That's the thing about Street Fighter II. You have to know how to deal with your match-ups. If someone abuses projectiles on you, then you need to figure out how to get around that.
In fact, parries are ********. 50/50 guessing games that can lead into big damage. (depending on the situation of course)
QFT! That's the reason why I was never a big fan of the SF3 series, don't get me wrong, SF3 is still a great series, however in my opinion, adding in something like Parry completely takes away from the gameplay concept. Because in a game such as say HSF2:AE or SF2:HF, things like Ryu's Hadoken where an obstacle, this meant that it could be used to pressure/zone/chip this basically meant that if you where going up against Ryu, you had to learn the tatic of how to avoid the fireball.
For example, in HSF2:AE my character is T.Ryu, while my brother plays a mean CE.Guile (yes, we are OG players). Guile has no remote hope and prayer of being able to use SB's to fight up against T.Ryu's Hadoken, and Guile's zoning has become limited because he cannot use SB as much as he should be able to up against other characters.
This means, that in order for the Guile player to fight up against Ryu, he has to learn how to avoid fireballs. So the tatic that is utilized at the highest levels is jumping straight upward, this is the best tatic. If you see the match, I'll be trying to throwing Hadokens (Well thrown Hadoken's btw) out like a mad man, while my bro is jumping upward, sometimes jumping upward, charging for a SB to release upon landing, ever slowly moving forward towards me, because once Guile gets in close, he has a strong chance.
Because now he can resort to c.mk's to stuff me, or backfist, a SB, the whole works. This is why I liked SF2 over SF3, because you had to deal with things. In SF3, Ryu's Hadoken is no longer a Zoning tool...which completely annoys me quite alot, because it's now been resorted to a poking tool, outside of ex-hadouken's just how great is a regular hadoken...infact if you read the good points about Ryu in 3S, his Hadoken isn't even mentioned.
Whereas in SF2:WW/CE/HF* and even in ST, his Hadoken is a factor into his gameplay. There are alot of other reasons as to why I like SF2 over SF3, another is corner traps, in SF2, corner traps where strong as hell, in SF3, they aren't the same. Samething with Ant-Airs...good gosh, this is frustrating sometimes, I've pretty much stopped trying to anti-air with Shoryuken in 3S unless I'm playing Ken, because it can be parried...which to me, if you jump towards me, and I anticipate it, you should always be punished for that. Character's like Remy would greatly benefit from there not being any Parry, he would have a strong zoning game then with his high/low projectiles.
I was also never a big fan of Super Specials...reasons why I never really liked ST as well. It's a solid game, but super specials to me just annoys me, like for instance, if I'm playing ST.Ryu I could be winning the entire matchup, then the ST. Balrog player unleashes his Super Special against me, draining half my life...he's basically back in the match again...that to me is just ludicrious.
Same with 3S, which imo is even more super dependant, ever noticed how Super Arts are a huge factor into some of the characters placing in the tier listing...if we removed Genei-Jin, Yun would be Middle-Tier at best, it's just crazy to how because of his super art, he's the #1 overall best character in the game.
This to me takes away from the regular specials...like Hadoken's, Chunli's fireball(her fb was beastly in Super and ST) which with parry has already watered them down, however they are now outclassed by superarts which is a dependency within the gameplay now. SF3 was made with the sole intention of having regular specials watered down, with SuperArts being the big form for big damage.
Even though I may seem like I dislike SF3 from everything above, I actually, really, really like the game. I've always had a motto, either adapt to the gameplay (which I did with 3S), or else just move and don't bother playing it. SF3 brought out a completely new playstyle, which is what the people in the majority wanted back then (I was the few he didn't want change
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) and what Capcom achieved.
It's mixup's of high/low, kara-attacks/throws, parry and parry baiting is some **** good tatics to learn and watch. SF3 is built the way it is and I have no beef with it, it's suited for that style of play, parry is definetly needed in a game engine such as SF3, just imagine if Parry wasn't there in SF3, someone like Gouki and Ryu would be undisputed Top Tier, Aerial Fireball would be tough as nails to go up against, and Denjin-Hadouken would be broken.
However, when it's all said and done and if I had a choice to make, I liked it better back in the SF2:HF days where big combos where rarely seen if at all, it was all about spacing, zoning, chipping and controlling the clock. If you where down in the match, you had to come in and earn your damage, not sit there and wait for a whiff or parry and then do c.mk in SAII. Reasons like even today games like HSF2:AE is my most played fighting game.
Again, don't distriss, I'm not hating on 3S, great game, just not my favorite SF game tis all.