dont parry projectiles (sometimes, see description)
here's a helpful visual for the parrying projectiles thing i talked about earlier. because of how parrying works, parry animation is longer with higher shield stun projectiles, to the point where hard shielding buffer jump is 3 frames faster than parry buffer jump thread i was talking about before: hard shield - jump oos is 3 frames faster than parry regardless of projectile. falco laser: parry faf is 11 hard shield jump is frame 8 samus charge shot: parry faf is frame 25 hard shield jump is frame 22 hard shield jump frame measured by the first frame before jumpsquat. parry frame measured by the first frame after parry freeze. because universal jump squat is 3 frames, the first frame not stuck in jump squat is the same frame parry ends this means, if you want to do an aerial or jump after shielding a projectile it is 3 frames faster to hard shield the projectile and buffer a jump. if you want to keep moving, not take shield damage, or do a grounded attack after shielding a projectile it is better to parry.
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