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crouching: mids hit, dodges highs, block lows.
Basically always block high unless you expect or see a low coming or you want to dodge and punish a high.
mid vs low is the basic 50/50.
sidestepping can also dodge some attacks but don't do it blindly.
True for 3D-fighters, but if you come from a 2D background, it might be confusing as in most 2D-fighters, you block pretty much everything except for overheads by crouchblocking.
Also, Virtua Fighter is the true OG so far as i know, and to be fair Tekken didn't really incorporate 3D movement until Tekken 3 (i guess with exception for Kazuya who still had the shadow step). So even if you count Tekken as a 2D-fighter, there are still older games that have the more traditional crouchblock.
I mean I did played older fighting where crouchblocking was blocking everything, like 8-bit street fighter 2 turbo on nes analogue but can't say it was default defence - more like complete turtling. Did it even had overheads?
I don't even think there is a legit port of SF2 on the NES (bootleg for sure, but official? Not sure there.), but you might be right that SF2 didn't have overheads. Not that it matters much, since again, in 2D-games crouch blocking would still be the option you used since it covered most options.
I think 3D-fighters handle mids better with Tekken and VF being good examples, and i think that is pretty much proved by the addition of overheads in 2D games over time. But that wasn't really the issue. I think it just makes sense to crouchblock a lot more if you come form a 2D-fighter background, and in Tekken it's the other way around. You only duck if you expect a low since the risk/reward ratio for ducking a lot is terrible.
and yes Tekken's way makes more sense it's the 2's games that are weird you are just used to that cause all the 2d games have always been like that. Ever seen a fight where everyone just crouches with their guard up?
https://youtu.be/Gb44Oc4r3PE
@20:25