I don’t agree with Guard Crush in Street Fighter V. Some characters, like Vega, have to block opposing pressure. They don’t have invincible reversals.
Say, for example, you are correctly blocking all your opponents pressure. But you are being punished for blocking correctly because GUARD CRUSH. You are at the limits of your Guard Power Gauge, they knock you down, and perform an EX Shoryuken or something similar on your wakeup. That’s free chip and Guard Meter. All this because of GUARD CRUSH.
On an unrelated note, and hopefully Vega makes it in, I hope he doesn’t retain that stupid lose your claw/mask crap, or at least not lose it when you’re blocking. Why get penalized for blocking correctly?
If they must add Guard Crush, then they must also add parries. You need to give people an alternative to blocking, and back dashing and such doesn’t always avoid everything. I’ll finally try to get good at parrying if it means I have to escape situations where it would be next to impossible to escape without parrying.
On one more unrelated note, Capcom could add in the Stun Gauge from the Street Fighter III series. It wouldn’t hurt.
I wouldn’t be surprised if GB had it’s disadvantages. I think we’re getting ahead of ourselves here. I mean look at ultra…alot of speculation about who was gona be good and bad and whatnot. Turned differently. I think we should hype ourselves up and get to sharping our fundamentals. We shouldn’t worry about 5’s mechanics right now since we’re going off one trailer that may be changed in the end. Who knows.
I hope there’s something implemented for turtle characters to have a good gameplan.
Would hate it if this game wouldn’t have the mental tugs of war that characters like Vega and Guile present to characters like Ryu/Ken/E.Ryu in SFIV.
Those footsie and space control matchups are my favorites in SFIV.
We don’t yet know if it’s just “SFIV - Now with Guard Crush!” though, so there may be more to defence than just blocking for dear life. Who knows, maybe there will be a parry-like equivalent that adds some extra options for characters who are put on the defensive, or even straight-up Alpha Counters.
Also, unless I’m mistaken, the only other main series Street Fighter game with Guard Crush was Alpha 3, and Vega is apparently a very good character in that. I can’t say I know too much about Alpha 3, but I’m going to assume it’s to do with V-Ism, I think I saw a match once where a Vega player was crushing guard like nobody’s business with Rolling Crystal Flashes (which then raises the point: Vega can potentially be a serious offensive threat when Guard Crush is a factor. As I said though, I don’t know too much about A3, so I could be making a wrong assumption here). And then there’s CVS2 where Vega is very very good. It may just look like I’m going off on a “look at all these games Vega was good in” tangent, but the point is that putting Guard Crush and Vega in the same game doesn’t necessarily spell disaster for him. In fact, it may not even hold him back in the slightest.
True, but don’t forget that GB isn’t the only possible new mechanic they could implement. Like I said before, sometimes system mechanics don’t go well with certain characters. (SFxT’s CADC and charge characters for example.)
All right, Alpha Counters. But don’t you need meter for that? What if you’re character is meter-intensive like… Vega lol.
Also, can you imagine how hype it could be with both Guard Break and Parries?
“He’s gonna get Guard Crushed with this next blockstring and- OH, HE PARRIED THROUGH IT AND SCORED A MASSIVE COMEBACK!”
I agree with Mike Z in that traditional guard bars and guard breaks punish you for being good at an aspect of the game, and would prefer the style GG has where your punishment for nonaggression is applied to your next time getting hit, and can be avoided by skillfully defending.
There’s more to defense then just blocking. SF5 might give us that. Who knows. As long as it’s more offense then defense aka “exact opposite of SF4” Then I’m happy.
If the Guard Crush has scaling on attacks similar to damage scaling I’m all for it.
Example (JUST AN EXAMPLE) Chun Li’s lighting leg attacks should do the same amount of guard crush as a sweep if both leave the player -7 frames even if spaced
Otherwise multiple hit attacks will have an advantage
I mentioned this in another thread but the only instance of a guard break shown in the trailer was Ryu in his “powered up” state. At this point we don’t even know if a character can guard break another character without being “powered up.”
With the “powered up” mechanic being almost certainly tied to some restriction be it once per round, a super meter, etc. there could only be a small window per match to open an opponent up via this mechanic.
Granted, this is all conjecture and it could very well be a universal mechanic that is constantly in play.
A3 also had different guard bar lengths, but it was different between Isms, with X-ism being the longest and A-ism being the shortest. But even then, the lengths were still somewhat different between characters. V-Cody had the shortest in the game.
But yeah that would be a nice solution for defensive characters.
Well, in 3S, there was’t really blockstrings in the normal sense. If you let go of block at any time durring block stun, you’d get hit. You could parry out of block stun, but the timing is VERY tight, like you have to parry on the frame of the next hit or something for it to be successful. It’s called a red parry.
V-Ism activation could punish small holes in aggressive pressure anyway, much of SFZ3 (and CvS2 to some extent) was about activation/counter-activation mind games, unblockables, advanced block string setups and such. The gameplay surrounding guard break was a lot deeper than simply being punished for blocking, there were other things you were supposed to be doing besides turtling and much more expensive ways of actually breaking someones guard.