Parries in Tekken are moves that catch opponent's attacks during the parry's active frames to give some sort of advantage without getting the attack's damage. On this page player using the parry is a defender, and the one who uses a regular attack is an offencer.
Most parries counter a specific range of types of moves, from all mids and highs, to right punches only. Knee, elbow, head, and weapon attacks cannot be generally parried, but there are exceptions. Throws cannot be parried.
Most parries are heavily whiff punishable.
Often characters with parries have the input for them on b+1+3, b+2+4, or both
Generic parry deflects opponent's attacking moves and gives a specific frame advantage, ranging from +6 well into +20 and more (not +20g, meaning you can combo off them).
Evading parry on connect grants frame advantage based on the whiff of the attacker's move, they can parry weapons, knees and elbows. The only characters with evading parries are Jin and Leroy
Follow up parry
Follow up parries have attacks that have to be inputted to come out that are only available out of successful parry. The only characters to have that are Leroy, Lee, and Lidia. Leroy's also is an evading parry
Power crush parry
Power crush parry is a power crush that will only hit the offencer if the offencer hit the defender. For being a power crush, the damage is still taken. The only characters with a power crush parry are Kazumi and Zafina. Both can sometimes be evaded under very specific circumstances. Devil Jin also has a power crush attack that isn't technically a parry, but acts essentially like one.
A reversal is a parry that can be broken by the attacker. Breaking such a parry is called a chicken because that's what the announcer says when it happens.
To chicken a reversal, the attacker has to press f+1+3 if the caught attack is a left limb, or f+2+4 if it's a right limb. Doing f+1+2+3+4 works for both cases. The chicken input has an 8[untested] frame window from when the limb is caught (i.e. after its active frames). A successful chicken deals 5[untested] damage to the defender and leaves the attacker at +?[untested].
A chicken can't be done on reaction and must be done preemptively. In most cases it's a safe option select to chicken with every attack, but this is difficult to do. Also, if the attack has a delayable string extension, the chicken input might overlap with that and get the extension when you don't want it. This is more likely an issue when doing f+1+2+3+4. For example, if Kazumi wants to chicken her df+1, if she does f+1+3 it's a clean option select, but f+1+2+3+4 would finish the string (df+1,2) if the df+1 isn't parried.
Most parries which transition to a throw on success are chickenable, but this isn't a hard rule. Below is a list of reversals:
Sabaki parry is an Attack move that also has parry frames during the startup frames. Sabaki can still be counterhit, either by hitting outside of parry frames or by hitting with a non-parriable by the sabaki move
A generic parry that works against lows, it's the only parry that is universal and can be activated by properly timing d/f input with the opponent's low. On success the offencer will be put in the airborne state, always allowing for a combo. Lei can also perform a low parry by holding F in Panther stance. Low weapon-hits can't be low parried like Noctis's d/b+2 and Yoshimitsu's FC D/F+2
Automatic low crush/parry
Some stances in the game by default will react to low attacks without any defender input necessary
- Anna Chaos Judgement - automatically performs low crushing hopkick
- Lei Crane - automatically performs low crushing hopkick
- Leroy Hermit - on success deals 15 damage, and gives +16 allowing a combo.
- Negan Intimidation - automatically performs low crushing mid kick, 3+4 transition also does that
- Yoshimitsu Flea - isn't technically, it just has a constant hitbox while not moving, creating a similar effect to automatic low crush/parry
Lei, Anna, and Negan automatic low crushes do not guarantee a hit.