Parry inconsistency solved?
SHIELD_Agent_10
Member Posts: 17 ★
So for a while now I’ve been trying to figure out why parry has been so inconsistent. Is the window being changed on us? Is it minor animation lag? No, the CPU is doing dash attacks after you finish a combo ending in a medium. Since dashes have longer animation it’s nearly impossible to parry at such a close distance.
I figured this out when I was fighting Rhino and he did an unblockable dash attack after I finished my combo, which should be impossible. So I recorded some video and it appears that when you end a combo on a medium it pushes the CPU a step further back than it should, giving it the ability to do a dash attack if it chooses. It doesn’t do that if you end on a light attack. The CPU also doesn’t always do a dash attack after you finish a combo with a medium, which is why you can sometimes still get the parry.
(Wish I could post the video but it’s only letting me post pictures)
I feel confident that this is the issue and if I’m right I believe this needs to be fixed. Parry is one of the core gameplay mechanics in the game. I know some endgame players and Kabam will say that you should do more intercepting because you can’t always rely on parry with nodes out there such as limber, stun immunity and invade, but that doesn’t excuse the fact that, as a core mechanic, parry needs to work consistently like it use to in the past.
I figured this out when I was fighting Rhino and he did an unblockable dash attack after I finished my combo, which should be impossible. So I recorded some video and it appears that when you end a combo on a medium it pushes the CPU a step further back than it should, giving it the ability to do a dash attack if it chooses. It doesn’t do that if you end on a light attack. The CPU also doesn’t always do a dash attack after you finish a combo with a medium, which is why you can sometimes still get the parry.
(Wish I could post the video but it’s only letting me post pictures)
I feel confident that this is the issue and if I’m right I believe this needs to be fixed. Parry is one of the core gameplay mechanics in the game. I know some endgame players and Kabam will say that you should do more intercepting because you can’t always rely on parry with nodes out there such as limber, stun immunity and invade, but that doesn’t excuse the fact that, as a core mechanic, parry needs to work consistently like it use to in the past.
10
Comments
Physically it makes sense, the Medium attack is a harder attack and therefore should create more distance between you and the opponent, similar to how a Heavy attack knocks down the opponent.
Also, parrying the Medium dash attack at that distance after your combo is not even close to impossible to parry, you just have to practice and get it down.
Medium attack and light attack animation timings are different, but if initiated from the same spot is not a problem and you can still parry both with the same timing. However, when you add in the splitsecond needed for the opponent to micro-dash and then follow that with a medium attack, the timing to parry is significantly different than parrying a light attack based on what I observed.
This then results in the problem where if you parry a medium attack after finishing a 5 hit combo, the block becomes "too early" because of that additional micro-dash timing causing the inconsistency everyone is talking about, which can be solved by reducing the distance the opponent is pushed back to after ending with a medium attack to match its light attack counterpart.
SL
X23
Hood
Sym supreme
GR
To name a few. I made a detailed video a few days ago. First time making one so I’m trying to figure out how to do a voiceover. Crappy microphone so it kept skipping and cutting out… Anyway, I digress ...
https://youtu.be/Ore3xrI_S_g
First of all it didn’t use to work that way. In the past, whether you finished with a light or a medium, the opponent would always be pushed back the same distance. I don’t remember it being said in any patch notes that this was changed.
You could also be fighting someone like Rhino or someone with the mighty charge node (both have abilities that activate with dash attacks) and not know what hit you until it was too late. Again to use my example of my fight with Rhino he went unblockable and hit me thanks to that tiny bit of extra space, which again use to be impossible when the opponent get knocked back the same distance. How am I suppose to react to that? Rhino was the shortest distance away possible from me to allow him to do a dash attack. By the time the unblockable call out pops up I’m already getting hit.
-hood
-sym Sup
-x23
-SL
-GR
-iceman
-WS
-drax
-Mordo
Ghost (this one really doesn’t matter. Nobody does combos with her 😉)
I believe there are more... I can’t remember
-Antman
-Drax
-Ghost
-Ghost Rider
-Guillotine
-Hood
-Iceman
-Mordo
-Psylocke
-Star Lord
-Symbiote Supreme
-Winter Soldier
-X-23
Honestly, my main motivation on updating this list has less to do with “complaining” and more to do with...
PSA: IF you are using THESE champs, and want consistency, don’t end with a medium...
But I do think it should be addressed and fixed
I would never use it in AQ, AW, EQ but it is fun in arena 😀