Teresa on Jam's Parry (not good news)


https://twitter.com/darkjamojisan/status/643441372985364480
I tested out a few things to do with parry, so I'm writing it here. Parry cannot be cancelled into normals, specials, jump or burst. Of course when successful it cannot be cancelled into a forward walk, but it seems that it can be cancelled into block or another parry.

https://twitter.com/darkjamojisan/status/643442548686483456
The problems are the secondary P and K followups to the P followup. If Parry~P~P is blocked, the opponent will get a counter hit. Parry~P~K is only slightly minus on block. So this makes you want to use Parry~P~K, but its startup is slow and it can be easily mashed out of, even with normals. Of course even if you stop at Parry~P, you're at a disadvantage.

https://twitter.com/darkjamojisan/status/643443804293365760
It is probably likely that fast startup invulnerable moves are a guaranteed punish after blocking Parry~P. Also, if you parry them while they are in an airdash and right above you, the opponent drops behind you and Parry~P does not auto correct, so there are situations where you cannot hit the opponent or force them to block Parry~P.

https://twitter.com/darkjamojisan/status/643445869925171200
The active frames of parry are very short, and this, combined with the fact that a lot of the time, the opponent can land after their aerial is parried and you are put in a disadvantageous situation, makes parry useless as an anti-air. They're probably useful to put hard to escape pressure on the opponent, but as of right now, 6P, with it's new, slow startup, and 2HS, which is not dependable, aren't good enough as anti-airs.

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