them so you can deal damage. Look at Core A gaming's hadoken/spam and motion input videos for more information on this. However, with parries all of this is gone. If a fire ball is coming at you the optimal thing to do is just parry it. The whole fire ball meta game is gone. Street Fighter III introduced a lot of new things just like Street Fighter II, and a lot of people just preferred the old type of game play.
@@Blahblahblah-s9x SF3 failed for a lot of reasons that don’t have to do with gameplay, and air blocking changed the fireball meta way back in sf alpha. Since SF2, diff fgs have developed defensive mechanics w diff risk/rewards. The sf3 got toned down into he focus attack in the sf4
Parries affected a lot of mechanics for 2d fighters, oki setups became risky because a defender can parry their way out. You can't poke as safely because a good read from an opponent and you're open for counterattack. The mind game complexity increased majorly. Like Baf said if you are predictable in this game, you'll die. You can't *spam* your way to victory affecting fireball wars the most. There's just almost no practical use for fireballs. 3s fireballs consisted of parry baiting, safe combos or messing with a parry rhythm. The only character who is actually interesting to zone is Remy, who in a way has Guile's fast recovery time and Sagat's double fireball. Remy can have 2 projectiles at once on the screen, which made Hugo Remy matchups a parry and fireball fest. It is really fun to watch. Because of this I don't think parries will ever be introduced in a form like 3s again for future SF games. It will mess with a lot of fundamentals that people have been used to from both games before 3s and after it (and consequently, many other 2d fighters) The only game I played that has parry in some form (called JD) is Garou where fireball wars are common. JD gave you health back but it didn't have the same counterattack potential as 3s did. You could only cancel JD into a special or super move.
"Instead of having anti-air that hard-counters the jump, which is a scenario with a single right answer every time, jump-ins in 3S are a mixup scenario that requires careful consideration from both sides."
What makes a jump "bad" anyway? That it can be punished? If 3s jumps aren't always punished, why are they still bad? To me, having a single hard counter to all jump options is pretty boring, and I've never liked that about SF2/SF4/SF5. Might as well do something with that air space and what they came up with is a lot more intricate than "I jump predicting a fireball, if I'm right I do 40% if I'm wrong I take 15%"
Air space in 3S operates sort of like a more limited anime fighter. You're inherently limiting your defensive options and putting yourself on a predictable path to avoid options on the ground. Aerial play is inherently risky, but it's also straightforward, giving emphasis to players who are confident in how well they have a read on their opponent. Knowing how your opponent will try to anti-air you, or lack thereof is an entire skillset in 3S, and one most people outright refuse to grasp. At the end of it all, jumping is still a commitment. Grounded play is often times the most stable option. The risk reward on jump-ins vs anti-airing is nearly a 50/50 split in terms of damage, both players can take off huge chunks of the opponents health if parries get involved in either regard. However, the predictable nature of jumps means that, should the grounded player know his options on how to anti-air, he will likely win out on most jump-in attempts. Thus, jumps are still the more risky option, provided you know the game around them. I encountered a lot of SF2/SF4 players in 3S, and they each approached jump-ins with this linear "this is the only way" design philosophy on how jumping should work. Once you start viewing air space as a legitimate option with it's pros and cons, as opposed to a declaration of failure during a footsie battle, you can really start to appreciate it.
Awesome break down! Been really enjoying 3s but admittedly have been struggling with the whole air parry/anti-air parry metagame. Having all the possible options and outcomes explained here was extremely helpful!
YOOOOOOOO..... 7:10 - 7:19 that parry ryu did to akuma was GODLIKE
it's almost like it was done by a script!
0:34 probably the thing about this game that is the most interesting. There's a ton of broken crap everywhere, but you can't get away with the same strategy every time and it forces you to be making meaningful choices all the time, with little room for one-track gameplay in neutral
The first bit or so really helped me get past the ideas I'm struggling with in this game, how with so many options that a situation isn't as certain as I'd like it to be. So much thought on both ends
Great Video! Really goes to show how much you need to know for something simple as jump ins. It's cool how the rock paper scissors mechanics of throw>block>hit also kind of apply to jump ins and your options.
rock paper scissor plastic bag knife boomerang is more like it.
2:59 what if you wanted to bait parry but your opponent just mashed LP
The person that gave this vid a dislike... Gave up on the game lol
viscant
genius!
Here's a question - if parries worked out so well for street fighter 3, how come more fighting games don't have universal parry mechanics? I think it's hype and adds a lot of depth, but I dont play sf3.
CvS2 tekken and soul calibur have parries. Snk and arcsys games have their own just defend/instant block type mechanic. In general though I don’t think the 3s parry system is/was popular, though I like it too.
Not everyone thought it was great. While parries do raise the skill ceiling and add depth they reduce it other ways. The game before this, the insanely popular Street Fighter II, was about fire balls and how you avoid avoid them so you can deal damage. Look at Core A gaming's hadoken/spam and motion input videos for more information on this. However, with parries all of this is gone. If a fire ball is coming at you the optimal thing to do is just parry it. The whole fire ball meta game is gone. Street Fighter III introduced a lot of new things just like Street Fighter II, and a lot of people just preferred the old type of game play.
@@Blahblahblah-s9x I love core-A gaming, and that was a very helpful and insightful response. Thank you very much!
@@Blahblahblah-s9x SF3 failed for a lot of reasons that don’t have to do with gameplay, and air blocking changed the fireball meta way back in sf alpha. Since SF2, diff fgs have developed defensive mechanics w diff risk/rewards. The sf3 got toned down into he focus attack in the sf4
Parries affected a lot of mechanics for 2d fighters, oki setups became risky because a defender can parry their way out. You can't poke as safely because a good read from an opponent and you're open for counterattack. The mind game complexity increased majorly. Like Baf said if you are predictable in this game, you'll die. You can't *spam* your way to victory affecting fireball wars the most. There's just almost no practical use for fireballs.
3s fireballs consisted of parry baiting, safe combos or messing with a parry rhythm.
The only character who is actually interesting to zone is Remy, who in a way has Guile's fast recovery time and Sagat's double fireball. Remy can have 2 projectiles at once on the screen, which made Hugo Remy matchups a parry and fireball fest. It is really fun to watch.
Because of this I don't think parries will ever be introduced in a form like 3s again for future SF games. It will mess with a lot of fundamentals that people have been used to from both games before 3s and after it (and consequently, many other 2d fighters)
The only game I played that has parry in some form (called JD) is Garou where fireball wars are common. JD gave you health back but it didn't have the same counterattack potential as 3s did. You could only cancel JD into a special or super move.
6:35 Would Hugo be able to parry-Megaton the first hit of an air tatsu from Gouki, or is the hitbox just going to hit him on the way up?
Thank you for the video sir.
It helped me a lot.
cool primer
Holly shaite this game is CRAZY! i had no idea!
This is a great video I really thought there wasn’t a way around it lol
You could've summed up this video with that very last quote lol
Probably why it's the last quote.
I was always kind of confused by this.
actually, the best option for the jumper is ragequit
its true, the safest option is to do nothing.
Air parrying Is such a silly mechanic
So was; 'Air blocking' when Street Fighter Alpha came out. Players so hated that when the game first came out.
no
"Instead of having anti-air that hard-counters the jump, which is a scenario with a single right answer every time, jump-ins in 3S are a mixup scenario that requires careful consideration from both sides."
Air parry worst mechanic ever, yeah just make anti airing a guessing game to reward people for bad jumps. That's sooooo much fun.
What makes a jump "bad" anyway? That it can be punished? If 3s jumps aren't always punished, why are they still bad? To me, having a single hard counter to all jump options is pretty boring, and I've never liked that about SF2/SF4/SF5. Might as well do something with that air space and what they came up with is a lot more intricate than "I jump predicting a fireball, if I'm right I do 40% if I'm wrong I take 15%"
Air space in 3S operates sort of like a more limited anime fighter. You're inherently limiting your defensive options and putting yourself on a predictable path to avoid options on the ground. Aerial play is inherently risky, but it's also straightforward, giving emphasis to players who are confident in how well they have a read on their opponent. Knowing how your opponent will try to anti-air you, or lack thereof is an entire skillset in 3S, and one most people outright refuse to grasp.
At the end of it all, jumping is still a commitment. Grounded play is often times the most stable option. The risk reward on jump-ins vs anti-airing is nearly a 50/50 split in terms of damage, both players can take off huge chunks of the opponents health if parries get involved in either regard. However, the predictable nature of jumps means that, should the grounded player know his options on how to anti-air, he will likely win out on most jump-in attempts. Thus, jumps are still the more risky option, provided you know the game around them.
I encountered a lot of SF2/SF4 players in 3S, and they each approached jump-ins with this linear "this is the only way" design philosophy on how jumping should work. Once you start viewing air space as a legitimate option with it's pros and cons, as opposed to a declaration of failure during a footsie battle, you can really start to appreciate it.
This response was as clean as a SF2/SF4/SF5 anti air
It’s not bad. It’s just different. If you don’t like it, you don’t like it, but just because it’s not sf2/sf4/SFV doesn’t mean it’s bad.
Should they remove blocking since it rewards people for being in range of the opponent's attacks?
TIL You can tech air throws