Since there is no comprehensive source for system data on this game (for non-Japanese players!), I thought we should start a thread to collect all of the random information that the players may already know or be debating about. Use this thread to post or ask about system mechanics, any little random tidbit of information. I will try to filter the thread and compile the answers together, and hopefully organize it.
PARRY:
When an attack is parried, the parrier and the object being parried are frozen for 16 frames. Note that the object may actually be a projectile, in which case the projectile would be frozen and not the character who threw it. During this 16 frames, the parrier can cancel into block and parry, and can tech throws (note that since you cannot intitiate a throw, you can only tech after the throw connects). In
addition to this intial 16 frames, the object is frozen for another few frames, depending on the attack: Jabs/Shorts–4 more frames; Strongs/Forwards–3 more frames; Fierces/Roundhouses–2 more frames; Specials/Supers–0 more frames. Once the object is unfrozen, the attack resumes its animation and can be cancelled into another attack as if it had connected.
(Some projectile attacks do not seem to freeze when parried because they are actually several individual attacks that approach you at the same time, rather than one multi-hit attack as is the case with Akuma’s Red Fireball for example. Oro’s EX Yagyou Dama and Akuma’s KKZ act in this way, even though they seem like one big projectile.)
If a parry is successful, your character will automatically parry any other attack that hits you within the next 2 frames.
The game ingnores your inputs during the freeze for air parries. However, you can still buffer inputs during the freeze for ground parries.
If a jumping attack is parried, the attacker is reset to a neutral state upon recovery of the attack if it recovers before he lands. This means he is once again free to attack or parry, and even block low upon landing (trip guard). If it does not recover before he lands, he will be stuck in a small recovery upon landing.
Parry resets the juggle count (and thus resets all scaling).
You cannot parry 1 frame before the end of YOUR attack’s recovery as in CvS2.
Is your parry attempt negated by entering another command? For example, if I push Forward, then quickly hold Back to block, will the parry attempt last while I am trying to block? If so, that would make option select parry vey powerful, and would allow you to incorporate a parry command into the motion of another command. For example, if you motion D-Df-F, would that count as a low-parry and high-parry attempt?
At what points in the air can you parry? That is, how far off the ground must you be to parry?
Can you buffer the parry command? That is, can you press Forward before your character is actually able to parry, for example, in the recovery of a move?
THROWING:
Normal throws have 2 frames of startup, 1 active hitting frame (I’m guessing), and 21 frames of recovery if the throw misses.
A normal throw can be teched during the 5 frames after it connects by inputting LP+LK. A normal throw that connects while the opponent is in the startup of a normal throw will cause a tech. You cannot tech a throw if you were grabbed out of an attack.
You cannot be grabbed while you are in blockstun. You cannot be grabbed while you are airborne or in prejump. And in general, you cannot be grabbed during hitstun.
Are command grabs techable? If so, can they only be tech on their 1 active frame? Can a command grab can be used to tech a normal grab?
Does this game have throw immunity periods like the other Street Fighter games? For example, can you be thrown immediately after leaving blockstun, or after waking up? I’m sure there are some throw immunity rules put in place, but if they exist, they seem very short. Anybody know where these come into play, and how long they last?