9:30 - strikes with <15 frames startup (15 frames is approximate value) are guaranteed because Parry stun is nearly 15 frames.
But pay attention that every next Parry ina row has shorter window and harder to succeed.
My copy-past:
PARRY:
Stamina cost: very small, constant cost (not depends on success, quantity in a row).
Depends on (Parry success depends on Denial window (wider = easier to parry), which depends on):
- SA: Defenseman has more Stamina than Attacker = easier to Parry him
- Every next successful Parry in a row has shorter Denial window = harder to Parry him (optimal to make max 2-3 Parries in a row)
- Health: no effect
- Health event: no effect
Parry window (6-15 frames):
- based on SA: with 0 SA = 6 frames, with mid SA = 10 frames
- based on numbers of MY successful Parries in a row: every next _successful_ MY Parry will have (approx. twice) shorter window and so harder to success (2-3 Parry in a row is maximum). Do not try to _successful_ Parry many times in a row.
Parry is available only in Stand up, NO Parries in Clinch, Ground.
Parry causes Stun to the opponent (not possible to do anything) = 15 frames. So, possible to Parry/Sway/Dash 15+ startup Strikes (but <15 frames Strikes are guaranteed: Jab, Straight, fast Hooks).
WRONG Parry level: DO NOT get increased Health & Stamina damage, than w/o Parrying – no difference
NO ANY PENALTIES (no effect) in Parrying after: after getting hit (no Parry unavailability). So, possible to Parry after receiving the hit and in the mid of opponent’s successful combo.
Parry’s advantage over Sway/Dodge: Parry stops incoming Strike (and stops strike series), Sway/Dodge does not > After successful Parry I can immediately launch my Counter strike in my CW; After successful Sway/Dodge I need to wait for opening between his strikes to launch my Counter strike and still in CW!
Sway/Dodge’s advantage over Parry: Sway/Dodge is a tool VS Mix-ups (high-low)!