MedusaGorgon289
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- Dec 4, 2013
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You have a lot of leniency with your normal chains and also it counts as a hit so do launcher and upback? Command throws are going to be pretty good vs parry happy players.So how would you beat a parry? I mean, even if it's hard to do, I'm pretty sure people will master it like some of the players I've fought in 3rd strike (had whole supers blocked countless times). Skull girls has been out for a while, and I'm pretty sure some people know by heart how many frames/hit's they'd need to parry. And why is only big band capable of doing it? shouldn't Lab zero even the playing field by allowing every character to parry? I don't want it to be taken out, I just want to know how to counter act it?
Sorry if this sounds like I'm whining, I just don't want to get raped by the sea of big band's I'll see online. (I'm still butt sore from 3rd strike)
Major fixes for parries:
A) You take chip damage for parrying. In 3s, characters couldn't really zone because if you parried projectiles you got to *both* not be forced to move *and* not take damage...so now you take damage as if you blocked it, or 1/3 the damage if you parried a normal attack, which negates the biggest thing parries dominated. You won't die, so you can still be Daigo, but you won't maintain the life lead forever either.
B) No move can be parried both high and low. Guess-parrying is immediately much weaker, even ignoring the fact that characters can chain and whiff-cancel normals in SG. Plus, with any assist you can immediately create an unparryable situation (mid+low) that is easily blockable.
Minor fixes:
C) You can't block/move/jump for about 20f after a successful parry. You must either attack or continue to parry. A lot of guess-parries were mostly useful because if you parried a hit and they committed to a special move you could block it and punish if you were unsure of the timing to parry/stuff the followup. Now you have to be more on the ball.
D) The parry window is significantly smaller if the motion is buffered during an attack, hitstun, or blockstun. This makes buffering parries into the end of animations prohibitively difficult vs blocking, and combines with (B) to make guess-parries even weaker.
[missed one!]
E) There are no red parries. Blocking is blocking and parrying is parrying. This is sort of the reverse of (C), where in 3s if you blocked a hit but knew the parry timing for the following hits you could turn a panic-block into a full punish.
Then you're typing this from prison, I'm assuming?
That's why it's only a few =P
That's better, but it would be tough on pad players, so rather light and medium. Another option could be instead of just back and forth you can do any direction so you can just rotate the stick
As a pad player I find LP/HP very comfortable. LP/MP, not so much.
Well now I feel silly, don't I? How long's that been in?
About three weeks, as it turns out. Patch dropped after I became familiar with the move but before I really started messing around with him, and the biggest news from that update was his size reduction, so I guess the rest got drowned out when I wasn't paying attention.
Sorry, i thought you meant "It would be nice if..." not "Well this is in there...", my apologies.
time to pull out the sedatives...
Super...*wheeze* Sonic...*wheeze Jazz!
Noticed the first point, but I never noticed the second point.