UsedForGlue
"Strength isn't everything"
Hi.
My feeling is that block breaking should be one bar and half of your stamina (you would still need a full bar to initiate a block break), instead of two bars and a whole stamina bar, and for a very simple reason...the game is evolving and I think the game needs it more than ever.
We are starting to figure out consistent pressure, such as Erron Black landing consecutive 21122 MB Sand Grenades that lead to a 50/50 and then possible corner death. Kung Lao Tempest 11212/4 MB Hat Spin loops, almost never ending D'vorah cancels, Scorpion hell fire cancels, and not to forget Lui Kang fire ball cancels that you literally just have to sit in and wait, oh, and I almost forgot Quan Chi, how could I forget about Quan Chi...
But in all seriousness, apart from characters that have possible round winning kill set ups, there are also certain basic strings in the game that are dominating a lot of cast, some of these strings either ruin a possible footsie game, such as Cassie's main string (that leads to rocket knockdowns), Tanya's F2, or Shinnock's long reaching normals that lead to MB hell sparks into 50/50's and possible death loops, or even strings that put the opponent in a total guess game that doesn't really pit the opponents skill up against anything or than guessing, such as Cages B121212/B121/B1212121212/ etc etc.
At this point, we can't deny that this game is heavily centred around 50/50's, crazy offensive play and dice throw knockdowns, its almost like this game was built to use a block break and reward opponents for deciding to play defensive, and why shouldn't you have an option to push an opponent away when they could end the game with a block string or knockdown or corner carry?
Meter is incredibly important in this game, and spending two bars of it on a block break is just not going to happen at the highest level when Kung Lao for instance can just run in and start hammering it all out again because you have no stamina, which really forces you to start NJPing like an idiot to avoid and in coming sprint...that is why having at least one of stamina would be vital, instead of the will they NJP or won't they NJP "mind game" that comes after almost 90% of combo breaks.
I feel the defensive side of this game would be brought out much more by the inclusion of this change, I don't expect everyone to agree, but it's a mechanic that is never used because of how costly it is, and if it was implemented, I feel the game would open up to a whole new level, and it would add a bit more balance than we are currently seeing.
Just a thought.
My feeling is that block breaking should be one bar and half of your stamina (you would still need a full bar to initiate a block break), instead of two bars and a whole stamina bar, and for a very simple reason...the game is evolving and I think the game needs it more than ever.
We are starting to figure out consistent pressure, such as Erron Black landing consecutive 21122 MB Sand Grenades that lead to a 50/50 and then possible corner death. Kung Lao Tempest 11212/4 MB Hat Spin loops, almost never ending D'vorah cancels, Scorpion hell fire cancels, and not to forget Lui Kang fire ball cancels that you literally just have to sit in and wait, oh, and I almost forgot Quan Chi, how could I forget about Quan Chi...
But in all seriousness, apart from characters that have possible round winning kill set ups, there are also certain basic strings in the game that are dominating a lot of cast, some of these strings either ruin a possible footsie game, such as Cassie's main string (that leads to rocket knockdowns), Tanya's F2, or Shinnock's long reaching normals that lead to MB hell sparks into 50/50's and possible death loops, or even strings that put the opponent in a total guess game that doesn't really pit the opponents skill up against anything or than guessing, such as Cages B121212/B121/B1212121212/ etc etc.
At this point, we can't deny that this game is heavily centred around 50/50's, crazy offensive play and dice throw knockdowns, its almost like this game was built to use a block break and reward opponents for deciding to play defensive, and why shouldn't you have an option to push an opponent away when they could end the game with a block string or knockdown or corner carry?
Meter is incredibly important in this game, and spending two bars of it on a block break is just not going to happen at the highest level when Kung Lao for instance can just run in and start hammering it all out again because you have no stamina, which really forces you to start NJPing like an idiot to avoid and in coming sprint...that is why having at least one of stamina would be vital, instead of the will they NJP or won't they NJP "mind game" that comes after almost 90% of combo breaks.
I feel the defensive side of this game would be brought out much more by the inclusion of this change, I don't expect everyone to agree, but it's a mechanic that is never used because of how costly it is, and if it was implemented, I feel the game would open up to a whole new level, and it would add a bit more balance than we are currently seeing.
Just a thought.