I would have said this but 5 and now 6 has fallen to juggle hell lately. I can't play the games anymore. DOA used to be my favorite fighting franchise for awhile until it turned to this style of play.
NRS games have breakaways that let you get out of combos...MK11 goes a step further where it uses a separate, regenerating defensive meter so that you almost always have the ability to break out of a combo and still be able to use meter for attacks. A well-timed flawless block can quickly lead to a counter attack. Plus combos aren't that long in that game to begin with.
The biggest problem is that the way they're implemented lead to some real busted option selects. Since the tap forward or tap down input is non-commital you have a bunch of cases where you'll almost always want to tap forward before committing to a poke or attack, just in case the opponent does something first.
In games going forward, if they do include a parry mechanic it doesn't have to be the same as 3S. They could make fireballs unparryable (how do you parry a ball of plasma?).But they also negate a whole style (zoning). IB is a WAAAAAY better and balanced mechanic than the parries.
I think smash ones are fine because they require you dropping shield to get it, right? So the shield drop time is like 7 frames, thats effectively a whiff animation or cooldown for missing a parry. So I think it's alright. You have to consciously go for it. You can't just fish for a parry with some kind of dirty option select (that I'm aware of... anyway)Though I admit I'm not quite as skill at Tekken than I am at Smash, so perhaps someone with more skill can speak on it better than I can.
Vulva and Zissou have summarized why the parries are a lil whack in 3rd strike. I think the strongest points against are how, if you know you can OS parries and use them safely despite them allegedly meant to be "risky"
I think smash ones are fine because they require you dropping shield to get it, right? So the shield drop time is like 7 frames, thats effectively a whiff animation or cooldown for missing a parry. So I think it's alright. You have to consciously go for it. You can't just fish for a parry with some kind of dirty option select (that I'm aware of... anyway)
Besides the issue of killing of zoners like Sagat. My personal issue with SF3 parrying is that I'm a little old fashioned and have always felt that jump ins were supposed to be a commitment. If you read your opponents jump in correctly and and answer with an anti-air then that's good on you, you deserve that damage.
Parrying kinda flips this on its head since your well timed anti-air can in fact be punished if they parry it, leading ton situations where the preferred option might be to just let them jump in. This wouldn't be an issue if parrying didn't leave you at such an advantage but unlike say teching a throw, the person who made the last minute defense is now in a advantageous position.
Wow I didn't think of it that way. You're right that sounds pretty busted. I only played 3S once in a barcade and it was pretty fun but I actually did find myself pressing forward before a poke because it seemed effective.The biggest problem is that the way they're implemented lead to some real busted option selects. Since the tap forward or tap down input is non-commital you have a bunch of cases where you'll almost always want to tap forward before committing to a poke or attack, just in case the opponent does something first.
Since there's no recovery to the input, you run very little risk and it allows you to cover two wildly different options at once. For example, in 3s it doesn't make sense to get hit by a crossup unless it's during the recovery of your move (IE a time when you can't block). If you go for an ambiguous crossup and I block forward and you land behind me, I block. If you land in front of me, I parry. If you empty jump I'm at no frame disadvantage. It's a risk free option that shuts down some basic strategic elements.
Or another example is if I'm thinking you might go for a low or a throw, I can input down+lp+lk. If a low comes out, I parry, if you throw I tech the throw, if you don't attack I throw you. The nature of how they're implemented means that they're artificially risky (the idea of moving in to an attack) but really there's no risk to tossing them out, and can cover up for the need for decision making.
how curious that you'd pick those two games in particular🤔Never been a fan of how the Combo Breaker system was implemented to be honest, but I do think stuff like break shots from Real Bout or Guard Cancel Rolls from KOF are a lot more interesting and balanced when it comes to defense mechanics.
Bugs aside, DBFZ has a 10 second combo limitI have no issue with blocking in Tekken or Street Fighter, I only really see it as an issue in DBFZ where 20 second blockstring where if you get hit turns into 30 second combo is a legitimate scenario.
So I see people don't seem to like 3S's parry system. So how do people feel about Tekken 7 or Smash Ultimate's parry mechanic out of curiosity?
Personally, I'm a fan of both. In both cases there's a big risk-to-reward ratio; if you go for it and get it, you get a big punish, allowing you to get your own combo in for free, especially on Tekken. But if you miss, then you're going to get opened up and eat big damage more than likely.
Though I admit I'm not quite as skill at Tekken than I am at Smash, so perhaps someone with more skill can speak on it better than I can.
Hey at least I didn't come in and say most of these burst mechanics are just knock-off SamSho Rage Explosions or something. ^^
Even if it's true.
🙃
Combo breakers suck.
If I hit you, then I want my damage.
Give me pushblock, alpha counters, invincible reversals, and good movement instead. I'll even take parries if they actually require a real commitment.
I get not enjoying the "1-player game" of long combos, but then you can just play games with shorter combos.
SF2 isn't a great example because of how simple and short the vast majority of combos are in that game.
Dragon Ball FighterZ is actually notorious for this. The game offers players so many offensive but extremely limited defensive options, and the defensive options they offer are not great and require taking high risks with little reward. This leads to situations where even the most seasoned players can be stuck in a block string that can last an IRL 20 seconds.
It can be annoying for spectators to watch but DBFZ's defensive options are all extremely strong and often lead to good reward. You don't know what you're talking about in regards to this.
Pressing buttons can lead to a TOD, A f1 reflecting can often lead to a 2M starter, various tech options with delays, OS tag, guard cancel are all extremely strong.
Blockstrings being long =/= defensive options being bad.
And as others pointed out, your example had the defending player scared when he actually could have done multiple things on reaction to get out of the situation.
DBFZ will have players stuck in blockstrings until being opened up into a really extensive punish to the point where you can sit there and sip your coffee while watching it go down. I know people love flashy combos and supers but that game broke me.
You want to know why so many new players rage or give up on these games, im guessing part of it is because half the time their control is completely taken away from them for extended periods of time.
There pretty much is now
It's all reactable. I said blockstrings are a bit too long in DBFZ, but almost everything in DBFZ is reactable outside of certain 50/50s with assists or fuzzy stuff.
Regardless my point is that the defensive side of DBFZ is engaging due to having a lot of options, and most new or inexperienced players will not be able to see this due to lack of knowledge. Reflect is an extremely good defensive tool.
They also added sparking during blockstun in a newer patch so if people don't want to block for too long, you can do that as well.
It's all reactable. I said blockstrings are a bit too long in DBFZ, but almost everything in DBFZ is reactable outside of certain 50/50s with assists or fuzzy stuff.
Regardless my point is that the defensive side of DBFZ is engaging due to having a lot of options, and most new or inexperienced players will not be able to see this due to lack of knowledge. Reflect is an extremely good defensive tool.
They also added sparking during blockstun in a newer patch so if people don't want to block for too long, you can do that as well.
This is one of the best things about Smash. DI and SDI make it so that very few things are "true" combos and there's always player interactivity on both sides.
I don't think arguing the philosophy of blocking in DBFZ really gets you anywhere— the ultimate result of the game mechanics is that players are highly incentivized to block for nine years and tech the inevitable throw and get back to neutral. Most people don't like experiencing or watching this ¯\_(ツ)_/¯
palutena nair against heavies thoThis is one of the best things about Smash. DI and SDI make it so that very few things are "true" combos and there's always player interactivity on both sides.
Well, they're true combos if you anticipate/condition the DI. The thing that makes it constantly engaging is those games advantage states ie. being offstage vs edgeguarding, executing a combo vs attempting to escape, being on stage vs being on the edge. You're always interacting regardless of the scenario.
This is one of the best things about Smash. DI and SDI make it so that very few things are "true" combos and there's always player interactivity on both sides.