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Back to Block vs Block Button

Onilordasmodeus

My GT: UncappedWheel82
Coming from an MK preferred background, the block button has just been what I've grown acustomed to in my fighting game of choice. That being said, I'm not stranger to SF or many other FGs where holding back to block is just the way things work. My issue is though, is that IGAU is the first FG that I've gotten into (fairly) seriously that uses this mechanic, with an intent to do well at it. Holding b2b for fun casually is different than doing so and playing to win.

With hb2b, I've inherently found that it just changes the flow of a match, and as such makes the pace of matches very different from say MK9. Gone are the days of straight rush down, in favor of a more measured rush down, which is cool and fun, in a more offensively risky way, but in my case makes me have to learn and grow acustomed to a newer combat pace/speed/philosophy, along with having to learn a completely new characters and completely new gameplay mechanics.

Anyway, the question I pose is what are the advantages of having to hold back to block vs having a block button? What tips do people have to get better at minimizing risk when rushing down, so that I'm not over extending myself in order to get in, all while still being defensive minded. Is that even possible in a hb2b type game?
 

Prinz

watch?v=a8PEVV6tt14
I said it once: b2b makes the game more turtling, defensive gameplaywise and psychologically. You're always thinking of backing away to defend yourself. What I like about IGAU, and I think other games don't have it, is that block activates automatically if you're holding down. Reminds me of the block button.
 

Lulzlou

Kombatant
As a staff heavy nightwing player (figuring out escrima stance now), back to block helped me understand how to open up my opponent and spacing.

The best thing for me is being patient and waiting for the right opportunity to start pressure. Nightwing's staff stance pretty much builds its own spacing so its a little easier for me to keep checking my opponent.

Holding down to block when moving forward actually helps out a lot. The only way this is works is if you know what overheads to look for.
 

Asodimazze

https://twitter.com/AlfioZacco
Back to block would be great if NRS thinked about something to make me stand firm when blocking.
 

Onilordasmodeus

My GT: UncappedWheel82
As a staff heavy nightwing player (figuring out escrima stance now), back to block helped me understand how to open up my opponent and spacing.

The best thing for me is being patient and waiting for the right opportunity to start pressure. Nightwing's staff stance pretty much builds its own spacing so its a little easier for me to keep checking my opponent.

Holding down to block when moving forward actually helps out a lot. The only way this is works is if you know what overheads to look for.
I have no true main yet, but Green Arrow was the first character I gravitated to, and as such is the one I've been using most as of late. His Dash is great at closing the gap, and since it's so fast, it makes me feel as if I can get in quick and hit fast. But, with the way dashing actually works in this game, that doesn't seem viable as I'm left wide open as the dash recovers. As you were saying though, holding down helps you out and actually allows you (NW) to control space better, and really, that is what I really want to exploit.

Most people duck to block in hb2b game as their neutral stance since it allows them to be defensive and NOT be moving backwards. It's a huge window of opportunity if you ask me though since you know what someone's is going to do, but there-in is my problem, as there seems to not be a good way to attack someone in that position in this game since rushing in comes with much risk, and JIs can be scouted and countered easily from that position with a simple d2.

Block button= No True Crossovers.
It's also hard to walk back without being hit by random attacks thrown out.
I get the cross-up statement, but can you explain your second point?
 

Mr. Mileena

Champion
I have no true main yet, but Green Arrow was the first character I gravitated to, and as such is the one I've been using most as of late. His Dash is great at closing the gap, and since it's so fast, it makes me feel as if I can get in quick and hit fast. But, with the way dashing actually works in this game, that doesn't seem viable as I'm left wide open as the dash recovers. As you were saying though, holding down helps you out and actually allows you (NW) to control space better, and really, that is what I really want to exploit.

Most people duck to block in hb2b game as their neutral stance since it allows them to be defensive and NOT be moving backwards. It's a huge window of opportunity if you ask me though since you know what someone's is going to do, but there-in is my problem, as there seems to not be a good way to attack someone in that position in this game since rushing in comes with much risk, and JIs can be scouted and countered easily from that position with a simple d2.



I get the cross-up statement, but can you explain your second point?
In MK, you can't walk back safely to create space.
Kitana, my main character, has amazing footsies. I would try and create space, and a random teleport, smoke bomb, etc would sometimes hit because of the need to let go of block in order to move.

In btb, you can keep walking back safely for the most part.
 

MKF30

Fujin and Ermac for MK 11
I prefer the block button honestly....you can still do crossovers just not as often as when you have a "holding back" to block.

I also find that holding back to block is more inconsistent then the a block button, but whatever. I disagree about the notion of not being able to walk back safely, I do it all the time with Ermac, Sektor. Just dash...

I also don't like that when you hold back to block you have to commit to backdashing or blocking flat out(where as in MK I don't have to worry about this) you can't do both nearly at once like you can in MK.

Holding back to block isn't horrible, I just prefer a block button.
 

Onilordasmodeus

My GT: UncappedWheel82
In MK, you can't walk back safely to create space.
Kitana, my main character, has amazing footsies. I would try and create space, and a random teleport, smoke bomb, etc would sometimes hit because of the need to let go of block in order to move.

In btb, you can keep walking back safely for the most part.
Gotcha. And thanks for explaining.

I see your point, and yes it's a trade off for better/easier defensive and spacing strategies, but I'm more concerned with moving forward though. I don't mind chasing a zoner and making/capitalizing on an opportuinty, but it just those campers, the good ones, that get me with their patient/reactive style.
 

KCJ506

Kombatant
A block button works for MK because it has a lot of characters with teleport attacks. You can hardly block those attacks if you had to hold back to block them. Injustice isn't filled with a bunch of ninjas that can teleport and reappear on the other side at will. So a block button isn't necessary.

And I'm talking about characters that teleport and then attack their opponent. The few teleporters that Injustice has, they simply just teleport.
 

AnaboliChris

Master of Magnetism
I prefer holding back to block. Actually, the block button was one of the reasons why I stopped playing MK9. I felt like I was always holding that button even when advancing in [dash, block, dash, block]. I play on the stick too and its just not comfortable [for me at least] to be holding a button.