Normals

Standing A

Standing B

Crouching A

Crouching B

Jumping A

Jumping B

Throws

Parker's standing A is mostly identical to every other character's. It's quick and combos into itself, but it has short range. Not as good a combo starter for Parker as it is for other characters, because most of his specials start up too slow to combo from it, and he can't link it into any of his other normals. One thing sets it apart from other jabs, though: its hitbox is a few pixels higher, making it slightly easier to tag jump-ins with. Unfortunately, this is often Parker's best anti-air, unless he's set up to use his projectiles.Parker's standing B is a long-range palm strike that moves him forward significantly and causes a decent amount of hitstun. You'll find yourself throwing this out a lot, as it's even safe on block. However, it's very easy to whiff punish if not used at its proper range.A quick swipe at the opponent's feet. Being a crouching attack, this must be blocked low. This is Parker's safest poke, even though it lacks the range of st.B. It will combo into Chop from any distance for a quick blockstring.Parker's sweep. Hits low and knocks down. Nothing special, but getting a knockdown lets Parker set up, which is important. Landing a sweep is the easiest way to knock your opponent down, so be sure to learn when to use this move. Also, it's plus on block, but it has less range than Tenchi's sweep.A crazy-fast midair claw strike. Excellent air-to-air and scary as an instant overhead. Side note: Parker is the only character in the game so far who can safely instant overhead, thanks to his unique projectile. (See: "Combos.")Jumping attacks gotta be blocked high, my guy!A really bad cross-up, but pretty good at everything else. Its huge hitbox makes it excellent air-to-air, but only outclasses j.A in certain circumstances due to its slower speed. It also causes a decent amount of hitstun, making it a good jump-in.Parker's throws are somewhat unique, but not in very obvious ways. They seem bog-standard-- they do 2 damage each, and knock the opponent down some distance away from you. However, Parker's back throw causes him to cross behind the opponent, moving him slightly in the direction he was facing beforehand, giving it interesting spacing applications. Parker also has the distinction of being one of the only characters so far who can combo out of a throw, but only if he sets up his projectiles properly (See: "Combos.")