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Dec 25th, 2019
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  1. Akatsuki and Blitztank can parry moves with their DP
  2.  
  3. If you parry from non-point-blank range or parry an assist
  4. you can negate it without activating the follow up attack
  5.  
  6. After a successful parry, you're invincible for a while
  7.  
  8. This lets you do things like
  9. Avoid air unblockables
  10. Avoid assist oki mixups
  11. And control space
  12.  
  13. It also lets you avoid active switch mixups
  14.  
  15. Most assists don't last very long
  16. The parry timing is the same for all of these
  17.  
  18. Other assists need some more finesse
  19.  
  20. Jin 6P needs two parries up close
  21. and one once it starts moving
  22. You can do a third parry for some extra invincibility at the end
  23. Be careful not to parry too early
  24.  
  25. Rachel 5P has 6 hits
  26. But it's much easier to parry one hit and let the invincibility deal with the rest
  27. Like Jin 6P you can also parry the last hit for more invincibility
  28. Just make sure you don't miss it
  29. Also make sure you don't attack before the assist stops
  30. However, you can use 214BC to trade with the assist on purpose to make it + on block
  31.  
  32. You need to parry this twice up close
  33. But just once at a distance
  34. Keep in mind that the later your parry hits the less invincibility you'll have
  35. If this happens, just parry again
  36.  
  37. Makoto 5P is pretty standard for multi hit assists
  38. but you can hit her right before the uppercut
  39. This can be good for getting out of cross combo pressure or catching your opponent off guard
  40.  
  41. Izayoi 6P activates after a parry so you'll need to parry it more than once to get out
  42.  
  43. Platinum's 4P is random but you can parry all three versions if you time the parry right after the startup recovers
  44. Her 6P is also random and harder to parry. You'll need to try and react to each one
  45. The rod will either be yellow for the bombs, blue for the missile, or platinum will do a windup for the ring
  46.  
  47. Es's 4P is big and slow. If you see it you can basically air dash in for free
  48.  
  49. Susanoo's 6P is basically a laser so react to the startup
  50.  
  51. Normally, you can't move while you parry which can make fireballs like this hard to hit
  52. However, if you parry while jumping or airdashing you'll move forward which can make it easier to time
  53.  
  54. 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
  55. Keep in mind that even if you parry a persona, they'll still block fireballs
  56.  
  57. Unlike normal assists, persona assists won't have added hitstop when parried
  58. This means, even if the assist does multiple hits, you won't be able to parry multiple times
  59.  
  60. if you parry Teddie's 5P all 4 times, you can hit him from behind with 4A and jump cancel to stay safe
  61.  
  62. Don't forget that Teddie's 6P hits once as it flies and once when it explodes
  63.  
  64. Even barrel and buckets aren't as much of a threat as usual
  65.  
  66. The startup of Naoto's 6P is longer than it looks so try not to parry too early
  67.  
  68. 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.
  69.  
  70. Elizabeth's 6P is slow like Naoto's so don't parry too early. However you can parry late and still go through it.
  71. If you parry late when she's in awakening, you'll need to parry it twice
  72.  
  73. You can hit Wald out of 6P with 4A if you wait a bit after the parry
  74.  
  75. Be careful. If you try to react to Carmine's 4P and miss the first hit, the second will hit you
  76.  
  77. Carmine 6P needs two parries unless you time it perfectly
  78.  
  79. It's really easy to hit Gord after the first hit of 5P
  80. You can also do two parries to mix it up
  81.  
  82. Orie's 4P will always come out so parry it whenever you see it startup
  83. It's also a good idea to parry it to avoid air unblockables
  84.  
  85. Unlike other multihitting assists, you can only parry Merkava's 5P once.
  86.  
  87. Usually you only need to parry a projectile assist once
  88. 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
  89. Usually this isn't too useful but it can be good for protecting your assist
  90.  
  91. Normally you don't want to hit Vat 5P in the middle
  92. But Blitztank can armor through it
  93.  
  94. Try not to get mixed up between Yang 5P and Yang 6P
  95. Parrying Yang's 6P too early will get you killed
  96.  
  97. If you parry Blake's 6P, it'll immediately retract
  98.  
  99. Yumi's 6P is also slow enough to parry every hit
  100.  
  101. You can't hit Yumi in the middle of 5P so make sure to parry the last hit
  102. Unless you're Blitztank
  103.  
  104. 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.
  105. Parrying an assist isn't a guarantee that you'll have the advantage.
  106. 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.
  107. 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
  108. Thanks for reading
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