Interesting, I feel the endgame of Mvci is going to rely heavily on semi-unblockables as opposed to resets or high low/lockdown mixups, so knowing these mechanics is important.
So....if I understood everything correctly, if I pushblock high, then block low, I get to block sides because of autoblock. That also applies vice versa then?
Thanks! I've been waiting for someone to explain how blocking works in this game. There is something I was wondering about that isn't touched upon in the video though. In training mode, when the CPU is set to guard "all" (but advancing guard is set to off) it seems to be impossible to cross them up i.e. they seem to be able to continually block my lows and block a stalking flare(which is a high attack, not a middle/overhead) coming at them from the opposite direction at the same time. How is it possible to block attacks from two opposite directions at the same time, without pushblocking?
There are no unblockables, if a low and a overhead hit on same frame it auto blocks, and its impossible to hit from both sides at same time bc you always block away from point character.
Stalking Flare is not a middle/overhead though, it's just a standard high attack like lp/lk/etc. I was under the impression that because the Stalking Flare was behind them that it should cross up, like when a character (i.e. Jedah) flies over you and clips you with one of his normals. So as long as the point character is currently being blocked against, any "leftover" hitboxes from the previous character are autoblocked?
No matter what side you're being hit from by the flare, you block as if the opponents active character is the origin of the attack. Its not an autoblock thing in this case. Any leftover hitboxes always must be blocked as if they originate from the current active opponent.
I see, so it's determined entirely by the location of the attacking active character on the screen relative to the defending active character and has nothing to do with where the hitboxes themselves are. Seeing as how tagging out seems to have no effect in this situation, I'm guessing that the game considers these leftover hitboxes to be under the possession of the new active character, rather than the character they originated from? I.e. throwing a Stalking Flare, hk Teleport, tagging out and then pushing the defending character back into the flare.
I wish fighterz learned from this game in defense , that game has terrible defensive options seriously u get punished for being defense Jesus that was such a terrible game design to do.
Yeah go ahead and push block Dante? Oh wait you put him in the position he is the mos dangerous in so push blocking is pointless. and stupid. This game is just broken
Can you do a followup video breaking down which song is in the background?
Ohhh gotta put this in the MvCI tech playlist, thanks for the hard work in the lab and sharing.
i was waiting for this! thank you! always godlike stuff from you.
Damn this is like really really good info. I'm a rank 10 and my defence is trash I know this will make me better
I really liked the background music, what's it called?
it's called "happy material," from subarashiki hibi
Interesting, I feel the endgame of Mvci is going to rely heavily on semi-unblockables as opposed to resets or high low/lockdown mixups, so knowing these mechanics is important.
Link me the BG song bruh.
ua-cam.com/video/ARWBOHBdoTI/v-deo.html
here ya go
Name of the song you used? Sounds familiar but I cant put my finger on it
it's "happy material" from subarashiki hibi
So....if I understood everything correctly, if I pushblock high, then block low, I get to block sides because of autoblock. That also applies vice versa then?
correct!
Thanks! I've been waiting for someone to explain how blocking works in this game. There is something I was wondering about that isn't touched upon in the video though. In training mode, when the CPU is set to guard "all" (but advancing guard is set to off) it seems to be impossible to cross them up i.e. they seem to be able to continually block my lows and block a stalking flare(which is a high attack, not a middle/overhead) coming at them from the opposite direction at the same time. How is it possible to block attacks from two opposite directions at the same time, without pushblocking?
There are no unblockables, if a low and a overhead hit on same frame it auto blocks, and its impossible to hit from both sides at same time bc you always block away from point character.
Stalking Flare is not a middle/overhead though, it's just a standard high attack like lp/lk/etc. I was under the impression that because the Stalking Flare was behind them that it should cross up, like when a character (i.e. Jedah) flies over you and clips you with one of his normals. So as long as the point character is currently being blocked against, any "leftover" hitboxes from the previous character are autoblocked?
No matter what side you're being hit from by the flare, you block as if the opponents active character is the origin of the attack. Its not an autoblock thing in this case. Any leftover hitboxes always must be blocked as if they originate from the current active opponent.
I see, so it's determined entirely by the location of the attacking active character on the screen relative to the defending active character and has nothing to do with where the hitboxes themselves are. Seeing as how tagging out seems to have no effect in this situation, I'm guessing that the game considers these leftover hitboxes to be under the possession of the new active character, rather than the character they originated from? I.e. throwing a Stalking Flare, hk Teleport, tagging out and then pushing the defending character back into the flare.
Would you still get hit with a double overhead? And also can you please post your BG music? It's too sick!
you only get one free block so you get to block the first overhead if you pushblocked something before the double overhead string.
Very very GOOD
Plinking lp+hp-lk+hk? That shouldnt be necessary in this game wtf
it isn't necessary, it just helps with leniency if you want.
Even absolute guard got copied from Skullgirls. Damn.
I wish fighterz learned from this game in defense , that game has terrible defensive options seriously u get punished for being defense Jesus that was such a terrible game design to do.
Yeah go ahead and push block Dante? Oh wait you put him in the position he is the mos dangerous in so push blocking is pointless. and stupid. This game is just broken