I play both MK9 and Injustice and in both i have the same problem. Usually everyone i meet is super aggressive, so i have to block a lot. But i struggle to "punish" them. I think that is the word for it. Even if i block i am pushed away, or the enemy goes into another combo/special right after.
Any tips in general with punishing? It is not just with certain characters.
Thanks in advance.
-Noob
You have to know what is and what is not punishable. That is most likely why you are having an issue where you try to punish something and you end up getting hit by something else. In fighting games there are certain moves/strings/specials that are punishable and ones that are safe. Also some moves are only punishable from certain ranges and are safe from other ranges (ie safe from 3/4 screen to full screen but punishable from closer than 3/4 screen).
To add further depth/complexity, sometimes certain characters have specific moves/specials that can punish specific things that specific opponents do (ie Deathstroke can punish batman's grappling hook on block from any range, even full screen with his quickshots).
I dont know how deeply you know about terminoligy in fighting games but basically you will hear these terms a lot and they pertain to what you are asking about:
-"safe on block" This means that when a certain move is blocked you can get your character to block before your opponent will have an opportunity to punish you.
-"full combo punishable on block" This means that a certain move can be punished by a full combo/launcher if your opponent blocks it.
-"advantage on block" This means that a certain move gives you frames of advantage when your opponent blocks it. This means it is not only safe, but you actually can follow up with more pressure afterwards because it forces your opponent to continue blocking.
-"frame data" This is the numerical/mathematical breakdown of fighting games by individual frames. For example, Injustice/MK9 run at 60 frames per second. Moves have start-up frames (which is how long it takes for the move to become active) which all vary (fast start-up moves would be around 7 frames, a slower move would be 12 frames, etc). Frame data also can show you which moves are safe/punishable/advantage/etc. For example, if you do a move that is -6 frames on block, in many cases this move will be safe, since many characters fastest punish move is 7 frames. If you do a move that is -12 on block, that would be full combo punishable. If you do a move that is +3 on block, you are at advantage and can continue with followup pressure because your opponent (in most cases) will be forced to continue blocking while you will be able to start up another move. Frame data gets very complex and it is basically how people break down a game and a character in high level play. Generally top tournament players literally memorize most of their (and their opponents) key moves and their block/startup frame data so they know how to approach their opponent and punish in the most effective/reliable way. This probably seems like an overwhelming thing and in all honesty, it really is lol. This is why you have to put many hours in in many different matchups and even study data in order to be a top player. Injustice actually lists the moves frame data in the move list for every move in the game (although I know some of it is not 100% accurate as of now).
The best place to start in finding out how to best punish with your specific character(s) is to look up the information in the sticky threads on your specific character's forum on this site. Also you can ask specific match-up related questions to other forum members who can help share their knowledge with you.
Hopefully this was not too much information lol