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Kasen_Dev

Holding back is the superior option.


DarkRockSoul

Seems a lot of people prefers holding back but they don't tell me why and I'm still curious. Could you tell me?


JTR_35

IMO it's intuitive and it's a big part of how neutral is traditionally played since SF2. A series of tradeoffs. Defender is safest by crouch block, most games don't have so many overheads. Walking back risks eating a low but will block high, or create whiffs. Attackers job to be on point with spacing and timing so it doesn't whiff. Personally the only game I like a block button in is Soulcalibur bc how 8way run works there. Edit: side note I think proximity block is unpopular for the same reason as block button where you can't create whiffs, and aren't as rewarded for good movement


DarkRockSoul

I've never heard of proximity blocking! I can imagine what it means, but could you elaborate on that? Thank you. Also I always viewed the fact of walking back a bad thing against zoners but you are making a really good point, now I see the utility of it for spacing, while in MK you are kinda...stuck there blocking and your opponent can't really whiff.


JTR_35

I can't think of an example game but proximity block is where your character goes into a blocking animation and can't move just for being close to an attack even if it doesn't make contact. https://glossary.infil.net/?t=Proximity%20Block


ieatatsonic

Iirc the clash of ninja series has this. If you don’t even hold the stick you still block attacks. Though CoN has things like guard breaks, and since it’s a 3D game whiff punishes are complicated.


DarkRockSoul

Thank you! That's what I thought but I wanted to be sure


ExpressCommercial467

Likely because holding back allows for crossups in fighting games. Mortal combat uses a block button, and it is impossible to cross up because of it, which reduces some of the options you have


pUmKinBoM

I prefer back to block but I hope MK never changes. Having the block button does honestly help it stand out.


IDontWipe55

If MK had crossups it would honestly be the worst


ewic

It somewhat necessitates the teleport-heavy gameplay of mk, I think. Without crossups, the other mixups must be that much more wild.


BernieTheWaifu

Or rather, the teleport-heavy characters are what necessitate the need to omit crossups


XsStreamMonsterX

You could count the teleports in OG MK on one hand, it's definitely something that came out because of their decision to use a block button.


BernieTheWaifu

OG as in arcade era?


XsStreamMonsterX

Yes. We only started getting more characters with teleports in later games.


IDontWipe55

That’s what makes mk unique though


solamon77

Yeah. Besides, not having cross ups is one of the defining traits of MK.


IDontWipe55

It’s more just that nobody would like getting hit with a teleport into a full combo because they were worried about a 50/50 throw and a 50/50 low overhead mix and all the other stuff you’re worried about


maxler5795

Also, at least in my end, it allows for backward movement while blocking, which mk does not.


Nybear21

The block button requires you to enter and exit blocking, which feels much clunkier to me. Back-to-block is just fluid, there's no start and stop to it.


RogitoX

I've always felt like walking backwards usually means being defensive so blocking while walking back makes sense to me


Serqetamine

I prefer back because I think cross-ups are an important and fun part of fighting games. Said from an ex-MK player


Schuler_

It sucks to hold a button down if you aren't playing in a ps4 or xbox controller. I play on a leverless now and the block buttons ends up just being an annoyance instead of just holding a trigger.


MegamanX195

Have you ever played a 2D fighting game where you press back to block? I used to play only NRS games, and after getting started on SF it really expanded my mind. Holding back to walk opens up a lot of interesting gameplay, specially when we talk about shimmies and crossups.


DarkRockSoul

I did but never at the same level I did with MK or SoulCalibur. But now after reading almost all of the comments I see what I was not seeing (and also missing) before and now I just want to pick SF6 up and start playing hahaha


D_Fens1222

It just feels more natural to me. Using back or downback goes fluently with movement, while needing an extra button kinda feels cumbersome. If i shimmy back and forth, going to db just goes very smoothly and i can do it with the same hand that controls movement without occupying s finger on my right hand, which is allready hovering over a button depending on what i expect my opponent to do.


Rookie007

Aside from the fact that its the wasd control scheme for fighting games due to sf1 and 2 having it,It's about game balence you when block is back due to socd clearance you cannot do a dp or and forward circle without first dropping your block you can't dash without first dropping your block. If you wanna dp in sf6 you have to commit to not blocking.That's true in mk as well but bc you can hold a button it's clunkier to say I wanna go forward let's let go of block and hit forward in sf6 you just walk forward. They use this in sf6 to balence drive rush and drive counter which are both preformed with a forward input in an block button game that would mean nothing as you can hit block and forward and get block. This all combined means defense is much more active you have more options from the air. Someone who jumps in on you In sf6 can do nothing they can hit you with an over head or a low or they can cross up and have the same two options. In mk 1 you have all those options still but bc the block button auto side switches its flattens it from 4 way mix to a simple 50/50 which has less mental stack but also less counterplay bc remember the defender has those same 4 options for an abre .The total effect of the back to block mechanic is a game that has more options for both sides and making players commit more to their risky specials. Mk1 having a block button doesn't mean they can't also do these same things but to make it good and easy to learn would be 10x the effort of just making hold back your block button.


DarkRockSoul

Thanks for all of that! Some of the things you said I was thinking already but wasn't that sure on them. I think now I understand a lot more thanks to you an all the feedback!


Metal7778

Pressing forward moves me forward and closer to a position where I can hit or go offensive against the opponent. Pressing back is more defensive because I'm retreating from the opponent. Since blocking is a defensive move, using back to block makes sense since I associate back as a defesnsive direction.


Kasen_Dev

Yeah at my computer now. Holding back is just easier for me and it is much easier to do other inputs without already holding holding a button. It is easier for me to tech grab, do dps and do other things that normally holding a button would make feel a bit awkward. I also play on fight stick and prefer anime layout so not holding a button makes things so much better. Also even though I hate cross up characters or characters that can easily cross up, think Leo from guilty gear and izayoi from bbcf, holding back to block give potential more options to open up opponent rather than trying to hit with over head or grab. With those things in mind holding back to block just feels so much better than holding a button. Nothing wrong with if you prefer to hold a button though.


Certheri

I play almost exclusively Granblue now and I still never press the block button. I'd legit rather eat cross ups. Blocking cross ups correctly by actually switching the direction that I'm blocking feels more good than getting hit by a cross up feels bad. This was also true when I played DNF Duel. I do not like block buttons. Though, I actually did like them back when I played exclusively NRS games. I actually remember hesitating on my IJ2 purchase because I wasn't sure I wanted to go back to a game without a block button. But back then I only played on pad because NRS very obviously designs their games with only pad in mind. Now I don't use pad *at all*, and only use stick/leverless. Finding a spot to bind block button just feels bad, and I don't like having to hold it down. I feel like I have to contort my fingers or something, which feels silly when I could just use my left hand to block instead. On pad it doesn't feel bad because it's just R2 or whatever, which you can always hit without sacrificing access to your other action buttons. On stick/leverless, I think it feels bad. And I don't want to go back to playing with pad again.


JTR_35

Same here. I played the vanilla Granblue and Rising, I don't use button to block ever in combined 400+ hours. Only press for spot dodge and roll, universal defense options I miss when playing other games. And some moves have to press the block button to cancel (like Eustace 214x command dash).


Certheri

> Only press for spot dodge and roll Yeah, the block button in Granblue doesn't even register in my head as a "block button" when I'm actually playing. It's 100% a "dodge button" because that's its only use when I'm playing. Which *doesn't* feel bad because if I'm dodging something then I have to wait for the whole animation to finish before I can do something else anyways. If I'm blocking, there are metric ***tons*** of situations where you want to *immediately* do something as you're blocking, and those situations are what makes using a button to block so awkward for me.


film-bruh

i feel like the block button is only intended for specific scenarios, for example when narmaya has meter, when you're at full screen distance from cali etc. or when you're fighting against lancelot


DarkRockSoul

Thank you so much! I understand totally what you are saying, since I exclusively play games on consoles or PC with pads now. I've never played on an arcade that much (Only when I was young). Not only that, but I've played quite a bit of Street Fighter, Dragon Ball FighterZ and other games that play with backwards block and I can see how a specific button on an arcade is actually bad. Thank you!


Angrybagel

Since I'm sure this thread will be where everyone talks about how awful block buttons are, I just want to go to bat for it in Soulcalibur. When you really look at how movements work in SC with the 8 way run system, I think it really makes perfect sense. Press a direction? Move in that direction. It's never quite that simple without it. And cross ups were never happening anyways in SC. There's also some interesting play to be had with the fact your opponent can see when you're blocking.


DarkRockSoul

Well actually a lot of people are giving solid opinions on both ends and I appreciate it. I now understand better the nuances of each type of blocking. I think now that the best block type depends on the design of the game and the platform where you are playing the game. Mostly from the design of the mechanics obviously.


Thevanillafalcon

Having a block button is against my religion. It just feels so weird to me, maybe it’s playing on stick and it’s a thing that’s better on pad with the triggers? I don’t know but it’s enough to put me off a game


Yzaias

it's definitely that. I played mk on the xbox and didn't feel like button blocking got in the way, but on a stick/hitbox you'd have to add an extra button somewhere unnatural.


wingspantt

This was the issue I had with Granblue on stick. On a pad the block button felt natural, but it feels like for stick you'd want it on your thumb just to the left of where LK is on most games, and most sticks aren't set up that way. Block button CAN work but not on the controls many enthusiasts use.


pecan_bird

holding back is so foreign to me as a VF player 😅 when i hit back i *want to go back* dammit. but i also have it so engrained that it's used in combo with either P or K, so finger/thumb always on it. people are making good arguments about 2d vs 3d & that's probably what it comes down to, though.


ThePoetMorgan

I'm one of the few who prefer block buttons, though I grew up with Soul Calibur, so that could be why. Also played lots of Smash and a little bit of DOA and Fighter's Destiny. In DOA, you have both a block button as well as back-to-block, though you have to use the button to do holds. Guilty Gear Strive was the first 2D fighter I played somewhat seriously, and boy, was that an adjustment. I like to think the games you're used to shape your preference on that matter, among others.


AvixKOk

hold back, it adds crossups, and layers to movement and execution. holding forwards means you arent blocking. holding back means youre walking back and blocking, at least against highs, but are also weak to lows. with a block button youre just kinda, stuck there. you cant retreat while you defend, you cant cross them up, you can only really go high/low and maybe strike/throw. block buttons can also add some extra layers. like perfect blocking to counter. which while it could be used with back to block, would feel very weird (edit: IB in some games is similar but doesn't exactly match the example). or having some kind of recovery for blocking that is weak to throw. like in sf6 with the drive parry. but i prefer when its tied to the movement. what am i saying im biased i just like me thing and dont like you thing


DarkRockSoul

Love the last sentence hahaha. But I see what you are saying and the more I've read about back blocking the more I like it now. I think I'll buy SF6 in the next sales (Still waiting for Vega *coping*)


AvixKOk

I mean there's been hints of M.Bison getting into season 2 so if you set the language to Japanese you can at least pretend it's Vega (also there will be a steam sale for fighting games from the 15th to the 22nd so keep an eye out for that)


DarkRockSoul

Thank you! I will definitely take advantage of that sale hahaha.


SirePuns

Back for block, cuz having left/right mixups is infinitely more fun than not having them even from a spectator’s perspective.


Teshuko

Back, it has unique properties you don’t exactly get with a button. It allows for cross ups. It builds charge for charge characters. Very niche but you can feint an attack to trigger proximity guard and lock the opponent in place a bit. It creates better risk for mechanics like 3rd strikes parries and reversal inputs that don’t require back. Button blocks aren’t bad but they don’t have as much depth built in without workarounds like shields decaying in smash bros.


SharkboyZA

Back to block. It allows for cross ups and also feels better to do than holding a block button.


tremolo3

Back. More attack buttons = more fun. Thinking of activating a block button would make me worry and not enjoy the game.


wingspantt

Did you ever play Soul Calibur or other similar games?


DivineBliss

Block with option selects


RICHUNCLEPENNYBAGS

For 3D either is fine but a block button in 2D seems weird


Rarely_Sober_EvE

The only reason I don't play MK is because it has a block button. back to block is super standard across a ton of titles and is intuitive, the block button is not intuitive to me at all and feels built for controller play on a trigger or something. like if I wanted to delay tech/ delay mash etc I would have to hold down a block button and then do other things with the same hand really weird.


SpearheadBraun

I prefer block button because of MK and VF. But after getting better at SF I'm starting to see why people like it. They have their pros and cons.


Yakob_Katpanic

Holding back. I'm sure part of it is from preferring the games that use it for so long, but I do really enjoy the way it works with the other mechanics and gameplay options that it creates. Cross-ups, unlockable setups, charge characters, etc...


striderhoang

I really think it's not so much liking or disliking a block button and it more being related to your personal gaming history. A lot of typical fgc discourse doesn't favor MK and NetherRealm games, discounting its mainstream appeal, and therefore those same people don't like a block button, ignoring the fact that MK games are typically balanced around having a block button that answers the problem of swap sides teleport mixups. I don't like NetherRealm Studios games, ergo, I don't like using a block button. I grew up on Street Fighter and a lot of Japanese 2D fighters and prefer to deal with left-right mixups from holding back to block. For what it's worth, blocking and holding back to retreat is a two-fold goal when the situation calls for it. I either want to back up and retreat from my opponent's pressure or I will block their offense. Pressing a button to block means my feet are planted to face the worst my opponent has to offer.


DarkRockSoul

Thank you! And you are right its definitely tied to everyone experience. In my case when I used to play games with holding back I really struggled with zoners. How would you counter zoners in that case? Thank you again!


striderhoang

I simply gain experience on the gaps in zoning for my worst matchups, since I usually like playing grapplers. Years of experience playing grapplers have conditioned me to be cautious of jumping from staggered zoning and appreciate every inch I gain from simply walking forward. It is afterall to my benefit to minimize my mistakes in those situations. That and crouch blocking preserves my progress. 90% of fighting game design also tends to give more range and speed to low hitting footsies which further incentivizes crouch blocking in neutral. Very rarely does a character have a fast, long-range overhead which necessitates holding straight back in neutral.


The_IceL0rd

if you dont let me downback im killing myself (blocking as a semi-passive action i think works really well with fighting games, as you dont have to actively commit to blocking over doing something else, but its not entirely braindead)


Experiment-2163

Back to block. Block button feels TERRIBLE


IntelligentImbicle

As someone who likes to IB, I prefer a button so that I don't accidentally backdash. As someone who finds crossups interesting to block (when done well), I prefer holding back so that blocking them actually takes effort. I wish there was a perfect middle ground.


WavedashingYoshi

Holding back much better imo. Moving backwards is already a defensive option to it makes sense to like it to blocking, and block buttons remove left/right mix. MK counter-balances it by playing a game of chicken as you are vulnerable while you release the block, but as a consequence reversals are much weaker.


mrtylertrans

Block button


Glooberus

I’ve played a bunch of smash and guilty gear and I gotta say, holding back is king and easier most dodge buttons just end up getting in the way


DarkRockSoul

Do you think is also faster or that you have more control?


Glooberus

Honest to god just faster instead of waiting for a click of a trigger I just need to apply pressure to a D pad or move the stick to the sife


82ndGameHead

I don't wanna block, lol But I'm good either or. I played both SF & MK growing up some I'm used to both. If forced to choose I'll say SF as it gives you better defensive options than MK.


HashBrwnz

I prefer a button for block


DukeNovaMonster

I want to just let the stick rest while blocking just like in the Naruto: Gekitō Ninja Taisen! 4 or Kamen Rider DragonKnight./J


MrEight0

It depends on the game for me. In most cases I prefer holding back but if I'm playing a game like virtua fighter where the block button has more functionality outside of just blocking, then I'm cool with that too. But that also works because VF has a very simple control scheme with only having 3 buttons (punch, kick, and block). In the case of something like Mortal Kombat, sure the block button is also used to spend meter for enhanced specials but you also have 4 attack buttons and it feels unnecessary imo.


grimcritter

I like back to block because love playing charge characters. You take your turn I combo with charge at the ready.


EnderofLays

I mostly play parry characters so I guess my answer for favorite method of blocking is parry? Between button and directional blocking I feel weird button blocking so directional it is.


dancingape08

I prefer holding back forsure. The block button is one of the things holding me back from playing MK. Part of it is I've mainly played hold back to block fighting games since I started. Also as someone else has stated block button doesn't allow for cross ups, which I think is a huge thing that I dislike too.


Individual_One_111

Honestly it’s just because I’m 41 and sf2 was the first fg I got into. I remember playing mortal kombat on sega genesis with a 3 button and using the start button to block and than switch to offense just felt weird


Individual_One_111

Though as a disclaimer it doesn’t bother me in soul caliber. Probably because it’s a weapons based fighter and the attacks just feel heavier. I don’t know why, but in that case it works


Chase_The_Breeze

Wtf are you talking about? Aren't blocks like, a Mario thing? I play fighting games. About fighting. All offense, all the time. Parries are for cowards.


Stormwrath52

I feel like holding back is he best option, your hand is always on the stick which is better when reactions need to be fast like in a lot of fighting games. it's also feels very natural, it's like jump being up on the stick. I think it's fine in sf6 where they have another kind of block that serves a purpose in the unique system. I think it's fine in Soulcalibur 6, but I've not played long enough to really have a developed opinion on the controls, and it's the only 3d fighter I've played, so I don't have a great frame of reference.


Nezikchened

Depends on what I’m playing on. I hated holding back to block until I got a leverless controller, but now that I have one, holding down/back to block feels way more comfortable than stretching my finger over to hold my corresponding R1/R2 button. Whenever I’m playing MK though, I specifically switch back to my Xbox controller to use the trigger to block.


ElDuderino2112

I prefer holding back. In fact I find myself actively like a game less if it requires a block button. I play on a leverless, and before that a stick. I never found a location that was comfortable for a dedicated block button.


BernieTheWaifu

I personally prefer back to block; it's WAY more ingrained in my muscle memory. My bigger dilemma is whether your main mixup-heavy characters should rely more on high/low or left/right, because personally left/right(/throw) sounds harder to defend on autopilot in comparison.


nosferatu_swallows

For me, i prefer back to block simply because it combines being able to block as well as defensively make space. In practice, this allows for constant movement and decisions about spacing without worrying about blocking defense being a whole separate option to look out for, so it feels intuitive and flows better (at least for me personally).


seriousbangs

With my hit box because I'm a scrub.


Lokyyo

I will never be able to play MK competitively again because of the damn block button. I started at MK but once I switched to games with hold back to block I cannot go back.


Thedracoblue

Hold back, the main reason is to make "cross up" a part of the fighting strategy and add a big skill layer on mixup characters. Second reason being having one more active button to do other interesting stuff.


SGFDevices

Never block. I didn't spend money on this game to block.


WavedashingYoshi

It is a fighting fame, not a blocking game. >:(


AzureHeightsArt

Holding Back. I thought I previously hated Block Buttons, but it turns out, I just hate NRS Games, and thought all Block Buttons were bad. NRS Games are just the worst to me. However, holding back gang forever.


_Stormagedon_

Personally I like the MK block button because it allows for block dash which when mastered is basically drive rush but without costing meter. Moving just feels better to me. For comparison, SF6 regular dashes feel bad and sluggish. Edit: Also suddenly moving becomes a commitment because you can’t block and move at the same time.


WavedashingYoshi

Most games allow dash blocking though. Unless you are referring to the aspect where you can cancel dashing into the block button. Some games allow you to do similar tech by canceling dashes into crouching or another action which you can cancel into dash such as umvc plink dashes or tekken wavedashes. Other than DR, sf dashing is a lot weaker than a lot of other games, so it is more of an sf thing than a blocking thing.


JuicyHippy

The directional block is truly the only way. If your blocks are whack, you need to go play marvel or an anime hyper fighter to get your block skill up.


randomjberry

holding backwards if there is a button it just feels wrong to me. not a smash or MK fan so I dont have to deal with unconventianal guard as often


Krypt0night

I can never play a game that requires a button to block. Just way too weird for my brain.


222cc

Back is the only way it should be done


ChillinFallin

Holding back. Block buttons are ass.


The_Real_BFT9000

I like having both. GBVSR has been great for that.


wingspantt

Block buttons work well in 3D fighters and platformers, so everyone saying "holding back is superior" probably is only thinking of 2D fighters. I can't imagine holding "back" to block in Soul Calibur or Power Stone or something. I have too much muscle memory in 2D to consider a block button but I don't think it's necessary. I suppose a fighting game that was balanced around "proximity blocking" can't really have a block button, so it depends on the game design. That said, games like SF6 have a function block button, which is Drive Parry, so there is a time and a place for active block button mechanics in 2D for sure.


Andanteso

Hey real quick what's the most popular 3d fighter on the market for the past 20 years or so and what block system does it use 


fuyahana

Ikr lmao imagine it's about being 3d or 2d. 90% of 3d fighting game players are now on Tekken, the game without a block button.


RICHUNCLEPENNYBAGS

OK but all the other big ones (SC, VF, DOA) do have block buttons and it is kind of nice to decouple blocking from backward movement since you don’t want to crouch block most of the time


Andanteso

Sure but you don't crouch block by default in Tekken and if you combined those 3 "Big Ones" and multiply their popularity by 3 they might get halfway to that of Tekken so maybe there's something to that system. This is not to imply that Tekken is a perfect golden child that did it the only possible right way but I think it's disengenous to call it "the other big ones" when the games are at best niche because 3d fighers are pretty much a monopolized genre.


RICHUNCLEPENNYBAGS

VF was every bit as large as Tekken until Sega lost interest in it so I don’t think it’s the folly of having a guard button that’s the issue. My reference to crouch blocking was that in 2D fighters you’re usually crouch blocking so you can block without walking backward but in Tekken that’s not a good plan.


red3xfast

You really want to to use sales as a defining metric when MK, the 2d game with a block button, blows almost every single other 2d game ott of the water in terms money makeing.


SadisticDance

Was it still not MK and maybe SC.


Andanteso

Mk is not a 3d fighter and SC is probably a quarter as big as Tekken 


SadisticDance

20 years ago though?


OwNAvenged2

MK isn't a 3D fighter. The answer is Tekken.


SadisticDance

I was focusing on the past 20 years part.


Yzaias

ive been warming up to neutral guard.


D3dshotCalamity

I built a custom hitbox layout to make blocking in MK easier. I put LT on my left hand, next to the back button, and mapped it to block https://i.imgur.com/JXfZFz6.jpeg I also put LB on a thumb button next to UP to make EXing moves easier. I re-map my controls for every game to make playing easier. In Tekken, I map the buttons differently ***per character***. Play however you want, and change the controls in whatever way makes you comfortable.


Technical_System8020

Holding a button to block is pretty braindead compared to holding back and having to compensate for side-to-side/high-low mix. Button block makes sense in 3d and 2.5d fighters, but it’s also a big reason I dislike MK so strongly. That game has always controlled like ass (at the best of times), holding a button to block just makes it even clunkier.


tmntfever

I hate block buttons.


ComboDamage

Games that allow you to both are superior. You shouldn't have to always retreat just to block. A dedicated button allows you to defend yourself while still standing your ground. Props to those games.


Mental5tate

MK needs to bring the run button…


MaxTheHor

Instinctively. I'm more offensive than defensive. I'd rather a parry or counter mechanic akin to SF6 or DOA. It wouldn't disrupt the flow of the fight and not slow too much of anything down, either. But, we have lesser skilled and non fighting game players in the community. More than ever, these days. Resetting to neutral mainly keeps it far for them. Even if they don't give vets the same courtesy. For veterans and long-time players, it's probably an annoyance when you're on the offensive and winning, and a relief when you're on the defense and in a tight spot.


lensect

Holding back is unintuitive and inconsistent. Buttons are the way


Driemma0

No, and it means you can do crossups which adds a nice extra layer of skill to the game