The attack auto-parries the opponent’s move allowing the player’s Sabaki to continue as though it was never interrupted. These moves usually work against specific attacks or specific types of attacks only.
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If done and an attack is not parried, the Sabaki will usually run it’s course as a normal move or attack. Examples of a Sabaki are Sarah’s FL P+K and Bruce’s Irvin f,f+2 . Another move exclusive to his 1st tournament variation, “Blaze of Glory ,” acts as a low projectile but also parries low attacks during its startup animation.
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Zoning is a tactic in 2D fighters usually used at mid-range or far mid-range, the purpose of which is to control space and keep the opponent far away using projectile attacks or long reaching pokes. The idea is to space oneself so that they are in a position to respond to or punish Shooting Games any entry angle or attack of the opponent’s.
A trade occurs when two fighters trade hits with each other, both connecting their attacks at the same time and interrupting each other’s full attack animations. This can be due to pure coincidence or it may be sought after because it is advantageous to the player in question. Good trades and bad trades are determined by who receives more damage as consequence of the trade.
Usually used to refer to strings that aren’t combos. A term first used in Virtua Fighter series, a Sabaki is a move that automatically parries an attack during its animation. Sabakis are not invincible, but can absorb, counter, parry, or ignore other attacks.
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Ideally, the player can use certain pokes and attacks to beat the opponent’s attacks, punish their advances or jumps, and hopefully shut down their offensive options, while landing hits. In attempting to zone, it is important to know the properties of one’s own attacks as well as the attacks of the opponent, in order to find the best move to use in countering the opponent’s move. The ability to predict the opponent’s next move, and having good reflexes to react to that move, are also important.