Is Parrying Detrimental to AO?

ok bro, i dont like it either because i’m incapable of doing it because of ping but i dont get mad about someone who is able to do it winning, because if they can consistently p block they’d stomp you without it

you seem like the kind of guy to get mad :exploding_head:

whatever you say

Okay :exploding_head:

no

i find it to be fine/fitting for ao and if u don’t like parrying (p block i presume) then just block or dodge ._.

especially like blocking/parrying now since it doesn’t air stall u anymore iirc so it’s way better imo and makes things more fluid and more quick paced than being abruptly fixed in place which messes up flow

let me add onto this conversation and just say that the combat is based around predictions

so if you know someone is gonna block and not dodge away, maybe you could dash to them and grab em, but idk how grabs the work so i could be completely wrong.

also couldn’t you like kinda… feint? like if they think you’re gonna hit so they block, couldn’t you just… wait? and THEN release your move. like i highly doubt that they can dodge a beam attack or a hypersonic slash when they’re still tryna put their shield down

but thats just MY take on it, im probably wrong about the things i just said but why are we discussing a feature that we wont even know how itll play out once it releases?

:smiley:BR-B-B-BRO WHAT YOU SAY :melting_face: :drooling_face: :mask: :mask: :male_sign:

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Skill issue?

nah we should be able to make blockings keybind F :smiling_imp:

dont take my 4 blast away

oooo you want to download aztup and pop auto parry

nvm you can take my 4 blast

Honestly, yeah.
Parrying is a good mechanic, don’t get me wrong.
But the fact that every ROBLOX game that has it implements it terribly leaves a bitter taste in my mouth.
Look, the reason why it works in games like Street Fighter 3 was because it had counterplay, it’s a good option to use, but it’s not always the best option. In SF3 in particular, your opponent could take advantage of your habit of parrying everything and use it against you through parry bait, which was often an attack like a projectile which was used as a distraction hopefully for the opponent to parry and for the parry’s endlag to leave the opponent open to a combo.
In many ROBLOX games, DW and YBA in particular, Parrying doesn’t become a 3rd dimension to the game’s combat system as intended, but instead becomes an answer to almost anything your opponent can throw at you and even evolves beyond that to quite literally a necessity since it even stuns the opponent to turn the tides them completely unpredictably.
I get the skill-based argument, but in games like these which are in 3d, there are other systems and concepts in place like area control and learning to read your opponent through their habits that I’d argue takes just as much skill, if not more than perfect blocking. Adding a new element to this system adds something else to worry about and as such, contributes to making something more finnicky and hard to learn.

TL;DR: Shit’s unnecessary. It’s easier not to have it than include it halfheartedly as basically just a dopamine factory and nothing else.

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Could not agree more.

I can’t relate to half of what your saying because I never played Street Fighter but i’ll try my best.

I can’t speak for YBA but in deepwoken it’s necessary because that’s the way the game was built. Your supposed to parry. It’s built into the combat so that if you can’t parry your inherently not good. This game isn’t deepwoken. You aren’t required to parry anything. What’s wrong with rewarding a player who blocked on time? It has no cost to the attacker but reduced dmg. Its not like anyone is stunned either. In YBA and Deepwoken you have to be really close to have a fight. Long ranged fights aren’t sustainable at all. In Vetex’s games they are and now there are many more ways to fight and dodge an attack.

What is the aggressor worried about when someone pb’s? Nothing they can’t deal with. They can apply pressure or dodge/ block if they thing an attack is coming. What is the defendant worried about when they pb? They still receive a bit of the incoming dmg, they could set up their next attack, or dodge away to reposition. Nothing changes. Removing pb wouldn’t do anything to change the situation from what it already was. This scenario plays out the same regardless. Let people be rewarded for not holding block the whole time and actually reacting to the attack.

Don’t get what you mean by this

monkey brain go brrr when you parry

Not really, you just parry and move on. If your getting dopamine signals from doing so you can seek help but no one does.

The aggressor is down on energy and may have to deal with cooldowns

Parrying feels good tbh, in most games like Combat Warriors or :nauseated_face: YBA parrying someone and punishing them feels good.

yeah sorry i bet half of the guys here haven’t played sf3 and only agree with me cause i mildly dislike parries. i’m just the capcom guy on the forums.

never thought of how it would work here
realistically when it comes to ao it really wouldn’t be a detriment
parrying in here is just a method to reward timing by only reducing damage and not an integrated mechanic like the other examples on the thread