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Universal Frame 4 Parry#1086

NOTE: Rivals of Aether II’s in-game frame counter starts at 0. This nolt assumes frames start at 1.

WHAT:
The parry window for both melee and projectile parry should be adjusted to be 4-14, keeping it a 10 frame window.

WHY:

I don’t think there needs to be a different window between melee and projectile parries. I figure the reason for it is that “melee parries are more rewarding”, but the problem with that is both parries grant 74 frames of invincibility and parrying certain projectiles stun the opponent anyway, making parrying those projectiles just as rewarding as a melee parry, even with the more generous window.

I also feel that Melee Parry is unreliable, sure parry made more sense to be reliable when it was the only defense in Rivals 1, but some characters have moves that are obnoxious and unfortunately the parry is to unreliable to call out these obnoxious moves. I also think that if parrying Melee Attacks was more reliable, people would bait it out more, which could be cool to see and play with.

4 is the number of frames of Jump Squat there are when Jumping from the ground.

Projectiles are a tad too easy to counter on reaction. I think adding 1 extra frame to its startup will help characters like Galvan who’s Neutral Special can be easily parried on reaction, without removing the ability to still parry the move on reaction. It will just take better timing to do so.

Additionally, it’s strange that the blue glow that shows the player’s parry is active only appears on Frame 6. This is because the Melee Parry window is 6-13, while the Projectile Parry window is 3-13. This means that the Projectile Parry window starts before the glow shows up.

a month ago

This will make floorhug parry to work on all jab1 > jab2 strings, making it obnoxiously good. Also, frame 1 perfect shield exists

a month ago
1

honestly, i never understood why we need easier parries for projectiles? you can already destroy them with any hitbox, which is crazy good. And while i am usually always for nerfing projectiles, because strong projectiles often lead to campy play, i think in this game we would need them. the reason why the disjoint chars feel super opressive in mid level play is because you cannot pressure them with projectiles, like in smash. And i think for top level play stronger projectiles wouldn’t really make a difference.

a month ago
1

I personally have always wanted a frame 4 parry so that it’s a better call out tool for predictable play both on reaction and pre-emptively, personally I would make parry active for 8 frames just to narrow down the window and make hitting a parry a little more stricter given the reward, bump up the recovery of the move and make a whiffed parry lock you out of being able floorhug much like grab.

I figure parry should be a high risk high reward option, so while buffing its start up would make it more potent I believe whiffing it should be equally more devastating.

Other than that, yeah I agree with the take; it’d make you more mindful during flug trades as well i’d say since carelessly just trying to bulldoze would get you parried, but if we take my suggestion as well, getting read off of carelessly mashing parry during a flug trade would guarantee a pretty hard punish

a month ago
2