Closed animehunter closed 10 years ago
To clarify: Blockability depends on move class - high/low/mid/jump/etc - which is a tag at the individual move level, not determined by the character state at the time of performing the action. OMF has more possible values for this tag than most fighting games, but lacks the "overhead" move class. Almost all move classes can be blocked either low or high - only low attacks must be blocked low, and only jump attacks must be blocked high. Some moves are unblockable, unless the opponent is already blocking: throws, hazards, Nova's Earthquake Smash, and Flail's Spinning Throw. All projectiles can be blocked either low or high, except maybe Shadow's Dive, and frankly I'm not sure that's technically a projectile in the first place.
Currently, blocking does not distinguish the difference between high and low attacks which makes all HARs invincible simply by holding the back key.
A low block may block all standing moves, crouching moves and certain projectiles but its vulnerable to throws and jump moves.
A high block may block all standing moves, jump moves and certain projectiles but its vulnerable to throws and crouching moves.
Some experiments are required to find out which projectiles are blockable by low blocks and which ones are blockable by high blocks.