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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