Ahhhh --- it's so nice to not be fighting head movement spamming cheezeballs all day everyday!!!!
You all remember how horrible that was? It wasn't that long ago. lol
With that debacle out of the way, I want to focus on what I think is the #1 most important standup improvement that could be made via patch:
Dynamic Block Breaking!
First off, I could go into a whole essay about how to revamp the block system from scratch, but I want to focus on some tweaks in the current setup that are much more realistic via patch.
The key: Different types of strikes & scenarios lead to different levels of block-breaking.
Currently....the straight-straight-straight-round combo is 'The Best' block-breaking combo. There are a few different permutations, but the basics are the same....throw three quick straight strikes (usually 2 of which are jabs) followed by a round strike, and opponent's block is totally broken.
I don't HATE this concept in of itself. But, it should only be the foundation.
I have an example that illustrates this perfectly:
Fighter A throws a Roundhouse Kick to the head; Fighter B has good distance, so Fighter A misses and spins around.
Fighter B throws a haymaker at Fighter A while Fighter A is spinning. Fighter A, knowing a counter is coming, immediately brings up his high guard. The haymaker comes crashing in before Fighter A can even see where the strike is coming from (since he's just now completing his rotation).
If this happened currently --- Fighter A, blind to where the strike was coming from in all regards, would be able to perfectly block this Haymaker with almost no loss of block power/block healthbar.
I would like to see --- Fighter A, blind to where the strike was coming from but turtling up as best as possible, deflects part of the haymaker, but absorbs a lot of the damage. Let's say 50% of the damage bleeds thru (since it's really him just covering up blind). Also, the block meter takes a heavy hit. Fighter A loses a large chunk of his block meter in this scenario, leaving him open for follow-up combos.
A couple more quick concepts:
* Would like to see the 'formula' for breaking block tweaked/added on to. For example, I would like to see Uppercuts count as their own type of strike, not simply as a 'straight' strike. Perhaps same for flying knee as an example. High Risk High Reward strikes that can cut through an opponent's block if setup correctly.
* I would like to see Block Regeneration vary based on different factors. Currently, everyone's block regenerates ASAP. I think that, at times, it should regenerate more slowly.
* I like how Long Term Block Strength is damaged when you take Ground n Pound. But it seems unaffected standing, even if you've blocked 60 strikes/round for 5 rounds, you'll have nearly full block power at end of fight. I'd like to see some long term drain of block power (not a lot though)
P.S. I only endorse the above if blocked strikes cost the striker an additional 25%+ stamina tax ----- I think block is overpowered/not dynamic, but if you change the blocking mechanics without adjusting stamina to punish the 120-150 strike per round spam (yes, unless you're a tiny person like DJ, 120, 130, 140+ strikes in a round is spam!!! lol) ---- will only help the pressure fighters even more.
You all remember how horrible that was? It wasn't that long ago. lol
With that debacle out of the way, I want to focus on what I think is the #1 most important standup improvement that could be made via patch:
Dynamic Block Breaking!
First off, I could go into a whole essay about how to revamp the block system from scratch, but I want to focus on some tweaks in the current setup that are much more realistic via patch.
The key: Different types of strikes & scenarios lead to different levels of block-breaking.
Currently....the straight-straight-straight-round combo is 'The Best' block-breaking combo. There are a few different permutations, but the basics are the same....throw three quick straight strikes (usually 2 of which are jabs) followed by a round strike, and opponent's block is totally broken.
I don't HATE this concept in of itself. But, it should only be the foundation.
I have an example that illustrates this perfectly:
Fighter A throws a Roundhouse Kick to the head; Fighter B has good distance, so Fighter A misses and spins around.
Fighter B throws a haymaker at Fighter A while Fighter A is spinning. Fighter A, knowing a counter is coming, immediately brings up his high guard. The haymaker comes crashing in before Fighter A can even see where the strike is coming from (since he's just now completing his rotation).
If this happened currently --- Fighter A, blind to where the strike was coming from in all regards, would be able to perfectly block this Haymaker with almost no loss of block power/block healthbar.
I would like to see --- Fighter A, blind to where the strike was coming from but turtling up as best as possible, deflects part of the haymaker, but absorbs a lot of the damage. Let's say 50% of the damage bleeds thru (since it's really him just covering up blind). Also, the block meter takes a heavy hit. Fighter A loses a large chunk of his block meter in this scenario, leaving him open for follow-up combos.
A couple more quick concepts:
* Would like to see the 'formula' for breaking block tweaked/added on to. For example, I would like to see Uppercuts count as their own type of strike, not simply as a 'straight' strike. Perhaps same for flying knee as an example. High Risk High Reward strikes that can cut through an opponent's block if setup correctly.
* I would like to see Block Regeneration vary based on different factors. Currently, everyone's block regenerates ASAP. I think that, at times, it should regenerate more slowly.
* I like how Long Term Block Strength is damaged when you take Ground n Pound. But it seems unaffected standing, even if you've blocked 60 strikes/round for 5 rounds, you'll have nearly full block power at end of fight. I'd like to see some long term drain of block power (not a lot though)
P.S. I only endorse the above if blocked strikes cost the striker an additional 25%+ stamina tax ----- I think block is overpowered/not dynamic, but if you change the blocking mechanics without adjusting stamina to punish the 120-150 strike per round spam (yes, unless you're a tiny person like DJ, 120, 130, 140+ strikes in a round is spam!!! lol) ---- will only help the pressure fighters even more.
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