Jumping Autocombo ( Z while airborne by default) is abbreviated as J.AC.Heavy Autocombo ( X by default) is abbreviated as H.AC.Light Autocombo ( Z by default) is abbreviated as L.AC.These autocombos also have combo notations, which are abbreviations used for writing and sharing combos. You may only perform one of each of these during the same combo, unless Breakdown is used to reset them. There are four types of autocombos: Light, Heavy, Jumping and Jumping Heavy. However, there is no endlag for putting down your shield after blocking an attack.Īutocombos are (typically) the player's primary form of attack, and have two hotkeys with which to perform them (Z and X by default). Releasing Block also has slight endlag, which can be counterhit. This is indicated by a white, spherical Shield around the player.Īs their Shield Health is damaged, the player's Shield will decrease in size and gradient from white to red. When the player's Shield Health reaches zero, their Shield will shatter and they will be stunned for 3 seconds. By holding the Guard key ( B by default), the player can completely absorb an attack and take a fraction of the attack's damage in Shield Health instead. You can alternate between these two cameras by pressing the Switch Camera key ( ALT by default) while locked onto another player.īlocking is the primary form of defense. There are two types of Lock-on cameras: 3D camera (default) and 2D camera. Lock-on is a mechanic that allows the player's camera to target another player (including teammates in team-based gamemodes).īy pressing the Lock-on key ( CTRL by default) while hovering the mouse over a player's torso, the player will lock onto them. It is essentially the aerial version of a hop, and goes forwards instead of backwards in exchange for only being usable in the air.Īn airdash can also be modified to go upwards by holding the Modifier 1 key ( F by default), downwards by holding the Modifier 2 key ( G by default) before airdashing, or airdash a short distance by Modifier 3 ( F+G/G+F by default). The player can also dash forwards, or " airdash", by pressing the Dash/Sprint key while airborne. However, upon successfully blocking an attack or waking up from anything other than knockdown, the next dodge the player performs will be a " red dodge", which has iFrames for the entire animation. It can be cancelled into any attack after the dash. The normal variant, a " blue dodge", has iFrames during the dash. By double tapping A or S (A+V or D+V if Preset V2 is enabled), the player will leap to the left or right respectively. The player is completely vulnerable, and can be counterhit.ĭodging is the player's defensive means of mobility that can be performed both on the ground and in the air. Hopping is a short-distance mobility tool used for spacing between you and the opponent, and can cancel into aerial attacks. It will also tilt attacks slightly upwards.īy double tapping S (or S+V, if Preset V2 is enabled), the player will perform leap backwards a short distance. Stamina will regenerate while you are not sprinting Stamina also regenerates at a different rate depending on the distance between the Player and the Opponent If depleted enough, the Stamina bar will turn red and will prevent sprinting until it replenishes up to a certain amount, which is dependent on the player's class.
Stamina will passively regenerate when the player is not sprinting. Sprinting depletes the player's Stamina bar until they stop sprinting or the Stamina bar is emptied completely. When sprinting, The player's walkspeed will then increase until reaching their top speed. The player can sprint by moving forwards (relative to the player) and holding the Dash/Sprint key ( V by default), or (if Preset V2 is enabled in the Lobby Settings) by double tapping W. Sprinting is the primary method of grounded mobility. Jumping also has immunity to certain ground-attacks such as grabs and floor-based projectiles and magic. However, it can be buffered similar to any other action in the game, meaning it can be used as a cancel for combos. Jumping is considered an in-game action, and has a small delay after the input.
By pressing Space, the player will leap vertically into the air while moving. Jumping is an essential action in mobility. All of them except for sprinting can be counterhit. There are five primary movement options in Black Magic II.