To be fair, parrying was done in a lesser form all the way back in World Heroes. But yes, Capcom did introduce us parrying as we know it now and it's one of the leading reasons why SF3 is still a big fighter.Originally posted by MechDeus
My point was that it could be something I would never have thought of. Parrying fits that rather well.
But you have to admit, the features introduced back then, changed the game... and it did so far more rapidly and with greater innovation. Combos, chains, super bars... together with SNK, they pretty much defined what the modern fighting game is about.Yes, but how many in-depth fighting games has Capcom released since then? Almost every time they begin a new fighting game "chapter" in one of their main series they add something. Super bars, counters (did that begin in Vampire or Alpha?), combos, parrying, etc.
But since then, Capcom seems perfectly content to rehash endlessly. There haven't been innovations. From SFIII to SFIII:3S, did we really get any innovation ? SFA to SFA3 ? XmenvSF to MvC2 ? Really, the innovations haven't been exactly gushing out.
Well, you can't just blame SNK. Certainly, they've added their own touches thru the years. I mean didn't supers appear in Fatal Fury before Street Fighter ? And they added the defensive evasion, rolls and controllable jumps.The main problem is that Capcom only takes that route with the "main" fighting games, and they're pretty much the main innovators for 2D fighting (Guilty Gear has added quite a bit as well, but they're currently entangled in fine-tuning instead of adding more). Neo-Geo fighting games seem perfectly content to wait for Capcom to create something and then rip it off, and sometimes they'll even add their own slant to it.
Regardless, the last few years have been relatively dry of innovations.





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