This guide is about DFCI’s Reflection Guard mechanic aka pushblock.
You can activate pushblock for ½ a bar of meter or for no cost when you have less health than the opponent. Pushblock pushes the opponent away a set distance, and is used for things like reducing the risk of being opened up by an opponent who has closed the distance or avoiding opponent’s attacks and countering. It’s a mechanic that creates beneficial situations just by using it.
However, it only activates when you press a combination of two buttons between A, B, and C. If you try to pushblock when you didn’t block anything, the move associated with the button you pressed will come out instead (we call this “pushblock leakage”). In other words, pushblock carries the risk of having other moves come out instead. There’s not much risk in this if you have an install trump, but otherwise, you’ll have to get an AB move or C normal instead, which as a general rule leaves a big opening. If you close the distance and throw a normal then feint with a vertical jump or a delayed normal, you can bait pushblocks.
You can’t make eye contact anymore after getting your pushblock baited by a ShanaOni opponent (´・ω:;.:...
What the above information means is that you need to be aware that it is a mechanic that comes with a risk of being baited. However, keeping certain things in mind, you can pushblock in a way that controls the risk of being baited. That way is: Pushblock once you’ve visually confirmed that your opponent’s strike (B normal and up) is coming out. To put it in more detail, press the pushblock button once you’ve seen that the opponent is throwing an attack (B normal and up).
The important part here is that you do it once you’ve seen it. That means that you don’t have a read that your opponent will throw a strike when you hit the button, but, exactly as it sounds, you have seen it. Confirmed it with your sense of vision. If you do that, you will pushblock without the risk of being baited by a jump or delay when your opponent throws out their attack. Let me explain why exactly that works and what I mean by “B normal and up.”
First of all, I know this is obvious, but pushblock only activates if you press the button within a certain window of frames after blocking something. If you press the button after that window of frames, whatever move is tied to the button you pressed will come out instead. The window is as follows:
Input window = From the beginning of hitstop up to the 5th frame of blockstun
Ground Block = Hitstop+blockstun (the hitstop value changes based on what normal you blocked)
5A 10F+12F
5B 10F+14F
5C 12F+16F
2A 8F+12F
2B 10F+14F
2C 12F+16F
Taking the above information into consideration, let's think about how to pushblock Shana’s 2C. Firstly, Shana’s 2C startup is 10f. We add this to the pushblock window.
10F (2C startup) + 12F (2C hitstop) + 5F = 27F
This 27F value means that between 11F and 27F from the time when the opponent hits 2C, pushblock will come out if you hit the button. I think that 27 frames is plenty of time to visually confirm the incoming attack and pushblock.
C moves have big startup animations, so they’re easy to visually confirm
Think of 2B the same way.
9F (2B startup) + 10F (2B hitstop) + 5F = 24F
The window is 3 frames shorter than 2C, but it should still be a pretty easy number of frames to work with.
B moves also have pretty big startup animations, so they should still be easy to visually confirm.
Now, let’s think about pushblocking 2A.
5F (2A startup) + 8F (2A hitstop) + 5F = 18F
Pushblock comes out if you hit the button between 6F and 18F from the time the opponent hits 2A....We live in a world where it’s a tall order to stand block 22F startup 4ABs, so it’s pretty hard to pushblock after confirming with an 18F window. If you try to pushblock after visually confirming a 2A, you’re most likely going to input it after the 2A blockstun has already run its course, and you’ll get a 2C or something instead.
You’ll get a move instead of pushblock if you try to visually confirm a 2A before pushblocking, and you can be baited and punished by something like 2A>delay 2A or 2A>4AB
Therefore, I believe it is for the best to only pushblock against B moves or higher. You could pushblock even a 2A if you watch your opponent’s character closely and push the button the moment you see some movement, but it isn’t really “pushblocking after seeing” anymore then. If you aren’t actually seeing it, you can be baited by the opponent jumping.
In other words, visually confirming a B normal or higher before pushblocking is pretty easy, but doing it with an A normal is harder and risky.
Therefore, I recommend only pushblocking after visually confirming a B normal or higher as much as possible. By the way, recognizing what normal is coming out on startup can be done based on what distance the opponent is at, instead of just recognizing the startup. Generally speaking only B moves and up will be coming if they aren’t close enough for a 2A, so it should be easy to visually confirm a move before pushblocking at those ranges. Concluding the above, this was my explanation of “pushblocking after visually confirming a B move or higher.”
If you can do this, you can pushblock in a way that doesn’t carry the risk of being baited by a jump, which can end up being quite a problem for your opponent. My examples used ground normals, but it is the same for air moves. You can mitigate the risk of your pushblock being baited if you visually confirm a j.B or j.C before pushblocking.
You will (probably) definitely cut down on the number of times you’re subjected to the tragedy of getting pushblock baited by a double jump in this situation ( ;∀;)
You can practice visually confirming moves before pushblocking in training mode by using the following recordings for the opponent:
1. Approach into 2A
2. Approach into 2C
3. Approach into vertical jump
Trying to only pushblock the second recording via visual confirmation is good practice. When you get used to visually confirming moves before pushblocking, you can proactively pushblock things like projectiles and assist as well. If you can get good at pushblocking in various situations, it will also get easier to avoid grabs and overheads, which cuts down on how much unnecessary damage you take. Your defense improves a fair bit just from this. It should feel pretty satisfying if you can do it! ! ('ω')
End.