The King of Fighters XIII/Systems/Defensive Actions: Blocking: Difference between revisions
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== Blocking == | == Blocking == | ||
In The King of Fighters XIII, blocking works the same way as you would expect in any traditional fighting game. | In The King of Fighters XIII, blocking works the same way as you would expect in any traditional fighting game. Holding back while your opponent is attacking will block high and middle attacks but not low attacks, and holding down-back while your opponent is attacking will block low and middle attacks. | ||
If you block an attack you will | If you block an attack, you will enter a period of 'blockstun', during which you can't do anything except [[The King of Fighters XIII/Systems/Defensive Actions: Alternate Guarding | alternate between standing block and crouching block]] or execute a [[The King of Fighters XIII/Systems/Defensive Actions: Guard Cancel Rolling | Guard Cancel Roll]] or a [[The King of Fighters XIII/Systems/Defensive Actions: Guard Cancel Blowback | Guard Cancel Blowback]]. The length of blockstun depends on the attack; it's short for light attacks, longer for heavy attacks and special attacks, and the longest for Blowback (CD) attacks. While you are in blockstun, you cannot be thrown. |
Revision as of 20:54, 20 November 2011


Blocking
In The King of Fighters XIII, blocking works the same way as you would expect in any traditional fighting game. Holding back while your opponent is attacking will block high and middle attacks but not low attacks, and holding down-back while your opponent is attacking will block low and middle attacks.
If you block an attack, you will enter a period of 'blockstun', during which you can't do anything except alternate between standing block and crouching block or execute a Guard Cancel Roll or a Guard Cancel Blowback. The length of blockstun depends on the attack; it's short for light attacks, longer for heavy attacks and special attacks, and the longest for Blowback (CD) attacks. While you are in blockstun, you cannot be thrown.