But that's all that changes, the super. On top of that, most characters have one super that is clearly the one to go with. So unless you're just messing around, the super choice becomes void.Originally posted by MechDeus
One must pick from the Supers in SFIII, similar effect which also requires knowledge of what each Super does, as opposed to the apply-to-all Isms.
Isms completely alter the character. Different super meters, different damage ratios, different dizzy meters, different moves (compare X Chun to A and V Chun), air blocking available or not, whether you get supers or not. Many differences. Which Isms maximized a character was hotly debated and experimented with for a long time, which super maximized a character in SF3 was practically figured out immediately.
Parrying is intimidating at first but not that difficult. Once you get the hang of it they become total second nature. Air parrying can net you an advantage (better positioning and super meter) for little risk. Jumping in SF should be risky.Air parrying, which is more difficult to boot.
SFA3 is an overly complex fighter. Too complex IMO. Saying SF3 is "simpler" is not an insult. It's not SF3's simplicity that ruined it (that was a boon if anything), it was the parrying.It is beautiful in simplicity, but I would hardly call it lower complexity then Alpha.
But that would get you killed instantly against anyone who was good. Projectiles in the hands of a good player means space control. The game can and must be fought at all distances, and moving through the various ranges requires you to know what you're doing. Something like Zangief vs Dhalsim is an interesting fight because Dhalsim can control distance better than Gief, but Gief's got the inside game.I also hated projectile pressure ("Whee! I can stand at the other end of the screen and do fireball over and over! Aren't I skilled?")
All that is lost in SF3. Someone throws a projectile, parry, thank them for the super meter, and depending on the spacing possibly hit them before they recover because you're not in block stun. If not just keep on moving in.
This I definitely take issue with. In 2i, Ibuki is an absolute monster, as is Akuma (although not as bad). My favorite character was Hugo, and I've put him up against many Ibukis. Not pretty. Yun and Yang are both solid first tier in 2i. The problem is the tiers are so spread out. Hugo and Elena in the bottom tier are waaaay behind the middle tier, top tier is way far out ahead still and then the God tier just reigns with an iron fist. Maybe shoryuken.com has some 2i vids laying around somewhere, a good Ibuki is a rather eye opening experience.I also can't think of any other fighting game that balances characters better. Hugo and Yun/Yang have their problems (and Elena is very much parry-bait), but nothing that can't be dealt with.
In SF3NG, Ibuki possibly qualifies as the most broken Capcom character of all time. All the speed and combos, plus the easiest infinite ever (kick kick kick kick).
The home versions tweak things a bit. Ibuki's infinite is gone, and in 2i Hugo was given his third strike jab. Which of course succeeded in making him even worseI'm sure there were other changes, it's been a while.


I'm sure there were other changes, it's been a while.


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