The 'fuzzy guarding' is completely different from fuzzy guarding in traditional fighters. This one removes skillful blocking, actual fuzzy blocking simply makes mix-ups harder to block. The one I'm referring to is defined as:
"When a character Blocks an attack High and then switches to a Low guard, although they are blocking Low, the game does not change the size of their hittable box from standing to crouching until the Block Stun ends. This means they can still be hit with attacks that would Whiff if they were crouching normally."
source: Comprehensive Street Fighter Term Glossary; http://www.option-select.com/strategy/article/?a=12
That's cool, I wasn't aware it started back in SF2. Maybe that's how the whole inescapable j.LP, 360 loop with Thawk worked lol. I'm pretty sure what the MK community calls fuzzy blocking (aka a technique that defeats both high / low attacks simultaneously) is different from what was in SF2, and different from what is in every other game for that matter. Does this fuzzy blocking stuff still work after Tuesday's patch, and do you guys notice any notable changes to Supes as well?
Yeah, this is one source of confusion with the term. The japanese use two different terms, but like most things, we ended up with an issue when the 3d players moved to 2d. In old school 2d games, fuzzy guarding was what you said, the hitbox not changing to follow the actual guard of the character. This wasn't tooooo impotant in any game outside of guilty gear as far as I know, it basically allowed you to go for instant overheads if you could keep there guard in high block by doing something like, jump in attack, jump again hit on the way up for an overhead. What was "fuzzy" about it, was you didn't know which way they were blocking. (But let's be honest, it was a 2d game, they were blocking low).
In 3d games, it took on a bit of a different meaning. Because, as opposed to 2d games, 3d games mixups are much more string based, if you have a situation like that which is listed up there, with proper blocking and switching you could block absolutely the high low mixups. As the high and low HAD to come out at certain frames, you could switch your block to avoid both! This was partially allievated both by the number of strings in the game, and the fact that you could often delay your mid hit to hit at the same time as the low. Nonetheless, there were still some particularly obnoxious high low strings that you had to learn the guard sequence to.
Enter Injustice. This game is somewhat of a hybrid offensive style between 2d and 3d. It relys on the strings of 3d games for its opening up high low mixups, but it doesn't have as many moves, like a 2d game. This bumps into issues because of things like this. Superman really has one mixup here, nothing to fool you with. Injustice has very low hitstop on hits, which makes it's cancels weird, and also makes it difficult to delay anything you would do. If for example, I had a window in which I could low scoop, suddenly I could place it at the same spot as the overhead, then bam, a real mixup! But with access to neither the delay or variety of options in 3d games, nor the frame advantage and numerous lows of 2d games to encourage throw games, superman is left with a tendency to go for a bit more of a brute force mixup game. At the very least it ruins that mixup, which is sad from a design standpoint to throw in a one off gimmick like that.
A