Yea your right man, I have not played CSZ since SVB, as he is not getting all the problems he has fixed.There are a few mid/high moves I'm aware of that can't be parried -- Sonya's grounded leg grab, Sonya's arc kick, Noob's teleport grab and Raiden's electric fly. I'm sure there are more out there.
If it works the same way as Liu Kang's parry, then you can't parry any moves that have armor on them.Johnny's EX Shadow Kick goes through the parry, well at least on wakeup. In practice mode I set JC to do enhanced wakeup specials after landing 21 2+1 dash u4 med. bomb to find out ways to counter different types of moves on wakeups. Whenever JC did an ex shadow kick it would go straight through the parry. I tried doing the parry and its ex version before he would do the ex kick and on reaction to the ex kick. I was standing about a jumps distance away.
I'm not sure if this is 100% accurate but this is what happened to me.
Hm...you're probably right. I'll have to test this out more thoroughly once I get home.If it works the same way as Liu Kang's parry, then you can't parry any moves that have armor on them.
Mileena's ball roll I know is one I always have problems with. Constantly forget I can't parry that even though it hits mid.There are a few mid/high moves I'm aware of that can't be parried -- Sonya's grounded leg grab, Sonya's arc kick, Noob's teleport grab and Raiden's electric fly. I'm sure there are more out there.
The one I posted months ago? Funny, coming from a guy who rips on my "tech".hey great guide man!
heres a corner combo i use for cyber sub, 47% no meter, im sure you know about it
its j/p 21~ice ball j/p 21 1+2 n/p 4 34 33~slide
I'll be looking forward to your guide, know it will be awesome!! usedforglue and pigofthehut guide rocked me so hard that im really interested on playing the robot.The one I posted months ago? Funny, coming from a guy who rips on my "tech".
Anyway, nice work on the guide, but I do have to address a couple points:
- F2 isn't his fastest combo starter. F2 is 17 frames, which is even slower than his 2 or his 3. Cyber Sub's fastest combo string is off his normal 1, at 11 frames. I can still see some use in going into his F2 after a blocked 3 4, but I usually just mix in 1 1 to beat faster normals and hit confirm into 1 1 1 on block/1 1 freeze on hit.
- You also can't parry Nightwolf's hatchet or Sektor's telepunch with the parry, as they contact too low on the hitbox. That's ostensibly the only determining factor. I'm not sure which other contact specials can't be parried, though I know I'm missing a few. I'm still in the process of testing this for my own guide, so it's actually kind of funny that you, me and Pig all put out different guides at the same time.
- 3 3 2 can TECHNICALLY be punished by an elbow dash on block, I think. The elbow dash is either 5 or 6 frames, IIRC, and 3 3 2 is -6 on block. I've heard varying accounts on just how fast the dash is, but most sources say 5 frames.
Other than that, good job on the guide, I'm really eager to hear what the 47% one meter combo is (if it's 47% from a stand, it'll do more damage than my combo does).
uhhh dude.. im not hating on you? sort of irrelevant that you said you said you posted that combo a month earlier. Im sure someone else found that combo before also, so no need to think someone is stealing from you or taking credit for something that you might of discovered. I never said i came up with that combo either, i was just telling him it to put in his guide if he might of missed it. As far as 'ripping' on your tech i think itd be safe to say d4 into whatever special that isnt safe from sweep range isn't good/new tech. Don't take things personal on here. You have a lot of potential to be a great contributor to TYM(you are 90% of the time. Also great job on Mortal Monday) But you sometimes get a little hasty and like to spark up flames where there are dead leaves. All in all, don't try insulting me and go off topic. Next time you want to say that just PM me and we can sort it out from there.The one I posted months ago? Funny, coming from a guy who rips on my "tech".
Anyway, nice work on the guide, but I do have to address a couple points:
- F2 isn't his fastest combo starter. F2 is 17 frames, which is even slower than his 2 or his 3. Cyber Sub's fastest combo string is off his normal 1, at 11 frames. I can still see some use in going into his F2 after a blocked 3 4, but I usually just mix in 1 1 to beat faster normals and hit confirm into 1 1 1 on block/1 1 freeze on hit.
- You also can't parry Nightwolf's hatchet or Sektor's telepunch with the parry, as they contact too low on the hitbox. That's ostensibly the only determining factor. I'm not sure which other contact specials can't be parried, though I know I'm missing a few. I'm still in the process of testing this for my own guide, so it's actually kind of funny that you, me and Pig all put out different guides at the same time.
- 3 3 2 can TECHNICALLY be punished by an elbow dash on block, I think. The elbow dash is either 5 or 6 frames, IIRC, and 3 3 2 is -6 on block. I've heard varying accounts on just how fast the dash is, but most sources say 5 frames.
Other than that, good job on the guide, I'm really eager to hear what the 47% one meter combo is (if it's 47% from a stand, it'll do more damage than my combo does).
I don't need anyone's approval to make a character guide, least of all yours.Great work Glue, you and Pig should combine your powers to make an ultimate CSZ guide. (Altaire too if you'd clean up your attitude a little )
Tell 'em broI don't need anyone's approval to make a character guide, least of all yours.