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Guide - Assassin Assassin Kitana Parry Guide

Altsa

So, I've been playing Assassin for quite a bit the past few weeks and it got me thinking what moves can Kitana parry. So I labbed for a few hours and here's what I found:

Kitana cannot parry:
-Any X-rays
-Any low attacks
-Any jump punches or kicks

Kitana can parry:
-Most high, mid and overhead attacks that make physical contact.

However there are many, many exceptions.

I have tested all special moves against Princess Parry and made a list of what moves can and cannot be parried. I've also listed few normals that cannot be parried. (If a move is a low, projectile or does not make physical contact it is not listed)

Cannot parry: Cryomancer Ice hammer
Can parry: Teleport, Air teleport
Can parry: Kenjutsu sword specials
Can parry: Arc kick, Leg grab
Cannot parry: Divekick, Military stance grab
Can parry: Dash Punch, Major Pain, all grabs
Can parry: Regular spin, all options after a teleport
Cannot parry: Ex spin, divekick
Can parry: Roll, Telekick, Ravenous pounce specials
Can parry: Tornado Strike, air Tornado Strike, Fist Flurry, Shirai Ryu Kan, Teleport, air Teleport, all whip normals, all laser sword normals, Lasher Whip Strike
Cannot parry: Spear Ryu, air Spear, Lasher Whip Assault
Can parry: Glow Kick, Getaway Flip, Nut Kracker, Brawler Bow Breaker
Cannot parry: The American Way, Brawler Take Down
Can parry: Forces Rush, Bionic Dash, Gauntlet Strike
Cannot parry: f4
Can parry: Bo Swat, Bo Swing
Cannot parry: Dive Kick, Cartwheel Drop, Lunge kick, Shaolin Up Kick
Can parry: Sun God Choke, Saw Blade, Overhead Sword Strike
Cannot parry: Sword Shake
Can parry: ground Teleport, Spectral Soul Charge, Spectral air normals
Cannot parry: air Teleport
Can parry: Reptilian Dash, Klaw Swipe, Klaw Bounce
Can parry: Shadow Kick, Assassin Strike
Cannot parry: Rising Fan, Throat Slice, Staff Grab, Square Boost
Can parry: Torr Charge, all Grabs
Cannot parry: Boulder Roll, Torr Up
Can parry: d3, f2, Ovipositor Charge
Can parry: Electric Fly, air Electric Fly, Electrocute, Rising Thunder, Thunder God Lightning normals
Cannot parry: Sky Drop, air Sky Drop, Warlock f3, Portal Grab
Can parry: Dragons Roar, Windmill Punch
Cannot parry: Bicycle Kick, Flying Kick
Can parry: command grab, Swing Shot, Tarkatan Stab
Cannot parry: f4
Can parry: Rising Kick, Nut Breaker, Shadow Kick, Flipkick
Can parry: regular Kano Ball, up Ball, command grabs, Blade Strike
Cannot parry: EX Kano Ball, Air Ball
Can parry: Charging Shoulder
Cannot parry: s3
Can parry: Punchwalk, command grabs, Chest Lunge, Fang Spin
Cannot parry: EX Punchwalk(glitch), Stomp
Can parry: Krystal Punch, Stone Punch, Lava Punch
Can parry: Smoke all Teleports, Cyrax regular Chest Saw, Sektor all Teleports
Cannot parry: Sektor air Cyber Charge, Cyber Sub-Zero f2, Dive kick
Can parry: all specials that make physical contact
Cannot parry: Jason in armor buff
Can parry: Scimitar Stab, Dread Slam
Cannot parry: Yautja Strike
Can parry: Flip Kick, Tonfa Swipe
Cannot parry: Air Split kick, air Blade Dive, all options after staff stance, Swing Kick
Can parry: Tumble Kicks, Flying Kick, Spinning Kane, Kane Snag, Kane Snap, Kane Flurry, Belly Smash
Can parry: Psycho Kutter, Spinning Saw, all options after Berserker Stance, Gut Slice, Mallet Strike, Skull Smash, Blood Bath
Can parry: Low Krawl, Tarkatan Rush, Chop Chop, Blade Spin
Cannot parry: Tail Flip, Xeno Strike

If you feel like certain moves need to be added to the list or if you find a mistake, notify me and I edit this guide.
 

exflyingbooty

This dream has a sad ending
Kitana cannot parry any moves that leave the opponent in an airborne state such as her own throat slice for example.
 

FROST_

KH | DsV BLOODxGOD
Has anyone found the exact frame advantage of 21, ex sharpen? It's has be -5 at most and +\-0 at least
 

exflyingbooty

This dream has a sad ending
Thank you. I'm guessing D1 has a 1f gap and s1 has a 1f gap and s2 has a 2f gap so I guess 21, ex sharpen, s1, 21, ex fan, b2 is viable pressure?
d+3 jails, it's preferable to use that if you want to do that, d+1 ex fan is good but it's a waste of meter if you want to pressure your opponent b+1,4 is a lot stronger
 

YoloRoll1stHit

Publicly Educated
You didn't have to spend so much time working on it.
All you need to do is go to Sonya forums and copy paste from there. There is a guide for Covert Ops Parry
 

YoloRoll1stHit

Publicly Educated
Sonya's parry loses to throws tho kitana's doesn't
Which throw? It works on all normal throws and as far as I know, most command grabs as well (the only exception is Sun God command grab). In the lab Erron Black is my most used punching bag and in order to practice ex parry combo, or test normal parry hit advantage I set him to wake up/reversal command grab.
There's more information need to be added. For example:
Kitana's 7f parry can interrupt gap in Cassie's B124 but not gaps in these strings: Kung Lao's 44, Tanya's 3rd rekka when enhanced. However, Sonya's and Flamefist's 4f parries are able to interrupt those gaps