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Make counter attacks more reliable

Give us your input on how we may improve the game in future versions.
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Make counter attacks more reliable

Post by Splinter » Tue Jun 05, 2018 9:23 pm

Something that's been bothering me for a while is how we can block counters, very often too. I think this happens more often now than in older versions, might be because of the change in the ADAD melee - the block/punch animation was changed slightly in duration?

Here's a video example (map was made by @Shock if I'm not mistaken):

I don't know about you, but I think that bot and I countered pretty quickly; it should be enough to not allow the other to block.

Some of you might like being able to block counters, but for me, the counter is the main, most basic principle of melee since the first versions of SFD: if you block a punch, you get a guaranteed punch as a reward. Of course, there are ways to work around that. You can use slow motion to gain a speed boost and be able to block counters, or you can quickly roll, jump and block the counter if you're quick enough. That's fine by me. But players often block counters kind of randomly, by just mashing blocks and punches, and that seems very unfair. Plus, it makes the fighters too defensive. So I suggest a little tweak on the duration of the animations to make counters way more reliable.
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Post by Alexbra25 » Tue Jun 05, 2018 10:01 pm

Yeah, that really happens with me very often. I particularly like it, but I think it shouldn't happen. Or at least it should happen more rarely.
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Post by Sree » Wed Jun 06, 2018 1:45 pm

This post deserves legit concern honestly. This happens a lot to me and I used to believe that it was somehow related to ping but if it's not they gotta make blocks much more reliable.
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Post by Lunatic » Thu Jun 07, 2018 10:43 pm

As far as I know, you have a complete opening to land a punch if you block one. The bot doesn't punch immediately out of block, which is likely the reason the counter isn't landing. That said, the very tiny window to land a counter out of block is a fair concern. I think the easiest way to guarantee a counter would just be this: If you get blocked, your own block goes on cooldown for like .5 seconds or something. Enough time that you can't block immediately. If you use a slomo, this could probably be ignored.
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Originally posted by Glurp

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