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Push Block, Guard Push, Advancing Guard (Mechanics) (Read 11195 times)

Started by JustNoPoint, May 11, 2016, 06:19:33 pm
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Push Block, Guard Push, Advancing Guard (Mechanics)
#1  May 11, 2016, 06:19:33 pm
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In a nutshell while you are blocking you initiate a command that pushes the attacker away from you to give yourself space and reduce pressure.

Typically while blocking you would push 2 Punches at the same time. (Marvel vs Capcom 2 & 3, Skull Girls)
In Vampire Savior you press P rapidly.

More in depth details
source: http://wiki.shoryuken.com/Marvel_vs_Capcom_2/Push_Blocking
Spoiler: Marvel vs Capcom 2 (click to see content)

source: http://wiki.shoryuken.com/Marvel_vs_Capcom_3/Systems/Defensive_Actions:_Advancing_Guard
Spoiler: Marvel vs Capcom 3 (click to see content)

source: http://wiki.shoryuken.com/Skullgirls/Game_Systems/Basic_Defense
Spoiler: Skull Girls (click to see content)

source: http://wiki.mizuumi.net/w/Vampire_Savior/Tutorial#Push_Blocks_.28AG.29
Spoiler: Vampire Savior (click to see content)
Re: Push Block, Guard Push, Advancing Guard (Mechanics)
#2  May 11, 2016, 08:01:08 pm
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Excuse me, but do you plan to add any info on Capcom JJBA's guard pushing?
do the thing
Re: Push Block, Guard Push, Advancing Guard (Mechanics)
#3  May 13, 2016, 12:58:17 am
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JoJo's Bizarre Adventure:
Pushblock: (A1+A2+A3 while blocking an attack) This action pushes an attacking opponent back a short distance as you block their attacks. This is used to get out of corners or break combos. Unlike in some other games, pushblocking does not reduce chip (block) damage.

source: http://wiki.shoryuken.com/JoJo's_Bizarre_Adventure
Re: Push Block, Guard Push, Advancing Guard (Mechanics)
#4  February 15, 2017, 12:30:23 am
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New development with Vampire Savior Push Block

http://shoryuken.com/2017/01/09/new-potentially-game-changing-advancing-guard-tech-discovered-in-darkstalkers-3/

the new tech that’s been discovered is apparently a way to 100% guarantee AG with only one input. This is done by buffering the inputs after getting hit–such as during a hard knockdown–without returning the stick to neutral; the game will save those inputs, then on the next blocked attack the defender can guarantee the AG on the next input without having to deal with pianoing inputs or probability, while also AGing as soon as anything touches you. Here’s what seems to be the first video showcasing the new tech, apparently discovered by player ririrililith, followed by additional example videos:





This tech seems like it will seriously impact a lot of characters that rely on knockdown into wakeup pressure. The VSav community is now seeing exactly how much of the current metagame is altered by this new tech.

[UPDATE: There seems to be some minor confusion of the correct execution for this tech. An offered clarification, based on in-video translation:
“When you block an attack your Advancing Guard–AG–inputs are stored. If you block another attack they are kept around. Once your character returns to neutral, your AG inputs are cleared. If you happen to be hit during a block string, your inputs are not cleared. When you come out of hit stun, your AG inputs are still around, so you can continue your AG attempt. This allows things like AG coming out 100% of the time with 1 input.”]