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How come I can never parry your deep jump in attack? I keep eating full combos from Dudley, Ken
It’s not worth it to try to parry jumpins (especially online, where the benefits do not outweight the costs), since I vary them very often anyway. If you want to improve, figure out when I plan on jumping, and counter it in a more effective manner. Pay attention to distance and rhythm. Patterns are unreliable, because the wary can be arbitary. Whether it is walking/dash under, reverse jump AA, ground AA, or just blocking…any of those options are decidedly better than attempting a parry.
whats AA stand for
anti…air…?
Super balls deep jump ins are very very difficult to parry even offline. Like Exodus said, you have to block or do something else.
You can’t even reliably punish because of the parry animation.
It’s even worse if they do a Super Jump into a deep Jump in Roundhouse or something
My AA game is so weak mainly because my reactions to jump ins are almost non-existent.
crouch anti air parry
crouch and parry the opponents jump in when it would hit you crouching. what this does is it limits their ability to mix up the height of their jump in (early jump ins would wiff because youre shorter crouching)
the shorter the character, the stronger this technique is. you run the risk of missing the parry and getting hit crouching (take more damage) and also can be hit by lows when they land (ie: dud and kens empty jump low shortx2 super)
like both exodus and Ryan have said, block, or do something else.
I just noticed your avatar is Kokujin in the background. Was it there this whole time?
yea lol for awhile now, maybe 1-2 years?
Its like Hugo’s face carved in his stage background. Never noticed it until earlier this year. Them hidden pictures!
How do you guys feel about OS parry and a button? For instance chun parry with close st rh
still would depend on the height wouldn’t it?
because on parry if they’re low you may just want to wait a moment to hit them right after they land right?
What yuuki describes prevents high arc jump attacks, but runs a higher risk of getting hit crouching (your timing of the parry is much more strict), and assuming a whiff, your most reliable punish would be a throw.
Which brings us to the next point: when is it mathematically advantageous for us to attempt a parry (not just this scenario, but in general). 3S is a very mathematical game; you can make your decisions solely on whether or not the average of all results would be in your favor or not. As dander pointed out, if it is a very deep jump in, your ONLY reliable punish is a throw. Are you really going to risk getting hit by a full jump in combo for a throw? (assuming your timing is perfect; you could technically still whiff or they could tech it)
You admit that your reactions to jumps are mostly non existent. Why is that? Some people blame it being online play, but really if you can confirm short short, how could a jump in (which is comparatively a mile to the short shorts meter) be that worse? As I’ve said, pay attention to game flow; get a better idea of when people want to do things. A ken who instant air ex tatsus has a good feeling that the opponent would be in the air. This is no different…
I’m not always sure. I like things to be simple so I take the roundhouse most times over the possibility of waiting until they land and maybe I screw it up and don’t get anything out of it. character specific too, probably. I like cl rh against the twins, but against Ken I’d rather dash under or walk backwards or just block.
Hit confirming low short short super is an action the player performs himself. An opponents jump in is an action the opponent makes.
it’s much easier to react to an action you perform and expect compared to an action the opponent makes at a time you may not expect.
Just sayin. Not sure what you mean by “in comparison a mile away”. Definitely agree about it being something you have to look for during gameplay.
I know exodus knows this but this is one of the reasons some ground game is important even if your characters strength isn’t ground game (pre occupy opponent to focus on ground game so you can jump in on them, hopefully on top of one of their wiffed moves).
Not every single time but most strong players react to things based on the situation and what they’re looking for, not 100% purely on reaction when they aren’t expecting it.