Combat States
Every action you take in MythFall - attacking, blocking, dodging, climbing, even sprinting - is backed by a named state in the character controller, extracted directly from the client's state-machine table. Each state carries a WalkSpeed override, a JumpPower override, and an IsStun flag that marks whether the state suppresses your normal movement/action input while active. 11 of the 13 states set IsStun to true; only IsSprinting and IsVaulting leave it false, meaning sprinting and vaulting are the two states you can freely cancel out of at will - everything else, including something as mundane as IsBlocking or IsCrouching, technically locks your inputs the way a stagger would.
A Priority value resolves conflicts between states. The lowest number documented belongs to IsDodging (Priority 1) - consistent with dodging's role as the game's core panic button, it should be able to interrupt almost anything. IsParried, IsParrying, IsClimbing, IsCrouching and IsWallRunning share Priority 2; IsStunned sits at Priority 3; IsSprinting and EndCombo share Priority 4; and BlockBroken, IsBlocking, IsAttacking and IsVaulting sit highest at Priority 5. Reading Priority as 'lower wins' is an interpretation based on Dodge's position and is not confirmed by an explicit legend in the source data.
WalkSpeed tells you how rooted each state is. Full lockdown (WalkSpeed 0) happens in exactly three states: BlockBroken (your guard is shattered), IsClimbing and IsWallRunning (both also set NoAutoRotate, since the camera/character orientation is locked to the surface). IsDodging still lets you move at WalkSpeed 10 during the dodge's active window, and IsBlocking allows a slow WalkSpeed 8 shuffle - you are not fully stationary while turtling, just slowed.
Two configuration entries round out the 15-entry table without being states themselves: default_states is the character's resting baseline (Combo 0, val_stagger 0, IsParrying false, IsBlocking false, Equipped false, Posture 0), and default_cancellable_states lists exactly which states can always be interrupted regardless of Priority - IsParried, IsStaggered and IsStunned. In other words, getting parried, staggered or stunned never locks you out of responding once that specific window ends; the game guarantees those three states are always overridable.
Details
FAQ
What locks your character's movement in MythFall?
Any state with IsStun true - which is 11 of the 13 documented combat states, including ones you might not expect like IsBlocking and IsCrouching. Only IsSprinting and IsVaulting leave normal control fully active.
Can you move while blocking in MythFall?
Yes, at a reduced WalkSpeed of 8 (versus a 30 WalkSpeed sprint) - blocking is a shuffle, not a full stop. Getting your block broken (BlockBroken state) is worse: WalkSpeed drops to 0, a full root.
Why is IsDodging Priority 1?
It carries the lowest Priority number of any documented state, which - read as 'lower overrides higher' - lines up with dodging's role as MythFall's universal escape option, matching the Combat & Controls page's tutorial-sourced description of Q as the answer to unblockable strong attacks.
What happens after you get parried or stunned?
IsParried, IsStaggered and IsStunned are explicitly listed as always-cancellable states, meaning the game guarantees you regain control once that specific window passes, regardless of what Priority value the interrupting action would otherwise need.
Other systems
Source-checked
Extracted directly from Mythfall client data (combat-states.json state-machine table). Priority ordering ('lower number wins') is an interpretation based on field values, not an explicit in-data legend. updated · GuideDex staff. Report a correction.