It has been 4 years since the last Parry tutorial and seeing that a lot has changed, I decided to redo one for Tekken 8. I meant to have this done two days ago but I wanted to take my time to make sure I delivered with this.
And as you can tell from the start-up/active frames, some parry start-ups have been nerfed. Some gained an additional frame and b+1+3 is actually 1 frame faster. b+2+4 is no longer active for 10 frames against punches, but it makes sense that this was nerfed as it would've been super strong, especially with what Leo can do in this game.
This is a brief but informative video that covers all of Leo's parries (b+2+3, u/b+1, b+1+3 and b+2+4 tackling every bit of information I could find and putting it all together in a short video. Below is a detailed description on how I determined the start-up and active frames for each parry.
Start-up Frames:
As demonstrated in the video, if Leo is at -8, you can parry the fastest option from an opponent which is 10f with b+2+3 (which required at least 2 start-up frames). You can take chances with start-up frames . For example, you're at -9 and you only have 1 frame available. If the opponent goes for a 10f jab you will get hit if you use b+2+3. You can take risks but only if you believe your opponent will go for something slow if you're severely at minus frames on hit/block.
Active Frames:
So, how do we find how many active frames a parry has? You can do simple math to find out. If you're at -8 (+2 frames available) and your opponent goes for a 16f punch (+6), that's 8 frames total. Subtract 2 frames you need for b+2+3 start-up and you're left with 6 frames. Thus, this parry still works up to 6 frames on the condition that your opponent goes for a mid/high punch.
Chapters:
00:00 Introduction
00:18 ub+1 Parry
01:07 b+2+4 Parry
02:20 b+2+3 Parry
03:20 b+1+3 Parry
04:04 Ending (video suggestions)
Motion Backgrounds by: #AAvfx
Music:
Don Dellpiero "Three Million Light Years Away"
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