Not neccesarily. JD is easier to get accidentally, and is hella safer. Also when doing multi hit moves you have to JD the hits in say a super almost in real time, with parry you have more time, but diff moves have diff parry rhythms.
Yeah, JD is waaaay easier and less risky. Trust me, I learned this the hard way. Then again, you can also end up as huge throw bait when trying to JD.
I don’t suggest practicing parries with the computer. It’s way too random. And the computer doesn’t form patterns that you can abuse andpick up easily. The best way is to try it on live oppenents like friends or going to the arcade and looking for some competition. I got my ass beat so many times before I started getting the hang of how and when to use parry. Just play smart and it’s a piece of cake. Hypothetically.
when i practice parry’s (in training ), i pick common characters and use the record feature to make a special or a super and parry it. then i go to lesser known characters.
every time i get beaten in P-groove, i repick the opponent in training and start to know the character.
take hoamaru for example: ppl always say his fierce punsh is slow, and it is, but it doesnt seem slow enough when i want to parry, until i figuerd out that he raises his sword up over his head befor a fierce. these kind of observations ( mainly to reckonize startups ) can save my ass in a battle.
im now trying to get the hang of hibiki’s low slash ( rqcb.P ) cuz it pissed me off the ways she slides under the fierballs and all. the move is particularly hard because its a low parry.
now im not saying i know every character’s startup but i know the ones i should. but even then its hard to see them when you r actually fighting some one.
PS.: is a hooligan combination parryabe or is it really like a grab ?
Don’t even try to parry moves like Haohmaru’s S.HP. The risk is WAY too high, especially that move since it takes away so much life. If you can hit it clean with out getting hit back, then you don’t need to parry. Or you can just block it. Which is much safer.
The Hooligan Combination can be parried if and only if the Cannon Strike or her slide come out. Otherwise, you’ll get thrown. I’m pretty sure you can’t tech it either. Again, it’d probably be better if you just hit it with something with priority like a DP.
That’s a useless method of learning parrying.
How will that help you parry the most common moves which are pokes? "Ok I will look for the startup on Cammy’s close fierce and parry that! "
i didnt say i learned all startups. i learned hoamarus cuz its slow and detectable. doesnt mean i can parry evrything. and no i cant oarry close pokes cuz i cant see them coming. im just saying if there a char. im having trouble against ill train against it to know the char. better for the next match.
That won’t help you in real matches.
Possible exception of Sakura’s hurricane kick. (duck and parry the 3rd hit)
due thats impossible. you practice against a char. then your better against him. learn the char.'s specials, understand them, you get better when you fight him. dont tell me that even if i practice in training i cant win. thats just stupid.
if i have trouble parrying a speical, ill pratcice it, and when the time comes that im faced with this special and im parrying it, i wont miss, and i might just counter with a combo or super or special or what not.
i mean really, how wont this HELP IN MY NEXT MATCH??
i have trouble with something : i practice it.
how can it not help?
I started practicing P-groove, after NorCal Regionals. A lot of P groovers there. I try P-groove for a few months now, and I actually like it. P groove worst matchup is against A-sakura, so i train to fight her first. I use A-sakura in Record Mode and do her specials n Customs so I can start practice my parrying. I let the computer do all the parrying for me, so i know the timing for each moves. Then i switch to random AI parry. when i get use to the timing then i just turn off auto parry. I parry a lot, just to build meter, but i think i just parry less to make me less predictable.
Yea parry a lot less. You wanna focus on straight up ground game/footsies more than parrying all day. Make sure they know that they can’t jump at you for free cuz you’ll punish them with an anti air. Not a parry that leads to a usually blocked combo or throw at best. They’ll start empty jumping at you or worse jump and attack but super/uppercut when they land. It’s happened to me so much now at svgl it’s a miracle i still parry jump ins. Another bad thing about parrying too much is you build your opponents super.
You not be sitting there tryna parry all pokes. I personally think parrying shouldn’t be done unless its so obvious (blanka does rc elec on you and after he’s done he’ll low HP or HK - usually), as a way to get in (RANDOM jump in at sagat , parry the uppercut), or you set it up.
Setting up parries is a whole other thing that usually depends on conditioning your opponent or what i call the typical response factor. Here’s an very basic example of conditioning - You tick throw this cat once maybe twice with 2 low kicks then throw. The smart thing for this cat to do is to tech when you throw him. But the typical response is to what? jab or short you off of him. Thats when you go short - short - low parry. Bam! Got his ass
This other example requires that you know frames a lil bit. Its basically a counter hit strat. Setting up counter hits by using frames can be used to get parries also. Good counter hit strings are ones that have slight frame advantage/disadvantage or even frame adv/dis. Here’s 2 basic examples. Japanese rolento players use rolento’s standing forward (6/0) and ducking forward (4/-1) to bait counter hits with the standing jab (3/+5). The counter comes becuz the start up of the standing jab is 3 frames and by the time your opponent tries to hit you outta your string with his jab he’s usually a few frames late. Which makes his poke a lil slower and he gets counter hitted (sp?) for extra frame adv then combo’d. Okaaaaay…Parry set ups are similar. P rolento would do a low forward slightly outta throw range and when you think you’re gonna get hit go for the parry. requires practice but its very possible and safe usually. If nothing happens fine you’re blocking anyways. There’s HELLA other set ups i can think of but I aint gonna type em all now I gotta jet. Any questions/criticisms leave em here.
P-groove Iori sucks?
Those whose says Iori sucks in P-groove just don’t know. You can parry jumping attacks and crouch into hard punch. Knocks them back for a reset of position. Also with opponent pinned to ground weak deadly flowers become your best friend. since they leave you basicly invunarable to damage if third hit cancled. Also to stop toe tapping weak fireballs are god. :evil: Also with a basic shortjump kick goes right into maiden masher are deadly flower. Kyo is better than Iori in P but great player can shut down anyone even Sagat. Send me private if any questions. later:D
P-groove Iori sucks?
It’s not that Iori sucks in P-Groove, but more of he’s better in A/N/C Grooves. Simple as that. They have more to offer and he doesn’t really gain much from P-Groove and he loses his roll and/or his run. But if you can use him better in P-Groove, more power to you.
P groove Iori has nothing good to fall back on. If you want low jump that badly, go with K, better benefits for Iori than P.
As for the less parrying thing, I was in general agreement with that until I realized, if you parry frequently it can train you against different styles since the opponent is forced to mix up. For this reason, I parry more often than not.
Forcing your opponent to mix it up on you is usually not in your favor. Especially for a p groover who’s gonna be trying to parry things he hasn’t set up and mixups he can’t see coming. If you’re not trying to parry all that bs you have way less to worry about. It’s basically overparrying. And it’ll catch up to you fast.
They can only mix up so much if you play footsies. For example … some characters don’t have very good moves in terms of range that hit low. With every mix up they get, thats a mix up that you can make note of so you won’t get caught in the mix up again. My arguement is basically that you do improve if you learn to work against the mix up. Making the opponent mix up their game alone, gives you the advantage. You have them playing a different style that they probably haven’t fine tuned a whole lot.
If they jump, I will anti air. Not parry. This is dependent, of course, on whether they have P/K groove or not. Different anti airs help … just look for the start up animation.
Dps can be parried low. Just learned that shit today.:evil:
IMO to be sussessful(sp?) in P-groove you have to pick characters either with good mixup and/or powerful bnbs, strong supers, or good pokes.
Characters who are good in P groove are:
Kyo
Rugal
Geese
Cammy
Sagat
Blanka
Iori(Not as good in other grooves but that’s not the question. The question is, is he good?)
Vega
Rolento
Eagle
Yamazaki
Zangief
Dhalsim
Maki
Hibiki
Raiden?
Of course based on my criteria of what denotes a good P-groove character there are some exceptions but this is basically who I feel could really be dangerous in P-groove.
Being a P-groove player myself I’ve always felt deep down that P-groove could conquer all the other grooves if one invested the enough time into it. It’s the only groove
The problem I see with a lot of P-players is that they try to subsitute parrying skill with character skill. This shouldn’t happen.
I think that it’s best to learn your character in and out before you even think about parrying with them. Then when you have an understanding of your character then you should begin practicing parrying that way when you parry you can understand why you’re parrying what you’re parrying.
Another thing I’ve been thinking about in P-groove is that there are no rules in P-groove only guidelines. One guideline like S4v said is that 9/10 you should anti-air jump-ins, but that doesn’t mean that you should always anti-air them. P-groove has what I like to call defensive set-ups. For example if I parry you’re jump-in once or twice chances are if you’re a halfway competent player you’re next jump-in you’ll try to empty jump, land and throw, dp, super whatever. But defensively I just played you because when you try that empty jump I have that dp waiting to light your ass up.
I could talk on and on and on about this shit but I gotta go now. But I’d like to hear your guys input.
I definitely agree with that. I was gonna make a full post on it but now i don’t have to. People should spend more time ‘buffing out’ their characters by learning counter match-ups, learnin which pokes to use in what situations vs certain characters, general ground game, footsies, traps, and more. This true for every groove but feel it’s even more important for a p-groover who wont have a super to rely on every time they get 3 shorts on somebody. I said I wasn’t gonna make a big post on this subject so i won’t but there’s much more. If anybody wants to ask questions on it i’ll reply.
The anti air thing I fully stick by especially if your character has a good deep dp (Sagat?). The way i look at it is since its rarely free damage after you parry a jump in why not dp or super? Blocked combos do nothing but chip damage which may be good if they’re already blinking. But if they’re blinking when they jump at you they still will be after you anti air them. So that’s in your favor. If you parry and throw them you do similar damage to dp BUT you reset then stun meter which is all bad (unless you’re hibiki). And that’s if they don’t tech it. Keep in mind this only works if they decide to sit there and not uppercut or super when they land. I’ve lost waaay too many matches this way so in my experience it’s never worth it. For every combo or throw i get off of a parried jump in, i regret the habit when i get leverl 3’d. It’s an option but not the safest.
BTW I agree with many of the characters you listed. Maybe later i’ll come back and write a very brief. Explaination of some of their weak/strong points and objectives. Completely opinionated of course
I agree with most of your list, but I was wondering about Rugal and Dhalsim. I’ve never seen them played in P-Groove nor can I imagine them being effective. Care to enlighten? Just curious.
As far as parrying jump-ins, I almost always do it when I know for certain that my anti-air will just get stuffed by it. And I totally agree with you, there are no guidelines. When in battle, you never know what may get thrown out, but if you’re looking for it and it comes out, parry that shit.
For example, I’m Vega and my oppenent is Sagat. He jumps in with J.HK. I know for a fact that it’ll stuff my S.HK and chances are I probably don’t have charge for a flip-kick which would probably get stuffed or trade hits anyways. If I can see it coming, then I’ll parry it. Then I’ll hit back with my normal anti-air instead of going for a combo or throw since they regain trip-guard when they land. And like what YMDSLTSAC said, you get an option-select whenever people try to jump on you. Bait them into thinking that they’re baiting your parry with an empty jump. I think that makes sense. :lol:
I don’t think parrying a jump-in is as bad as you guys make it out to be, but I see what you guys are saying about playing conservatively. Plus, it does wonders with messing with your oppenents mind. Fights aren’t always going to be the same and for the most part they’re pretty dynamic. I don’t think there’s a set use for parry by saying you can parry this, but you can’t parry that. There are incidents where you can and can’t, but that’s a long way from saying you can parry all the time or you can’t ever parry in a certain situation. I’d say it’s all on the player and their play style.
Close out any possible options that your oppenent has with making a hit or at least make them think twice about it. I think that is essential to knowing when to parry. I’m not saying to abuse it 100% of the time, but when you know you can, don’t let it stop you because it’s free damage/knockdown/super in your favor.
Btw, this thread has come a long way. Keep it up guys!
Other than the reason you listed, the other reason why you should parry a jump in is for the whole trip guard thing.
They attack, you parry, and they’ve also lost their trip guard. Useful for characters like Chun, who can do c mp into kick super. To be honest I don’t think its guaranteed if the opponent does his attack deep. If they do it really early, you can parry it into Chun’s st rh, which launches them up, sj (super jump) rh x2, and its a pure mix up from there on which side you land on. Good luck with that, because her st rh has a lot of start up, has to be either very early or if the opponent empty jumps.
Ok here’s a few exceptions to my self imposed and often broken rules on not parrying jump-ins. Eightysix listed one. If you feel your anti air will get beat or traded with unfairly then you can parry then anti air as long as you hit him before he lands this is a smart idea. In the same vein regardless if you can anti air them or not, parrying a jumpin then hitting out of the air with a move that can be linked to a fireball or somethin for pressure/traps. A hella budget example of this is rugal parries your jumpin then does low strong to knock you outta the air. He chains that low strong into a fireball and waits for your reaction to it. You roll - wall presses then level 3’s you. You jump - anti air, super, or repeat the parry process.
Trip gaurd can be canceled by specials and super so be careful.
Btw Vega’s jumpin hk does not lose to Sagat’s jump kick when timed right