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Block Button Vs B2B. Why does it bother you?

CURBOLICOUS

Cage ban wagon?
Have you seen the ambiguous cross, inescapable resets and unseeable 50/50s as well as cross ups in Injustice? Shit is dumb. It becomes just one big unseeable guessing game into a vortex. No baiting involved, it's not like your opening your opponent up, it is just straight up guessing. Some Batgirl and Killer Frost setups I see are pretty stupid. No matter how good I am as a player I'm not gonna guess right 100% of the time.
Kys
 

Prinz

watch?v=a8PEVV6tt14
What I just mentioned aren't necessarily tied to b2b or a block button. It's tied to game mechanics period. If injustice had better anti-airs, faster walkspeed, and better normals, I highly doubt many would have the same view of b2b as they do now. The same that criticize mk9 about having the input bug and block stun as a byproduct of a block button.
Which is why you missed the point :), you have some good points though.
I think Injustice doesn't necesarily have weak AA's, but dominat aerial attacks. And I don't understand why. Almost all air attacks have so much priority that it's insane. Some AA moves seem like they have disjointed hitboxes from hurtboxes, but almost all aerial attacks seem to have disjointed hitboxes. Maybe the developers wanted the game to have more air gameplay, or it's just because the characters are too small. Don't know.
 

TaffyMeat

Infinite Meter Kombos
HOW WOULD SF PLAYERS FEEL IF THEY HAD B2B TAKEN AWAY FROM THEM????? THEY WOULD CRY A SHIT STORM. SO WHAT DO YOU THINK TAKING BLOCK BUTTON AWAY FROM MK PLAYERS WOULD MAKE US FEEL LIKE??????? STOP TRYING TO MAKE MK LIKE SF!!!!!!! *****$$$$$$******* XXXXXXXX
 

NY-Shadow

TestYourMight SUCKS
When the developers originally created the ability to jump over your opponent, cross ups were obviously supposed to be in the game. Over the years most 2D fighters have had some sort of cross up feature and it is basically a FG staple, not a flaw in the system.

As for your second paragraph I have no idea how that relates, and it is kind of funny you complain about frame trapping when the block button system puts a greater emphasis on frame traps and chip damage. Not to mention that block button leads to actual unintended affects like the meterburn glitch, variable block stun, etc. So if you really want to compare the two in terms of NRS games, the block button has caused more "unintended" consequences than the back to block system has.

As for B2B being garbage for fighting games, that is pretty laughable considering most FGs use it. BlazBlue, SF, MvC, Tekken, Skullgirls, Persona, Injustice. Not that a block button is bad, it has its pros and cons too. But just because you prefer one over the other does not make one "trash".
You still upset with me sweety. Awe, how cute.
 

NY-Shadow

TestYourMight SUCKS
Why are you talking about "constant frame trapping" when talking about b2b cross-ups?

Reading your complaints about it, I have a feeling your experience with b2b is mostly Injustice and not much else. Because when you say "cross-ups are stupid because they deny your wake up options", to me it sounds like you are referring to OTGs like Wonder Woman and Superman have. But that's Injustice not b2b or cross-ups in general.

In sf4 for example you can backdash, sometimes low profile or auto-correct reversal a cross-up. And if it's a safe jump+cross-up (rare) you can delay quickstand, fadc or just call their OS. And now you can even delay wake up on hard KD. Or just block... It's really not the same as Inj OTGs and resets that take all of your escape options away.

On top of that, as it was already mentioned, true ambiguous cross-ups (the ones where the attacker himself doesn't know which side he'll end up hitting) are REALLY RARE. The reason why I mentioned Daigo earlier is because he proved that you can hit the lab, study a character's setups and block 99% of them. Because he did just that against every single setup Xian threw at him in that FT10. He didn't guess right 20 times in a row, he noticed how long Xian waited before jumping, which normals where whiffed, if Gen changed stances etc. so he always knew which side Gen was going to hit on. Because for hours he practiced defending against those setups in training mode.

If you don't want to deal with cross-up pressure, don't get knocked down. That's a huge principle of SF in general. You constantly fight for position advantage and you engage in multiple footsie battles. And when you finally get this knockdown then you are rewarded and should get rewarded with an OPPORTUNITY to mixup. You're SUPPOSED to be scared of the okizeme. Getting back up on your feet is supposed to suck for you. They should have an advantage as you're getting up and you shouldn't be allowed to get out of pressure for free. The bullshit okizeme is supposed to be an incentive so you try to not get knocked down again next time.

And to people saying the cross-up opportunity shouldn't be a guess. lol? EVERYTHING you do every second when you are fighting someone is a guess. Every time you walk forward you are guessing that they won't throw a poke at you. Every time you poke you are guessing that they won't counter hit or whiff punish you. Every time you block you are guessing they won't throw you. Every time you crouch tech you are guessing they won't frametrap you. Every time you go for a frame trap you are guessing that they won't reversal. Every time you jump you are guessing they won't be ready to anti-air. Every time you throw a fireball at mid-range you are guessing they won't read it or react to it in time. So reality is that fighting games are all about guessing and making constant educated reads. It's about bluffing and calling someone out. It's about courage and sometimes a little bit of luck.

Being against ambiguous mixups is like being against gravity. You can hate it all you want you're still gonna have to deal with it no matter what.
Uh, not in MK. Sorry, to bad.