nararakapedia/mechanics/parries
parries are extremely impactful mechanic and component of naraka's combat system.
successful parries deflect focus attack(s), disarms attacker(s) & can initiate powerful counterstrikes (combos).
unsuccessful parries are easily punished.
a parry can be broken into a few parts:
- input (startup)
- parry (active)
- deflection
- counterstrike
inputs
the input for a parry affects its startup.
there are three primary inputs for parries:
- composite parry
- crouch parry
- jump parry
- scissor parry
- quick parr
- dodge parry
for each of these inputs we'll consider:
- how fast (startup)
- when it works
- special properties
composite parry
the composite parry is the standard method.
input --------- horizontal + vertical
startup ------- ~ 25 frames
buffer -------- can be buffered
scissor parry
scissor parry only works before the first stage (ding) of the focus attack.
input -------- horizontal <-> vertical startup ------ ~ 13 frames
learn the latest timing of this parry.
after this parry window, a cancel -> parry is required.
crouch parry
crouch parry works anytime your feet are on the ground.
input -------- crouch + composite
startup ------ ~ 30 frames
there a faster version of the crouch parry, it has same startup as composite parry.
startup ------ ~ 25 frames
jump parry
jump parry works anytime, including while airborne.
input -------- jump + composite
startup ------ ~ 30 frames
special ------ <= 6 meter magnet
can parry out of range focus attacks.
if unsuccessful, you can be vulnerable to more punishments due to being airborne.
quick parry
works anytime executes the quickest parry in most sitiuations & is easy to use.
when .... quick parry will:
charging focus (st.1) ----- scissor parry
feet on the ground -------- crouch parry
airborne ------------------ jump parry
quick parry can be used instead while doing jump or crouch parries manually.
quick parries have continuously improved since naraka has released, especially since the console release. it may continue to change. will report on these updates if they happen.
dodge parry
dodge parries have an invincibility period and position change before the parry. quick & composite have the same vulnerable gap between the dodge and parry (startup).
(hold) dodge parry
dodge startup --------- ~ 15 frames
distance -------------- 2 meters
parry startup --------- < 10 frames
(tap) dodge parry
dodge startup --------- ~ 15 frames distance -------------- 5 meters parry startup --------- ~ 25 frames
wake up parry
a wake up parry is faster with quick parry.
quick parry startup --------- ~ 25 frames
composite parry startup ----- ~ 30 frames
ability - parry
after using an ability. quick parry can be more reliable & matches speed of composite.
after an ability, quick parry matches the speed of a composite parry.
there is a lot of variance with recovery periods for different hero's abilities.
quick parry was more consistent buffered during an ability.
parry (actives)
during active frames, focus attacks that hit the front of you get parried.
duration ---------- ~ 34 frames
during this state:
- character has red glow.
- frontal blue focus attack get parried.
- all other attacks work against you.
note: character direction matters !
recovery / failure
if parry was unsuccessful, there is a short recovery period before your next action.
duration ---- ~ 29 frames
back to back parries have the same delay with both composite and quick parry.
can grapple in active & recovery frames.
deflection
when a parry is successful, you gain a gold focus state temporarily.
during this state:
- blue focus attacks will still be parried.
- able to initiate counter strike.
counterstikes
input ---------- horizontal attack
damage --------- 600 ~ 640 (common rarity)
the first hit is guaranteed, but abilities can be used to avoid the second hit.
nunchucks & greatsword have one strike. weapon with "sap" souljade has one strike.
combos can be started off counters as well.
weapon differences
weapons share the same timings for parries.
exceptions & notes:
dagger
- has a special dash which allows parries during active frames.
- occasionally ~ 2 frames quicker parry than other weapons.
nunchucks
- composite parry is ~ 2 frames slower than other weapons.
latency & parries
can adapt by modifying parry timing & using the quickest parry option available.
desyncronization with parries is common.
when a parry is shown on your screen and a blue focus attack isn't parried.
delay between you, server & your opponent.
the longer the cumulative delay, the more likely you will have this happen.
latency is an interesting topic, might be covered in the future.