The Problem with Guard Crush

Personally most of my favorite sf games have had guard crush, it’s fine if they build aroundout .

Some of you should go back and play the old games or study up on how the systems work. There’s a lot of misinformation going around. In games with guard crush, the characters are usually balanced to where certain characters and even certain moves do more guard damage than others. Not only that but guard meter either changes by character or by ism/groove. Finally the only issue with guard crushing in A3 is that you were penalized too heavily for blocking. Just by alpha countering you lose a chunk of guard bar, but cvs2 corrected all of that. So yea, a guard bar can work.

My vote goes for Just Defense system. Guard crush, just defense, installs. Would this be enough for SF5?

That’s not a bad idea actually. Instead of snk jd’s they can bring back A3 blue blocking to reduce GC.

The funniest thing about this thread is that Guile and Vega would be so much better if there were guard meters since they’d have a new way to open people up. Sonic boom pressure and RCF pressure would be legit.

Have you ever heard of CVS2 Vega?
He was totally ok with guard crush.

So was guile. You’d block a standing roundhouse and it ate half your guard bar. Why can’t SF4 Guile do that? #JapanHatesAmerica

Considering there’s NO information on how guard break is being implemented (Is there going to be a guard meter? ? Will it require meter or some other resource to activate? Is it something like focus attack that you can just fire off whenever?) you’re all jumping the gun with the “guard break is BAD” stuff…

and this isn’t ST, SF3 or SF4, who’s to say capcom won’t just say “fuck it!” and give vega a reversal this time around (if he’s even in it!)?

tl:dr - wait for more info, THEN hit your panic buttons.

It’s going to be a long wait because the information (hitboxes and frame data) required to accurately gauge how any potential subsystem will function in the SF5 engine will probably be withheld until the game comes out.

I was annoyed by that hint of Guard Crush in the trailer, but then I thought of something. If Juri makes it into the game, she has some absolutely ridiculous block strings. If I get somebody in the corner with 1 or 2 bars of meter I get to open them up for free.

So yeah I’ll give it a shot. If I hate it I’ll just go back to Ultra.

You can’t say what juri’s strings will be like because the character attacks will function differently. Using A3, cvs1/2 as an example, block strings in all of those games are vastly different because of different hitboxes, push back on normals, adv./disadv. etc.

Thing is though, that trailer had a groundbounce in it. That makes me think this game is going to be closer to SFxTK gameplay wise. If THAT holds true, I’ll have back Nightmarish combo potential Juri again. jump cancel crouch fierce baby! Putting a lot of stock into that.

Why are you comparing what is probably the most ridiculously mix-up heavy game series in existence to SF, and then seemingly concluding that “therefore guard breaks shouldn’t be in SF because you can open people up in marvel”? There are very few situations where blocking an offensive sequence in an SF game takes as much skill as blocking an offensive sequence in a Marvel-game.

(also what does Daigo have to do with this? =V)

I do agree that crouch techs should be removed though. I don’t think shorthops tend to fit SF, but that’s me. I still like the idea of a guard bar.

Actually, I wonder how a short hop would work in SF based game. Would that make offense too crazy?

What you’re asking for already exists in SFZ3, offence is so good to the point that more often than not the guard bar doesn’t even matter because your defence gets broken by unblockable and/or hard to block V-Ism setups. On top of that the game is balanced with much greater defensive options as well such as air blocking and alpha counters, giving you more tools from both worlds. Guard crush in SFZ3 doesn’t punish you for playing defensive, it just punishes you for not better using your resources to deal with the situation, such as alpha countering to knock an offensive player back or activating V-Ism to make use of invincibility frames. Because in SFZ3 you begin with full meter and you have access to all of these options right from the beginning of the first round, you’re not just going to sit there and block without eating an unblockable, so you need the initiative to use all of the defensive options at your disposal.

watch cvs2 matches

I’m pretty sure 3rd strike head short hops no?

No.

3S has jumps and superjumps, but no short hops. The closest thing to that would be the universal overheads, which serves much of the same purpose without being quite as powerful.

With Guard Crush in throws will probably be less strong. Daigo loves the Guard Crush system as he said every time so Capcom will definitely keep it in, they want to be sure the most iconic player jumps ship to sf5 as soon as it’s released