Speaking of block animations, I just sorta explored that yesterday. After some testing I found something that may be a bug as it was something Mike was careful to take out for for Solobella but is still available because of custom assists. Skip about halfway down if you just wanna find the bug(maybe) itself. First, some info
‘The blocking animation prevents the defending player from walking backwards, but will not prevent any other action.’ is correct but there is a kind of exception that will keep people from jumping back as well.
Its possible to trap any character in the grounded block animation caused by a whiffed normal so long as they’re holding any direction to block. This includes people holding upback and I guess its because the game prioritizes blocking over jumping. Yall have likely seen this already in your own matches, and I imagine its to make sure that a person holding upback can’t get off the ground and escape a low hit if theres an incoming attack.
However it is possible to still escape from the whiffed block animation with any **new **input. So pressing upback again while in that block animation will allow you to finally jump back (holding nuetral/forward jump would allow you to bypass it entirely). If this wasn’t the case, the game would approach SFxT levels of stupid with rediculously good jab pressure.
Now if you’re clever Cerebella player, you might have gotten the idea to just whiff a normal in front of the opponent and cancel into throw for a seemingly unescapable setup. Well, too bad. Cancelling into any of her cmd throws instantly ends the blocking animation and allows them to jump immediately. Also since nobody can cancel into normal throw it would seem that tieing people down with block animations and grabbing is a non issue, right?
Nope. The trouble comes from custom assists. While the opponent is placed into the block animation by the point character, an assist is still capable of throwing them. Since ground throw is an assist option for every character this becomes a possibility for any team combination, but is exceptionally powerful when using Bella’s diamond drop and merry-go-rilla as they cannot tech (you can tech normal assist throws fyi).
This basically this creates situations in which the only way to escape a throw reset is to either hold neutral/forward jump as you come out of blockstun (risky because you may run into the the atk they were trying to whiff) or input an action which is unthrowable such as a reversal or a reinput jumpback (risky because it may require strict timing or may be punished).
To summarize, you can force the opponent into a block animation with a whiffed normal and grab them with an assist. A tight enough setup is not escapable by holding up-back even if you know a grab is coming. Its not an inescapable situation, but it is a very solid one that I’m not sure was intended given that it was very specifically removed from solobella.
If you wanna see this for yourself, the easiest examples I can think of are:
Bella: s.lp s.lp s.mp >(call throw assist)> HP Lock n’ load
Works because Lock n’Load forces the block animation for the entire startup. May have to delay the assist call a slight bit after MP to make sure blockstun/hitstun ends before the grab.
Also, I tested bella cmd grab assist with
Painwheel: s.lk (call assist) qcf+p (hold)
Works because the opponent goes into the guard animation while the fireball charges up at close range. Just make sure they’re in the right range to get grabbed by whichever assist.
This might be hard to fix (if it needs fixing at all) as the game definately needs those block animations so theres a reason to not just hold upback under pressure. Like I said the normal grab assist can be teched so those aint broken at all. Maybe make it so calling a bella grab assist immediately ends the guard animation just like it would if you tried to cancel into the grab as bella on point?