The idea is never to revolve your game around one certain thing, hence why a lot of better players tell others not to try and parry everything.
Limiting yourself to one parry per round already puts you at a disadvantage. What if you discover the opponent’s tendency and can guarantee a better punish simply through a parry? It wouldn’t be wise to limit it to one use.
Remember. Everything in this game is a tool for you to use.
I think that kind of stuff is good for playing cpu when you’re alone and just practicing.
That’s where you do things like not jump at all, never throw, only use xyz buttons, etc.
But against another person you’re just being a dick if you do that kind of stuff imo
I don’t think practice defense, parry or a specific punish is rude. Infact by doing this, you force the other person to realize a flaw of theirs. If I can guard everything they do, they need to reevaluate their offense. if I go hyper aggressive on someone and they get hit too much, it shows them that their defense needs work.
Only time I can see how this would be rude is if there is only 1 set up and there’s a handful of people waiting to play. I did this recently at the arcade but it was only to show a friend a specific punish with makoto lol
Hi guys, first time poster (huge lurker) but been on and off playing FG for a number of years. Recently wanting to get back into FG so playing this and ssf4ae. My execution is fairly good but I’m no where near perfect. I currently main urien and yun but am deciding to move away from these and focus on oro which I have been playing for all of 3 days.
I have a few questions that I think I’m in the right sub forum to ask. If these have been mention then let me know where I can get the advice on the forums.
parrying, I know that parrying comes second to defences and I should concentrate on defense first but I’m struggling to deal most most shoto’s low kick and medium kicks as hit confirms. I try to block it but I get mixed up (match up knowledge helps, I’m aware) and if I parry it seems they just spam those kicks out and I can do nothing but get hit into a combo.
Other than playing against people is there anything you can suggest to help hone my skill in training room. I try to emulate the situation but no luck.
Second comes down to playing with oro. Again I’m aware he plays differently to other characters and most of his games are spacing and zoning but is there any ways of getting that close medium punch into his chicken combos. I’ve read most of the oro guide and it helps with a lot but doesn’t seem to help with getting that close mp. So much so I dont even bother trying to land it.
One last thing, what training routines do you guys do to keep up to scratch. ATM I’ve been doing standard move motions repeated 50 times then the trials then my basic BnB combos (which I rarely land)
Tl;dr I’m guess is play more and keep at it right xD
Parry timing and when to block instead comes with experience BUT I always hated that bland answer. You can and should go into training mode and practice parrying certain multi hit moves for a feeling of that timing. Also just try setting up Ken to stick out low medium kick then stick it out again right after. Try to get that timing down to parry the second kick, that gives you a defensive parry option. Obviously you can be baited for that parry then punished high but it’s a start.
Having said that, being able to block low and react high well is stronger than all sorts of guess parry or buffer parry options imo. With time one learns to react to the startup animations of some moves and parry as they come out.
I’m still an intermediate Oro so I still have some trouble landing close medium punch launcher but here are some options.
-dash/jump/walk/UOH into throw range after conditioning throw tech and low parry. If they are low teching throw with cr.lp then you will get the launcher from the parry
-jumping mk tick and parry as you land then cl.mp if they seem to stick out normals after you cross them up on landing
-(I think) you can UOH and have it hit meaty on their wakeup which allows you to combo into cl.mp
-parry a jump in and punish while they in the air with cl.mp into chicken
-dash under a jump in and start chicken from other side. Can be risky if you commit to chicken and they parry the mp
-you can option select parry with cl.mp and throw to catch normals or low techs in general. Timing is tight to do it properly so I don’t use it much but I imagine it can make his throw game more scary if you have a super stocked
@Chad can amend or elaborate and add to this I imagine.
Okay not be rude but I didn’t understand much of what you said. I don’t think I’m in any state to atart baiting anything xD
I appreciate all your input. Been doing the sash under jumps and been abusing the resets and my buddy completely oblivious how to stop them. But I’m using it as practice on execution.
The parry/block is coming to me. The way I am looking at it. I’m not parry anything until I know I can block better and not get opened up so easily. If that means I lose out on wake up games and mix ups I can handle that till I get my defenses down.
I’ve been trying to cross up with the chicken feet and I’ve managed a few times to combo off a chicken fear when they are on wake up super close to the ground. I know I have a lit of work to do.
And have tried the jumping medium kick but I just get thrown. Is it a link?
Thanks for the input man. I’m on xbla if you ever wanted to have a game. Or something like footsies only xD
as far as oro goes, parrying cr. mk from shotos and chun is going to depend on distance. there’s not a lot you can do unless you’re close enough where a fast normal will come out and hit them before parry stun ends. standing mk has further reach than the shotos cr. mk so you can out poke them rather than trying to parry it. you can also mp+mk over the cr. mk but oro’s version is kinda ass and i don’t think you can do much afterwards. best is to just keep trying and get creative.
dashing under jump-ins for chicken combos works but your opponent will figure out to just parry backwards after you cross under them. all good dudley players do this lol. you just have to create a frame trap where your close mp will beat out most of their options. it’s risky but the reward is very high.
i think you need to practice chicken combos so much that you don’t think about it anymore when doing it in training mode. then when the opportunity arrives in a real match, you’ll land them a lot more often. don’t forget about close mk into hp command grab. it’s a great punish, builds a lot of meter and stun.
i’ve read guide after guide but none of them tell me if i’m supposed to be cutting the time for charging or if buffering simply makes it easier to get a tackle out.
Buffering doesn’t work in 3S like most people think it does, if you buffer a charge in before executing the move, you meter does begin to 're’charge, however, once you start the move, the charge meter starts building all over again. This just means that perfect buffering in 10 frames of charge (or anywhere in between) has zero effect on the meter over not buffering and just starting to charge on the next frame.
woo boy, that timing is indeed tight.
you have all the time in the world to hit the second tackle on shotos but this is like learning how to TTH all over again.
Won’t you just be using this new timing on all the other characters, though? That sounds worth it. And now you can tell the new players to start with Remy.