For the Psycho Crusher and Wave supers, GeekBoy is right, however the exact number I am not sure. I know that for certain, the Parry count on Psycho Crusher is slightly higher (I’m thinking 6-8).
This is not a thread to discuss the advantages/disadvantages of P Groove, but I will humor it just for the sake of it.
Half of the skill in P Groove is not being able to predict something coming like you are psychic. It comes from knowing both characters so well that you can set up a situation that you can predict the Parry, like setting up a situation to use a Command Counter.
As for Parrying jump-ins, it’s a no brainer to AA it if you have the chance. So what about someone like Rock or Terry on a cross-up? If you Parry correctly, free hit. If you don’t, you end up blocking anyway. It also gives the opportunity for mind games, because if you AA AND you’re Parrying jump-ins, they won’t know when they can empty jump and when they can’t.
Most simply, P Groove is a mind game Groove that requires execution and knowledge. It also happens to be best alternative method to stop non-command throw RC moves. If you can beat your opponent is just Small Jump, Delayed Get Up, and Dash as your Groove options (or even come close to them in match), when they have 5 or 6 options as advantages with the added benefit of Roll Cancelling, who is the better player?
And besides, when did anyone start playing CvS2 because it wasn’t fun? Not everything is about winning the next tourney guys.