The System Mechanics Thread

cool, thanks to both of you. that makes a lot of sense.

Going to explain this without going on a tangent.

when you parry high vs ken its tricky. besides the guess after parrying st hp or st mp into shoryu, he has his mp hp TC.

this scenario can be difficult because you have to make a commitment. I have seen many times where japanese players end up parrying st hp, or st mp and end up not punishing. if you watch the nuki vs boss ken set. there’s many times where nuki parries (probably parry jump) and blocks. boss ends up doing TC and maintains offensive pressure.

If you take the risk of parry of course you want to get optimal damage but I think this is a situation where you should not. either block, retaliate with quick normal or maybe keep parrying. hard to say but worth thinking about.


Edit: kinda said what Tebbo said but in different words I guess.

anyway, this scenario is difficult for even nuki as you can see in the nuki vs boss set. he later starts to use 1 parry shoryu to retaliate which is smart of him.

Man I can’t remember but if urien parries st mp, can he retaliate with cr hp or does TC beat that? I know if urien parries kens cr lk ken’s cr lp will beat uriens cr hp. (-ļ½”-;

urien’s low fierce is pretty slow and i think ken can cancel from mp to fierce without having to wait till the very end of mp.
so i imagine low fierce won’t work there.

The second hit of ken’s tc is quite quick for what it is. It beats Makoto’s karakusa to the punch which is quite a bit faster then Urien’s cr FP.

I know it exists on some sites although I do not recall seeing it on any sites that are in english.

someone please answer if you have time…Is there a point in a forward jumps recovery where you cant parry even if you didnt do a move? I ask because if i empty jump towards say…gouki…and im looking to parry something if he does SA1 at this said time…i get hit no matter what…whats going on here!?? it happens almost when im touching the ground…

It’s just your timing due to online. The only times you can’t air parry is when you’re first leaving the ground. Otherwise you can parry pretty much anywhere in the sky.

that sounds good…i guess at a certain range its just really hard to parry, like in the air after the flip when your not totally straight up and down yet in about sweep range from him

Just parry low then. I think the game might skip ahead a few frames to accomodate your landing.

Whether or not its possible, that actually came up around here recently to do more with Gouki. At that situation he’s really at the advantage right. He will recover and move first while you will be stuck up there hoping to parry your way out of it. That’s because you know the parry freezes are much longer in total time than if you got hit with that multi hit fireball super, or anything multiple hits right?

That goes into risk vs. reward and is it worth it to jump in, parry it all, then see a fast Tatsu on-coming in the middle which can throw off your parry timing by putting that inbetween the Super Fireball hits. Even if you learned to full parry the SA1, something like just a jab might destroy that timing and also have to be parried where you won’t expect it. (If its at the same time as a Fireball hit, the same 1 parry during that time will cover both but don’t expect that to happen all the time with his choice of any of his faster and slower attacks and multi hit moves like specials and command normals)

That could be something to think about in that situation, jumping in when Akuma has the stock to Super 1 anti-air is you is a really bad idea and train yourself not to do it. Even if you have not given up your air options to a jumping attack and can still parry. It can change the situation if you have something to change your jump arc with your character like a Divekick, early in the jump Tatsu to carry you over, or maybe you’re Akuma too and can air fireball as well to keep you up there out of harm’s reach (but I guess that’s only with a properly timed N.Jump version not jump forward). But you’re not getting much out of it if they saw your jump and have a lot of time to even delay the Super to throw you off to what you are used to and expected when it was time to parry if they saw you do this before or know you want to try that. At the range you’re talking about they could also Stand Strong for your first parry, Cancel to SRK to see if you want to parry some more, and Super cancel the Shoryu to give you a 3 in 1 to have fun with.

Plus what are you trying to get by jumping at him, just getting ground to get closer or damage from a jump in combo?

My bad to give you all this questioning if you already know it, & I know that wasn’t the answer to your question, and this isn’t meant to slight you. Now I have to think about the Gou Zankuu givng you any more time in the air which isn’t as long a delay as ol SF2 breaks the game Akuma version, or the SF4 delay to stay up there slightly and stay above a fireball or something on a N.Jump.

^^
good points

you almost put yourself in a worse position trying to parry through the sa1 and whatever Gouki throws at you while you’re floating there like an idiot. if he hits you with neutral jump rh tatsu, lk tatsu, hp srk, you’ll be taking pretty much the same damage, and Gouki get meter out of it.

Maybe part of the problem with getting that first parry on a late AA super fireball from Gouki is that you already tapped toward a moment before. I recall there being a 23 frame recovery window after an attempted parry. Not sure if the window is different for air. Also it’s a really fast super at 2 frames so you would have a VERY small window to parry if it got unleashed in your face.

nope

yo i noticed that when youre closer to gouki the super freeze throws off the parry timing…unlike when youre far away cause when ur far away you can see it coming and reaction parry it

So then you can just mash toward in the air and catch a parry? Explain the dynamic of the 3s system that stops that kind of thing from being easy.

I lack the words necessary.

it’s just that during parry if you input another parry it will give you the parry. and since whatever you are parrying and you are frozen at that time, as soon as stuff moves again you get the next parry, and so on. you can always parry immediately after a parry.

if you tap forward and aren’t parrying and then tap again in a short span of time, you will not get a parry you will just not be blocking.

Just to be clear with everyone on the issue djdw was having and other in air parry questions, if you tap parry there is a no-parry recovery period of about 14 or 15 frames. This is detailed on the first page of this thread by Jinrai in his ā€œmore than you ever wanted to know about parriesā€ post.

So it is not possible to have a set of perfectly timed toward taps to maintain a consistent parry window.

At least this is the case if Jinrai did his homework properly.

Can somebody point me out to a list of all the scenarios where u cannot quickrise like after getting hit by a SA or bodyslam like oro command grab

thanks in advance

any news on that juggle points system move list? i wanna find some new sick dudley juggles…or any other char :stuck_out_tongue: