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Tanya Buff & Parry Details

UghGetOuttaHere

Number Cruncher. Jack of All Trades.
Post Status: Being Cleaned Up

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Seeking Guidance:
Duration: 67 frames frames (87 for full hold).
Buff Duration =12 seconds. The timer starts after 1 charge and does not refresh upon getting another.
-The circle behind Tanya indicates her buffed state. It does not have an indication for Double Stacked buff.
Uses: Gaining charges, contributing to mental stack

Ex Seeking Guidance:
This move shaves 5 frames off of startup and 5 off of recovery. In addition, the window to double charge reduces to 1 frame instead of 20.
Same: Buff Duration, Buff Benefits
Unheld: 57 frames
Full Hold: 58 frames
Uses: Instant Double Charge, safer cancel option.

Safe SG/ExSG cancels on block [unheld]
-S4 (-6)/Ex(-1)
-S3 (-9)/Ex(-4) with all the range this move has -9 is very negligible if not used point blank.
-F211 isnt safe but ExSG leaves you -10 making it your safest mid option to activate buff on block.

Buff Benefits:
-Grants access to Teleport. Using the teleport consumes the buff.
-Increased distance forward from dash-canceled normals. Increased distance will work at any point of the dash This benefit can be used off of backdash as well for a whiff and punish situation. There is a distinct chime that plays and a distinct orange aura around Tanya when this is used.

Certain moves cover more distance off the dash than others.
No benefit:
D1, d2, d3, d4
Half step:
B2, b4, 2, 1
Full Length:
F2, F4, 4, 3, B3


Umgadi Evade (Teleport):
The normal version is a standard upwards arching teleport that Tanya can act out of on the way down.
-Despite briefly disappearing, this move has no invulnerability of any kind.
-S3 converts into teleport j1 at any distance on hit. There is an element of timing in landing j1 after the teleport.
Hint: Wait for the opponent to do a full 360 before pressing j1.
Uses: Evasion, Trickery, Confirms

Ex Umgadi Evade:
-Has a 13 frame hitbox on the way up turning this move into a launcher.
-The move also has ALOT of blockstun & leaves the opponent unable to do anything (including upblock) before Tanya reaches the ground.
-No need to ever do this but if Tanya doesn't do a move out of the Ex Teleport on block. she is left at -8 when she lands.
-F211 ExTeleport j3 air splitkick is a 10hit block string that does 9.7% of chip with no practical gap.
Note
Uses: Chip, Anti-Air, Pressure, Confirms

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Divine Protection:
-The parry starts on frame 6 and can be held for around 5 seconds.
-It can parry 1 high/mid physical attack.
Successful parries grant Tanya 1 buff stack and access to parry push/teleport. Using push or teleport consumes the charge Tanya would otherwise earn.
-The parry can be canceled off ANY normal fast enough to beat any parryable move.
Uses: Stuff Wake-Ups, Demand Respect, Earn Buff Stacks.

ExDivine Protection:
Same: Start up, 8 frame freeze, same buff benefits
-Can parry & perfect parry projectiles.
-Grants access to enhanced push & enhanced teleport on successful parry.
-The parry animation takes longer to complete, granting Tanya a larger buffer window & more time to react properly.
Uses: Parrying projectiles.

Perfect Parry:
-If a successful parry lands on frame 1 of activation a perfect parry will occur indicated by a more exaggerated parry animation.
-Perfect Parry grants two charges of Buff
-Perfect parry grants the same buffer window and extended react time as Ex parry.
-Perfect Parrying while while buffed grants Tanya a Double Stacked buff and refreshes the 12 second duration. So theoretically you can keep the buff permanently if you manage a Perfect Parry within each 12 second interval.
-Double Stack grants 2 uses of teleport within 12 seconds

Parry Push:
-I couldn't think of a proper test, but I think push start up is in-between 10-12 frames. Thus, making the move 2-4 frame start up after the freeze. Regular version has armor which is completely serviceable in most cases. Itll beat Sindels F1 and Tanyas F2(1,1). It only really loses if kamos get involved.
Ex Push gives 4% more damage and invincibility which will ensure she wins in any scenario.

Calculating Parry Frame Data:
-On ANY successful parry the opponent freezes for 8 frames while Tanya retracts from the stance and becomes actionable after the freeze is over. Punishing out of parry can be rather tight and mashing can lead to a delay in the attack. So keep in mind that theres a timing element. Hint: Use the hands for a visual tell.
-Parry'd attacks frame data acts as if the move has been whiffed and thus no block frame data is present. Note: Moves can still be 2in1 canceled out of even if they are parried.
The game instead will calculate the whiff recovery after the 8 freeze frames are up. Thats why something like Tanyas S4[+2ob/27recov] is more punishable on parry than F2[-5ob/24 recov].
You can test a moves parry'd frame data by taking the listed whiff recovery and subtracting 8 frames from it.
Example: Tanya F2 has "24" frames of recovery -8 freeze frames. F2 is -16 on parry. S4 is -21 on parry.

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Incorporating Buff & Parry:
-Due to the fact that Parry works as a cancel off every move and guarantees a reward on successful parry (99% of the time).... Parry can be used to demand respect meterlessly.
-Once respect is established you can start sneaking in random charges of SG. Mixing these with staggers and kameo will also contribute to mental stack.
-Ex Parry can launch alot of things, whether it be the standard parry or the Ex teleport out of it. Use the extra frames to determine the best bang for your buck.
--Parry push can beat just about anything, but regular parry into block is 1000% safe.
-Get comfortable making use of the buff because you will have it alot more.