Envoy of Chaos
Smash Ace
I didn't know that about Jr.'s dair that's interesting. I do like SC's system. Parrying in this game definitely needs some kind of adjustment. I hardly ever feel like it's worth the risk. If I'm at mid percentages and I shield an incoming Lucina Fair I don't want to risk mistiming the shield drop because I'll be knocked off stage in a bad position if I do while if I successfully parry the punish I'll get is very minimal due to the space between us still if I even get one at all. Atleast with power shielding you'd still block the attack if you didn't time it right. You may not be able to punish but at the very least attempting the technique wasn't a big risk.Bowser Jr. has had something like this since 4 on his dair that lets him cancel the landing hit sooner if it connects, and a chunk of Incineroar's moveset is programmed to have him act differently on hit or whiff/block, even if purely aesthetic.
Maybe parries need to be more like Guard Impacts from Soulcalibur where they cause an actual disruption to the opponent's offence. Like ground moves get clanked and air moves cause the attacker to flinch.
I recall their being something on the damage or knockback of the parried move determining how long your stuck in freeze when you've been parried before the game came out. Parrying would be a lot more rewarding if you could actually punish those bigger and safer buttons which also tend to be strong moves with an stronger and slower attack if parried successfully.
I thought I saw a Kurogane tweet about the mechanic when the game was leaked but thank you for clarifying. What I had in mind was say Ike Nair's your shield. Typically he's safe if he timed it right. If you dash back to avoid it if still timed it right he's going to be safe against slower opponents and usually only eat a small punish against faster ones, a punish well worth the risk of the reward he would had gotten off a landed Nair. If a few frames of lag were added to that Nair if the move doesn't connect with a hurtbox or shield. Moving around the move gives you the opportunity for a bigger punish and it makes Ike think twice before throwing out his safe large buttons so freely. This gives the defender a few more options to punish poor spacing and reckless buttons without harming the aggression too much since the reward for landing that Nair is still there and the shield pressure is still present because the increased lag only occurs if the move whiffs.You're sort of thinking of Rest. If Rest hits something, then Puff can cancel the waking up animation sooner than if she whiffs the move.
Although. I think this condition (which is different from what you're suggesting) would only work on moves with tons of endlag.
When I think more deeply about it, it sounds like it could backfire but I did want to mention it since it was on my mind.
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