You want to give guard breaking the ability to be spammed with high damage and low window to counter it, that's fine, just make sure that there is a cost to it
right now, there is no cost. The risk is getting hit by a light attack...Most light attacks take ~10% of HP. If you pull off a guard break, the minimum pay off is getting a light attack off. Most classes can get a free heavy attack.
You attempt to guard break me? I stop it by countering it...You lost no HP, stamina, or positioning. If you pull off a guard break, you get a heavy.
You attempt to attack me with a heavy attack? The best case is that you get a free heavy attack. Yet if counter it through a parry, I get a free what I want to do card. The parry is easier to pull off and the risk is the same as counter a guard break
WHERE IS THE BALANCE ? What moronic person thought of this?
I'm not raging or mad at this. I'm not frustrated. I just want to know, at what point does it seem normal that the game is based around people attempting to do more guard breaks than heavy attacks. Does it not seem weird. Can you think of any fighting game where a person is doing more guard breaks (or grabs) than any other attack?
Put a limit to it. I just came from work, thought I'd play this game for a bit. I'm not the best but I can hold my own. I played over a dozen matches, all opponents were high renown (2+). No, i know renown does not reflect skills. However, most of the matches, the majority of the actions they attempted were parries and guard breaks. It shows that most people who play this game for a long duration have learned the simply truth
1-Guard break a lot, because the risks are minimal
2-Parry, and make sure not to get parried.
I feel guard break should be a follow-up from other moves, also at least parrying has the risk of 'if you mess it up on unblockables you gon git decked'.Originally Posted by xjlxking Go to original post
Albeit guard break could at least use more stamina, and throw distance should be reduced for the one doing the guard break if their stamina is lowered, perhaps have a much larger window for when the gb can be countered too if their out of stamina. Seriously, when out of stamina if you land guard breaks your just given free time to regen stamina without risk.
But then theres the whole Turtling and waiting for parries meta that needs fixing as well. But that was less infuratiing than the 'hit guard break as often as possible and wait for parries' meta were currently stuck in.
The problem as I see it is 2 fold.
1) on PS4 the button to counter guard break is square. My right thumb has to be on the right stick as default to control my stance. Guard back and counter guard break should be mapped to R3, clicking the right stick in.
2) the time window to counter a guard break is way too small. Needs at least doubling.
The problem with increasing the window to press the button is that, it doesn't slow what is causing people to spam guard break. No risk! Not to mention, the lack of actions. It can be REALLY punishing if you use a heavy attack. I rarely use it because it can be parried. I use it after i get a guard break, or as a trade (with warlord or sho).Originally Posted by tonycawley69 Go to original post
I agree to the guard break complaint. At least there is some risk to parrying, guard breaking is a different story. The only threat to getting countered is the possibility of falling off a ledge, but that's only if the person's back to it and let's be honest if he's trying to throw you off then it's your back that's towards the ledge. It would be nice if they at least made the timing a little more forgiving, obviously not a point to where guard breaking is useless but at least so that players don't rely on guard breaking as much.
So if the window is increased, and countering a guard break staggers, then problem solved.Originally Posted by xjlxking Go to original post
Exactly, parrying in itself is fine. Personally, i think it's too easy to use at the moment, especially against the heavy classes. I think it needs to be adjusted to cost stamina.Originally Posted by Fuzzybutts Go to original post
Again, I don't think increasing the window will do anything. You will still spam it because there is little risk to it. I'm just asking for a risk and cost to offset the huge reward this grants.
That might work, especially the stagger part...like parryingOriginally Posted by tonycawley69 Go to original post
But there is risk. If you GB too far you have a huge recovery penalty, you leave yourself opened for a heavy if timed right away or a chain start up or even a GB from your opponent.
If you GB in the wrong place and against the wrong enemy the tech breaks you you get pushed back a lot, might even fall of a ledge
And since I advocate for higher timing requirements, skill cap and mistake input penalty for this game (very needed since you can pretty much spam input to perfection in terms of timing, without interrupting the chain and while still changing stances if analog spinning), I really don't think that the current window to tech counter and GB is even that small. I can consistently tech it, and when I don't it's really my bad for missing the timing.
Having said this, sure stamina cost can be raised a bit, would be ok with it, even call it fair. But so should a lot of moves and chars tbh, Stamina economy is almost non existent, most chars really don't need to worry a lot or hardly worry about it, even with bash moves etc. (The most stamina economy demanding char atm is Nobushi no doubt, and pretty balanced in that dep)
GB is specially an issue with players that really have no actual experience with fighting games, I get that it's a struggle to get to the point you can actively counter this. I see it with my friends, most are a lot more high lvl than me and still can't do it. I tell them the same thing, train it and you'll get there. They only believe me because they see me counter theirs.
Everyone can get there, some will do it faster than others, no reason to bring it down to a point where everyone can counter and this mechanic becomes pretty much obsolete.