• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Noise Cancel's (parry's) utility

Flotilla

Well-Known Member
Joined
Sep 2, 2013
Messages
1,263
Reaction score
3,513
Points
113
Big Band Big Band Big Band
I was tired of seeing a bunch of Big Bands not using parry so I made a video. Some of it is basic knowledge, some of it the Big Band player that placed 5th @ EVO 2014 didn't know. I will not rest until the moment that using this move is no longer considered a "hype moment" but rather an expected part of playing BB.


Other tidbits:
  • Noise Cancel has a 30f cooldown period starting from the moment you press forward. If the parry doesn't connect after the 17f active period, you will have to wait through 13f of cooldown before making another parry attempt.
  • Forward dashing with stick/movement buttons counts as a parry attempt. Forward dashing with punch buttons does not! Forward dashing with punch buttons enables you to cancel dash into parry at any time.
  • Holding forward just before a jump registers as a parry attempt. If you are attempting to parry through lots of projectiles, only jump via upforward to minimize your risk of activating the cooldown period in a critical moment.
  • Canceling parry into another parry enables all successive parries in the chain after the first to ignore highs/lows.
  • Big Band can parry as an assist if his assist is set to dash. The gimmickiest thing ever, but it's there.
  • As of the newest updates, Big Band can cancel parry into block and jump. The former is useful if you lack the confidence to parry something ambiguous, the latter is useful since you can immediately cancel projectile parries into a forward jump to continue an advance on the opponent.
 
Last edited:
Excellent. That parry into beat extend looks so sick. And loved the Wizzy track.
 
Oi, Flotilla I use parry from time to time. It's just that many players don't have the twitch reaction skills to do a parry on the fly and sometimes they are afraid to attempt a parry because if they mistime it they're left wide open. I don't know, I think it's better to bait out a move from your opponent so you can parry it and counter attack. That's why I jump in on a Parasoul hoping they would do a reversal N. Pillar. To be fair the parry would be "hyper" if everyone could do a parry, just like in 3rd Strike, that's why that game is considered a fast paced hype making game, because both players could counter each other if they are able to read each others moves, it becomes a match of pure skill. Here Band has a move that gives him a extra layer of defensive offence that helps overwrite his gigantic hit-box and unsafe moves.
 
Awesome! I wanted to make a parry thread, but i dont have near enough BB experience.


Having said that... Parrying with BB is so much easier than i thought it would be. No disrespect to fellow BB players but his parry is like kindergarten timing... Which is something that i like because fuck hard execution.
 
  • Like
Reactions: ClarenceMage
@mcpeanuts Mind if I link this vid in your noise cancel section of the compendium? And that assists can be parried high and low.
 
I'm actually pretty good at parrying and knew a lot of this...I'm just a garbage big band that can't even handle the BEES
 
needs more bees.
 
What we should do is get a list of all the useful option selects (as we discover them) that parry can provide, as well as obvious spots for parry baits (as we discover them).

@Flotilla already mentioned brass and beat extend option selects, but there are more, probably many more. Such as:


I havent practiced this but BB may have a parry/block os against incoming crossup mixups. Ie he goes for the parry, but gets the block instead or vice versa, and he may be able to hide a (late) throw tech in there as well...

A good and very obvious parry bait would be something like cr.lk, delay, down parry the pushblock attempt.
Another one might be doing lp brass at near point blank on block.


Another thing... Though i havent tried it yet, is to list every characters most used starters and parry through them on the non blockstring parts: painwheel cr.lk,cr.mk,st.hp ceases to be a true blockstring after the cr.mk. So parrying the st.hp might be a thing... And might apply across many matchups. Though we will have to catalogue such things...
 
  • Like
Reactions: ClarenceMage
@mcpeanuts Mind if I link this vid in your noise cancel section of the compendium? And that assists can be parried high and low.
Go for it.
 
This is a general question about BBs parry. So is the new patch supposed to make the parry behave like it does in third strike? The reason I ask is because I dont play BB
 
Basically yes. BB's parry window is larger than in 3rd strike by a couple frames, so that's a positive thing. and BB has a high parry and a low parry. you can also go straight into a block if you want to or you can cancel into a special move most likely beat extend.
 
I love this move but I don't like BB. And I never see any bb using it.
 
I got some parry tech to add. Parry on entry from corner is an excellent option, especially air to air into grab. Also maaaay work against entry crossups with the hold parry; that's something I need to test. Similarily parry in air to air into grab is also really good. I use it alot, as I'm sure a number of you have seen me do; haven't really seen others do that. It nets you full combo and options to reset that combo for Real Soviet Damage.
 
This is a silly question but can BB parry a burst?
 
I can't test above ^ thing cause my PC is dead, but, I want to add that when charging Brass/A-Train, when you tap forward, you can use it to parry one projectile (or multiple if they're hitting a few frames next to each other) and then unleash brass, giving you some extra leeway in breaking through things like Peacock's and Fukua's projectile game. I didn't get to test this, but, I think you can also still get the s.mk whiff after the parry into brass/a-train for it to go completely fullscreen.
 
I didn't get to test this, but, I think you can also still get the s.mk whiff after the parry into brass/a-train for it to go completely fullscreen.
I would be surprised if that's possible. You can't cancel normals into parry, so the s.MK has to completely recover before you're allowed to parry.
 
I would be surprised if that's possible. You can't cancel normals into parry, so the s.MK has to completely recover before you're allowed to parry.
"After the parry"

Charge back, tap forward to start as if you're gonna s.mk brass but use to parry a single projectile, s.mk (WHIFF CANCEL) brass/atrain, is what I was trying to say.

Not sure if possible, but, it's an idea I can't test because my pc is dead.

EDITED FOR CLARITY.
 
Last edited:
"After the parry"

Charge, tap forward + parry, s.mk whiff brass/atrain, is what I was trying to say.

Not sure if possible, but, it's an idea I can't test.
Oh, I see. Yeah that one's more plausible but I'm not sure if it works.
 
I'm not sure if the whiff s.mk is enough time to charge.
I know whiff s.mk into brass is great for getting full screen. Could probably test this later.
 
"After the parry"

Charge, tap forward + parry, s.mk whiff brass/atrain, is what I was trying to say.

Not sure if possible, but, it's an idea I can't test.
won't you just get M a-train then?
 
  • Like
Reactions: Icky
Not if you keep holding back and don't release charge, I don't think so.
 
won't you just get M a-train then?
No, you can do charge whiff s.mk cancel into any Brass/Atrain, I'm just tacking parry onto the moment you tap forward from your charge. I dunno if there's enough of a frame window to insert the s.mk whiff cancel, but I know you can definitely do charge, tap forward + parry into a-train/brass.

Also edited that last post.
 
Not if you keep holding back and don't release charge, I don't think so.
Sounds like a sure-fire way to parry projectiles
 
No, you can do charge whiff s.mk cancel into any Brass/Atrain, I'm just tacking parry onto the moment you tap forward from your charge. I dunno if there's enough of a frame window to insert the s.mk whiff cancel, but I know you can definitely do charge, tap forward + parry into a-train/brass.

Also edited that last post.
You want to recover from the s.mk before parrying? the moment you tap forward is during s.mk, it wouldn't work like that, the only way for this to work is just parry > s.mk(charge) > brass, but that's just doing it as soon as possible after a parry
 
  • Like
Reactions: Icky
I... No. Not at all, I even edited for clarity, it's just putting a parry on the one motion, the moment you tap forward from charging back, in which you either cancel into brass/a-train, or, and this is untested and I'm not sure because frame window, parry into whiff s.mk cancel brass/atrain.

I don't think I can make it anymore clearer, but alas. The parry gives you you a psuedo extra point of armor on brass/a-train. I just can't find out right now if you can still do s.mk whiff cancel into brass/atrain after the parry.

( Charge <- ), -> (Can parry on this motion), Brass/ATrain

That's the basic gist of this tech.
 
I... No. Not at all, I even edited for clarity, it's just putting a parry on the moment you tap forward from a charge, in which you either cancel into brass/a-train, or, and this is untested and I'm not sure because frame window, parry into whiff s.mk cancel brass/atrain.
then you get M a-train.

if the parry is the only directional input you do you will just get a M a-train for trying to do s.mk
 
  • Like
Reactions: Icky
Oh wait, mm... Now I just see it now. And I don't think one can return to nuetral even for a moment to do the s.mk and then maintain the charge, okay, yes I'm. silly.

Someone slap me for thinking about SG while tired and when I can't even touch the game.
 
OH.

Thought you were parrying then charging again during s.mk and then using brass. In which case I wondered why you charged at the beginning at all.

Thanks for clearing that up.
 
RANDOM: I play Peacock/Big Band whom I consider my second best team.

I've often come into contact with Parasouls that try to chip out Big Band with supers.....usually in desperate situations/close matches. IMO, her supers are among the easiest to parry in the game. Even her level 3 isnt that hard....you just have to catch the first hit and practically mash out the rest of them and punish.
 
RANDOM: I play Peacock/Big Band whom I consider my second best team.

I've often come into contact with Parasouls that try to chip out Big Band with supers.....usually in desperate situations/close matches. IMO, her supers are among the easiest to parry in the game.

Unless you're already parrying, Silent Scope is now a pain in the ass to parry. You have a VERY short window after the superflash, not more than a couple of frames. I probably wouldn't attempt it unless I was going to die of chip
 
Unless you're already parrying, Silent Scope is now a pain in the ass to parry. You have a VERY short window after the superflash, not more than a couple of frames. I probably wouldn't attempt it unless I was going to die of chip

Ah....of course.....I never did test out the updated Silent Scope, though as a Parasoul main, I did notice the difference.