Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
There are moves that DI isn’t great against and parry is preferable, like Honda headbutts
DI is much higher risk and obviously can be DI countered which means it’s not ideal against moves with fast recovery or ones that can be cancelled. With parry the worst thing that can happen to you is being throw
but does not work against deep cross ups because of the recovery time of parry.
With practice, you can expect perfect parrying divekicks.
Pretty sure you can absorb some Super with Parry.
And ofc... Parry Rush : you dash quickly and whatever attack will be sightly safer. If it hits, you can do a devastating combo for 1 OD bar.
That being said it can create bad habits.
You can also option select parry. People mention perfect parrying dive kicks. It's an option select. You block and then try to perfect parry. If you're wrong and late on the timing, the OS takes care of it and you just end up blocking. If you're wrong and late, nothing will come out and you'll block.
Another option select is, when plus, throw > parry (or AA button if you have more time. Some jumps are fast). This means if they neutral jump the throw, you will perfect parry their jump in and punish them anyways.
Avoiding left/rights like mentioned. Avoiding the drain on drive from extended strings
Also people mentioned fireballs. It's not just about stopping the drain on drive, but if you perfect parry a fireball you can drive rush from the perfect parry only and sometimes even punish the fireball. Either way you can space it to get in.
Edit: I was trying to think of some good examples to OS parry because there aren't many of the plus OB pressure moves in this game like axe kicks...
But Marisa's charged heavies. You can OS those by inputting a delayed parry. If she does a normal one you block, if she does a charged one, you perfect parry. This means either way she's either minus or punishable if you react to ONLY the charged heavy - which is completely doable.
So, if someone does wake up super, parry is better.