@@eebbaa5560 fuzzy means a lot of different things in the FGC. But i use it to mean doing one defensive option for a few frames, and then committing to another one. So in this case, the overhead is slower than the low so you commit to just holding low bloack, and then try to time the perfect parry for when the overhead would hit. So if he goes low, you block it and if he goes overhead you perfect parry. It's not perfect and doesn't work every time, but playing around stuff like this is really important at high level play. Fuzzy tech or delay tech is so strong because it will beat meaty or throw even if they are at the same timing, so you need to consider how to stop your opponent from using fuzzies to negate your mixup. The most common answer is to vary the timing of your mix even if it will open you up to a mash.
@@semantik95 thanks pretty good explanation. the term fuzzy always throws me off but i think i get it lol. one question though: do you have to guess between whether to use fuzzy parry and delay tech on defense? if they do meaty throw, doesn’t that mean fuzzy parry is risky? would delay tech be the safer option for less potential reward?
When you perfect parry a strike and get the slowdown, you have 6f of invincibility. Most 2 hit overheads have both strikes active within 6f, so you're usually invincible during the 2nd hit.
@@booce6969 really?! Didn't know that! Will definitely use that thanks. EDIT - just tested it. Do you mean on reaction, or after the PP? Guessing you mean on reaction, but even then if you do it too late you can get punished hard. Seems kind of risky...
@@booce6969 Sometimes, moves lose recovery when they connect :) Perhaps that's why. I know when I was testing random crouch MPs, eg. Lukes or Bisons, the recovery is 17 on whiff but 14 if it connects.
Perfect parrying a reactable move. Who'd a thunk it.
Crazy idea, isn't it?
To be fair, this is fuzzy parrying. Just as simple and still silly to name the technique after a player but still
@@semantik95what does fuzzy parrying mean
@@eebbaa5560 fuzzy means a lot of different things in the FGC. But i use it to mean doing one defensive option for a few frames, and then committing to another one. So in this case, the overhead is slower than the low so you commit to just holding low bloack, and then try to time the perfect parry for when the overhead would hit. So if he goes low, you block it and if he goes overhead you perfect parry.
It's not perfect and doesn't work every time, but playing around stuff like this is really important at high level play. Fuzzy tech or delay tech is so strong because it will beat meaty or throw even if they are at the same timing, so you need to consider how to stop your opponent from using fuzzies to negate your mixup. The most common answer is to vary the timing of your mix even if it will open you up to a mash.
@@semantik95 thanks pretty good explanation. the term fuzzy always throws me off but i think i get it lol. one question though: do you have to guess between whether to use fuzzy parry and delay tech on defense? if they do meaty throw, doesn’t that mean fuzzy parry is risky? would delay tech be the safer option for less potential reward?
Thanks for this one Saado!
Bison is getting it now
So many layers to this game
I used to say this for DBFZ when people would reflect superdash like if you can press 4S, you can also press 2H.
Just realized almost everyone in the roster has an universal overhead like in Street Fighter 3, Ken has I'm certain a few of em.
You can also instant back throw it I believe
Pretty much all of my opponents are great at back throwing my overheads on reaction. 😭
@@NAM_137maybe it's because you rely on it so they can afford to wait for it
Thanks!
just pp 4head??
A lot of those overheads are 2 hit moves but when they are PPed they turn into 1 hit moves?
Na, 2nd hit should always whiff, just adds more recovery which can often give even bigger punishes
When you perfect parry a strike and get the slowdown, you have 6f of invincibility.
Most 2 hit overheads have both strikes active within 6f, so you're usually invincible during the 2nd hit.
Damn good video sir
thank you!
you can actually DI Juri's overhead
@@booce6969 really?! Didn't know that! Will definitely use that thanks.
EDIT - just tested it. Do you mean on reaction, or after the PP? Guessing you mean on reaction, but even then if you do it too late you can get punished hard. Seems kind of risky...
@@saado99 I thought it had 26f of recovery, forgot to double check
@@booce6969 Sometimes, moves lose recovery when they connect :) Perhaps that's why. I know when I was testing random crouch MPs, eg. Lukes or Bisons, the recovery is 17 on whiff but 14 if it connects.
i've labbed this before and if the overhead hits meaty you can DI back, do medium dp into dr overhead and you'll see
@@saado99 Additional startup frames are added when DI tanks attacks.
Then you get grabbed 8 times in a row