As we all know, just because the game says you got a combo, doesn't mean it's a true combo.
The most commonly run into situtation is when the opponent is in a stumbling stage after a previus ground attack. If you do almost any attack while your opponent is stumbling or dizzy, it will still register as a combo but is indeed blockable. The only exception I can think of right now is the spear, but during times like after a tele-punch, a projectile, kabal's spin (during dizzy animations), a series of punches, or pretty much any attack were your opponent stays on there feet, will make them not able to do anything except block. They can't throw out punches, run, jump, shoot a projectile or anything but block. Just seems like wierd programming if they specifically did this but the combo still registers.. You might also notice this after being attacked by bosses. You can block these but will still go into a stumbling stage where you can block the next move, but it will repeat.
This part I hate and don't know much about, Juggling. I want to know when and where it's blockable. If the opponent is airborne but still low enough to the ground, they can block. Now realisticly they shouldn't but this does a ton of good for this game because relaunchers are very difficult to get unblockable. Otherwise this game would get so unfair...
Now, help me out, I think it's like this...
I don't know if this only applies to relaunchers or not
-UNBLOCKABLE-
-BLOCKABLE-
Please share all your knowledge. I know there's a whole lot more to it like countering attacks (reffering to multiple bike kick situation). Was there something about autocombos too?
The most commonly run into situtation is when the opponent is in a stumbling stage after a previus ground attack. If you do almost any attack while your opponent is stumbling or dizzy, it will still register as a combo but is indeed blockable. The only exception I can think of right now is the spear, but during times like after a tele-punch, a projectile, kabal's spin (during dizzy animations), a series of punches, or pretty much any attack were your opponent stays on there feet, will make them not able to do anything except block. They can't throw out punches, run, jump, shoot a projectile or anything but block. Just seems like wierd programming if they specifically did this but the combo still registers.. You might also notice this after being attacked by bosses. You can block these but will still go into a stumbling stage where you can block the next move, but it will repeat.
This part I hate and don't know much about, Juggling. I want to know when and where it's blockable. If the opponent is airborne but still low enough to the ground, they can block. Now realisticly they shouldn't but this does a ton of good for this game because relaunchers are very difficult to get unblockable. Otherwise this game would get so unfair...
Now, help me out, I think it's like this...
I don't know if this only applies to relaunchers or not
-UNBLOCKABLE-
-BLOCKABLE-
Please share all your knowledge. I know there's a whole lot more to it like countering attacks (reffering to multiple bike kick situation). Was there something about autocombos too?