The best I’ve been able to do is parry the first set of hits, after that I cannot get it down right. And I can’t even do that consistently. Can someone explain the timing you need for the very first hit of her super?
you have to anticipate the super and hit forward before the super flash animation comes out.
then count to 7, wait a sec, count to 7 again, jump and parry at the peak of the jump and continue.
Be careful with the 7th parry as it is slightly, and I mean very slightly delayed because you have to take into account the fact that one of the kicks whiffs against ken because he pushes himself back with the parries.
Thanks guys. Like I said I’ve been able to do the first part several times but not consistently, I knew you had to be doing it before the super started but I can’t get that timing down. I think I just need to practice more. Thanks again.
If you can parry Ryu’s super, it shouldn’t be too difficult. Just use that same timing but count to 7 instead. Most multi-hit attacks can be parried using the same rythm for parrying Ryu’s super.
I find it much easier to tap forward after the flash–when you tap before, you have to guess/predict when the super is going to come out. (Much harder in a real match!) Even if the parry works, it’s harder to get into the rhythm because the super freeze will screw with your timing.
Tapping forward after the flash has a tighter window, it’s more like a red parry, ~2 or 3 frames. You want to wait until after Chun-Li starts sliding towards you, and right when she’s on top of you and gonna kick you, tap forward. Takes a while to get the timing for that first parry, but at least you can react to the super freeze consistently instead of guessing, and go right into the parry rhythm.
If you wanna train your consistency regarding parry, record dummy doing Chun SA1: 21 parry in a row. (use savestate to quickly chain tries)
Then, record Chun SA2 with a hint before super start to make it easier to anticipate.
Then, work on the finishing combo, without all the parries.
Then, go back to trial.
Then, go out and spread the word: you did it!
Learning to parry before the flash was what Daigo did in the first place, both methods have use but the pre-flash method has more general application because it was just a simple option-parry that becomes second nature once you’ve played the game for a while.
This is a good discussion to have. There are pros and cons with each method. To the OP: you’ll probably find parrying before the flash to be easier at first. When you are attempting trial 10, you can see Chun crouching twice as she’s doing her super motion. In order to parry before the flash, you need to go from neutral to forward and then back to neutral RIGHT before the super flash. If you don’t do it just an instant before the flash, it won’t count as a parry, and if you do it a little too slow, the super flash will interrupt your parry input and it won’t count then either. Just practice it in training mode (faster than doing the trial over and over, and it’ll help you relax because you aren’t doing the trial). It’s not too tough once you see when you’re supposed to do it.
As someone wisely said already, parrying after the flash is very much possible and has the benefit of avoiding the challenging of “falling into rhythm” with your second, third, fourth parries. Chun SA2 isn’t too tough to parry after the flash, but it’s not the most lenient input in the world. This is in contrast with, for example, Ken SA3 which is parriable from point blank range after the flash but requires ridiculous speed/accuracy. I think it is a one frame situation with Ken’s, but Chun’s can be done consistently with practice. You can’t input anything as she’s starting to move toward you, so you have to leave the stick in neutral while she approaches, and then she pauses briefly in your grill, just before the super starts to hit, and it is in this little window when you tap forward. What makes both of these supers tough after the flash is that you have to go from neutral to forward and back to neutral in a small window. You basically have to wait before tapping forward longer than you would have to in order to parry most attacks because during the time when you could normally move to forward and still have it register as a parry, you can’t input anything due to the super animation.
The key to parrying long attacks like Chun SA2 is (in addition to practice and knowing the rhythm, of course) staying relaxed and yet still precise. If you get tense you’ll either go too fast or not let the stick return to neutral, in my experience.
It’s late and I hope this helped even if it was rambling. Parrying both before and after the flashes have their uses in actual games, but only some are worth practicing after the flash IMO (not shippu, not corkscrew blow if that’s even possible) because it’s just not very reliable.
For me the problem with parrying Chun’s SA2 isn’t about parrying the first hit, wheter byt guessing or by reaction, it’s that sometimes the damn super just randomly skips one or few hits when parrying so that my timing gets messed up and I eat the rest of the super. I don’t know is this character depended or what, but it’s hella anoying
I know that most characters have a straight up 8-8-1 parry that should always be the same timing, but the shotos have pushback when they parry forward and so unless you’re in the corner, it’s 7-7-1. Ive always assumed it’s the same timing each time with the shoto 7-7-1 situation, but it’s something I need to look into in part thanks to the info in this thread because knowing more exactly what’s going on could help.
That’s all the info I have at the present
I swear for shotos that after the third parry you have to wait a slight second longer before continuing the parry.
that might have something to do with how close you are to her, when you are parrying sa2
Thanks for all the tips guys.
Agree–in real match chip situations, I try to react to Chun SA2 after the flash. But for faster supers like Ken SA3, I’ll predict before the flash, or block the first hit and go for a red parry if I’ve got a pixel. Those supers are more like 1 frame timing if you try to parry after the freeze
So just went into the emulator and verified frame by frame:
0 frame startup supers (Dudley SA3, Remy SA2, …) are impossible to parry after the super flash.
1 frame startup supers (Ken SA3) can be parried after the flash with 1 frame window.
[*]2 frame startup supers (Chun SA2) can be parried after the flash with a 2 frame window.
- Frame data might list these as 1, 2, 3 frame startups depending on if they include the first active frame in the startup.
Chun also starts sliding during the super flash, so you get an extra visual cue of when to parry as opposed to other supers.