Let the memes begin....
Yes... profs it's an abbreviation of professors... I'm teaching You...
Autoblock is a system introduced in MK9 with Skarlet to prevent certain things to combo even if it should be possible.What is the purpose of this?
Eh, the problem is that opponent blocks despite normal conditions under which ground combos in NRS games aren't possible do not apply here.My guess is that the Ice Klone bug is because even after the opponent is considered hit by the very beginning of the attack's active frames, the rest of the attack's active frames still hit him after he gets frozen so the opponent immediately melts.
I wasn't aware of Scarlet having something that special.Autoblock is a system introduced in MK9 with Skarlet to prevent certain things to combo even if it should be possible.
Then they kinda made it more evident in MKX and its now part of the system as well in I2 so it seems they added certain condictions to it to prevent certain moves to link or connect on specific scenarios.
Yes, it combos while airborne because your opponent doesn't have any opening to block. The autoblock system kicks in while the opponent is standing and you hit them with 2 different types of moves on the same frame. So in every example you posted, you set up the clone in the back and attacked from the front. It is literally impossible to block a cross-up and attack from the front at the same time, so the game automatically makes you block both so this doesn't turn into Marvel.No.... It does combo from certain strings..... and always comboes when the opponent is airborne... With the exception of the first example... That interactable knockdown.
Example: if in the third example: If I do ice burst instead of ice ball... It comboes into ice clone... But I did it with iceball to prove a point
also: If I do 1+1+1 instead it comboes into ice clone.... But again it doesn't combo from 1+1+2 from the second example ...Which is a hard knockdown string
These two examples don't feature overheads/lows at the moment of this effect triggering.To prevent true unblockables (overhead + low hitting at the same time)
Any two attacks hitting within one frame can be automatically blocked. They did it for the unlockables but it affects any two attacks, not just low+ oh.These two examples don't feature overheads/lows at the moment of this effect triggering.
Also, did Scarlett have a way to stack oh/low hits in this manner?
I mean, I do know about same frame OH+low override, but I don't think it's the same thing that causes what we are seeing.
Yeah I never saw it in MK9 and there was a lot of moves that could be delayed to hit 2 things at once in that game. I think I would've noticed if you could auto-block those in that game.To be fair I wouldn't know either. People ITT suggest that something similar was introduced in MK9 though, so I'm going by that.
Well they made it a universal mechanic. I guess they don't want people to find a way around the specific condition, or it's just easier to make it universal.But to prevent that you only need it to trigger autoblock if there isn't an active combo, it doesn't make sense that the property still triggers when a combo is going on.