What it is
Parry deflects an incoming attack and puts the opponent into a stagger or face-down state for a guaranteed follow-up. Low Parry is the universal version: press df while the opponent’s low attack is about to land. Character-specific parries (Asuka, Jun, Leroy, Lidia, Bryan, etc.) parry mid or high attacks via dedicated inputs. Parry is the high-risk, high-reward defensive option — when it lands, you get a launcher; when it whiffs, you eat the full attack with no defensive option remaining.
Inputs
| Parry type | Input | Notes |
|---|---|---|
| Universal Low Parry | tap df during standing block | Works on any low attack |
| Asuka Mid Parry | b+1+3 or b+2+4 | Parries mid/high attacks |
| Jun Mid Parry | b+1+3 or b+2+4 | Same flavor as Asuka |
| Leroy Hermit Parry | b+1+3 (stance entry) | Hermit Stance has multiple parry options |
| Lidia Parry Stance | character-specific stance entry | Strong but reads required |
| Bryan Sway Parry | back-sway 4 | Parries one mid/high after backsway |
Frame data summary
- Low Parry window: ~6f around the moment the low connects. Practice timing with CPU-set-to-low in training mode.
- Low Parry punish: ~25f guaranteed window. Use your fastest launcher.
- Mid/High Parry: typically a stance entry with armor or parry frames active 5–15f after input. Whiff = wide open.
- Damage off parry: ~50–70 depending on follow-up combo. Low parries do less raw damage but reset to a great oki position.
Source: wavu.wiki Parry.
When to use it
- Vs known low spam. Bryan’s
db+3, Dragunov’sdb+4, Eddy’s low strings — once you see a pattern, low parry breaks it. - Vs character pressure with mid armor. Asuka/Jun mains can b+1+3 vs Jin’s
df+1+2Heat Engager for a free launch. - At the wall. Low parry into wall splat = full wall combo. Devastating round-ender.
- As a hard read. Don’t parry every low — only the ones the opponent throws at predictable rhythms.
Counterplay
If you’re the attacker facing a parry-heavy defender:
- Mix highs into low strings — high attacks can’t be low-parried.
- Use throws — throws aren’t parry-able by low parry.
- Delay your low. Mistime the parry, and they whiff into your full launcher.
- Vs Asuka/Jun: avoid mids when they back-sway — their parry windows are active immediately.
Common mistakes
- Parrying highs with low parry. Low parry only catches lows. Standing block beats highs/mids for free.
- Parrying on prediction. Every whiffed parry = full launch eaten. Use parry as confirmation, not guess.
- Not following up. ~25f window is enough for a launcher; if you delay, the opponent recovers and you got 0 damage off your read.
- Wakeup parry. Most wakeup parries get throw-broken by smart opponents. Don’t lean on parry as a wakeup default.
Patch history
- 3.00.00: Low parry punish window standardized to ~25f (was variable per character launcher speed).
- 2.05: Asuka/Jun mid parry recovery increased by 4f to make whiff punishable.
- 2.00 (Season 2): Several characters gained or lost parry frames (Leroy +2f parry window, Bryan -2f sway parry).