Defense In Fighting Games

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  • เผยแพร่เมื่อ 1 ส.ค. 2024
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ความคิดเห็น • 313

  • @theDarkDragonsslave
    @theDarkDragonsslave 2 ปีที่แล้ว +317

    "The thing that no anime player can do, let's talk about blocking"
    *melty blood music plays*
    Idk why but that killed my sides

    • @theDarkDragonsslave
      @theDarkDragonsslave 2 ปีที่แล้ว +7

      @@keithsimpson2150 I mean I've blocked a couple people for an absurdly long time
      Mostly jins, nines, izanami, curse arakune
      I just thought it was funny he played anime music after that statement about anime players lol

    • @JoelTheOne
      @JoelTheOne 2 ปีที่แล้ว +7

      That hit me so hard because I know how often I forget to even try guarding or even the dedicated shield

    • @icerres1067
      @icerres1067 2 ปีที่แล้ว +3

      Probably because Melty has super strong defense
      Edit: MBTL

  • @lilliangoulston5706
    @lilliangoulston5706 2 ปีที่แล้ว +215

    Platform fighters like Smash have an interesting take on the block button - it's a very limited resource. Pressing the shield button puts up a bubble around your character that blocks from all sides, but it shrinks as you hold it or if it gets hit. This ends up exposing parts of your hurtbox, forcing you to choose between a swiss-cheese defense or dropping your shield so it can regenerate. And if it depletes completely, you get put into a vulnerable state similar to Street Fighter's stun state. Also, parrying requires you to let go of the shield button within 3 frames of getting hit, making it very risky. If you let go too early, you get hit. If you let go too late, you'll be trapped in blockstun. This encourages you to mix up between shielding and defensively using Smash's ridiculous movement options.

    • @papersonic9941
      @papersonic9941 2 ปีที่แล้ว +38

      Also the Shield drop is 12 frames (in Ultimate) so shielding takes a significant amount of time. There are certain options that ignore shield drop, which are important for relieving pressure.
      Also, moves in Smash are rarely positive on block, so spacing and respecting defensive options is incredibly important.

    • @martmine4618
      @martmine4618 2 ปีที่แล้ว +7

      Actually since you can cancel out of shield by anything parrying is one of the safest option in ultimate.

    • @rkraccoons
      @rkraccoons 2 ปีที่แล้ว +5

      I like that in melee, there isn't a buffer on doing actions out of shield, but there is a buffer fro shieldgrab. This skews the risk-reward in favor of shieldgrabbing (easy execution, but can be punished with proper spacing) or timing the the harder options like JC Upsmash/Up B/wavedash (or for fox and falco, shine OOS) for potentially larger reward

    • @ccs8847
      @ccs8847 2 ปีที่แล้ว +6

      nick all star brawl is honestly really fun take on it, there’s no downside to shielding normally on stage, you don’t get poke damaged, no shield health. the only real downside is normal shielding gives you a ton of hitstun, which can be mitigated by parrying, and to prevent shielding from being too overpowered every characters grab is universally really good and fast and air grabs exist. you can get shield broke even with no shield health, but the way that happens is if you get pushed off the stage while in shield hitstun, heavily disintivizing spamming or holding shield in disadvantage too much without parrying (nullifying hitstun and knock back) or trying to attack or dodge out or else your gonna be stuck on the edge of the stage with no input for 3 or seconds when almost every character in the game has a kill move that starts to work at 50%

    • @qwerwert2739
      @qwerwert2739 2 ปีที่แล้ว +7

      Shields are not even the most important defensive option in Plat fighters, DI is. Being able to actively participate in defensive while being combo’d is just so gratifying.

  • @drowsyspook3455
    @drowsyspook3455 2 ปีที่แล้ว +215

    What I've noticed from most fighting games I've played is that people wanna do anything other than just blocking

    • @arkthecat9212
      @arkthecat9212 2 ปีที่แล้ว +10

      I'm the opposite

    • @RedCaesar97
      @RedCaesar97 2 ปีที่แล้ว +12

      You cannot damage your opponent if you are blocking.

    • @arkthecat9212
      @arkthecat9212 2 ปีที่แล้ว +42

      @@RedCaesar97 Press button make happy

    • @drowsyspook3455
      @drowsyspook3455 2 ปีที่แล้ว +4

      @@RedCaesar97 but if your opponent is attacking you?

    • @chiefbawor_thegr8966
      @chiefbawor_thegr8966 2 ปีที่แล้ว +17

      @@drowsyspook3455 press button and hope

  • @FrostyAUT
    @FrostyAUT 2 ปีที่แล้ว +44

    Using the block button in GBVS actually extends your hurtbox, putting you at a disadvantage compared to someone who is using directional block. It's useful in very specific cases and at low levels, but cross-ups still definitely work. As always, it's just a question of conditioning your opponent.

  • @GrogMcFrog
    @GrogMcFrog 2 ปีที่แล้ว +226

    I love this mans videos, like its not a cool comment, or a funny one, or a creative one. I just wanted to say it

  • @justsomeguywithkaminasshad7145
    @justsomeguywithkaminasshad7145 2 ปีที่แล้ว +20

    In defense of the block button, in 2D, block button definitely causes a ton of issues, but in 3D fighters like Virtua Fighter and SoulCalibur, where you have free rein movement, block button is actually a superior choice than standard back-to-block, as it offers the devs more free rein to adjust the game's movement. It's also the reason why Tekken movement feels stilted; as it was built with back-to-block in mind, they couldn't really do drastic changes to the movement.

  • @owengilroy9256
    @owengilroy9256 2 ปีที่แล้ว +26

    Heritage for the Future has guard cancels and push blocking, both of which are meterless, which makes defense a very good option. It's definitely needed when damage is so high in that game. IMO it makes the game feel much more interactive when you're defending

  • @nines2566
    @nines2566 2 ปีที่แล้ว +32

    1:20 Polnereff from jojo heritage for the future has a move (stand on 6B) that is -5 on hit and -2 on block

    • @lukaskoda888
      @lukaskoda888 2 ปีที่แล้ว +10

      In Tekken 1, King has a move that is over 30+ on block( you can guarantee follow-up on it) but like 6+ on hit.

  • @jonatanp.1976
    @jonatanp.1976 2 ปีที่แล้ว +37

    I love Adachi's theme, but every time it starts to play, it means that the video is already ending...
    Happy new year btw!!

  • @OGamelon
    @OGamelon 2 ปีที่แล้ว +33

    honestly i wish that block button defense in gbvs was kinda like how the cooldown system worked; if you chose the easier input it has downsides, so block button would make your opponent more plus but you get crossup protection, whereas regular blocking is more rewarding but you have to be more mindful.

    • @mitzi3262
      @mitzi3262 2 ปีที่แล้ว +8

      That's literally how it works in the new dnf duel game, holding block button makes your guard easier to be broken. Also I hated how he didn't mention mkx a game with a block button but still tons of mixups

    • @SonOfTheNorthe
      @SonOfTheNorthe 2 ปีที่แล้ว +1

      I would make it so that you have to manually change your guard from left-right rather than having it happen automatically. Seems like the best of all worlds.

    • @Stroggoii
      @Stroggoii 2 ปีที่แล้ว +4

      Guard button in GBVS extends your hurtbox making you easier to throw and keep on blockstun. Characters with high chip damage like Soriz, or good strike-throw mix like Belial can easily wreck you for depending on it. And the fact that Charlotta and Lancelot have been top tier the whole time proves it doesn't really kill the left-right mix up either.

    • @SonOfTheNorthe
      @SonOfTheNorthe 2 ปีที่แล้ว +1

      @@Stroggoii I've played a decent amount of Granblue, but I never knew any of that!! Cool beans.

  • @Jako3334074
    @Jako3334074 2 ปีที่แล้ว +30

    Would have liked to see more 3D fighters besides just Tekken mentioned, like Virtua Fighter (could've talked about the fuzzy guard, binary sidestepping system, attacks beating throws, etc.) or Soul Calibur (guard impact is basically parrying, and it also has its own take on sidestepping with stepguard)
    or even bloody roar where they got all the parries and special canceling bullshit idk

    • @SirCheeseburgur
      @SirCheeseburgur 2 ปีที่แล้ว +14

      No offense to the guy but I'm getting the feeling Tekken is the only one he's actually played, and not much at that. He didn't even mention sidestepping as a defensive option.

    • @NN-en5kl
      @NN-en5kl 2 ปีที่แล้ว

      @@SirCheeseburgur and his kbd was sloppy

    • @soso72317
      @soso72317 ปีที่แล้ว

      Don't forget bout DOA

  • @nikoreiesu
    @nikoreiesu 2 ปีที่แล้ว +14

    I'm a little surprised most fighting games with a block button don't lock the direction your character faces. Feels like such a simple thing to do if you wanted a block button but still wanted crossups to happen.

  • @cise3895
    @cise3895 2 ปีที่แล้ว +6

    Damn, the Rivals music at the beginning had me hoping there’d be coverage on platform fighters. Other people in the comments have covered a lot of the basics, so I’ll just talk about the two extreme sides of the defense spectrum: Rivals of Aether and Melee.
    In Rivals, you basically live and die off your spacing and movement. While you have rolls and a dodge you can do in the air, there is *no* way to block. Instead, the usual shield button is replaced by an extreme version of the parry: a quick (but not frame 1 iirc) option that has a very obvious visual cue and 30 frames of recovery on “whiff”, but when done successfully not only leaves you invincible for a short while, but also either reflects projectiles or immediately stuns the opponent for >40 frames.
    In Melee, defense can get so busted at times that people can eat huge punishes after they “win” neutral. You have the same options you see in every other Smash Bros., but all variations of DI (impacting the trajectory and/or position of your character during hitstop) are much, much stronger. In particular, ASDI completely flips neutral (admittedly mostly at the higher levels of play) on its head. It gets really confusing, and even most of the Melee community doesn’t know how it works, but the basic premise is that it allows you to completely negate the hitstun on a huge majority of attacks by literally just holding down. Obviously, it does have some drawbacks:
    1. It can’t prevent characters from going into tumble/knockdown, though even that can be negated to some extent by stacking other defensive mechanics on top of ASDI
    2. While the easy execution allows even scrubs to break many true combos, Melee is non-commital enough that getting a punish off of ASDI is almost always a strike/throw or timing mixup.

  • @alexanderdenison2950
    @alexanderdenison2950 2 ปีที่แล้ว +12

    I think anybody that has put a decent amount of time into the Soulcalibur series would tell you that the block button definitely has a place in fighting games.

  • @grimms8783
    @grimms8783 2 ปีที่แล้ว +2

    Honestly I've always found there's an interesting hierarchy of types of invincibility in fighting games.
    Armour - Lets you tank through 2 to 3 hits while still taking damage.
    Super Armour - Same as armour except there's no hit limit.
    Guard Point - Like super armour where there's no limit to the hits it can tank, but also has the added bonus of dealing no damage since you're technically blocking while the move is happening.
    Invincibility - Entirely blows all the other three out of the water because of invincibility often works in a way where the person is simply immune to attacks, phasing through them during the invincibility frames. This also removes a weakness all the other three have in that attacks being absorbed in armour count as hits, and guardpoint counts as hitting someone who's blocking, both allowing for gatling options to be performed. Whereas invincibility counts as a whiff.
    There's probably other types of invincibility and stuff like this that I'm not aware of.

  • @SpartanOfLuxon
    @SpartanOfLuxon 2 ปีที่แล้ว +9

    Tekken 1 King's Down Forward 1 is +3 on hit and +93 on block.

  • @omlett6482
    @omlett6482 2 ปีที่แล้ว +26

    I feel like smash does the block button mechanic the right way
    Not only can you only block for so long, since your shield depletes as long as you hold it and every attack you block will take off some additional shield health, but it also limits what you can do after blocking. You can either UpB, UpSmash, Jump, or grab out of shield or drop your shield to return to a "neutral stance" (all of which can range from fast to very slow depending on the game and your character of choice), meaning your options after blocking are very limited, and depending on your character you might still have to deal with your opponent crossing up your shield because your only good out of shield option might only hit on one side.
    But the devs balanced this out somewhat by making sure most moves are minus on shield

    • @rkraccoons
      @rkraccoons 2 ปีที่แล้ว +6

      Melee's shield mechanics are even more interesting, as on top of that, there's lightshielding, no buffer system, and some moves can be done OOS with proper execution. Lightshielding allows you to press the analog L/R buttons more lightly to increase the size of your shield, but also increase the amount the shielder is pushed back and increase the frame advantage the attacker has. The lack of an input buffer on (non shieldgrab or (kind of) jump) actions means that its on the defender to properly time their actions based on what move was shielded and when (different moves incur different amounts of blockstun and you can hit aerials high and low on shield). This leads into spacie's shine shine out of shield, which is a powerful reversal option, but you need to perfectly time your jump and down B inputs based on the move the attacker hits your shield with.

    • @ZeUbermeinsch
      @ZeUbermeinsch 2 ปีที่แล้ว +6

      Platform fighters have really interesting defense cause of how emphasized mobility is in those games. Rivals of Aether straight up does not have a block; you either parry or roll out of there. The main reason was apparently because the devs didn't want to animate grabs but it did lead to a very aggressive style of game but since a single parry could mean dying from 0% it still lets you play defensive.

    • @Guitar-Dog
      @Guitar-Dog 2 ปีที่แล้ว

      I don't want to read a 200 word essay to understand how to block tho

    • @Skallva
      @Skallva 2 ปีที่แล้ว

      Hard disagree, personally. Shields in Smash have pretty much the same problem as block buttons - there is zero real mixup risk when using them. Both high/low and left-right, because shields cover your entire body and it only becomes a slight problem if the opponent manages to to wear it down to the point you can be hit out of them - and that's not a terribly common occurrence with how mobility-heavy the game is. And couple that with the fact that in any game other than Melee (where offense feels too strong for shields to handle), there is no real shield pressure game - your primarily disadvantage state is in the air, not on the ground, so very often, due to how safe they are, they are more used in neutral rather than on defense. Reversal Up Bs are stupidly strong for this reason, since, unlike actual DPs, you can throw it out immediately after dropping the shield with no exploitable gaps and there's zero execution barrier to them (they're even very easy to switch directions with). They're a free punish on anything even remotely minus.

    • @rkraccoons
      @rkraccoons 2 ปีที่แล้ว

      @@Skallva what is the z button?

  • @HateSonneillon
    @HateSonneillon 2 ปีที่แล้ว +8

    Defense is definitely my favorite part of fighting games. The more options the better. This is why I love Guilty Gear bc everything has an offensive and defensive use.

  • @Lady-V
    @Lady-V 2 ปีที่แล้ว +17

    7:05 Here's something that's riskier if you have to use a block button. It essentially means you're not going to automatically block if you mess it up and you're still in range.

    • @opssoldier3316
      @opssoldier3316 2 ปีที่แล้ว +4

      Something mentioned to me is dash punches can check players walking back in games that have a block button. If not it has to be an advancing low. So basically both have advantages because the block button can either help neutral by being able to block everywhere (block button) or block automatically advancing highs/mids
      The cross up thing to me is ehhhh and not a good argument imo. I played mkx lol the block button meant nothing with cross ups because the game can just add more overhead or lows.
      So basically it’s all just preference

  • @myboy_
    @myboy_ 2 ปีที่แล้ว +15

    Defense is one of the reasons melee is my favorite game. You have movement, shields, dodges to avoid hits in neutral, but then once you get hit you have Trajectory DI, smash DI, slide offs, amsah techs, etc. You never stop interacting with your opponent

    • @ink3487
      @ink3487 2 ปีที่แล้ว +3

      The main reason I dont play most traditional fighting games is because it feels like when I get hit I just have to sit down and watch a cutscene and pray my opponent drops the combo

  • @mr.einwood2384
    @mr.einwood2384 2 ปีที่แล้ว +4

    There are some other examples, like attack counters
    The Dead Or Alive series for example has Holds as a core mechanic. They give you the chance to counter every type of attack, if you guess it right. In DOA6 they even added an "universal" hold that requires resources.

  • @happycamperds9917
    @happycamperds9917 2 ปีที่แล้ว +7

    "You need to give up space to block."
    Guilty Gear Strive: *laughs in dash block*

  • @PurpleFreezerPage
    @PurpleFreezerPage 2 ปีที่แล้ว +14

    So I'm trying to prototype a fighting game where you can cancel anything into anything using a regenerating stamina bar.
    Blocking brings an interesting design question. I'm not adding high/low attacks because it'll be too hard to block, so what if the challenge of blocking just depended on your timing of when you attacked back?
    Say every move was unsafe on block, unless you had stamina and did a cancel. Now if you're in block, you will take a ton of chip if the enemy decides to spend all their stamina on you, but if they just do small links - you'll never escape pressure unless you time an attack well.
    Thoughts?

    • @rkraccoons
      @rkraccoons 2 ปีที่แล้ว +1

      Maybe do something like touhou hisoutensoku's wrongblock mechanic, where you're still blocking if you get mixed , but you take more chip damage and the opponent gets more plus frames to work with.
      And how would reversals factor into this? Maybe the longer the blockstring goes on, the defender can hold a button to charge a reversal gets more and more powerful, or invincibility as the length of a blockstring goes on

    • @Ramsey276one
      @Ramsey276one 2 ปีที่แล้ว +6

      I am LOVING THIS
      Would love to contribute
      I write up individual FGC characters. I was just thinking of a character with a Parry String.
      5 Parry “Stances” in sequence, with an exclusive reversal option
      Get it right and gain advantage
      Wrong? Eat the rest of the combo!
      XD

    • @Wiziliz
      @Wiziliz 2 ปีที่แล้ว +3

      Sounds a little awkward but I'd have to see it.

    • @pfffttt9563
      @pfffttt9563 2 ปีที่แล้ว

      Hmm interesting

    • @AAAAAA-qs1bv
      @AAAAAA-qs1bv 11 หลายเดือนก่อน

      Sounds like an original mechanic, if you're looking for game testers, I'd be down. I've got a ton of free time and I tend to -for better or for worse- find bugs in most games I play.

  • @gekisage7448
    @gekisage7448 2 ปีที่แล้ว +43

    I think it'd be cool to have more fighting games with dedicated non punch-ya-face buttons, such as movement buttons and non regular defense buttons (Melty for example does it well having a shield button with a ex guard similar to Alpha counters) defense and movement options are cool and sometimes I feel we get too many offensive buttons over them...

    • @HELLRAISER02
      @HELLRAISER02 2 ปีที่แล้ว

      Im pretty sure sport FGs do that more, like feints, rolls, many kinds of movement dodges
      But to be fair, maybe looking at sport FGs may not be something the FGC would wanna do

    • @Wiziliz
      @Wiziliz 2 ปีที่แล้ว +1

      Eternal Fighter Zero sometimes does this.

    • @HELLRAISER02
      @HELLRAISER02 2 ปีที่แล้ว

      @JoeDGamer 1. I dont know many in the FGC but i dont think athletic sports n esports would want to do much with eachother
      2. Generally people only like to use ideas or compare ideas within the same sub genre, which is why you prolly wouldnt want to take much inspiration from tekken for mortal kombat (3D vs 2D) as comparing a 3D sports fighter to chars with fireballs n flying attacks in general makes little sense

    • @HELLRAISER02
      @HELLRAISER02 2 ปีที่แล้ว

      @JoeDGamer as if they fly 10 feet in the air, fool

    • @HELLRAISER02
      @HELLRAISER02 2 ปีที่แล้ว

      @JoeDGamer you dont have one, ask the FGC, not me, then youll get an audience

  • @ultimocontrole9980
    @ultimocontrole9980 2 ปีที่แล้ว +5

    What about C-C-C-C-COMBO BREAKER?

  • @MadDragonify
    @MadDragonify 2 ปีที่แล้ว +3

    "Can't wait to for someone to find a move that's minus on hit and plus on block"
    Tekken 1 King's df+1 low kick was +8 on hit and +93 on block. PLUS NINETY THREE.
    The strategy against df+1 was to let yourself get hit by it in neutral and wait until it pushed you out of range.

    • @Thalanox
      @Thalanox ปีที่แล้ว +1

      Ninety-three?!?! The most I've ever heard from any move was around +16. Was the 93 some kind of obvious glitch, or was it intended as part of the character?

  • @TonicSpirits
    @TonicSpirits 2 ปีที่แล้ว +12

    12:32 Slight contention with this point - I've heard people use "armor" and "super armor" pretty interchangeably for a state where you take full damage but aren't interrupted, and more often I've heard "guard point" be described for moves where you can technically hit them but they don't take any damage (e.g. Beerus' DP or GGST Leo's guard stance when he holds S or HS). And Z Broly's 236HS in the footage technically is still what you call "armored," it just has 10 hits of armor which is unusual for DBFZ. I understand that situations where 236HS' armor gets broken are so rare it might as well be a non-factor except for the damage taken, but there ya go.

    • @HasekuraIsuna
      @HasekuraIsuna 2 ปีที่แล้ว

      In BB _everyone_ called Bang's property "guard point", so I was surprised that it is never called that in GG, instead being "auto-guard".

  • @RagdollArtwork
    @RagdollArtwork 2 ปีที่แล้ว +8

    I've always been a fan of block buttons since I was raised on Virtua Fighter, Soul Calibur, and Smash, but it's so rare that they're implemented well.
    Ideally, I think they should be an optional control setup choice that effectively acts as a macro for "back" that doesn't change directions until you release. This makes it have the same risks as back to block as it can't automatically turn around for crossups, you still lose ground if you aren't also holding down, and players can pick based on comfort instead of optimization.

    • @Ramsey276one
      @Ramsey276one 2 ปีที่แล้ว +1

      I am the opposite, experienced Block Button MUCH LATER
      Freaking HELL, I was doing Back Parry in Soul Calibur because of it!
      XD

  • @0o0Zero0o0
    @0o0Zero0o0 2 ปีที่แล้ว +1

    Plays Rivals of Aither music in background
    "Let's talk about blocking"
    Me: Ya. I would like to do that in that game.

  • @KyleJohnsonVA
    @KyleJohnsonVA 2 ปีที่แล้ว +1

    Having a block button feels like the best idea in 3D fighters. In Soulcalibur, if I want to side step, I just side step. If I want to jump or crouch, I hold guard to then jump or crouch. There is a clear and useful separation between movement categories this way. Meanwhile in Tekken, sometimes I try to side step in a panic and I end up crouching or jumping instead, which probably gets me killed.

  • @tinynewtman
    @tinynewtman 2 ปีที่แล้ว +1

    An observation from the first 3 minutes of the video: fighting game tutorials teach 'hold back to block' and 'hold down-back to block low hits', but don't cover the importance of your changed spacing.

  • @jrkb89
    @jrkb89 2 ปีที่แล้ว +2

    "The parry in 3rd Strike is better than sex" yeah that's fair

  • @phantomgamer4463
    @phantomgamer4463 2 ปีที่แล้ว

    The movement defense plays also a major on slam masters 2 too, when its come to running and slide to avoid attacks , cross up, projectile but there is also the Invicible rope bounce on stages that related to the movement defense.

  • @Stroggoii
    @Stroggoii 2 ปีที่แล้ว +1

    Once again Granblue has found the way to do it right with the block button. It has traditional blocking giving you both options, guard button extends your hutbox and takes a couple frames to get out of which makes throw teching harder. It also doesn't negate crossups as evidenced by Lancelot being top tier first season all thanks to a triangle jump and a very short range teleport.
    Block button is likely to keep showing up in future games as seen in DNFD which controls a lot like a non-platforming Smash with it's command heavys, direction contextual special button and a guard button that lets you dodge and wavedash.
    Speaking of teleports, the game that completely kills left-right cross ups including it's abundant and extremely cheap teleport attacks? Mortal Kombat, that is a block button done wrong. Or arguably a game so stupidly broken in the offense the only option they had for defense was static, non-resource intensive faultless blocking.

  • @hijster479
    @hijster479 2 ปีที่แล้ว +10

    While I do prefer back to block in 2d fighters, I think it feels just as awkward and counterintuitive in 3d fighter's, as the block button does in 2D fighters. I've always hated the amount of input overlap and janky interactions in Tekken. SC and especially VF feel much better to me.

    • @mthsdcs
      @mthsdcs 2 ปีที่แล้ว +4

      3D fighters already don't have a focus on left/right mix-ups, so you're not really losing much by having a block button. The whole metagame of having the block button tied to throw tech-ing in Virtua Fighter, plus the presence of neutral counters in characters like Jacky are so much fun in that game, although I do also like the hybrid approach that Dead or Alive has with their Hold system while still allowing to hold back to block.

    • @mitzi3262
      @mitzi3262 2 ปีที่แล้ว +2

      I hated how he didn't mention mkx a game with a block button but still tons of mixups

    • @HELLRAISER02
      @HELLRAISER02 2 ปีที่แล้ว +2

      @@mitzi3262 you saying this triggered my Mortal kombat X exp, mix ups everywhere, or in MK11 i play terminator n he can shmix n make peeps look dumb

  • @Lilybun
    @Lilybun 2 ปีที่แล้ว +11

    The only time ive truly liked blocking is when its been a secondary defensive option to dashes and parries. Its the easy fallback when you have no read but puts you at a disadvantage, its unfortunate how many games rely on blocking as their key defensive option as its woefully boring compared to active defense

    • @harryvpn1462
      @harryvpn1462 2 ปีที่แล้ว +4

      It's also really annoying for the defender when they get heavily punished for guessing wrong then just trying to hit someone on wakeup

  • @beniciomartinez9823
    @beniciomartinez9823 2 ปีที่แล้ว

    Been following your channel for a year, love your videos and glad to see your channel growing!!!

  • @AnthanKrufix
    @AnthanKrufix 2 ปีที่แล้ว +1

    I like the block button in Soul Calibur. It really works for the mechanics of the game in particular. Main thing is that you are extremely encouraged to not actually block and instead read the opponent's attack to dodge.. Sidestepping is as easy as holding up or down and there's actually labelled "Vertical" moves which are vulnerable to it, meanwhile a lot of the most reliable moves such as your ever present A,A combo are highs you can duck.
    Blocking is something you're supposed to do on reaction or prediction, not consider it a state of default whenever you're not attacking like in a lot of other fighting games.
    .. That and also (with the exception of Voldo) blocking turns you around to face your opponent, but every character has back turned attacks which are hella strong you could do instead. Using the block button unnecessarily in that situation means you lose access to those attacks. *_BUT_* while holding block you are frozen in place, if the opponent gets behind you now somehow you need to physically remove your finger from block and re-block to reorient yourself to the new direction, it's why Groh is super strong during Soul Charge mode, he's the embodiment of _"Teleports behind you"_ and you gotta be constantly be reorienting your block.

  • @CrownedKey
    @CrownedKey 2 ปีที่แล้ว

    I love how you can literally see the Core-A Gaming influence!
    Really good video keep it up :)

  • @Ryusuta
    @Ryusuta 2 ปีที่แล้ว

    Okay, this is a much more situational one in standard fighters than it is in games like Smash, but there is one other semi-unofficial aspect of defense... character size. Big characters have a larger hurtbox and are generally slower, but also tend to have better reach. (Usually. *Glares at 3S Hugo*)
    On the other hand, small characters can be incredibly difficult to touch. One of my favorite characters is Servbot from MvC2. He's the lowest-tier character that isn't named Roll, but he is the smallest unmodified character in any 2D fighting game. He is literally so small he can stand under several projectiles, and some supers like Venom Web don't even work on him.
    Granted, this is more of a passive defensive trait, but it IS an aspect of the character-choosing and gameplay process, so I thought I'd bring it up.

  • @jmfragger
    @jmfragger 2 ปีที่แล้ว +1

    1:29 that's just mercury from the sailor moon fighting game

  • @PR1ME98
    @PR1ME98 2 ปีที่แล้ว +1

    I love parrying so fucking much

  • @Clarkbardoone
    @Clarkbardoone 2 ปีที่แล้ว

    I like dnf duels block button. You don’t have to guess on cross ups anymore but you take significantly more grey health; so when your opponent manages to open you up you take way more damage. It rewards using the normal block because you’ll take way less grey health

  • @zZbobmanZz
    @zZbobmanZz 2 ปีที่แล้ว

    Button block opens up strike throw mixup more, most button block games let you neutral duck grabs. It just makes strike throw stronger while sacrificing left right mix

  • @liquidbiden
    @liquidbiden 2 ปีที่แล้ว

    You and Leon Massey are in a vein of your own. Good shit man.

  • @JM-zu1qe
    @JM-zu1qe 2 ปีที่แล้ว

    Also the block button makes whiff punishes harder. In games like MK and SC where block can only be done with a button, you lose the OS of being able to walk back and block at the same time (common whiff punish set up). This then leads to players having to take risks to secure whiff punishes.

  • @dumarcolmwilliams685
    @dumarcolmwilliams685 8 หลายเดือนก่อน

    Fun Fact: in every Arc System Works Fighting Game (like Guilty Gear, BlazBlue, and Persona 4 Arena.) characters can use a Defensive Mechanic called Instant Block.

    • @dumarcolmwilliams685
      @dumarcolmwilliams685 8 หลายเดือนก่อน

      We all know that Instant Guard is the best Defensive Technique in All Arc system works fighting games.

  • @MetroidJr1220
    @MetroidJr1220 2 ปีที่แล้ว

    Pokken Tournament (criminally underrated game) has a block button, but like in Smash it is a limited resource and can be broken with enough pressure. There are moves that can break shields instantly, though you have to charge them and be vulnerable for half a second (which means there's counter-play). There's even shield break set-ups with the right Pokémon / support.
    (Please try Pokken out, i love that game to death)

  • @BainesMkII
    @BainesMkII 2 ปีที่แล้ว +1

    No mention of 3D sidestepping, 2D KOF-style dodging, lane-switch mechanics (Fatal Fury, Guilty Gear Isuka), performing moves that shift your hitboxes enough to hop or duck or otherwise avoid various attacks, open and closed stances in Virtua Fighter, systems where similar strength moves clash without causing damage to either party, rock-paper-scissors counter systems like DOA, SamSho's weapon catch, etc. Covers SF3's parry, but doesn't mention Mark of the Wolves. No mention of Mortal Kombat when talking about a block button.
    To be fair, I can understand people not wanting to talk about Guilty Gear Isuka.

  • @MikeDaddyMCS
    @MikeDaddyMCS 2 ปีที่แล้ว +7

    I wish we could see more clips of people playing crazy on the defensive side, I swear it’s always agro clips I see

    • @MetroidJr1220
      @MetroidJr1220 2 ปีที่แล้ว +2

      Less "that was a sick combo!", more "how did he block that mix-up three times in a row?"

  • @fingwo1708
    @fingwo1708 2 ปีที่แล้ว

    1:25 In smash, moves can be much more negative on hit than on block at low %s because of how little hitstun weak attacks have. An example of this would be inkling bair, which is -2 on block but punishable on hit with most characters jabs/grabs

  • @anothernoob9110
    @anothernoob9110 2 ปีที่แล้ว +6

    0:00 Intro
    1:06 Blocking
    1:45 Hold Back to Block vs Block/Guard Button - Holding Back
    2:58 Hold Back to Block vs Block/Guard Button - Block/Guard Button
    4:30 Pushblocking
    5:20 GuardCancelling
    6:20 MOVEMENT
    7:05 Shimmy and Whiff Punishes
    8:00 Anime games
    9:10 3D Games
    10:00 Reversals
    13:00 Parrying( in SF3 Third Strike)

  • @wesreegaming
    @wesreegaming 2 ปีที่แล้ว +3

    There is one defense option you didn't mention it is the "delayed wake-up"

  • @Nlghtmal2e_NGS
    @Nlghtmal2e_NGS 2 ปีที่แล้ว

    Remind me of Bloody Roar , iirc it have Auto Guard/Guard and Heavy Guard where in your neutral stance it's automatically block light middle attack
    Heavy attack will crush that guard in which you will have to hold block button or hold back button

  • @aud9152
    @aud9152 2 ปีที่แล้ว +1

    Noticing your use of music from RoA do you have a take on what the workshop means for the future of open source/fan made content in fighting games?

  • @ShiningSta18486
    @ShiningSta18486 2 ปีที่แล้ว +1

    were not gonna talk about that korean backdash lolll

  • @Egganopolis82
    @Egganopolis82 2 ปีที่แล้ว +1

    Offense wins matches, Defense wins tournaments.

  • @frds_skce
    @frds_skce 2 ปีที่แล้ว

    That's the most perfect thumbnail i've ever seen

  • @Schpasmwastaken
    @Schpasmwastaken 2 ปีที่แล้ว +2

    Hey I hope this is ok with you but I was working on a script video which is very similar to this, I was going to talk about defensive mechanics in fighting games that were interesting to me like Push Blocking, "Get off me" (burst in fighting games) and parry.
    The whole presentation was going to be very different and I go over different games, but I still really want to get this video out sometime but I'll make something completely different if it seems like I'd be copying what you just put out.

    • @GekkoSquirrel
      @GekkoSquirrel  2 ปีที่แล้ว +4

      Hey man don't worry about it :) I'm not the only person to make a video about this topic and I'm definatley not going to be the last

  • @goodie2shoes874
    @goodie2shoes874 2 ปีที่แล้ว

    There’s also shielding, directional influence, and air dodging from smash

  • @dauzen2310
    @dauzen2310 2 ปีที่แล้ว

    great vid.
    Rivals of Aether music in the beginning, heeeeell ye

  • @cptmacmillan1111
    @cptmacmillan1111 2 ปีที่แล้ว

    Funny how I haven't seen and MK footage.
    Either way, funny and fun stuff.
    Have a happy new year mate.

  • @Ramsey276one
    @Ramsey276one 2 ปีที่แล้ว

    1:50 depends on the inputs, methinks
    Are there Charge characters in games with Block Button?

  • @metalgeartrusty
    @metalgeartrusty 2 ปีที่แล้ว +1

    Ill take that fu. D-pad master race

  • @darienb1127
    @darienb1127 2 ปีที่แล้ว

    I feel like the best fighting game with a block button is Soul Calibur. The reason for this is because it's quite easy to break through your opponent's guard. There's always classic mixups, but simply hitting them enough times will cause them to stagger. You can't just turtle behind the block button because it will eventually fail you.

  • @Punlecochon
    @Punlecochon 2 ปีที่แล้ว +1

    About the Granblue's block button : it increases the size of your hurtbox so it's useful to use situationally for cross-ups but it allows for combo extensions that would otherwise be impossible with the traditional back button.
    Basically, it's a good training wheel but disastrous if you play against a good opponent.

  • @PurpleFreezerPage
    @PurpleFreezerPage 2 ปีที่แล้ว

    I love your videos man
    You screaming trust me got me rolling

  • @jhsrt985
    @jhsrt985 2 ปีที่แล้ว

    Guys help please what is that music at the end?? I know I've heard it before is killing me

  • @rhompbus
    @rhompbus 2 ปีที่แล้ว

    That juri skin is life

  • @Guitar-Dog
    @Guitar-Dog 2 ปีที่แล้ว +4

    Kings df1 in Tekken 1 was like +66 on block and +4 on hit, don't think it was negative on hit

  • @schmity007
    @schmity007 2 ปีที่แล้ว

    Babe, wake up. New GekkoSquirrel video

  • @erugurara8235
    @erugurara8235 2 ปีที่แล้ว

    There is a arcade game where the block button not only lets you move but it also gives the player diferent normals, i forgto how it was called but all the character are controlling mechas but dont look that big by relation to the stages.

  • @rendidatriansyah6103
    @rendidatriansyah6103 2 ปีที่แล้ว

    i'm curious on your take about Tohou Hisoutensoku 'dash to graze bullet' defense. what criteria it will be?

  • @dgol1115
    @dgol1115 2 ปีที่แล้ว

    is this the chimney sweep version of leon massey

  • @dmas7749
    @dmas7749 2 ปีที่แล้ว

    personally i prefer holding a button to block in any game, i don't play a lot of fighting games but there's a few ways in which it balances out
    Chip Damage
    nearly every game that has button block has you taking a small portion of damage when hit, in some instances this can kill (although in the case of non-supers i prefer living with 1 HP), but in others it still adds up over the game
    Guard Crush
    in some games certain super moves will not only deal damage through guard, they'll put them in a guard break state which opens them up to a ton of damage, and many games have non-supers that can do this as well, or there will be a meter that depletes with each hit, forcing you to evade or attack eventually.
    Super Meter
    in games where you build meter from attacking, it's generally a bad idea to just go on the defensive all day since they'll build meter while you don't.
    Timing
    and let's not forget some games like Kingdom Hearts, where guarding is entirely timing based, guarding needs to be pre-empted, if you press too early or too late, you get hit. personally prefer the other system as here, dodging has more overlap

  • @alexthezephyr
    @alexthezephyr 2 ปีที่แล้ว

    Tekken has moves that knockdown, but to avoid follow-ups, are negative on hit. Idk if there is one of those that is plus on block tho

  • @liljvc489
    @liljvc489 2 ปีที่แล้ว

    Gekko posts always makes my day

  • @ameersher
    @ameersher 2 ปีที่แล้ว +1

    How did you not talk about Burst? :(

  • @mrosskne
    @mrosskne 2 ปีที่แล้ว

    3:55 This Is The Greatest Rebuttal of All Time

  • @Keihart
    @Keihart 2 ปีที่แล้ว +3

    Air is bad, shows tekken 7, Akuma and Geese laugh.

  • @tacowaffleYT
    @tacowaffleYT 2 ปีที่แล้ว +2

    anybody know the song that started playing in the movement section? I miss when gekko would credit the music used

    • @galladiated
      @galladiated 2 ปีที่แล้ว +2

      Odd how he didn't credit it when he has in the past, but it's a song from Tough Love Arena, I believe the parking lot

  • @jormoose9128
    @jormoose9128 2 ปีที่แล้ว

    excellent video, also I think I played you in SFV I remember it being a good match!

  • @omega941
    @omega941 2 ปีที่แล้ว

    rivals main menu music amzing

  • @TheSurefireGamer
    @TheSurefireGamer 2 ปีที่แล้ว +9

    *Talks about the Block button*
    *Shows no footage of MK*
    But no, the FGC doesn't hate Mortal Kombat...

    • @gspandem1204
      @gspandem1204 2 ปีที่แล้ว +5

      It does.

    • @gspandem1204
      @gspandem1204 2 ปีที่แล้ว +3

      Imma elaborate on this, MK has some of THE worst gamefeel, combos, and animations out of any fighting game that's popular. The only, and i mean ONLY reason it got big in the first place was the graphics, and gore.

    • @janmarcoperezbatres2203
      @janmarcoperezbatres2203 2 ปีที่แล้ว +1

      I was thinking more Injustice.... but yeah its still meh.

    • @mechanicat1934
      @mechanicat1934 2 ปีที่แล้ว +1

      TH-camrs gotta use the examples from the games they play man. You know how rare it is to see KOF used as an example for *anything*? And then when they do they get their information wrong.

  • @a_creatorsstuff17
    @a_creatorsstuff17 2 ปีที่แล้ว +1

    1:25
    How about the whole defense strategy around sonic the fighters? Well for a diferent but eady example look at thet old as f sailor moon game where stuff can be worse to defend than let hit, from frame advantage to damage

  • @christopherthomas2808
    @christopherthomas2808 2 ปีที่แล้ว

    I constantly try to just sit there and block combos and mix up. Now if I can remember to faultless defend in Guilty gear.

  • @Fargren
    @Fargren 2 ปีที่แล้ว +1

    What about the defensive option that is mashing?

  • @agrihonoberjorn1612
    @agrihonoberjorn1612 ปีที่แล้ว

    Making a fighting game and was wondering if having a grapple parry is a good idea
    High risk high reward
    Character a throws out a long attack character b predicts it and boom high positive for character a because of a long wake up and if it whiffs long recovery animation

  • @thepear6684
    @thepear6684 2 ปีที่แล้ว

    Can‘t wait for the next video 🔥

  • @AgelessIlluminate
    @AgelessIlluminate 2 ปีที่แล้ว

    What song is it that plays at the beginning of this video? It has such a dreamy feeling

    • @Nickerin0
      @Nickerin0 2 ปีที่แล้ว

      Rivals of aether main menu

  • @michelemichienzi934
    @michelemichienzi934 2 ปีที่แล้ว +2

    I'm somewhat sad that doa didn't make it into a video about defense in fg, it has the most interactive and, to me, interesting defensive game by far. But I understand that doa has a weird reputation and that it is also not a popular game.

  • @thischanneldoesntexist6132
    @thischanneldoesntexist6132 2 ปีที่แล้ว +1

    My excuse for preferring button guards is because I’m a smash fan
    And to make crouch a block it would ruin air game with the fact that airgame is crucial to competitive play and if you don’t have fast fall than it would become less fun for competitive play
    But I do like me some street fighter

  • @rawr5407
    @rawr5407 2 ปีที่แล้ว

    Me? Early to a Gekkosquirrel video? It really is Christmas!

  • @XmortoxX1990
    @XmortoxX1990 2 ปีที่แล้ว

    Great stuff

  • @vigokaae8793
    @vigokaae8793 2 ปีที่แล้ว

    What music is used in this video?

  • @virdictj
    @virdictj 2 ปีที่แล้ว

    1:45 the block button. Separate defense from the movement and sacrifice nothing. Again, like Soul Calibur 6 did.
    2:40 same deal as above.
    That anime game really gave you the wrong impression of a block button.
    Left hand does movement, right hand does actions.
    Ahh, stick. All buttons for me.

  • @killaken2000
    @killaken2000 2 ปีที่แล้ว

    "offense gets the glory but defense wins the game"

  • @AlynRapi
    @AlynRapi 2 ปีที่แล้ว

    blocking feels like a movement option thats why its so weird when its an actual button!

  • @i-yell-a-lot4906
    @i-yell-a-lot4906 2 ปีที่แล้ว

    "I WANNA BE THE GUY"

  • @RedLineFGC
    @RedLineFGC 2 ปีที่แล้ว +2

    LET'S FUCKIN GO, BOIS