So i ran a search and checked a couple pages and didn't see anything on this. Please forgive me if I missed a topic like this already.
O.K. So I love fighting games of any and every kind. But one thing that bothers me is when Block is holding the opposite direction. I FINALLY picked up this game (I was gonna do it day it came out but ran into problems with stuff), and played for a few hours. This is one of the best fighters (game play and visuals) I have played. However, the one thing holding this game back for me right now is blocking. Is there a way to change the block to an actual button? ( I don't need LB or LT ) Are they going to consider making this an option? I don't understand why I can change everything about the game except the way it blocks. I also see nothing holding them back from making it a button (maybe programing it to a button would make the characters sit still and the game doesn't work that way? Dunno.)
Again if I missed the topic (or the way to change block) just let me know. Any help would be appreciated. Extra Kudos to the game for it's awesomeness by the way ^.^ Well worth the wait.
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Do the tutorial on blocking mixups a couple of times, you'll get used to it.
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0 • Off Topic Disagree Agree LikeThank you very much for getting back to me (and very quickly too.) I wasn't expecting a response for a couple hours at least.
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0 • Off Topic Disagree Agree LikeCANOPY KINGDOM
The Official Unofficial Skullgirls News Blog Roll Thing
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0 • Off Topic Disagree Agree LikeAnd I don't know if you meant it this way, but it's not a matter of learning how to block, it's just how it's done. You are giving up mobility (in my mind) when you make move and block the same button (a taboo to put two commands in the same button but that's another story all together.) Other games have a blocking system like this, an example is Mugen.
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0 • Off Topic Disagree Agree Like"Russian science rise again!"
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0 • Off Topic Disagree Agree LikeAgain I appreciate the explanation ^.^.
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0 • Off Topic Disagree Agree Like"Russian science rise again!"
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0 • Off Topic Disagree Agree LikeIf you like the game's other stuff, learning to use this style of block command isn't too bad. When you jump, you can hold back immediately and it will keep your forward momentum. If you dash forward you can hold back immediately without loding the forward momentum. When you're holding back, or down back you can throw out normals without releasing it. In general if the opponent is on the ground their hits will be mid or low, so crouch blocking is best, if they're in the air their attacks are mid or high, so stand blocking is best.
Cerebella mixup video
XBL: Age of Fools [Cerebella/Double/Parasoul/Painwheel]
"i mean look the length of your post…" -Dime X
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0 • Off Topic Disagree Agree LikeHave you ever even played a 2D fighter before?
Edit: Don't take that last sentence as an insult. I'm legitimately asking, non-sarcastically.
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0 • Off Topic Disagree Agree LikeAnd try picking up an anchor. Teams are so much better in this game than solos.
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0 • Off Topic Disagree Agree LikeMK, as far as I can remember at this moment, is the only 2D fighting game series that has ever used a button to block. It is pretty universal that 2D fighting games use back to block.
And blocking is SUPPOSED to be a pain in the butt, it's very reactive and predictive.Though, for the record, you could do just down+back for block and that'll cover around 90% of an opponent's ground options.
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0 • Off Topic Disagree Agree LikeAnd i hope none of you are taking this the wrong way. I am playing on the higher (if not highest depending on how awake I am) difficulty) But as good as the AI is in this game, it will never compare to a player. It's just kinda my way of letting people know I am good (not fantastic, unstoppable.) but good at fighters.
I know it's supposed to be a pain in the butt, but you are usually punished for blocking if you do it wrong. An example is Soul Calibur. If you were not just blocking it generally got you in trouble. At least in my experience.
P.S. Part of the blocking and not moving thing I like is a mind play. Blocking for even a moment generally sends opponents to use counters to defense and then you can quickly switch up to an offensive attack. Just another of my two cents. I don't know if anyone else agrees with me. But against players on equal fighting skill with you sometimes you just need to psych them out.
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0 • Off Topic Disagree Agree LikeYou do that exact same "mindplay" by just holding down+back. >_>
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0 • Off Topic Disagree Agree LikeIt's not the same mind play. There is nothing to show that you are blocking, other then stepping back, which isn't as impactful in my opinion. I feel backing up is more like an invitation more then a safety measure. I could; however, just be completely crazy and a complete noob :P.
My only experience with fighters in tournaments in actual out of state fighting games is SC2 and Super Smash (counts right? :P ). Most other fighters are Local friends and Tournies. We are probably not very good around here though :P I don't know how well players do around here out of state cause i don't keep track honestly.
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0 • Off Topic Disagree Agree LikeOkay, when you are holding down + back, you are crouch blocking. You are automatically in a crouch-blocking state, and the opponent is entirely aware of this. Down + back is essentially block on everything but overheads and aerials. Even when you're just walking backwards, you're in a block state if the opponent attacks you, and he knows this.
EDIT: Okay, so you're from Smash. Think of it crouch-block as a weaker shield. I mean, you can still grab straight out of shield, right? Just because you're shielding doesn't mean you don't have attack options available. The same thing with crouch-block. Opponents view it as something like a shield state that you can attack straight out of.
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0 • Off Topic Disagree Agree LikeSee, I don't understand what you mean by "giving up footing and time." Do you mean you're giving up space? Because you don't move when you're holding crouch+back, you're crouching.
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0 • Off Topic Disagree Agree Likeskullgirlsssss: parasoul/double
marvel 3 is horrid
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0 • Off Topic Disagree Agree LikeEven in Mortal Kombat, there are high blocks and low blocks, so you still need to account for that.
In fact, the only fighting game I can think of that doesn't have a high-low mix-up is Smash Bros., but that's a very different kind of game.
In SG, the blocks are like a VS. blocking system. So you can do back + down for crouch-block, which covers mids and lows, just back for a regular block, which blocks highs + mids, and air block, essentially up + back, to block everything.
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0 • Off Topic Disagree Agree LikeWhat would you classify games like Smash Bro?
Like I said earlier man it's not a big deal. There are literally hundreds of games that have the blocking system I like. I was just hoping Skull Girls had it because it's been a game I have been anticipating for a redonculous amount of time. I am also saying there is nothing wrong with back blacking. I am fine with controls like that. I just do not enjoy playing games like that.
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0 • Off Topic Disagree Agree Like"Russian science rise again!"
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0 • Off Topic Disagree Agree LikeI don't mind if you just don't like the game (nobody here minds that), I just don't understand your reasoning for not liking the back block.
It is literally
Back + Down = Crouch-Block (nearly every 2D fighting game)
vs.
Back + Down + Block button = Crouch-Block (Mortal Kombat)
or
Back = Standing Block (nearly every 2D fighting game)
vs.
Block button = Standing Block (Mortal Kombat)
I don't understand why it's such a bad thing, and your explanations haven't made much sense. If it's literally just "I don't like it," then I would understand, but you've tried to explain it with "giving up footing and time" and "backing up is more like an invitation than a safety measure" which isn't true.
To be honest, you kinda HAVE to be if this is such a foreign concept to you.
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0 • Off Topic Disagree Agree LikeI guess what I am saying is that if you press back you take a step back unless you are basically doing a just-block (as it's hitting you.) That's fine, that's part of the game is to get good at things like that. I just don't like losing distance from my opponent unless I am playing a ranged fighter. One mistake on my part (I am human and I don't play fighters enough to 100% just block all the time.) and I am in the corner.
Also you are talking about crouch blocking and not moving. But then Arial attacks hit you. I find this counter-intuitive to the entire discussion because everyone here says the reason for back blocking is to allow cross-ups. That was the reason I made my comment about that.
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0 • Off Topic Disagree Agree LikeYou generally don't lose distance by blocking on reaction. And yeah, high-low mix-ups are part of every fighting game. If you're crouch-blocking and you anticipate an aerial attack, just go into a standing block, it's a matter of moving the joystick slightly.
Again, I don't understand this reasoning, it still seems to just be a matter of you don't like it for purposes other than game mechanics, either you're not comfortable with it or it's just a very foreign concept.
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0 • Off Topic Disagree Agree LikeAnd I think Mike Z did a fantastic Job ^.^ For people who like the back blocking this game seems like it's one of the best you can play. If not, it's at least a ton of fun. Fan service and one epic one liners up the wazoo :P
Anyway I am heading to bed. Thank you all for the nice conversation. For you XBL players I am sure I will see you on a match or two over the next couple weeks while I finish out the game ^.^
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0 • Off Topic Disagree Agree LikeIt wouldn't be ruined, it would just be...very unusual.
It'd be like saying that you don't like that jumps are a set distance in fighting games, or that you can cancel some moves into other moves, such things are a very common part of fighting games that people generally never question, so it's quite unusual for someone to say they outright don't like it.
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0 • Off Topic Disagree Agree LikeAlso, don't apologize for expressing an opinion, it's great that you're willing to ask about the option rather than dropping the game outright.
Cerebella mixup video
XBL: Age of Fools [Cerebella/Double/Parasoul/Painwheel]
"i mean look the length of your post…" -Dime X
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0 • Off Topic Disagree Agree LikeAlso, there aren't enough buttons for a block. There are already concerns from pad players about not having an optimal assist/tag setup because of it. For the record (I know you stated issues about articulating), I am still slightly confused on what's going on here. I hope this was a slightly constructive viewpoint on the matter o.O.
Steam: Weatherbee
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0 • Off Topic Disagree Agree Likethats why you switch to a stand block when you see the opp jump. this is harder granted in air dashing games since they can be up in the air and back down again so quickly, but that is what push block is for, so you dont have to deal with peoples mixups.
i used to prefer a button to block instead of holding back, but now the whole button holding thing is really weird to me. it just takes practice. plus you dont have to give up footing to block. you can advance forwards and then block once you get in range to the opps attacks. you just gotta try and anticipate what they are gonna do.
UmvC3 : Dante/Spidey/Hsien-Ko Skullgirls : Fortune/Cerebella
Phoenix Wright(Maya)/Ghost Rider/Vergil
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0 • Off Topic Disagree Agree LikeYes it's constructive but I feel like people are looking at one part of the conversation, such as the posters after you. Are some of you even reading my posts, or am I wording things too softly? I am just trying to be diplomatic and have a nice conversation about this...
OK so Rusty, what is your response to me when I say that you can HOLD BLOCK and then press the direction that you would like to block for it to be effective? That is not doing a damn thing for you, because you still have to perform basically the same action. I am sure some of you are like "wtf is the difference" Trust me when I say that to a person like me, it's all the difference in the world. We can ignore the whole "Holding block auto blocks the attack you are facing thing" Whatever, toss that out the window. It just makes me feel safer to know that when I am pressing the block button I am preparing to do so.
What are some of you going to say when sometimes I like to walk back and not block? Am I blowing your mind yet? :O I am sure a lot of this is my play style. I play games generally different from other people, that isn't a bad thing. It means I am using the mechanics for a purpose that people don't generally see them for.
Evilweevle. My point about not being able to block the arial attacks fell short on you. I will try to be more clear. Entire board so far is telling me that a block button would ruin cross ups (cause clearly you need block to just auto block right? Sorry for the harsh sarcasm but hopefully people will stop reading what they want to and actually have a discussion. Maybe if I mention I am a gamer? I play hundreds of all style games. Different controls and outlandish things are fine with me. Holding BACK is FINE! I don't think it's the most effective way (FOR ME AND MY DOZEN FRIENDS WHO PLAY FIGHTERS) to play, it's not definitive enough . I think it should be noted we don't suck tremendously at fighters, not even close.)
I don't like my mobility fucked with, end of the story. I feel; this is me talking, that holding back ruins a lot of the mobility. YES I can change the way I play. But I don't want to play like every single one of you, that's boring. It's nice to pop in a game prepare for an all out meta war. Changing up the style of play each round. yes you can do that in this game. But it feels like less of a varying degree.
When I put in a game I have one of two things I scream aloud to prepare if it's a fighting game. "WHO WEARS SHORT SHORTS?!?!" and "THIS WAS DESTINED TO BE!! LIKE MY FATHER AND HIS FATHER BEFORE HIM!!" I am not getting the same amount of excitement when I play this game
Oh and with a creative mind, there are always enough buttons to work. Whats a pad player by the way? (are you fancy speaking me for controller?)
So recap
Messes with Mobility: If you can't see this or understand it, then just don't worry about it.
There are literally a dozen different ways to do the blocking to make it balanced and fair: Start thinking outside the box. Again if you can't even begin to comprehend this don't worry about it.
Trying to infer I am new to fighting games or saying that I "should just get used to it" Is not helpful to the conversation. I have been in the gaming (all types of games) scene long enough to know what works and doesn't work in games. Whether it works for you or not doesn't make a difference to me. Why, because we are people and people have different preferences.
Hell I am about to use a game and feel free to call me out on this. Didn't DoA 2 Hardcore have a countering system that required you to counter high low or medium and you had to have relatively decent timing with it? I don't feel like was handed to you, and you had to hit a series of buttons. Blocking in most "3D games or brawlers" Can easily be bypassed all the time as I stated in an earlier post. This is fact. If you are having a hard time with a game, let me know I will give an example of how to bypass this. Grabbing is usually the best. Are you guys against grabbing? How about that dumb chick who chain grabs you the entire fight?
I get the feeling most of you dislike these 3D fighting games, but I feel a good amount of them are balanced in the way they work. Call me mainstream, but Soul Calibur is one of the most balanced fighting games I have ever played. Yes SC is a 3D vs this 2D game so it's apples to oranges, but I am slightly changing the topic (Because my points of how to change 2D fighters are above) to understand why the hash on 3D fighters?
P.S. How would it nullify offensive options? The best way i've found through blocking is by being aggressive and offensive. And this game HEAVILY rewards two styles of play. Hardcore aggressive, or range.
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0 • Off Topic Disagree Agree LikeIt does mess with mobility, but that's part of balance as I mentioned. In 3D games, the walls factor in differently to how corners do in 2D, so holding back wouldn't make sense there, but in 2D it stops purely defensive play from being overpowered. Similar to what throws do to prevent blocking from being overpowered. I mentioned a couple of ways to move forward while blocking, and dashing backwards is essentially the same as walking back without blocking.
You might have some luck with the button + direction control as a suggestion, but since the current controls are traditional for the majority of 2D fighting games I suspect it would not be implimented.
Cerebella mixup video
XBL: Age of Fools [Cerebella/Double/Parasoul/Painwheel]
"i mean look the length of your post…" -Dime X
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0 • Off Topic Disagree Agree LikeThank you for that. Yes I agree that's probably the case.
Again I do understand the balancing problems. I just know there are generally ways around them. ^.^
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0 • Off Topic Disagree Agree Likealso, there literally are not enough buttons to do that in this game. Skullgirls is a 6 button game (designed for fightsticks) so everything can be done with only six buttons. Pads (controllers) have the convenience of having more buttons (which is why you are able to macro lb lt to any button combo you like). Adding a button for blocking would raise that number to 7, and the game was just not built that way. (hell, most fighters are specifically designed to be played with no more than 6 buttons. I'm quite sure games like blazblue and soulcal only play with 4)
the reason people are saying that you are "new to fighting games" is pretty much because back blocking has been a core mechanic of most (but not all) 2-d fighting games since the age of street fighter, and many of the biggest 2-d fighting franchises took heavy advantage of this. So being uncomfortable with it is like being uncomfortable with a dragon punch. It's unique to this type of fighter and almost critical to know.
Anyway, onto why a block button would change the game. As you said, a block button would make blocking a very definitive and deliberate thing. And that's ok in some games. But those games have a very distinct pace. Soul calibur is a VERY slow game, and games like smash have a lott of space to move about, allowing you much more time to react and thing. In the time someone does a move in soulcalibur, you could get 3 out in a game like skullgirls. This pacing is what makes having a button a bad thing. In a back-block game, you can quickly decide if you want to go on the defensive, and blocking in reaction to something is very easy, because you just shift your thumb (or grip). having a button makes reactionary blocking a much difficult endeavor. It'd be like trying to use light punch to stuff your opponent's attack. Also, in most 2-d fighting games, walking away from your opponent is an inherently defensive maneuver. It is rare to walk away from an opponent with some other intention, and crouching (which immobilizes you) is a VERY distinct sign of blocking. It means you have committed to it (as it prevents you from reacting to throws easily).
It's kinda difficult for me to explain, but forcing players to use a button to block, especially in such a fast paced game like skullgirls, would change the way the game is played, it would (assuming there was no easy autoblocking or whatever) nerf the action and make everything much more risky, as you'd always have to be entirely dedicated to it. You mention back blocking is less "impactful" and, well, that's not a bad thing. being able to quickly move in and out of blockstate is important to defense and mobility.
And, onto mix-ups. I'm not entirely sure how you want your block button to work, exactly, other than making block a more difficult and risky act, but it might close off options. you mention using throws as a means to bypass blocks. that's all well and good, but it limits options. it make the person on offense highly predictable. if the only good way to stop a person who is blocking is with throw, you immediately negate all options the attacker has, because the defense will now know exactly what's coming and what to do about it.
in all, and I mean no offense by this, maybe the game just isn't for you. As a gamer, you should show willingness to be flexible, and learn the rules of the game an abide by them. occasionaly, if you don't like a rule, you can just dance around it and enjoy the game anyway. You'll lose something, but you still get to play. However, this is a core mechanic that has existed for ages,, and is as prevalent as using the "A" button to jump in platformers. being unable to accept this game mechanic will hinder your ability to enjoy the game, because it is so prevalent. It is completely ok to not like back blocking, but when you have generation after generation of fighters that employs this mechanic, you're going to have a tough time convincing people that some other way is really better.
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0 • Off Topic Disagree Agree LikeIn other fighting games? Perhaps, but not in SG. As I said, there are not enough buttons. It's a 6 button fighter with lp+lk throw, tags, and assists. Having any further combinations would just create an artificial and unnecessary level of difficulty to the gameplay. I know I definitely wouldn't be able to do it since I use a 6-button stick. I can say with the utmost of confidence that a blocking mechanic like this would not fly in this game. There are definitely other reasons I'm sure I'm missing, conflicts with the current way alot of the mechanics operate I'm sure.
I don't have much else to say on the topic of implementation of such an idea in a fighting game... it works for MK? You can still be mobile as well by back/forward dashing out, that will override proximity blocking. I don't feel like directional blocking is flawed, so I can't really discuss the topic much further. I'll be bowing out from here. I highly recommend just working with it for awhile, you might end warming up to it. Ya never know. Take care, sir.
Steam: Weatherbee
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0 • Off Topic Disagree Agree LikeI don't think I have anything left to say as a response. I feel like most everyone has voiced their opinions and we should leave it at that.
I don't mind being flexible in a game, don't get me wrong. I have played games with just about every style of controls you can think of. That doesn't mean I have to agree with the way things are set up. I will (and have) continue to play. I just won't take it past casual (not that people really care :P) I can beat the tutorial and game a dozen times and it doesn't really make the mechanic any better. It just means I am better at the mechanic. Do you see what I am trying to say? Hashing my way through Ridiculous isn't the problem. Most characters have a lot of evasive moves instead of blocking. Honestly the game isn't all that hard. As for the speed? Yes it's faster then most games, but I don't think it's THAT much different. The game is slow enough to read your opponent well enough. There are no surprises. It just means you have to be quicker about thinking.
Again I appreciate your time and thoughts. I personally don't have anything else to say on the matter. So thank you all for your input.
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0 • Off Topic Disagree Agree LikeSteam: Weatherbee
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0 • Off Topic Disagree Agree LikeHell no, you're not blowing anybody's mind.
What exactly is the point of walking back without the auto-block? So that if you happen to get hit while walking back, you'll eat the hit? Great strategy there...
You still move backward with the auto-guard there or not. What "playstyle" are you talking about? The only way this even makes sense is if you could stop blocking to run backward at the same speed as running forward, which this game does not allow and for good reason. So for SG, your above statement makes zero sense.
And no, this game does not have many "evasive maneuvers" at all.
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0 • Off Topic Disagree Agree LikeCan you please give a specific example of a case where blocking by holding back is "bad" while button blocking would be useful without ruining the entire game?
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