Because this thread is a joke. Yea, slayer classes have guard, which is block in Street Fighter games. Other characters, instead of all having the same skill, are given a diversity of skills to be able to deal with other characters’ skills rather then making every single character play the same. Also elementalists and summoners don’t have throws so they can’t throw a slayer out of guard but thankfully DFO isn’t as scrub-friendly as SF4 so no one is really complaining. If they guard you can still just cross them up or just zone them and chip. Far better than making every single character in a video game play exactly the same and removing all diversity, that just makes it boring like MvC3 relative to MvC2.
fuck you bro
quite a few people have given you a good answer, and could have been a lot harsher
no u
heyoooo
Ah, SRK is still classy.
There is no point in complaining, its a lose lose situation, Street Fighter will continue to be Street Fighter, the boat is leaving, feel free to stay or take it.
guard break
I think it’d be cool in a fighting game, once you get guard broken, you lose block for the rest of the round. And when u do attempt to block, you get the guard crush animation.
That will encourage more offense and PERFECT spacing (the person who’s been guard broken).
I think this wouldn’t be too bad, especially with games that have roll, back dash invincibility, some form of hyper jump/hop, etc.
Soul Calibur 4 was the ONLY game I am aware of that really punishes you for blocking so much (Critical Finish). In fact that’s the ONLY good thing about the game lol.
just…no, stfu…
I find it funny how most people are totally against ideas like this. This is why there’s not many unique and exciting fighting games being made nowadays.
Everyone wants everything to be cut and pasted just like SF4.
Give me a fucking break. :rolleyes:
no one’s against ideas like this, they’re against this idea
It’s a horrible idea. There’s balancing offense and defense and then there’s going overboard. Stripping away someone’s ability to block is a horrible idea and you can’t justify it with anything. The reason people are against your ideas is because you never find some kind of middle ground and gun for an extreme state. Apply your idea to BBCT Nu-13. If she guard crushed you and now you’re unable to block how would you deal with her zoning?
The thing about SFIV is that people are saying the game is too defensive meanging a lack of balance between offense and defense. If you cannot see the horror in your idea there’s a problem. And no one wants all games to be like SFIV.
I never said this idea should be applied to games already made. Of course a fighting game would have to be created from scratch to make this idea work. And of course balance would need to be tested. Etc.
But I wouldn’t COMPLETELY rule the idea out. And THAT IS what most of you are suggesting.
So meh.
even I assumed that it would be a SF-like game. I mean you posted this shit on SRK. unless you mention it being a new idea, people are just gonna assume it imitates some other fighter out there. also, don’t worry about trying to save face here of all places
I think making a game parry only (note: not assuming 3S parry) is bad. not because “Oh, then it wouldn’t be like street fighter! and everyone knows if it’s not like street fighter, IT ARE bAD GAME” but because that means your only defensive options are to parry and attack. if you want to defend, you’ll probably have to accurately guess each offensive attempt before you’re to even use the defensive options. what type of attack it is, where it’s gonna land, when it’s gonna land. generally, good fun games are able to fly by quickly. the problem here is if the game is fast, then the attacks are gonna be fast and that’s gonna make accurate guesses nearly impossible. in other words, if anyone does play the game, people are just gonna pick the guy who’s the best at attacking and use his attacks to defend against other people’s attacks instead of bothering to parry. if they ever get into a tight spot, then they’ll try using it.
I’m also surprised no one brought up makoto’s SA3. Not many people use it because you can’t block while using it. In the end, it would probably be balanced if she had the ability to block while using it, but the whole no-blocking thing ruins it.
That’s why ST has reversal throws and reversal attacks. In the Ryu case you mentioned, if after the crossup RH, Ryu does close Forward as a combo and not a throw, then the opponent’s reversal attack or reversal throw will not happen as nothing can stop a combo. In that case, the defender loses nothing and just blocks.
If however, Ryu does the close Forward after blockstun ends, meaning as a throw and not as a combo, then the defender can reversal throw or reversal attack. If the defender has an invincible-on-startup reversal attack, this will beat Ryu’s throw everytime. And if the defender is good with reversal throw timing, he can throw Ryu before he gets thrown.
Same thing with the Chun Li case you mentioned. A reversal attack or reversal throw will always beat a st Strong spamming Chun Li. And if it’s a combo, then the defender will be stuck in auto-blockstun, so they are free to mash out a reversal attack or reversal throw.
Almost everything in ST is geared towards giving the defender a fighting chance, while keeping throws one-button but at the same time allowing you to tech throws if you miss the reversal so that you end up on your feet and take less damage too. So ST rewards attackers and gives defenders a chance to escape too. It’s damn near a perfect system, if you know how to play the game.
wtf theres a block button in street fighter? When did this happen, man I must be a noob. Though if you dont like turtling try playing something else, like KOF
Zero 3 system anyone?
As for making a game more offensive, reducing the defense options is NOT the way to make it more offensive, just more whiny…
They could give more chip damage so people will be encouraged to counter instead of block. But I like the way it is.