Couldn’t really find a thread that covered such a broad range as what I wanted to go for with this so here we go. This is basically to cover and talk about technical differences between parrying in 3S, CVS2, CFJ, Just Defense as it is in CVS2 as opposed to Garou MOTW, Guard Impacting as it will eventually be in SCIII and as it is in SC2, and basically the differences and similarities between these various techniques involving swatting away an opponent’s attacks and how learning the timing in one can improve timing in another and vice versa. The idea behind this spawned the other day when I was noticing the timing for super fireball parrying in CFJ for characters from SF3 and how it seemed to be remarkably similar in terms of timing to CVS2’s parrying as opposed to the game the characters originated from.
To sort of broaded perspective on this, anyone who’s seen jchensor’s Fun With CFE video at this point, note specifically the moment where Alex parries the initial hit of Demitri’s EX fireball, hops back, parries again, hops back, parries again. Would this indicate that the timing for this is so different from, say, Shin Akuma’s three hit fireball, that the two are different? I haven’t tried doing this in CVS2 yet but I imagine with the right groove this may be possible there too.
This also of course brings to mind the fact that in SF3 to parry Chun Li’s Houyoku Sen ( SA2 ) you have to parry the initial hit immediately before the flash. Given that in CVS2 it has a faster startup I’d like to eventually note the difference in timing; granted, to generalize, I believe that 3s is more lenient in terms of timing than CFE/J or CVS2 are as far as parrying because the exact hit frames seem more sparse than they are in 3s. For example, the other day I managed to parry all but the final two hits of Oro’s EX Yagyou Dama on a forward mash after having only seen it full-parried all of two times. I imagine sheer luck could explain most of it, but there just seems to be lenience towards the input to tech bonus. Same with Remy’s SA1: Although there is a distinct rhythm, something along the lines of 1,2, gap, 1,2, gap, 1,2,3, I’ve seen people parry it by simply mashing forward. Whereas I’ve never seen Chun-Li’s SA2 parried by luck…or Dudley’s Rolling Thunder for that matter. It may simply be chalked up to the SA’s themselves.
K-Groove as opposed to P-Groove seems to give distinct advantage in terms of the more relaxed nature of going into a natural block animation for the first hit of the move and then rhythmically canceling the remaining hits of whatever the character is Just Defending. It seems at times that even if the Just Defense is mistimed the character will only incur chip damage, at least in my experience ( the majority of the time. there have been other times where I don’t fare so well ). And I know that MotW and CVS2 are drastically different games, but after seeing Burningfist Just Defend Hotaru Futaba’s entire P-Power at the Otakon Garou finals I’m pretty sure that we’ll find some intrinsic similarities.
Speaking of similarities I’ve noticed a weird parallel between Sagat throwing a Tiger Cannon and watching the other person start to parry it only to walk up and land a Fierce and in 3s where Urien will throw a Temporal Thunder and wait for parrying to begin before launching an EX Chariot Rush. I’d love to have someone detail scenarios for the parry / just defense timing it would require to negate ALL of Urien and Sagat’s offenses in these situations.
Anyhoos, to start off, I was recently reading up on how certain supers will “stop time” ( like Chun SA2 ) and for how many frames they do so, and it’s interesting to note that in CVS2 the level of super launched increases the number of frames that the “time stop” effect will freeze for. It’d be interesting to note the hardest supers to predict parry timing for in relation to this fact.
This is all just food for thought, feel free to add your two cents. :tup: I’ll add more later, gotta go try some of that Ultimate Guard nonsense…oh yeah, and feel free to add stuff about parry differences in relation to hitbox and wakeup animation.