Why do developers put block stun in fighting games?

Correct me if I’m wnrong but…Killer Instinct…

Moves in that game don’t seem to cause more than like 2-4 frames of blockstun, and almost everything in the game is unsafe on block. I mean literally you are like -20 on any given poke that is blocked. Pretty much the only shit you’re safe throwing out is a very late air move, or a crouching weak punch/kick. All people DID in that game was turtle or try to get people to flinch back in the day. You can’t even throw in Killer Instinct so you can’t even really rush people down. I don’t play KI at a high level or anything but the impression I get is that it is VERY turtle friendly.

Again, could be wrong since I haven’t played it since like…1996?

I wish there was a KI expert around to shed light on the game.

I still cant decide if this thread is real or just mod bait :V.

Then to make it worse KI had a rock paper scissors system where your ‘rock’ special would always beat the opponent’s ‘scissors’ special even if you responded uber late.

Plus most combos had to be started off specials and specials were mega unsafe…

In KI1 most people only had one extender and once you knew all the extenders you could combo breaker almost every time, which led to dumb ass small combos that did almost no damage, in addition to how hard it was to rush down safely in the first place.

If you look at it from a purely martial arts standpoint, it can be explained as such: There are “hard” or “external” fighting styles- this would be Karate, Tae Kwondo, some styles of Kung Fu… That is the type of fighting that we are used to in 2D fighters. WHere the offensive action brings you physically closer to your opponent.

The game that you are describing would fall under the “soft” or “internal” fighting styles such as Hapkido or Aikido. The point of that is to allow the attackers energy to keep moving in that direction, or to reposition and deflect the attack. And cause damage as a result of the deflection or the continued movement of the attacker, usually on his/her face in the ground.

But yeah that kind of game would end up breaking down into a Dead or Alive stlye counter-fest. No one would want to attack, because of the inherent advantage of the defense. So it would turn into a poke and then endless run-away tactic type game.

But just remember that its a game, not an actual fighting simulator. Most real fights end up on the ground in less than a minute, and thats a fact.

Ironically in reality if you block someone’s full force kick or punch, you will get stunned slightly, and even get pushed back a bit (if not fall on your ass)… if you don’t believe me, go pick a fight out on the street :rofl:

this thread is fucking stupid.

Most threads on SRK are well… stupid! Thanks for pointing out the obvious:wgrin:

some have their moments. this one is especially stupid for SRK

might as well ask why cars have brakes

Why do we have to keep stopping and starting over and over? Why can’t we just keep driving until we reach our destination? What’s a car for if not to drive?

Hmm, you are starting to convince me here.

winner , the best post in this thread .

The issue isn’t that cars have brakes, it’s that braking has too many startup and recovery frames. You can delay braking for mind games but ultimately you’d get more precision and control if a) braking executed instantly (like MvC2 Shoryureppa instantly) and b) braking had immediate recovery. RL driving would become like some top-down shooter. It’d be heaven.

And what’s with airbags? You don’t need them if you don’t make any abrupt stops. And you can’t make abrupt stops if you don’t have brakes getting in the way. Honestly, I really don’t know what some of these car designers are thinking. I mean, is there seriously someone who spends tens of thousands of dollars on a car and hundreds/thousands on insurance when he really isn’t even driving for that long? That’s just stupid, imo.