If modern SF is too defensive, why not just kill the block button?

Didn’t Bushido Blade have something kinda like block… Like you raised your sword in a non-attack to cover yourself? I might be remembering wrong though. But you could block with attacks as well, because it was all about wether the swords touched or not.

BB has a block button, wtf are you talking about.

To take away the block is like taking a shit on all the people that grew up as a kid playing this in the arcade years before they even made the champion edition for people on SNES …It would not be street fighter, You wanna argue about something make it the ultras that fill up and reward losers !!! a turtles shell can be broken !!!

Shit now you got me trying to remember if sf1 had the same blocking system,there were 3 version, regular buttons,the roll ball and one with 2 big buttons you punched… Ohh a wandered LOL

Very interesting concept. I’d like to at least play a 2D fighter with that approach - the pace would be insane. Ignore the unimaginative SRK hivemind - most of their paradigms were constructed from corrugated cardboard 10 - 15 years ago.

has anyone ever heard of THROWING?

I’m messing with it now (Samurai Shodown 4 Upper Grade with no block) it is a lot to get used to especially if the opponent can block and you can’t. The parries are not just tap forward, but QCB, F + Kick. It can come out as easy as a Shoryuken, but of course it’s a lot harder to spam then just tapping forward. I would highly recommend it if you want a new challenge, but it can be frustrating right away.

Edit: Didn’t say enough IMO. There is also a sway/dodge technique that is very similar to the one in King of Fighters 94-96. This is just accomplished by hitting A+B.

Also the speed of the slashes play a big part of the game. If you go for a big hit or a special it’s pretty easy (compared to a lot of games) to get a lighter faster slash in there to cancel it out.

Last it’s a lot easier to get away from the slashes that many other hits in fighting games. Jumping straight up has saved me countless times where in a SF game I’d still be hit.

All of this together makes it fun to mess with no blocking. Do I think it would work really well in a SF game. More then likely not, but I wouldn’t mind seeing if someone could make it work as a bonus to the game. Kinda like there was a code on Street Fighter II Turbo on SNES to turn off special moves. It made me learn the basic punches and kicks that much better.

The combat system in Bushido Blade 2 is different from the original in several ways. For starters, there’s no longer a ‘block’ button. In order to bat away an enemy’s advance, you have to deflect his attack with your weapon. There are five possible outcomes, ranging from the perfect block to the unfortunate fatal hit. Instead of a damage meter, body parts can be weakened by successful strikes. In effect, you can disable your opponent without killing him/her. But unlike the original, you can’t disable someone’s legs - only their arms can be affected. This is a strange and unfortunate omission. I personally liked having to fight from the ground every once in a while. It added to the realism.


The gameplay is pretty much the same, yet it feels quite a bit different. The controls have been changed and slightly simplified. There are now two attack buttons and no block button. To block attacks, you simply need to attack back to get your weapon in the way of your opponent’s

while I didn’t say BB2 exactly, I did say BB iirc which indicated I wasn’t sure which of the two games had this function but it does exist.

the non-attack state you’re referring too is just a stance. If you raise the sword over your head, that is a stance from which you can attack from. However since your sword is active, you can block a high vertical attack ONLY. If you raise your sword to use that high stance, you can get hit low for free since stance changing does take a while IIRC. Also, while in those stances I think you’re much slower as well but its been a while since I played the game.

Guard Bar would be a good patch. Just because it would get people to get out of the “hold down/back all day” play style and force things to be more offensive. Guard Crush is always fulfilling in CVS2 and Alpha 3.

@ Shoultz

Well that’s where the confusion arose. You just said Bushido Blade so I assumed you were talking about the first.

Anyway, BB2 has a block button as well. The thing is, its not like normal block in other games where blocking universally does the same thing. You can block attacks pertaining to the correct “guard” to give you a better advantage. While if I recall blocking incorrectly will still avoid damage but you have less initiative/more blockstun, ie. you get penalized.

You can also guard by just standing neutral (kinda like Tekken) but this won’t work reliably. I think you covered this when you were talking about the stance thing.

i like guard crush too but if someones blocking all day why dont you throw them

Also fuck parry/just defense. THat is just a really bad system.

If modern SF is too defensive, why not just fix the things that made it too defensive in the first place, instead of making radical changes to the game’s very foundation? LOL, sorry if logic was the wrong response to this thread.

“I read on the internet that this thing makes games worse.” Just shut the fuck up if you’re not going to make an attempt at an intelligent post.

in every SF game that I can recall, crouch tech is the ultimate equalizer against throws. To throw, you have to be pretty risky because if you miss, you wiff for a quite a while. While crouch teching can usually be kara-ed into and in sf4’s case, it leads to a fast c.lk poke.

guard crush hasn’t been implemented properly in any game IMO. Its broken in cvs2 and its broken in a3. Players should be allowed to block when and how long they want. You counter that by allowing offense to be relevant which it isn’t in sf4. In a game like vampire savior or guilty gear, every character can apply offense so if you constantly sit, you’ll get rushed down forever. So blocking all day is actually a bad idea.

The game isn’t telling the player, you have to move NOW. Rather, the opponent is forcing the player to move which is far better design.

what you see in sf4 is just bad game design because new players were designed into the game. Rather than every character being able to apply quick\safe offense, only a few characters can. Even SNK understands this concept well which is why every character has short hop\hyper hops. It allows the hi\lo game to beat the defensive style. However, the opposing player still can block, alpha counter, roll, AA, air to air, dash fwd\bck to get out the way. The offensive elements are just as relevant as the defensive ones which isn’t the case in sf4.

hate 2 button throws

It was a bad system. I could not play TS until after 3 years of playing the game. Air Parry, Ground Parry, bait parry. It wasn’t really what IMO street fighter should be. You block I throw you. You parry, I throw a jab, then throw you.

I didn’t read it, I played it. It’s just really annoying. Yay I parried your hits now I can do this. Blech.

im surprised syxx and eldergod haven’t mentioned dfo (with its non-universal block) yet

there’s a simple answer to any game that is “too defensive”. make the defensive options easy to overcome

for example, you’ll won’t find any good ssbm players blocking for long periods of time. to keep doing so is suicide. it can be broken, it has a lifespan that makes it smaller, and you can be thrown or baited out of it. you won’t find them rolling either because rolling is really laggy; it’s almost better to be hit and DI it well. at best, for pure defense, they’ll wavedash or sidestep… but one is a precautionary action and the other isn’t guaranteed safety especially if they know you’re gonna do it

edit: oops worded that weirdly

Everyone without an avatar should be banned.

fixed

its all about design.

in ST, throws are one button. Take a character like ryu now. His close s.mk is +frame poke, it can be comboed after it hits into other normals, and his mk happens to be a throw as well.

now if ryu scores a c.rh KD in st, he can do the following option set.

xup rh, 1frame before throw, fwd+mk. This will allows close s.mk to come out every time which is a throw as well as pressure string. Also, there is no gap in this setup. Its a perfect block string so no reversals can be inputted.

xup rh, throw on the first frame you’re allowed to with fwd+mk. If done right you get a throw.

Thats the problem with 1 button throw setups. I don’t think it works like that for every character but characters like chun li who can do walk fwd, s.mp, s.mp, throw as a 2n1 poke hrow string is by far retarded.

crouch teching seems to be a universal problem in SF games. If you remove crouch tech, you force players to stand to tech a throw which means going low becomes a mixup game. In that case, you make the problem worse.

the answer for throws in 2d games should be this:

[media=youtube]WMiPTvRy_5k#t=1m33s[/media]

actually imply a grappling system that prevents mashing.