The Problem with Guard Crush

I also used to believe that guard crush would hurt charge characters but Veserius correctly pointed out that it benefits them: a lot of charge moves have less recovery which lets their characters to exert better pressure, so they are the ones more likely to break guards. Dictator, for example, could get some added benefit from his scissors pressure and Guile would gain an incentive to keep harassing the opponents with a volley of normals and Sonic Booms.

I don’t know Claw very well to know it is the case but I imagine his claw would let him keep opponents out anyway and on the offensive he could chain a bigger blockstring due to his reach. Don’t panic, at least that aspect of the game is going to be awesome.

Also, +1 to parries. Parries + Guard Crush = Automatic best SF ever.

Then there’s the charge chars getting KD and possibly lose their charge. GB’ing a charge sounds like it will be easier then command chars.

Say for example they have to block a high-low mix-up…most dp charge moves require a down up charge. Now they either have to block the mix-up and lose the charge and risk getting GB or take the mix-up and risk getting comboed. I don’t see charge chars benefiting from GB that much…but it’s one trailer. One piece of footage…I think I’ll wait till I get more info.

I like that Claw has been used as an example where he’s been good in every SF/SF-based game with a guard bar.

not every game is SF4. watch some old CVS2 matches to see how interesting/cool the tension is when someone is about to get guard broken. there’s more to defense than holding down back and mashing crouch tech/reversal if they approach.

Have you ever considered that maybe, just maybe, there’s more to defense than raw blocking? I mean, Vega in particular has some tricky options that I’m sure could be tweaked to slip out of blockstring gaps.

Though I wouldn’t really say guard crushes hurt charge characters, they more so hurt characters with poor reversal options. Command characters can totally have the same issue, without the payoff of having excellent move properties to exploit it on offense. Perhaps ensuring everyone has a counterable alternative to sitting there and blocking would be a good compromise. I doubt they’ll just dump him in raw IF he even gets in.

I’m glad that Guard Crush might be back. It makes players play smarter and creates hype moments.

Charlie had some pretty dope block strings in Alpha 3. If Guile or Charlie comes back, I’m crushing defense all day. :wink:

The problem with Guard Crush? There is none.

if anything characters like vega will probably break even or benefit more than other characters from guard crush assuming and hoping that shit mechanic FADC is removed. i would make a guesstimate off of the whole 8 seconds of footage that we have available. that something like jump in hp, crouch hp xx hadoken would do about 40-55% of a guard meter. Vega stand mk would probably do like 5-7% and a HP RCF would probably do some redic GB damage like 35-50%. We should probably wait until we have more information on the game before we start complaining about nonsense.

The damage dealt to the guard meter should be quite small in general. I don’t really see it as a punishment for being good at blocking, but a reward for being good at offense. If the guard damage keeps low, you can still block a lot. And to get a Guard Crush you’ll have to keep pressure for a long time, which most likely would imply leaving some gaps in your blockstrings to close distance, jump, etc. It would be risky, especially in a game where DPs and Throws are so powerful.

All right, I admit I jumped the gun on that based on how he is in the SFIV series. But still, what if your character was meter-intensive in SFV? It would be hard juggling between your bnbs and Alpha Counters.

There’s no example in 3S where one normal that is beefy enough (has enough blockstun) cancels/links into a fast enough special move or normal, resulting in a true blockstring?

In regards to Vega in SFA3 and CvS2, I never really played those. I preferred SFIV series Vega being able to combo from cr.MP and comboing from afar with EX FBA.

Also, please keep in mind that I did address that blocking isn’t the only defensive option. I did mention back dashing and such in my opening post. It’s just that those are hit or miss, they don’t work in every situation. Also, while Vega’s Back Slash (PPP) and Short Back Slash (KKK) is an option, the recovery can be blown up. Focus Attack might not come back either.

In theory you can always parry out of blockstun from what I know of 3S, even multihit moves. So no, there’s no real block strings.

Yeah…you can parry out of block stun, it’s called red parry.

That being said I will fucking hang myself if they put parry in SF5. That mechanic sucks.

Then hopefully they’ll be balanced enough so that it won’t be a problem. No need to assume that it’ll be a problem from the get-go.

Don’t worry with guard crush comes another balancing mechanics.

Like counter. Or push back. Or burst. Something that costs meter.

if there’s guard crush it’s most definitely be coupled with a defensive mechanics.

There was a guard crush in CvS2, and Vega was still pretty top tier

You can’t judge a single rule on its own. Rules don’t exist in a vacuum. You need to see the end result when all the rules work in tandem.

@BallTapper‌

Hear, hear!

3s has blockstrings lol. red parry only works if you’re in a true blockstring. not a blockstring -> no red parry.

the game just won’t keep blocking for you during a blockstring if you let go of back. if you stop blocking during a blockstring you will eat the rest of the attacks in that string.

If you have one mechanic you don’t need the other. That being said a bunch of you are talking about how “Bad parrying is” and all that other BS. And the reasons you give make me know with out a shadow of a doubt that you’ve never played the 3 series, or even understand how the mechanic works.

It’s been said repeatedly, but you’re assuming the SF4-incarnation of Vega would be the model for the character, when SF4-Vega is the worst version of that character by far. He was top 5 in both CvS2 and A3, the two “big” games with guard break Capcom have made. He’s also had an invincible reversal in at least one other game(ST. Can’t remember if flipkick was invincible in CvS2/A3 though), and one of his big points in CvS2 was that he was one of the characters that could destroy an entire team without using meter(check out VODs from the CvS2-tourney at Moment 37: Reloaded, specifically JWongs matches, for an example of this).

=V

Also, I like guard breaks. It gives additional incentive to grinding people down with pressure, which is my favorite kind of offense, and there are some really tense mindgames that emerge when the guard bar is about to crack.