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reminded that the usual input for blocking in fighting games is to hold the direction on your control stick away from the enemy and i don't even light fighting games but that makes me mad

that's some really weird input
-F

@Felthry I mean, up's already jump and arcade buttons are expensive, I guess

@Felthry it's pretty much standard in fighting games

@Felthry even in Smash which has Jump mapped to two buttons

@Patashu it feels like a really bad control scheme though

and i'm just in a Mood today so probably more mad at this than normally would be -F

@Patashu @Felthry Soulcalibur seems to be doing fine with a button though! Way, /way/ easier.

@Felthry it makes sense for gameplay reasons but I still hate it

(if you can block while walking forward, characters/strategies built around keeping the opponent at a distance & being difficult to approach don't work as good)

@lioness smash does this by just having you immobile when blocking -F

@Felthry The one fighting game I know, Fantasy Strike, has an actual reason for this! Some moves can "cross up", that is, end up behind the opponent after the move. If you think the opponent might cross you up, you have to hold the direction TOWARDS them to block it. It creates an interesting guessing game that wouldn't exist with a block button.

@socks @Felthry i think most traditional fighting games have crossups, but they're much more important in FS because you don't get high/low mixups

but yeah, "hold back to block" makes a lot more sense when you realize part of that is "figuring out which way 'back' is going to be"

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