Air block is dumb.
I like option selects, just not a plethora for some and none for others. DeeJay has barely any for instance.
Air grabs will probably return, Guile’s and Vega’s are iconic at this point.
Am I the only one who hopes that the elemental power up mode in the game replaces EX Moves? I don’t have anything against EX but it would be nice if the regular versions of moves become good again. It sucks seeing moves get gimped to make the EX versions worthy of use.
I’m not even sure what to think of this Elemental thing at the moment, I want it to be good though. Interested on seeing the full extent of it’s capabilities.
Fan wank list:
Faster walk speed (compared to SF3 and SF4)
No supers
No meters of any sort
No parry or focus attack etc
All characters have access to all close/far normals at all times like Dhalsim does, or the V-ISM characters in Alpha 3.
But that’s not going to happen.
I will say as someone who played a lot of Alpha 3 and who has recently come to appreciate CvS2: you have to be careful if you have a guard break system. Guard damage is a de facto option select which buffs characters who have high priority attacks; if they block you do guard damage (essentially stun damage taken for blocking), and if they try to counter attack you do damage and a counter hit bonus and stun. Look at the divekick shenanigans Rufus used to get away with in SF4, or Sakura frame trap nonsense, or Dudley’s my-button-beats-your-button hit confirms. When combined with an alpha counter system it’s a different story, but either way it can have a big impact on how the game is played. It’s all fun and games until you run into CvS1 Nakoruru.
If anyone suggests an air-block in an SF game everything they say onwards will feel redundant to me.
Jumping is a risk in SF, you’ve put yourself at immediate risk of being anti-aired or in some cases Ultra’d. Eliminating that risk and and that section of the meta-game would make zoning near impossible and make footsies 100% irrelevant.
Weird how one mechanic could influence the game so much eh?
It’s the fact in general of being able to defend after attempting something that has always warranted large risk in every iteration of the game so far. I’m all for mechanic swap-ins but something like an air block takes away part of what SF is, to me.
That on top of normal anti-airs being weak in SF4, and damaging options like uppercuts and such being airborne, allowing the player to block the biggest punish doesn’t seem right to me.
You have to take the other mechanics of a game into account when it comes to air blocking though. It would be a terrible idea in SF4, indeed, but air blocking has worked out fine in other SF games. Jumping in A2/A3 meant the risk of eating an anti-air custom combo, which would be 30-70% of your health in A2 and possibly an instant kill in A3. I’m less sure of how it worked out in CvS2 as air defense depended on what groove you picked(and I’ve never really played that game, only watched it/read about it =( ), but I do believe roll cancels would beat most options outside of parries/JDs.
What I remember from playing A2 is that air blocking first and foremost makes fireballs less powerful than in ST, because you can block them if you’d land on them.
A jump should make the attacking character completely defenseless. ST had that shit on lock. It would seem like a mechanic added purely to cater to less methodical approaches by hyper-aggressive play. I can’t fathom this ever being a good idea in the main string of SF games. It feels wrong, I just disagree with it. Opinions are bound to conflict but that is my stance on it.
Part of me wants Alpha style air blocks just so I can AA some fool with a grounded attack and have them try to accuse me of cheating. Or better yet, see them posting in the forums about how the game is broken.
My anaconda don’t want none of that. Save it for another Alpha if Capcom ever decide to pull that outta their asses. If I do take into account other potential mechanics it could be an interesting change to the game, but I think SF4’s jumping and defensive options against it are pretty solid at this point. I’d prefer more time taken into figuring the main game-defining mechanic they’ll add, want that thing to be absolutely on point.