Mid-Combo Parries
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posted07/10/2007 10:07 PM (UTC)by
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ChaosTheory
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PS2 Tag - "KONCHAOS"

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10/03/2006 07:57 AM (UTC)
This is at MKAC, also.





Parries are not part of my game. They're almost on the level of jumpkicks. Meaning that I can't seem to jumpkick or parry effectively although my opponents seem to be able to jumpkick or parry the hell out of me. I'm talking about guys that seem to have fucking instant-parry abilities. And it's with a bunch of characters. I've had people that I can't counter with Noob and Drahmin for God's sake. But I can't seem to get these parries out. Scorpion's F+1 is one of the safest moves in the game, correct? Well I've played guys online who will instant-parry after a missed F+1. Then in the same series, I'll try it with Scorpion; but I just can't seem to get it out online..... Fuck.

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Anyway, now that I'm done with that rant. It seems to me that the only way I can implement parries consistently into my game is to learn mid-combo parries. I've heard a few people talk about high-level players parrying (insert specific combo) on several occasions. So this is what I'm wondering about this.....

- Are mid-combo parries limited to a very few number of particular combos?

- Is there a general rule with these? For example: Do you parry on the last hit? Or do you parry on the CS hit? Anything like that?

- Finally, what are some common or useful combos you can parry midway through (and when)? Strong characters, spammable combos, etc.. Anything.


I'm thinking this could be some good discussion, so if you can chime in; please do.
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eazytobeat
07/10/2007 06:03 AM (UTC)
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they can be done on any combo, at any point (that doesn't include low hits obviously). of course the slower the hits of the combo, the easier it is to be parried.


example:

jarek/ermac in weapon stance (1,3,4,4,4)

the timing would look something look like this if i can make myself understandable (the dots represent the timing in between [more dots=more time]):

1........2........4...4...4
.....^^^^^^^^......^^^^
.......easy........hard

in other words, the 2nd hit and the 3rd hit are pretty easy to parry because there's enough space in between to allow for your reaction time.

but on the last 2 hits, timing has to be tighter because you've got less time in between each hit- however, because it's later in the combo, it's easier to anticipate and time, but then again tongue most of the time higher level players will not finish blocked combos so it turns into a mind game.

other examples...(few, 'cause there's several per character)

scorpion hapkido (2,3,U+4) letter 'h' represents the hit

h..h.h....h (last hit is easiest to parry)

sub shotokan (1,1,3,2)

h.h..h....h (3rd hit is ok, last hit is very easy- but again, most won't finish the blocked combo)

Jax muay thai (1,1,2,2)

h....h....h....h you be the judge tongue

etc etc etc

there's a TON
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MEsoFLY
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Thanks to MEsoFLY, MKC is now closed until further notice.

07/10/2007 07:29 AM (UTC)
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I'm learning them slowly too
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G_gamer07
07/10/2007 07:35 AM (UTC)
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You must be thinking of parry interruptions and parry cancels. Like Eazy said, there's a SHIT load of combos that you can parry in between.

Here's a small list:

Kung Lao ~ 1,1,3,L1 in Shaolin Fist ~ parry right after 3

Ermac/Jarek ~ 1,3,4,4,4 in weapon ~ parry right after 3

Sindel/Shinnok ~ 4,4,1 in weapon ~ parry right after first or second 4

Tanya ~ 3,2 in Yue Chuan ~ parry right after 3 / b+2,b+1 in weapon ~ parry right after b+2 / 1,1 in weapon ~ parry right after first 1

Mileena ~ 4,1 in Mian Chuan ~ parry right after 4

Li Mei/Sareena ~ b+3 in weapon ~ this one's a little hard to do. Notice how their b+3 has 3 hits total. Wait for the first two slashes then parry right after the second slash. Same thing applies to Sonya with her b+3 in Kali Sticks.

Scorpion ~ 3,u+4 ~ parry right after 3

Raiden ~ 2,1,1,b+2 ~ parry right after the second 1

Ashrah/Kobra ~ 3,4,2,2 in weapon ~ parry right after 4

The list goes on. Just spar with someone and find out more P.I.'s.

*NAKM*
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ARCADE
07/10/2007 08:03 AM (UTC)
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Yeah, Nakm summed it up perfectly.

Good shit.
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redsaleen02
07/10/2007 10:54 AM (UTC)
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in reality every combo can be parried mid combo after the first hit. connection will play a factor, but when we do the guides me and check test the mid parrys for that characters dials, and so far he has been able to mid parry every dial after the first hit. now this is done when u now what dial is comming, in a real match it would be alot harder, but any hit that is not a low is parryable after the first hit.
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ChaosTheory
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PS2 Tag - "KONCHAOS"

07/10/2007 06:01 PM (UTC)
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Thanks Eazy and NAKM. That's what I'm looking for.


@Red. I figured connections plays a role. But do you know how much? I mean, is it gonna take 5 matches with each different player before I know how to time it? Or should I just time it the same, and some people will work and some won't?
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mkflegend
07/10/2007 08:09 PM (UTC)
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For some others I know of a few more to add to the lists.

Fujin you can parry in between his 2nd and 3rd his in his Liu He 4 hit combo

1, 1, 3, 3

You can parry after the second 1 so like 1, 1, (parry) 3, 3

You can also do this with his weapon combos which is 2, 2, 3, 3 you can parry after the second 2 in this combo 2, 2...(parry) 3, 3

I believe you can also parry in between his switch style combo 1, 1, 3, L after the 3 in this combo I've been parried before the sword comes out.

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redsaleen02
07/10/2007 10:07 PM (UTC)
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depends what combo.

ermacs 13444 is parriable after 1, but its easier between 3 and 4.

same with scorp 23u4 ,, parry the u4.

lao 113cs parry the 3 and the cs


bo u can parry the 2nd hit of his f3.
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