What can we parry and punish on reaction?

I can’t either but I got the reflexes of a dead squirrel and can punish that on block 8/10 times, so no real need to parry that.

If you’re mentally aware you can parry Chun’s IAL’s on reaction, and it leaves her pretty negative. I was getting cr.hp after parrying it, it makes the Chun match-up SUPER fun.

I saw Daigo do that. It was hype.

Hey I tried to join your lounge the other day. Failed. :frowning:

If you parry Nash’s EX moonsault and want to take a risk to get a bit more damage you can hit him with standing jab and then dash under him to hit with MP meaty from the other side. If they’re on their toes they can block it but the grounded combo can lead to a lot more damage.

At what space do you guys fight Birdie?

Just outside his long reaching normals with a DP on lock in case of jump ins or the rest of his lunging moves.

Pretty much what KungFoo said. I stay outside his farthest reaching normals and pepper him with fireballs. Birdie could jump or use one his moves to get around it so you have to keep an eye out for that and not just throw fireballs relentlessly. They also like to use the F+HP and the DF+HP attack because a lot of people aren’t too familiar yet with how punishable they are. Both are punishable on block so know your punishes and be ready if they start taking risk.

As for some of the moves we’ve been discussing. I just wanted to go over a few again.

Nash’s Moonsault Slash: Parry will net you a bigger punishment than DP, both are risky if you whiff though as some Nash’s like to use the HK version to purposely whiff the move and catch you off guard.

Cammy’s V Skill: You can parry and punish this but I would just prefer to punish on reaction with a st. MP into whatever. I think it’s the safer choice.

Karin’s Ressenha: At first I was trying to parry this all the time, but I’ve decided to just block and punish instead. The safest one is -4, so easily punishable with a mashed LP or MP SRK. Parrying doesn’t always net you full punish most of the time. So that’s why I’ve decided to just block lately.

thanks, my bad for asking in the wrong thread.

So what I can gather is that you can’t parry a jump-in unless the opponent hits high on the jump-in correct?

You can parry a jump-in, you just won’t have a guaranteed punish on it.

Yea sorry that’s what I meant, so it depends if it’s a high or low hit jump in correct?

You shouldnt get the punish at all, but most players dont land and block even if they see the parry. This might change in the future.

Has anyone been successful with a wake up parry?
I got a counter or reversal pop up, but took damage

Parry has 3 frame startup and no invincibility meaning it will lose to literally any meaty attack as well as throws. You also get punished if they do nothing.

Parrying on your wakeup is a terrible, terrible idea DO NOT DO IT

Here’s the thing though, why would you select a Parry move because you “thought” they would pressure, when you could just DP? What if they do a double hit move? Throw? Nothing? Shimmy?

Parry on wake up is for playing against bad players who cant time.

3S habits die hard. Still to this day tap forward intermittently during matches :frowning:

You really should focus on a couple of options for wake-up to keep it simple for yourself unless you need to get into some really weird situations

  1. Block

  2. Invincible Reversal

  3. Neutral or Back Jump

  4. c.LP

  5. Block is the default safe option. Can practice teching throws as well. This is the “safest” bet. Pretty much beats everything but throw, but usually will result in you getting back to neutral.

  6. Invincible Reversal is your threat against overly aggressive pressure. Make them think twice about unchecked aggression. Gives you advantage if successful, or minus ~45% life if unsuccessful

  7. Neutral Jump will give you a hard option to beat meaty throws if your opponent is using them extensively. In addition, if they use slower moves or mistime things, can let you steal time back

  8. c.LP is your other throw stuff option or if they use slow moves incorrectly

However, you should probably stick to 1 and 2 unless you really need 3 or 4.

Parry is a god awful option on wake-up. You might as well DP as others have said before.

I’ve mostly used parry on reactable moves that normally can’t be punished on block.

In situations where people use repetitive block strings that have a large enough gap I’ll use parry. This can absolutely backfire against anyone that will bait and punish it.

Watching Tokido parry the fireball of Daigo’s cr.mk xx fb was pretty sweet.

That wasn’t a reaction though, just a hard read that can be easily baited.