Topic: Dumb question about how blocking works in UFE2

I feel real dumb posting this but I'm at my wit's end trying to figure this out.

I'm trying to make a game that has one button to block only overhead attacks and a separate button to only block low attacks (regardless of where the hitboxes are)

I'm trying to make a game that really emphasizes the difference between high and low attacks so even people who never played a fighter can participate in block footsies and mindgames.

My workaround was to make a unique move that, while the button is pressed, ignores all hitboxes that are marked low and another move that, while that button is pressed, ignores all hitboxes that are marked high

the PROBLEM is:
hitboxes that are marked as high are still getting hit by low attacks! and same with hitboxes marked low getting hit by overhead attacks! my workaround doesnt work!

Am I misunderstanding how blocking works in UFE2?

Any suggestions/ workarounds/ revisions would be appreciated
Anything I can do working within the tools UFE2 has that would require minimal coding?

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Re: Dumb question about how blocking works in UFE2

You can use hit conditions for this.
https://i.imgur.com/QKrsAfs.png

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Re: Dumb question about how blocking works in UFE2

So to clarify the idea is to make hits check for crouching/standing/air to differentiate between the states im looking for right?

That COULD work but it would require that the custom blocks that I'm making be able to set the player in crouching/standing/air states upon execution. Any way to do this component? If I can do that then your strategy would work like a charm

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Re: Dumb question about how blocking works in UFE2

You can do that by setting a state override in your move file.

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