Hugo on the other hand, does not have much to lose. Dudley jumps in as he can probably assume that Hugo does not want to take undue risks with so little health left. In this instance, both players make smart decisions. The Hugo player parries this move, no doubt to follow up into a 360 or Super Art combo. Hugo is low on health, so Dudley goes for the jump-in to finish him off. So he attempts a parry and parries the attacker’s jumping attack, and now has time themselves to counter attack and hit the opponent with a large punishment combo of their own choice. Instead, the defending player anticipated that the attacking player is going to stick out a move to hit them whilst still in the air. Let’s say the Attacker jumps in and the defending player does not attempt an anti-air. But this is just one possible outcome in this situation. The attacker anticipates this action and taps forward at the right time to parry the Dragon Punch and allows them a counter attack opportunity. The defensive player reacts to the jump-in attempt and decides to attempt to “anti-air” the opponent by using a Dragon Punch to beat out the opponent. The Attacking Player decides to jump at his opponent in an effort to get in and begin some offensive pressure. Let’s look at the parrying a Dragon Punch example once more. The first is the concept of “risk versus reward” that is key to almost every button press, every joystick tap and any action that takes place in the game. Third Strike has a few key concepts at the heart of it’s gameplay, that make ALL the difference in making it such a superb game to play. Playing Ryu vs Guile for 50 matches straight, working hard for every pixel of space on the game field to exert pressure and apply your strategy over your opponents is gripping in every way, but matches become very similar to each other and over time, and can become tiresome. However, after revision after revision of Street Fighter, the truth is that this type of gameplay had become formulaic and repetitive. This was, and still is an excellent game design as it means there is little left to chance and a player is rewarded for being smarter as opposed to getting lucky. As long as you had the skill to execute your plan when needed, you would win and there wasn’t much an opponent could do about it. Older SF games usually had a “winning strategy.” If your strategy was sound, there was nothing an opponent could do, as you would have all angles and all possibilities covered with a counter strategy of your own. To many old-school / traditional SF fans this concept seems absolutely ludicrous. Or, on the ground, you can walk up to an opponent and if you think a move is coming your way, parry the move they throw out, giving you enough time to then punish with the move or combo of choice. So for example, if you jump at your opponent, if they attempt a Dragon Punch, you can parry the Dragon Punch attempt and then as you land, punish the defending player for attempting the move in the first place with your own combo. The Parry mechanic throws a spanner in the works of this traditional style by offering all characters a universal option to avoid any attack and to counter that attack with their own.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |