Rock Crush's timing.

By Cascade2, in UFS Rules Q & A

Rock Crush states:

R: After you play a block, any attack you play as a Reversal to that block gets +X damage. X equals the difference between the difficulty of your attack played as a Reversal and the block modifier of the card you played to block.

Since Rock Crush's activation point is "after you play a block" can you play the Reversal and then react with Rock Crush to boost it? Or do you have to Rock Crush first then Reversal?

Cascade said:

Rock Crush states:

R: After you play a block, any attack you play as a Reversal to that block gets +X damage. X equals the difference between your attack played as a Reversal and the block modifier of the card you played to block.

Since Rock Crush's activation point is "after you play a block" can you play the Reversal and then react with Rock Crush to boost it? Or do you have to Rock Crush first then Reversal?

its reacting to the block and putting up the floating effect that if you play an attack as a reversal after this block it will get +X damage

say you partially block. You have to React before the dmg is dealt. As soon as the block is played (control check passed, block placed into card pool)

Stamp for Mazzurco. It's a response to blocking, so it's before the response trigger for Reversal (which is after the opponent's attack resolves).

Dang, was hoping to keep the prog. difficulty down.

Speaking of which, does Rock Crush take into account prog. difficulty or does it use printed difficulty of the Reversal when calculating X?

hmm..i know difficulty either means "printed + progressive" or the number in the top left corner....makes me think of "move to the rhythm"

k that card specifies "printed".

I think difficulty refers to printed + progressive...but im like only 55%.

When it refrences difficulty, I'm pretty sure that it means the number in the top left. The reason it would say printed difficulty is for something like a multiple copy or Turnabout, where the printed difficulty (undefined or four in my two examples) is different from the actual difficulty (which would be the difficulty of the attack the cards are copying). If it wanted Progressive, then it would say that.

the difficulty of the card is its printed difficulty, unless there are floating effects that say that the value is modified. progressive difficulty only comes into play when attempting to play a card and isnt dependant on the card itself so its not part of the "cards" difficulty.

That is how it was ruled for Maxi. So unless it is specified otherwise, difficulty refers to the cards printed difficulty.

babelfish666 said:

That is how it was ruled for Maxi. So unless it is specified otherwise, difficulty refers to the cards printed difficulty.

the only thing that made me maybe thing otherwise was that move to the rhythm says "printed difficulty" as opposed to just difficulty.

If difficulty by default equals printed difficulty, than its redundant. very possible, but just made me wonder.

It's not the same thing as "printed" difficulty because there are effects that might be modifying difficulty of cards, for example Taking the Bait or Feelings of Friendship.

Or, you know, Secret Project...