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gaming About Blocking in Fighting Games...


madnessmaka

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(edited)

I grew up with Soul Calibur and Virtua Fighter. Ever since I was a kid, I memorized the combos, worked on my timing, and practiced constantly. Then Soul Calibur 6 (edit: meant 5. Thanks roberno2k) really pissed me off and I moved onto other games like Tekken, Guilty Gear, and Street Fighter. However, I felt there was something off about them. I just recently I figured out what was irking me...

THERE'S NO DEDICATED BLOCK BUTTON.

 

I know this may seem silly, but I don't get this. Is there some kind of advantage to having to hold the analog stick away from the opponent to block? Is there some advantage that I'm not aware of? I figured I might as well ask you guys, because frankly I'm not really a part of any big forums other than this, and I'm not the most hardcore of fighting game aficionados (I still don't know what a wave-dash is, for example).

(edit: wow, a LOT of typos in there. I'm actually shocked I didn't catch most of these.)

Edited by madnessmaka

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There's this wonderful thing called the "Fallacy of composition", which is defined as "when one infers that something is true of the whole from the fact that it is true of some part of the whole."

 

I've seen some bronies demanding people to be loving and tolerant. These bronies usually say this when people criticise the show's shortcomings. Love and tolerance goes both ways guys. Don't be hypocrites.

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1: There is no Soul Calibur 6 (as far as I know). Soul Calibur 5 is technically the 6th in the series if that's what you mean though.

2: With there being no block button, there are more basic attack buttons. Left/Right Punch/Kick makes much more sense than Left Punch, Right Punch, Kick and Block in my opinion.


People who say "Nothing is impossible" are morons. I've seen it done on too many occasions to count!

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I wouldn't say there is any inherent advantages to blocking by holding the opposite direction. But, in 2d fighters it does introduce the problem of cross ups which make mix ups much more potent. Mortal Kombat 9 has a dedicated block button and plays on a 2d plane; cross ups just aren't as useful (deadly) in that game as they are in Street Fighter 4, Guilty Gear, Arcana Heart 3 etc. On the other hand, games like Dead or Alive 5 and Soul Calibur 5 are just fine using a dedicated button and cross ups aren't part of their game at all. 

 

I think for 3d fighters, a dedicated block button works just fine but for 2d fighters, I prefer moving away to block better since it adds another dimension to attacker/defender game. 

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Well, I can explain this. The reason there isnt a dedicated block button is because the games want to stick out from each other. Traditional games keep their block as hold back on the D-pad. There isnt a "real" reason they are different, they could make block like Street Fighter ( Hold back.), however they want it to feel different for the players.

 

There is no advantage, just a different button layout. Also, wave-dashing is canceling a dash into another dash. More technically spoken: You cancel your dash using frames on another move (I.E Crouch in Ultimate Marvel VS. Capcom 3) which allows you to keep your momentum while dashing once again. Look up Super Smash Bros. Melee wave dashes.


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The advantage is that it forces strategy. In a game with a dedicated block button, you can turtle highs simply by holding the block button, and down if necessary for lows. In a game where your block button auto-executes during an opponent's attacks while you hold back, you run the risk of adding unwanted distance between you and your opponent if they're not attacking, which can make turtling highs more difficult to execute without backing yourself in a corner. And a corner is the last place you want to be in a fighting game.

 

When a block button is also the back button, it forces a player to anticipate and judge movements of his opponent, because mistaking that usually results in unfavorable results for the defender.

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