Allan Paris
Well-Known Member
What would you say her best interrupters are?
Any of her jabs: P, 6P, 4P, 2P. Something you don't want to do is put 7K on the scree to stop stuff, personally I have always found that scrubby, it's a dumb move to just throw out which is how most players use it. Appling it in between strings is a better use of the move, but I am pretty sure NO ONE does that with her. Simply because you have to know what strings have a big enough interval in between the moves for you to use it. That means doing frame data homework or a shitload of trial-and-error against all of the characters and their strings.
Edit: Also whats a good strategy against characters with parries? Should I play a bit more conservative and mix more throws into my offense in order to discourage use of them? What I've been doing is taking note of when they tend to parry, which is usually at small disadvantage, and respond with either a strike or a throw lol. That's a bit too risky for me though and I don't like getting the feeling that I have to guess every time I want to start an offense.
Welcome to DOA. This shit here what you have typed irritates the living fuck out of me with this game. There isn't a consistent way of punishing this bullshit-ass tactic. You are doing exactly what the game is designed to do, guess and keep guessing. So Keep doing what you are doing against characters who attack/parry out of slight disadvantage. Just don't lose the pattern in what they do. The only way of stopping it is finding out if the move leaves them at -6, then you can apply a neutral throw and force them to break it or take the damage. You'll cut out the guessing game of attack/parry. Anything less than -6 you are forced to play that mind game of attack/parry.