Parrying, aside from the technical stuff is all about experience. You just play a lot and start to feel the flow and when to parry and see if you get something.
So you’re going to be bad at it for a while. Once you start to use it effectively though the game opens up like crazy.
If you wanna learn Akuma and have little or no experience with the game then I suggest Ken as a side character. Ken has enough health for you to explore parrying without getting destroyed in a few guesses. I started with and have used Akuma for a while but didn’t develop certain things like strong parrying because of how risky it was to try with him. Also very important to learn hit confirms early on and ken a plethora to draw on.
By the way, air fireball is one of Akuma’s best tools but for me it stunted my jump in game. Generally Akuma has lots of great tools and some of them can cheat you out of learning certain things. It’s a bit like how you can stunt your ground game with Ryu’s ex fireball as Pherai will tell you.
I used to tell myself, risky? How is it risky? I can just pay a quarter and get three tries if he’s good or get even more tries than that if he’s not. They were never quite so good. It’s like catching jabs in a boxing match. Always gonna happen.
Don’t worry about parries, just learn to block. You’ll naturally advance to parries once you figure out whether to block high or low.
I mean Akuma has some nice get-off-me moves which are worth using once in a while, but if you can block with Akuma then you’ll be like a glass cannon covered in layers of bubble wrap.
Alright. I’ll start off slow like you suggested and segway into the more advanced - and sick - aspects of Akuma’s game later on. Thanks for the input!
I won’t so much stock into it, in that case. I’ve decided to just practice parrying specific shit like Tatsu’s, DP’s when I jump in, choice Supers, etc. Not only does parrying those sorts of things look cool as hell, but I think it’d be a big help if I could shut down some the offensive options people commonly go for with their characters at least half the time. Thank you as well.
for jumping in, no one is really going to just do a shoryu or something like that.
you need to always be ready to parry again and make a judgement on your current distance from the ground and if you can connect an appropriate jump in move in time.
which also depends on what they used.
understanding the basic timing of multi-hit parries is probably the first step. those are the basic 1-2-3-4-5, etc. which is consistent across a lot of multi-hit moves that have a regular speed to them. like shinkuu hadou, any hadou really i guess. but shinkuu is a good thing to practice. or akuma’s 3 hit shakunetsu.
I see what you’re saying. That seems like one of those things you develop through experiance/trial-and-error. Will keep in mind.
I spent a little time just parrying shit a little while ago. I got fairly decent at parrying Denjin Hadou, Shinkuu Hadou, and Brave Dance. I couldn’t parry Shippu Jinrai Kyaku, though. The timing for the inital hit seems iffy. I’ll practice some more tomorrow.
Edit: That’s sensible, NoMoreFunland. I wouldn’t mind using Ken for a little bit, so I’ll have him on the back-burner as my “beginner” character of sorts. Just until I learn the game enough to play with characters like Alex or Sean proficiently.
What surprises me is that you can parry Brave Dance but not Shippu. There’s a rhythm yeah, but Brave Dance gets wacky somewhere near the end.
Alex is actually a pretty good beginner character: simple combos, high damage/stun potential, decent dash and mobility for someone his size, high stamina and hard to stun, easy corner mixups.
Sean will make you feel bad, I don’t recommend it.
Don’t get me wrong. Gouki is the most awesomest character in the game. His potential as a high skill character and ease of use at a low level give him a great deal of room to grow.
I can parry the Super easily once I get into it, the problem lies in the initial hit. It seems that you have to input the parry slightly before the screen freezes, because if I do it afterward I get kicked no matter how I time it, but I’ve started having success parrying slightly before the Super begins. Is it supposed to be like that, or…?
Yeah it’s supposed to be like that. I’m sure you could probably still parry the super if you tapped forward after the super freeze but it would be really difficult to time. I had a friend that would practice parrying Chun Li’s super after the flash and he had a pretty good consistency with it. I think most people go with the “before the flash” parry.
I would go into the details of it but it should be mentioned in other threads and even then I’m sure there’s someone here who wants to talk about it much more than I do.
Think of parry like focus attack. Before not during, unless there’s some special trick to it or you have no other choice.
If you want to practice parrying shippu, learn to red parry the second hit. It’s something you might actually use in a match, although even that is fairly useless.
Thought I’d mention it depends on the distance and how fast the super is. like you said, kens jinrai has to often be parried before the super freeze since its a 2 frame start up super. Q’s sa1 however, is slower and often can be parried after the super freeze even if up close afaik.