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Stance/Special cancel block glitch

Rampage254

Ayy Lmao
Premium Supporter
I'm not sure if this was already known, but when you do a full dash, and then hold down+block, when canceling a stance or special, your character will not be able to block.

I forgot to test this with Sub-Zero, and Smoke's xray.

Also, Sektor seemed to be unaffected by it, unless I was messing it up.

It's basically the same as the jump in punch, blocking glitch that some people already know about. Again, sorry if this has been known.

 
They are blocking..... just tryna fake out your opponents by making it look like you aren't. Mind games yo...mind games.
 

Alien Substance

Evanesce
Lead Moderator
News Editor
A possible solution is to D+3~block after the dash. It's still crazy how this apparent glitch occurs, though.

I am modestly surprised you took the time to try this with almost every character that falls into this error, and not excluding Kratos in the process.
 

Justice

Noob
I've never noticed this with Sonya. Dash cancelling out of MS into a D4/Block is a very good thing to fuck with people's heads.
 

Rampage254

Ayy Lmao
Premium Supporter
I've never noticed this with Sonya. Dash cancelling out of MS into a D4/Block is a very good thing to fuck with people's heads.
Yea, it's something you never have to worry about doing in a real match, because it only works if you do a full dash to cancel the stance. If you dash quickly and then block low, you will be able to block. It's just something I wanted to bring up.
 

Justice

Noob
Yea, it's something you never have to worry about doing in a real match, because it only works if you do a full dash to cancel the stance. If you dash quickly and then block low, you will be able to block. It's just something I wanted to bring up.
Fair enough. Yeah, I'm not sure how crippling it is since not too many people full dash for anything other than chasing their opponents.
 

Eddy Wang

Skarlet scientist
Nice Find Rampage

Any character that dash cancels a special, during the dash period of time they can't block, i don't think its a glitch though, but it seems this one takes to long lol.

So any low is guaranteed after a Stance Dash cancel, correct? good to know, specially Low Starters, and overhead starters

So as Jump in Punch having recovery frames i don't see nothing wrong with it, Jump in Kick has -1 frame before the block be actually active, meaning you have 2f to whiff punish a jik if your character as means to do so.
 

Eddy Wang

Skarlet scientist
we'll just be careful to not do a full dash then :confused:


btw whats that blocked JIP glitch?
Any character that whiffs a jiP at the lowest possible level is about -10 frames before being able to block.

At regular height the windows increases to -15 or even more, i hope Somberness can give the exact numbers if possible.

Jump Kick shares the same propriety, but the window to punish is nearly as none, maybe -2 frames ( -1 for recovery, and -1 for active block), since sometimes i can punish and sometimes i can't.

On these days, u hardly will see someone chasing jiPs in a high level match, you can step away completely and as they reach the ground you can simply whiff punish before block be avaliable to them.
Any player that knows about this hardly jiP these days.

I was discuss this with some African players, but they told me no one actually punish this stuff.

Well, Smoke, Sektor, Skarlet, Kitana, Jax, and who else has a advancing mid or special that leads to full combo without necessarily take the risk of being inside the jiP range will get a full combo punish every single time it whiffs.

In meanwhile, i will keep punish this stuff until ppl realize jump ins are not that safe as they may seem
 

Somberness

Lights
Premium Supporter
Top Kontributor
Any character that whiffs a jiP at the lowest possible level is about -10 frames before being able to block.

At regular height the windows increases to -15 or even more, i hope Somberness can give the exact numbers if possible.

Jump Kick shares the same propriety, but the window to punish is nearly as none, maybe -2 frames ( -1 for recovery, and -1 for active block), since sometimes i can punish and sometimes i can't.
Jump kicks don't have recovery on the ground unless they are deep jump kicks. The amount of frames is about 6 or 7. Jump punches have about the same, not even close to 15. I think a lot of the time you catch someone after using a jump punch is because they aren't blocking but inputting a string instead. It's also easier to hit the window as the jump punch stalls them in the air for a while. Whiffed low jump punches that don't have time to start up have no recovery on the ground either, but those are pointless.
 

xInfra Deadx

The laws of the universe mean nothing.
This has been known though...any kind of cancel, gun cancel, EX fan cancel, stance cancels especially...except kabal's dash cancel :mad:
 

Eddy Wang

Skarlet scientist
Jump kicks don't have recovery on the ground unless they are deep jump kicks. The amount of frames is about 6 or 7. Jump punches have about the same, not even close to 15. I think a lot of the time you catch someone after using a jump punch is because they aren't blocking but inputting a string instead. It's also easier to hit the window as the jump punch stalls them in the air for a while. Whiffed low jump punches that don't have time to start up have no recovery on the ground either, but those are pointless.
so is definitely the stalling ^^ glad to know is 6 to 7f, Skarlet's F4 also helps to punish this stuff though ^^
 

Under_The_Mayo

Master of Quanculations
Premium Supporter
Jump kicks don't have recovery on the ground unless they are deep jump kicks. The amount of frames is about 6 or 7. Jump punches have about the same, not even close to 15. I think a lot of the time you catch someone after using a jump punch is because they aren't blocking but inputting a string instead. It's also easier to hit the window as the jump punch stalls them in the air for a while. Whiffed low jump punches that don't have time to start up have no recovery on the ground either, but those are pointless.
I definitely run into this. Since you can't hit confirm jp's into strings in MK, you have to start inputting the strings before you see the jp connect, which leaves you standing there like an idiot hitting buttons while your character lands on the ground whiffing the jp and then you get blown up.
 

BlackBryan

B*tch Distributor
This happens to be all the time with dragoon stance cancels. My method its ds - dash cancel+1,blk. Every now and then the 1 will come out but more often than not it will skip straight into block.

Swag 1st
 

Rampage254

Ayy Lmao
Premium Supporter
we'll just be careful to not do a full dash then :confused:


btw whats that blocked JIP glitch?
JiP glitch is when you do a deep jip, and whiff it, you will not be able to block when you land and hold down+block. You have to keep holding down, and then you can't block no matter how many times you mash it, until you let go of down. I could make a video to show it better, but like I said some people already knew about that one.