The King of Fighters XIII/Systems/Defensive Actions: Blocking

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In The King of Fighters XIII, blocking works the same way as you would expect in any traditional fighting game. So, holding back while your opponent is attacking will block high and middle attacks, but not low attacks, while holding down-back while your opponent is attack with block low and middle attacks.

If you block attack you will stay in 'blockstun', during which you can do anything except alternate between standing block and crouching block or execute a Guard Cancel Roll or a Guard Cancel Blowback. The length of hitstun depends on the attack, it's short for light attacks and longer for hard attacks and special attacks, and the longest for CD attacks. While you are in blockstun you cannot be thrown.

Strategy Corner

Originally a bug, and now back in KOFXIII as a feature is a technique called Alternate Guard. If you are in blockstun, you can extend your blockstun, by quickly alternating between low and high block. The reason why you would want to do this, is because you can extend the time that you are invulnerable to being thrown. Alternate Guard therefore is a great way of avoiding tickthrows and subsequently punish the whiffed throw.

Obviously since you are alternating between high and low block, you become quite vulnerable to lows, but this is usually a fair trade, as grapplers, who you would usually alternate guard against, tend to not have too damage options off of lows.