Andrew: You just described DOA3 exactly. Well, aside from what the fighters look like.With parrying, it should connect at the moment of impact. If you had a three frame attack, the first two would be the windup with a connection at the third. Forward would be pressed at the second frame and stop the attack on the third. When an attack is parried, a brief opening is created, long enough for a jab but not enough for anything slow like a hadoken or shoryuken. When a combo is parried, forward must be pressed for every single hit of the combo based on the rhythm of the attack (combos follow three different timing methods, Supers follow the same timing methods but can change mid-attack to other timing). The main trick is to parry a combo until the best moment for retaliation occurs, usually when a combo has a wind down animation or a pause. During that time the normal small space of opportunity grows by a fraction of a second, allowing the parrying fighter to perform almost anything they want.When in the animation of a light jab do you press the button? You only visibly see about 2 - 3 frames of the animation, which frame and at one point of the less than a second punch do you 'parry the attack' with? Even more so, does your opponent realistically react or do you simply get a jab in yourself and the battle resumes?



To this I highly question if you've even played DOA3. I usually see them at the rate of one every couple seconds, considering they negate almost every single combo in the game and require no timing to execute well.


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