You can’t just consider how useful auto-block is itself, it’s probably quite useful, but you do also need to consider the gem you have to leave out in order to get the auto-block gem.
We also don’t know how exploitable it is, we may find ways to wreck people that use it. Also, I don’t think every hit will necessarily convert to a full combo, this game does have an element of footsies, so you may block essentially a normal poke, or a normal -> fireball, etc.
I’m not saying the gem will be bad, it probably won’t be, but I don’t think it will be overpowered either. I think it will be used a ton at launch and will be very good then, but once we find ways to exploit it, I have a feeling it’ll slowly fade away.
The comparison to Magic: The Gathering was spot on. There’s a lot of times that individual elements seem powerful, but don’t see a lot of use because the format doesn’t work in their favor. Without actually having the game in our hands, there’s no way of knowing how good it’ll actually be.
That said, I like the idea of the gem system. It’s like having one hundred trillion grooves.
You and others see the gem as being game defining while at the same time Me and yet others see if differently. Rook’s post does a great job of explaining it.
Sure it may block one hit but at the cost of the meter and with the continued pressure that will keep coming from an offensive player. Additionally, everything I’ve seen and read leads me to believe that this game is going favor a rush down fighting style. A lot of the momentum of rush down and pressure we’ve seen so far takes meter into account. Not only using it for rush down but earning it in the process.
I think this gem is gonna fade pretty quickly once people get their hands on the game. I’m still sticking with my theory of gems that increase speed as the ones to watch out for.
Really? That’s what you think is the best response? Rook’s post seems to favor what I’ve been saying. Especially since in his second example, the gem’s autoblock has nothing to do with the guy getting hit by an overhead attack. Ryu was blocking low and could not transition into a standing guard by the time Yoshi tags in? Why? I didn’t realize letting go of down took so long (if he’s even holding down in the first place, it’s not as if the Gem cares!). In the first example, it out and out fixes a mistake.
Answer that question I asked please, I’d be very grateful. In SFxT, between getting hit by a combo or losing 1 bar of meter, which one would you pick? Don’t worry I’m not trying to trap you into some argument I’m genuinely curious about your response.
Blocking 1 hit is essentially equivalent to blocking a combo. If you blocked a mixup that was leading into damage, you didn’t just avoid 1 hit.
If there were only intelligent activation conditions that reward the better player I wouldn’t be so worried right now.
Too bad they already announced gems that activate when you get hit and I’m pretty sure we’ll see gems activating a damage boost when you are getting your ass handled to you and are down to <25% (I can already see it: “rage gem” as a tribute to that bullshit “rage mode” in T6). Once again a system that rewards you for getting beaten, which is what you should avoid in a fighting game.
I hope they make those gems much weaker than the others, like: if a power gem gives me 10% more damage from hitting my opponent, a gem that requires you getting hit should give you only a 5% boost or 5% defense. Or make them use two slots.
I just don’t want to see people getting rewarded for playing bad, or me punished for doing right what my character is supposed to do. Imagine that: you’re using Sagat, Ryu or Guile and if you hit your opponent with multiple fireballs (which is what you should be trying to do), he gets a speed boost and makes it harder for you to zone him and maybe, thanks to that speed boost, he lands a jump in and punishes you with a big combo. Does that sound fair to you?
If Capcom wants new players to have fun and feel like they can already play the game, just give them an easy control mode like in Blazblue, or make a good story mode or World Tour like in Alpha3…I don’t know why making the game more frustrating for those who keep it alive, just to please those who will drop it as soon as a new game comes out, seems like a good idea to them.
He could have just done a Counter Cancel instead using F+MP+MK. Now, for the cost of that 1 bar of meter he would have dealt damage, gained distance and knocked the enemy down.
Um how would a Counter Cancel have saved him from blocking wrong and getting hit clean? Did you read what I wrote or just quote my post and deliver a canned response?
Blocking a mixup doesn’t put you in a safe spot. You’re still backed down and having to block, so you’re still prone to other mixups, specially 50/50s since it seems you can combo out of most overheads and there’s no FADC to save you if you just want to mash a reversal.
On the other hand, if you block properly and use a Cross Counter - is that the name for the alpha counters in this game? I don’t remember right now - for the same amount of meter you’ll have room to breathe, time to whiff normals for more meter and you’ll be completely safe - and who knows, you might even turn the mixup around depending on the character.
In other words, having the ability to actually block instead of relying on the system to do the work for you is sounding far more valuable.
It won’t, his point is that you’re better saving your meter for when you do block you do some damage for it instead of just blocking, losing a meter and still have to deal with block strings and unblockables if you don’t have enough meter to block them. And if you do, for one meter you’ll drain at least two of the opponent, I really can’t see it being that broken…
That’s honestly all I have to say. Modern fighters are just getting more and more casual (and stupid). By then end of it all we’ll just be paying money to play Mugen. Bring on the next wave of focus attacks, gems, and intense button-mashing!!!
One thing people aren’t considering about the autoblock gem - Who says it switches block stances for you? It’s said that it’ll only block when you can block yourself, if you’re standing you can’t block low, so who says it’ll block low for you?
come man, ur talking out of ur ears…Modern fighter’s are so much better then the past…About Gems u speak to soon before u know really anything about it or how it “really” works
But the gem doesn’t activate if you’re blocking yourself right? So why is any of this a concern? It corrects your blocking error, which may have been forced upon you by the opponent or been your own sloppiness, doesn’t matter. It prevents you from eating damage… the most basic element of the game. It doesn’t matter how important meter is in comparison, this should be obvious. I don’t give two fucks about the Gem or the game, but I care about people on SRK not knowing what elements would ruin a fighting game…
I’m seriously scratching my head here. What the hell?
…
Is all the fighting game jargon obscuring common sense or something? If a gem blocks a mixup for you that you would have blocked wrong, it is such a wonderful trade for 1 meter that not taking it would be insane. Whether any other mixup follows or not… (at least the way it’s described right now).
If it doesn’t do that it literally would not be doing anything (or might as well not). But I guess it’s not impossible. Auto-block in other Capcom games does this.
Fair enough, but I think it’s a reasonable assumption. We don’t have anything else to discuss Gem-wise right now anyway.
If it’s a game of crazy mixups and easy 60-80% combos I wouldn’t think this was out of place. That would still be an attractive Gem, but not almost mandatory.