Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The same was in Tekken 7, but people low parry more because in that one, a low parry would still give a full combo, now it's no longer a full combo.
They always were worse when compared to blocking a launch punishable move.
Even tho it gave full combo in Tekken 7, it was scaled damage, so you'd only get around 50 damage, give or take, while a full combo from the launch punish would give you around 80 damage on average.
So yea, it's always better to low block the big slow lows, unless it's Paul or King's snake edges, no clue why those two are -12 on block, so in the case of those, low parry is better.
If you had a choice you wanna low parry 75% of the lows coming your way.
Also you need some frames for it so on wakeup or such you might not have the option to low parry at all.
And the distance too. Low parry won't work if you are not relatively close to your opponent (in t7 was like this too) regardless of a flawless input sync with the low.
In short. Take your chances with low parry only if you're very close to your opponent, kinda like the distance you need to connect Kazuya's df,1, more or less.
If that input wasn't getting you clipped I'd low parry like crazy.
That low parry nerf imho is heavily overrated.
That being said T8 has issues with clipping even in KBD not to even mention LPs.