Anyone got some info about red parrying in 3s? I find it near impossible, but there is probably some technic or maybe some frame info about it. Can someone hooks its up?
they said you have to go to neutreul then parry. Timing is strict.
Red parrying has a strict two frame window of opportunity, IIRC. Generally, it’s used to punish the ends of certain target combos( Yun’s mp>hp>back+hp comes to mind) and to punish opponents who become extremely repetitive in their attack strings. Against Yun, try this in training:
mp>hp>back+hp(red parry)
lp>lk>mp>lp srk(red parry)
Red parrying IS much harder compared to regular parrying, but with some matchups it’s something you may have to learn in order to manufacture offensive opportunities.
chest!!!
OK… Here is a trivia question.
What was the first game to have any type of parry system?
Ill post the answer tomorrow afternoon…
hmm would it be a fatal fury game?
I beleave FF’s only had refersal moves. Not an actual parry.
samurai showdown. 2146 D. Ppl attacks you, and you smash their attack away and they’re in for a heavy slash.
World Heroes 2 - you could repel your enemy’s fireballs by blocking at the last moment.
weaponlord?
WH2 comes close but I would consider that more of a reflect move. I was unaware of “samurai showdown. 2146 D. Ppl attacks you” If you could do any thing after it It would take the cake. But If I remember corectly it is more of a counter like in the Alpha games.
Kane_Warhead has it right. WL had the very first offenseive blocking in any game. You can actualy parry muli-hit moves in to long combos just like sf3’s. Infact SC stole many of the game play eliments from this game and WL’s Bane is almost exactly like the guy with the rock hammer in SC.
You had a choice of 3 Parry’s. High, Mid and Low. The mind games this created were very similar to 3s but when you missed a P. you had miss animation so it could be punnished. IMO WL is still the most underrated game of all time.
Err, I found this quite easy in 3S. You parry as normal when you’re getting up. The only difference is that the fireball is inside your character, so to speak. In many cases, you parry the fireball and at some point it will travel past your character and continue moving along the screen. It’s very easy to train yourself to be able to parry fireballs on wake-up (or super fireballs, doesn’t matter) regardless of where they are within the vicinity of your character. You just have to learn the timing where your character is no longer invincible after getting up.
You really have to give credit for WH2 offering the FIRST offensive blocking technique seen in a 1-on-1 fighting genre. A huge milestone in the genre, and years ahead of its time.
“This also of course brings to mind the fact that in SF3 to parry Chun Li’s Houyoku Sen ( SA2 ) you have to parry the initial hit immediately before the flash.”
This isn’t true. Click here: http://media.putfile.com/AfterFlashParry .
The only supers in 3S that you cannot parry before the flash are ones that have no more than 1 frame of startup, such as Ken’s Shippu. Chun’s Houyoku Sen has 3 frames of startup.
In general, 3S blue parries have 6-10 frames of leeway and red parries have 2-3 frames. Everything is explained on the first table of this Japanese page: http://home.att.ne.jp/star/GR/3rd/3rdkihon.html .
EDIT: About parry timing.
When you parry, the thing that is parried is frozen for a short time along with you. If you parry Ryu’s low Roundhouse, both characters are frozen. If you parry Ryu’s Shinkuu Hadouken, you and the projectile are frozen while Ryu himself is free to move around and attack.
You can cancel your own parry stun into another parry or a block. That’s why you have to “mash” to parry Ibuki’s SA1; they’re all seperate knives. As for Oro’s EX SA2, that super is special… just see the 12 glitch.
Now that’s what I’m talking about! This is the kind of stuff this thread needs people. I wasn’t aware that it was only 3 frames in startup…weird.
Question though, about the parry timing point ( and this also references something earlier ): in 3S and CVS2, if you’re busy parrying a super fb and someone runs in with, say, a Fierce ( or a shoulder tackle with Urien ), is it at all possible in terms of timing to “sneak in” another parry to counteract this? I imagine it would be insanely difficult timing…
For those who say DOA requires no skill:
an article on countering.
The thing with DOA is that countering gives you an automatic advantage with less effort which most people that aren’t causal gamers see as too easy.
But personally, most people understand it is meant to be a fun game which comes off as too light for most to take serious.
doa is a game that shows who plays it most (considering that both players actually can play the game properly) imagination has a smaller role in it, great game but limited… well to be honest you could say its on the way to the future of fighting games, i think this series will mold into something special in a few years.
yeah it is possible to sneak in an extra parry considering the timing of the punch isnt near dead on to one of the parries your executing, because then itll go yellow indicating that you’ve been “parry-slapped”
DOA got skills…but more importantly…it got the puppies…and puppies>>>>>>>>parry