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- don’t require meter
- inputted by tapping forward or down for lows
- generally are able to act immediately after a successful parry
- you can parry mid air
- overall harder to input compared to SF6 but the reward is much higher. Some characters get way more off a successful parry than others
SF6 parries:
- tied to the drive gauge. When it runs out, you can’t parry
- inputted by tapping or holding MP+MK. They have recovery frames on whiff to compensate
- you’re in a punish counter state when parrying. Parries can now be baited out and punished with throws
- you can’t parry mid air
SF6 has two different versions of parry:
- normal parry doesn’t provide you with extra frame advantage but it lets you build/maintain drive meter and reduces pushback on moves (makes certain moves easier to punish).
- Perfect parries are frame perfect and more resemble 3S parries. They give you extra frame advantage and let you punish an attack immediately with extra damage scaling
I much prefer how SF6 handled parries. Parries defined 3S’s meta and far too many interactions were affected by it. On top of the imbalanced reward on parry punishes.
SF6’s parries are easier but they also carry way more risk to them. A normal parry has a lot of benefits but I appreciate it doesn’t punish the attacker for interacting. There can be adjustments made to perfect parries but at least it has heavy scaling to balance out how strong it is. They’re another factor to why meter conservation is what separates good and bad players. Plus, they actually balanced fireballs around parry this time around, so they don’t invalidate them like they did in 3S