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Combat States

verified 2026-07-17 · MythFall systems

MythFall's character controller runs on 13 exclusive combat/movement states plus 2 configuration defaults, each locking a specific Jump Power and Walk Speed and ranked by a numeric Priority that decides which state wins when several could apply at once.

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

IsDodging (Priority 1)JumpPower 0, WalkSpeed 10, NoAutoRotate - the highest-precedence state; used to cancel out of nearly everything
IsParried / IsParrying (Priority 2)JumpPower 0, WalkSpeed 16 - shared priority and identical values for both sides of a parry exchange
IsClimbing (Priority 2)JumpPower 0, WalkSpeed 0, NoAutoRotate - fully rooted while scaling a surface
IsCrouching (Priority 2)JumpPower 0, WalkSpeed 8 - same reduced speed as blocking
IsWallRunning (Priority 2)JumpPower 0, WalkSpeed 0, NoAutoRotate - rooted horizontally while the wall-run animation plays
IsStunned (Priority 3)JumpPower 0, WalkSpeed 5 - the slowest non-zero WalkSpeed in the table
IsSprinting (Priority 4)JumpPower 50, WalkSpeed 30, InterpolateSpeed 0.65, IsStun false - the only state with a boosted JumpPower
EndCombo (Priority 4)JumpPower 0, WalkSpeed 14 - the recovery beat after a combo string ends
BlockBroken (Priority 5)JumpPower 0, WalkSpeed 0 - full root, the harshest movement penalty of any state
IsBlocking (Priority 5)JumpPower 0, WalkSpeed 8 - can still shuffle while turtling
IsAttacking (Priority 5)JumpPower 0, WalkSpeed 14 - committed to the swing, matching Combat & Controls' 'no feint/cancel' note
IsVaulting (Priority 5)JumpPower 0, WalkSpeed 16, NoAutoRotate, IsStun false - the only Priority-5 state that does not suppress input
default_cancellable_statesIsParried, IsStaggered, IsStunned - always interruptible regardless of Priority

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.