Originally posted by: buzzsaw13
Immense depth? Don't think so. The parry system was fun for a little while, and then it got increasingly frustrating.
For one, they made the parry window 8 frames which gives HUGE leeway and being able to tap the stick in advance. It turns 3S into a gigantic guessing game, and with the fact that you can option select parry, there's almost no disadvantage to guessing wrong since you can just hold the stick back and block/mash throw.
It makes jump ins 100 percent safe, no thinking required if you can just jump in and tap forward and parry on the way down. Even if they don't do anything, you get to land and you're completely safe anyway.
The revenge system is done very well, you get one hit of super armor and have a choice of letting your focus attack go through or you can cancel it into a dash. It's balanced, unlike the parry system with almost no consequences for missing your parry.
Street Fighter has always been a game of traps, tricks, cheap moves, and anticipation (what you call guessing game). That's pretty much what all fighting games are.
Parries are not safe in SF3. If you miss a parry, you cannot block immediately afterwards. You must tap towards, of down to parry. Meaning, you cannot tap and hold. There is some delay between a parry input and being able to block. If you tap and hold (almost like the SNK Just Defend system), you will not get the parry.
Jump ins are nowhere near 100% safe. Watch some tournament footage and you see jump-ins punished all the time. If you jump in, and I have a Ryu, for example, here are just a few of my options:
1. Dragon punch (also, I can vary the timing, deep or shallow, parry timing differs)
2. Low kick into fireball or super (if you parried in the air and tried to tech throw when you land, you will eat this)
3. Med. punch into hurricane kick (I use this a lot for people who like to parry on the way in, timing is very different from parrying an EX dragon punch)
4. Throw when you land.
etc. etc.