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.

nararaka.com [beta]
independently run by 0b0100 and unaffiliated with 24 entertainment or netease.
    2024