Parry: Difference between revisions

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Parries are [[move|moves]] in Tekken that catch opponent's attacks during it's active frames and give some sort of advantage without getting the attack's damage. Player using parry on this page is a defender, the one who uses a regular attack is an offencer.
Parries in Tekken are [[move|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 have a specific range of types of moves they catch, from all mids and highs, to right punches only. Knee, elbow and weapon attacks cannot be generally parried, but there are exceptions. Parries can often parry unblockables, and can never parry throws.
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 very whiff punishable.
Most parries are heavily whiff punishable.


Parries sometimes transition into stances, and sometimes those on success do not transition into the stance they are supposed to.
Often characters with parries have the input for them on b+1+3, b+2+4, or both


== Generic parry ==
==Parry Types==
Generic parry deflects opponent's attacking moves and give a specific amount of frame advantage, ranging from +6 well into +20 and more (not +20g, meaning you can combo off them)
=== Generic parry ===
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 ==
=== Evading parry ===
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
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 parry ===
Follow up parry have attacks that have to be inputted to come out, and 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
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 ===
Power crush parry is a power crush that will only hit offencer if the offencer hit defender. The damage will be dealt to the defender. The only characters with 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.
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.


== Reversal ==
=== Reversal ===
Reversal is a chickenable parry, it automatically deals damage to the offencer.
Reversal is a chickenable parry, it automatically deals damage to the offencer.
Chickening is "reversing the reversal" mechanic offencer can use. Chickening works by inputing forward and the generic throw input based on offencers original attack, although f+1+2+3+4 will work every time. Successful chicken deals 5 damage to the original defender
Chickening is "reversing the reversal" mechanic the offencer can use. Chickening works by inputing forward and the generic throw input based on offencers original attack, although f+1+2+3+4 will work every time either way. Successful chicken deals 5 damage to the original defender


Heihachi has a very special parry that does a guaranteed follow up on success, but isn't chickenable. Although it deals more damage to heihachi than it deals to the offencer, and actually most of the time more damage than the attack would deal.
Heihachi has a very special parry that does a guaranteed follow up on success, but isn't chickenable.  
Yoshimitsu also has Flash that acts like a parry, but is in fact an attacking move
Yoshimitsu also has the move called Flash that acts like a parry, but is in fact an attacking move


== Sabaki ==
=== Sabaki ===
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
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


== Low parry ==
=== Low parry ===
A generic parry that works against lows, it's the only parry that is universal on the cast and can be activated by properly timing d/f input with the opponent's low. On success offencer will be put in the airborne state, always allowing for a combo. Lei can also perform a low parry by holding F in [[Lei_stances#Panther|Panther stance]]. Low weapon-hits can't be low parried like Noctis's d/b+2 and Yoshimitsu's FC D/F+2
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 [[Lei_stances#Panther|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 ==
=== Automatic low crush/parry ===
Some stances in the game by default will react to low attacks without any defender input necessary
Some stances in the game by default will react to low attacks without any defender input necessary



Revision as of 15:52, 3 January 2022

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

Parry Types

Generic parry

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

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.

Reversal

Reversal is a chickenable parry, it automatically deals damage to the offencer. Chickening is "reversing the reversal" mechanic the offencer can use. Chickening works by inputing forward and the generic throw input based on offencers original attack, although f+1+2+3+4 will work every time either way. Successful chicken deals 5 damage to the original defender

Heihachi has a very special parry that does a guaranteed follow up on success, but isn't chickenable. Yoshimitsu also has the move called Flash that acts like a parry, but is in fact an attacking move

Sabaki

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

Low parry

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.