I miss quite a lot of parries online. I don’t have many occasions to play the game offline tho, so I don’t know if I’m screwing up because of lag or just because I’m not doing it well.
My question is : do you feel that parrying is significantly more difficult online (in playable conditions) ?
in conditions where it isnt verry laggy u really only have to adjust to a fraction of a second change in your parrying
u usualy adjust to that fairly quickly
if there is any more lag than the occaisonal hicup in the game tho then it can become quite dificult from my experience
Its just really impossible to parry the way you’d want online like you do offline. I played some good matches with probably the best local player here last week and its just so much better. You parry whenever you want, do whatever you want, no adjustment, and play with no limitations. Parrying online is basically just complete anticipation really.
I find it quite easy to adjust between offline and online for parries, I do it by location, not really timing. (Like in the sean “bonus” stage, you can see where the ball is on the stage as compared to where you need to tap forward).
Only issue I have is close range melee parries, you just have to read the opponents movements though I guess. (I can’t parry makoto’s or Q’s dash attacks worth a damn)
Yeah P2P and it seems I can parry even it if spikes, it’s like my parries go through anyway or something. Servers then you have to block more, least I do.
Of course it does. MAME already has input lag by default and lag only makes it harder. There’s a huge difference between parrying on P2P and parrying on LAN in GW even.
Depends. At times I’ll appear to be walking into fireballs on purpose like an idiot, other times i’ll red parry a fierce MGB’s/etc with ease. The delay certainly isn’t helping. Low parrying is a chore however.
I don’t know why everyone says low parrying is hard. It’s infinitely more difficult to consistently walk forward and high parry than it is to walk forward and low parry.
Stuff like fireballs travel across the whole screen so it’s easy to parry, you can pretty much assume without any repercussions that you’ll be AA’d if you jump at someone, so you expect it.
stuff chun and ken’s low forward however come out in 6/7 frames respectively leaving you with at most 2 frames to react and parry, no easy feat.
Now if you are controlling the game or have you opponent ‘boxed’ it’s a different story, you can bait and expect low attacks and parry them easily everywhere else not so much.