Overview
The parrying system adds a defensive layer to the combat system. Players can parry incoming attacks with precise timing, gaining offensive advantages in return. Parrying was added based on player feedback during earlier beta tests and expanded in the Co-Ex Test with character-specific dodge-counter abilities.
Parry types
The game has five types of parry, each triggered through different combat actions:

Normal Attack Parry Executed during standard attack patterns. Time a basic attack to intercept an incoming blow.
Plunge Attack Parry Performed during an aerial plunge maneuver. Useful against enemies with upward or area attacks.
Skill Parry Triggered by using a character ability at the right moment. Since skills have different animations per character, the timing varies.
Normal Swap Parry Accomplished by switching characters during an incoming attack. The incoming character absorbs the hit with a parry frame.
Esper Cycle Swap Parry The most powerful variant. Combines a character swap with the Esper Cycle system, triggering both a parry and an elemental reaction simultaneously.
Timing
A parry circle appears that must be aligned with an outer ring. Successful alignment triggers the parry effect. The timing window varies by parry type, with the Esper Cycle Swap Parry having the tightest window but the highest reward. Learning enemy attack patterns matters because different enemies telegraph at different speeds.
Esper Cycle meter
The Esper Cycle meter charges through three methods: continuous attacking, using a skill, and parrying. Parrying is the fastest method. A successful parry instantly fills a large portion of the meter. Normal attacks provide gradual charging by comparison.
Each character has a "Cycle Rate" stat that determines how quickly their actions charge the meter. For example, some characters can fill the meter with a single skill use at 100 Cycle Rate. Since the Esper Cycle drives character-swap combos and elemental reactions, parrying directly accelerates the team's offensive rotation.
Stagger interaction
Successful hits and dodges fill an enemy's stagger bar. When full, enemies enter a vulnerable state taking increased damage. Parries contribute to stagger buildup. Some heavily armored enemies resist normal attacks but are more vulnerable to parry-based stagger.

Character-specific dodge-counters
Each character has a unique dodge-counter ability that activates after a successful dodge or parry. These were introduced in the Co-Ex Test based on community feedback asking for more combat variety. The dodge-counter animations are different for every character and deal damage based on that character's stats and element.
Related pages
Combat System Full breakdown of the Esper Cycle and elemental reactions.
Co-Ex Test The beta test that expanded the parry system.