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- Akatsuki and Blitztank can parry moves with their DP
- If you parry from non-point-blank range or parry an assist
- you can negate it without activating the follow up attack
- After a successful parry, you're invincible for a while
- This lets you do things like
- Avoid air unblockables
- Avoid assist oki mixups
- And control space
- It also lets you avoid active switch mixups
- Most assists don't last very long
- The parry timing is the same for all of these
- Other assists need some more finesse
- Jin 6P needs two parries up close
- and one once it starts moving
- You can do a third parry for some extra invincibility at the end
- Be careful not to parry too early
- Rachel 5P has 6 hits
- But it's much easier to parry one hit and let the invincibility deal with the rest
- Like Jin 6P you can also parry the last hit for more invincibility
- Just make sure you don't miss it
- Also make sure you don't attack before the assist stops
- However, you can use 214BC to trade with the assist on purpose to make it + on block
- You need to parry this twice up close
- But just once at a distance
- Keep in mind that the later your parry hits the less invincibility you'll have
- If this happens, just parry again
- Makoto 5P is pretty standard for multi hit assists
- but you can hit her right before the uppercut
- This can be good for getting out of cross combo pressure or catching your opponent off guard
- Izayoi 6P activates after a parry so you'll need to parry it more than once to get out
- Platinum's 4P is random but you can parry all three versions if you time the parry right after the startup recovers
- Her 6P is also random and harder to parry. You'll need to try and react to each one
- The rod will either be yellow for the bombs, blue for the missile, or platinum will do a windup for the ring
- Es's 4P is big and slow. If you see it you can basically air dash in for free
- Susanoo's 6P is basically a laser so react to the startup
- Normally, you can't move while you parry which can make fireballs like this hard to hit
- However, if you parry while jumping or airdashing you'll move forward which can make it easier to time
- After parrying persona attacks, it's a good idea to hit them with 4A or 5A and jump cancel to keep yourself safe and do some damage to the
- Keep in mind that even if you parry a persona, they'll still block fireballs
- Unlike normal assists, persona assists won't have added hitstop when parried
- This means, even if the assist does multiple hits, you won't be able to parry multiple times
- if you parry Teddie's 5P all 4 times, you can hit him from behind with 4A and jump cancel to stay safe
- Don't forget that Teddie's 6P hits once as it flies and once when it explodes
- Even barrel and buckets aren't as much of a threat as usual
- The startup of Naoto's 6P is longer than it looks so try not to parry too early
- As soon as you see Adachi cover his head, hit the parry button. It tracks anywhere on screen so you need to be ready to parry at all times.
- Elizabeth's 6P is slow like Naoto's so don't parry too early. However you can parry late and still go through it.
- If you parry late when she's in awakening, you'll need to parry it twice
- You can hit Wald out of 6P with 4A if you wait a bit after the parry
- Be careful. If you try to react to Carmine's 4P and miss the first hit, the second will hit you
- Carmine 6P needs two parries unless you time it perfectly
- It's really easy to hit Gord after the first hit of 5P
- You can also do two parries to mix it up
- Orie's 4P will always come out so parry it whenever you see it startup
- It's also a good idea to parry it to avoid air unblockables
- Unlike other multihitting assists, you can only parry Merkava's 5P once.
- Usually you only need to parry a projectile assist once
- Most projectile assists are either too fast to parry every hit or are just one hit, but Vatista's 6P is slow enough to parry every hit and completely negate it
- Usually this isn't too useful but it can be good for protecting your assist
- Normally you don't want to hit Vat 5P in the middle
- But Blitztank can armor through it
- Try not to get mixed up between Yang 5P and Yang 6P
- Parrying Yang's 6P too early will get you killed
- If you parry Blake's 6P, it'll immediately retract
- Yumi's 6P is also slow enough to parry every hit
- You can't hit Yumi in the middle of 5P so make sure to parry the last hit
- Unless you're Blitztank
- All of these examples are in the vacuum of training mode and reacting to assists in a real match is much harder when you have to deal with the point character too.
- Parrying an assist isn't a guarantee that you'll have the advantage.
- It's like activating resonance; you're invincible for a while, and you might avoid something, but the point character can set up a mixup while the invincibility wears off.
- That being said, varying up the timing of your attacks out of parry, which attack you do out of parry, how many times you parry, and even whether you attack or not can really keep your opponent guessing
- Thanks for reading
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