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Everything there is to know about Auto-Parrying (Example Sheet)
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Preliminary Notes
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Introduction / Overview:
This is a collection of examples that I created in order to help others visualise and understand the Parry and Auto-Parry processes. I've also made a write-up explaining how most of this works which can be found here:
Know that I am aware this is very redundant information, and so I would only recommend this to those who are simply curious as to how this mechanic works.
Write-Up
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Shield Lag vs Shield Stun:
Shield Lag occurs the moment the attack connects. This is visually represented by the amount of time you can't see your character through the shield.
Shield Stun occurs the moment the attack's hitstun is over. This is visually represented by the amount of time you are holding shield before able to drop it after Shield Lag.
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Freeze Frames:
There is a fixed number of extra freeze frames that are added to every parry window in addition to the existing freeze frames. The amount of extra freeze frames primarily depends if it's either a Melee Attack or Projectile.
Melee Attacks generate a base 8 additional freeze frames and Projectile Attacks generate 2 freeze frames.

In the case of Melee Attacks, they will generate 11 frames instead if there are 3 or more players. This means parrying in general is laggier when it's not 1v1, despite the reduced damage you deal.
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Extra Auto-Parry Frames:
Depending on how early you parry the initial hit, you will acquire up to 4 Extra Auto-Parry frames in all following auto-parry windows, although they can be spent. These frames overwrite intangibility frames.
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Auto-Parry Window Composition:
The Auto-Parry Window is comprised of the following animations and states:
- Freeze Animation (contains the Freeze and Parry Lag states).
- Transition Animation (contains the Parry Stun and Transition states).
The Auto-Parry Window's states are determined by the following:
- Freeze = Fixed amount based on the attack type and number of players. Possible values are 2 (Projectiles), 8 (1v1 Melee Attacks), and 11 (Melee Attacks with 3 or more players).
- Parry Lag = Equal to the attack's intended Shield Lag. Purely comprised of Auto-Parryable frames.
- Parry Stun = Equal to the attack's intended Shield Stun. 1/3rd of the Transition Animations duration and is comprised of Intangibility Frames and any Extra Auto-Parry frames.
- Transition = Equal to the attack's intended Shield Stun x2. The remainder of the Transition Animation that has no benefit other than being able to act.
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Cipher
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Properties
Actionable
Any action can be performed.
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#
First Actionable Frame
The first frame that allows any sort of inputtable action.
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Parryable
Only occurs during the initial Parry window after Shield Release (5 frames total).
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X
Parry Triggered
Simply labels the moment when you trigger a Parry or Auto-Parry.
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Parried
Marks the beginning of the next auto-parry window. This is the same frame in which the last parry occured on the previous row.
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Auto-Parryable
Any attack received will be parried automatically.
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Extra Auto-Parryable
You may acquire Extra Auto-Parry Frames depending on how early within the 5 frame window you manage to parry the initial attack.
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Extra Auto-Parryable Frame Lost
Indicates any Extra Auto-Parry Frames that have been passed over or used.
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Intangibility
Causes attacks to pass through you. Will include "A" if also actionable.
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Animations & States
Freeze Animation
The "animation" that plays out when the character is frozen in place. Contains both the Freeze and Lag States.
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Transition Animation
The animation that plays out when the character is transitioning back to the Idle Animation. Contains the Stun and Transition States.
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Idle Animation
Basic animation that plays when a character is standing still.
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Shield Release
Simply represents the duration of releasing shield.
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Freeze State
Contains the fixed amount of Auto-Parryable Freeze Frames acquired when you parry attacks.
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Lag State
Contains the Auto-Parryable Frames that have a length matching the attack's intended Shield Lag.
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Stun State
Contains the Intangibility Frames and any Extra Auto-Parry frames. The duration matches the attack's intended Shield Stun..
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Transition State
The state that provides no benefit other than being able to act, but you are still transitioning back to the Idle Animation. Length is the Stun State x2.
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Idle State
Denotes the end of the overall Parry sequence.
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Example 1:
Parry Frame 5
To start, let's take a look how this sequence works when parrying Link's F-Tilt on Frame 5. Link's F-Tilt causes 9 frames of Shield Lag and 12 frames of Shield Stun.
So, the entirety of the parry sequence will be comprised of 8 Freeze Frames, 9 Lag Frames, 12 Stun Frames, and 24 Transition Frames.
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Frame 5123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960
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Properties
Parryable
X
Auto-Parryable
Intangible
Actionable
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State / Animation
Shield Release
Freeze State (8 Frames)
Lag State (9 Frames)
Stun State (12 Frames)
Transition State (24 Frames)
Idle State
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Notes
You will be frozen until frame 21 and you won't be able to act until frame 34. At frame 58, assuming you don't touch anything, you will return to the Idle Animation.
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Example 2:
Parry Frame 3 and 1
Here we apply the same sequence using Link's F-Tilt, but parry at different times within the initial 5 frame window. In this case, frames 3 and 1.
Some of the Intangibility Frames will be converted into (Extra) Auto-Parry Frames depending on how late / early you parry.
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Frame 3123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960
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PropertiesX
Auto-Parryable
Extra
Intangible
Actionable
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State / Animation
Freeze State (8 Frames)
Lag State (9 Frames)
Stun State (12 Frames)
Transition State (24 Frames)
Idle State
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Notes
Parrying on the 3rd frame converts 2 would-be intangibility frames into extra auto-parry frames.
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Frame 1123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960
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PropertiesX
Auto-Parryable
Extra
Intangible
Actionable
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State / Animation
Freeze State (8 Frames)
Lag State (9 Frames)
Stun State (12 Frames)
Transition State (24 Frames)
Idle State
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Notes
Parrying on the 1st frame converts 4 would-be intangibility frames into extra auto-parry frames.
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Example 3:
Auto Parry
Let's bump it up to 2 Links, and have them use F-Tilt at different times, but quick enough that the 2nd hit will trigger an Auto-Parry. First hit will be on frame 2, and the 2nd will be frame 16.
Since this no longer a 1v1 match, the Freeze duration becomes 11 instead of 8. After the Auto-Parry, we will continue on a new row.
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F-Tilt #1123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960
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PropertiesX
Auto-Parryable
X
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State / Animation
Freeze (11 Frames)
Lag (9 Frames)
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F-Tilt #2161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475
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Properties~
Auto-Parryable
Extra
Intangible
Actionable
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State / Animation
Freeze (11 Frames)
Lag (9 Frames)
Stun (12 Frames)
Transition (24 Frames)
Idle
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Notes
The extra auto-parry frames carry over.
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Example 4:
Extra Auto-Parry
For this next example, we will be using Chrom's D-Tilt x2. The first D-Tilt will be parried on frame 1, and the 2nd will be frame 21. Chrom's D-Tilt has 7 Shield Lag and 9 Shield Stun.
This will demonstrate what happens when you parry on an Extra Auto-Parryable Frame.
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D-Tilt #1123456789101112131415161718192021222324252627282930313233343536373839404142434445464748~
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PropertiesXX
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State / Animation
Freeze (11 Frames)
Lag (7 Frames)
Stun (9 Frames)
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Notes
2 extra auto-parry frames expire, and 1 is used.
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D-Tilt #2212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980
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Properties~
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State / Animation
Freeze (11 Frames)
Lag (7 Frames)
Stun (9 Frames)
Transition (18 Frames)
Idle State
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Notes
Only 1 extra frame remains.
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Example 5:
Extra Auto-Parry x2
This next one will use Sheik's F-Tilt 3 times followed by Chrom's D-Tilt, which will happen on frames 3, 20, 25, and 41 respectively.
Sheik's F-Tilt has 5 Shield Lag and 4 Shield Stun.
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Sheik F-Tilt 1 > 2123456789101112131415161718192021222324252627282930313233343536~
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PropertiesXX
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State / Animation
Freeze
Lag
Stun
Idle
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Notes
3 extra auto-parry frames are acquired, then 2 are immediately consumed.
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Sheik F-Tilt 2 > 320212223242526272829303132333435363738394041424344454647484950515253~
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Properties~X
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State / Animation
Freeze
LagIdle
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Sheik F-Tilt 3 ~25262728293031323334353637383940414243444546474849505152535455565758~
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Properties~X
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State / Animation
Freeze
LagIdle
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Notes
The last extra auto-parry is used.
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After Chrom D-Tilt4142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100
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Properties~
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State / Animation
Freeze
Lag
Stun
Transition
Idle
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Notes
No extra auto-parry frames remain.
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Example 6:
Strong Projectile
This demonstrates what happens when parrying a projectile. This example uses Mewtwo's Shadow Ball (Fully Charged).
A fully charged Shadow Ball causes 14 Shield Lag and 7 Shield Stun. Since this is a projectile, it will only cause 2 freeze frames.
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Shadow Ball123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960
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PropertiesX
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State / Animation
Freeze
Lag
Stun
Transition
Idle
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Example 7:
Weak Projectile
This demonstrates what happens when parrying a projectile with very little stun. This example uses one of Young Link's Fire Arrow (minimal charge) on frames 5, 2, and 1.
Young Link's Fire Arrows cause 4 Shield Lag and 2 Shield Stun at minimal charge.
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Parry Frame 5123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960
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PropertiesX
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State / Animation
Freeze
Lag
Stun
Transition
Idle
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Parry Frame 2123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960
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FunctionPropertiesX
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State / Animation
Freeze
Lag
Stun
Transition
Idle
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Notes
Note that the FAF is on the same frame as an extra auto-parry frame, and the extra frame occurs outside of the intended stun state.
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Parry Frame 1123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960
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PropertiesX
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State / Animation
Freeze
Lag
Stun
Transition
Idle
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Notes
Note that if you perform an action on frame 9, you lose the auto-parry properties of frame 9 and 10.
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Example 8:
5th Parry
This will demonstrate what happens when you parry all 5 of Sheik's Needles, and what happens after you parry the 5th attack in general.
Sheik's Needles also has 4 Shield Lag and 2 Shield Stun.
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Needle 1 & 2123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960
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PropertiesXX
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State / Animation
Freeze
Lag
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