3S is absolutly my favorite FG of all time and an incredible footsie heavy grounded FG. Although, with the addition of parry, it opened up aspects like jumping...if you knew what to parry and when. While it might not seem like it, parrying allowed the player more access to screen space and movement...more than any other SF. The SF3 series was also one of the first to allow the player to dash. I remember constantly practicing my buffer backdash/forward dash timing because you could rapid fire each hop that Ken/anyone took. Parry in general opens up a variety of mind games, including the 'empty jump' as well as several parry bait options. Approaching a matchup could be vastly different from one player to another because of this.
SF3 actually had much more mobility options than SF2 and the Alpha series. It's a fast, in your face, moment to moment fighting game.....................that breaks down completely at high level, lol.
We don't need more combos. Games don't need to be unga bunga to be fun. We need to have mechanics and character traits that allow for at least a little bit of human player expression...and that doesn't have to execution heavy at all. Power Rangers is a great example of that.
Ah I totally get you now. The way you explain it I can see how third strike allows player expressions to shine through the game.