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I do understand why it's put into fighting games, It makes it so players jump more often so that the use of air attacks can be utilized. It also makes it so someone can't just duck and block in a corner and be almost invincible if there are a lack of moves to counteract that.
However, this seems more like a hotfix to an underlying problem.
I'd also like a dedicated block button... why fighting games like back to block or do nothing to block is beyond me. Just makes the game do clunky things when trying to move about.
If there is a good reason for the current control scheme, can someone please explain?
Is it to make players feel like they are better at blocking because they will accidently block many moves trying to backup? If it's to have players need to hold the direction opposite for switchups, instead of simply pressing a button it could have been done with a holding block and a direction...
Well a prob is that you can't always dodge them...whether it's by jumping or ducking. Most projectiles can be avoided by ducking....but then to get inside you have to either try to walk and duck which can be tough at times which tends to mean you will get hit or have to block sometimes, or throw meter away on a meter roll that may not work.
I fought a Harley Quinn the other day and it seemed like as soon they did their projectile it was hitting me. It made ducking and walkign rather difficult...I don't know what the issue was, but it was taking on insta-hit properties.
The loss of chip damage would just help out in dealing with the other game designs afoot really.
The issue of turtling seems like it'd be mitigated anyways by throws, overheads, mixup's, life lead, and awkward or lack of punishment in the game. (altho throws in this have no real range, have to be point blank)
I've seen folks say the loss of a block button in NRS games strengthens offense but lowers defense.
Well that sounds like what I saw some people say on testyourmight...that back block in this amplifies offensive capability and lowers defensive.
Well to be fair there's a reason why folks don't wanna fight Robin up close since he has such advantage there...like major. Getting gaps can be tough.
But yeah the projectile stuff gets a bit much, especially with chip damage also thrown in. I don't view the meter roll as a balanced trade off mechanic-wise.
Well sure NRS ain't exactly high on defensive play...Injustice 2 obviously is geared towards offense.
Sometimes you do end up blocking a lot anyways since you can't like interrupt strings, meanwhile you take forced chip damage.
And I find the punishment in this to be like lacking or awkward feeling...like you don't have enough reach. So then...you end up blocking again.