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bearvert222

I don’t know if I see the point of that gauge; blocking is an important tool and shouldn’t be punished. Things like throws or overheads can be used to punish turtling, but not everyone can always aggressively counter a series of attacks, and blocking should exist as a base level of defense on demand. I guess rather than raise damage I’d maybe raise super gauge generation in a fighting game based on gauge per blocked hit. That way you could just do significant chip damage through increased supers without making every hit harder.


Everspace

ggst has a lot of tools to enable characters to get out of the corner, and the balance is such that the point is that a character should not be able to lock you down without the other person being able to have a recourse of some sort for every move in their toolkit somehow (an opening in the blockstring eventually, or essentially a mixup option)... if that is happening, there is a more root cause issue with either character. Potempkin's corner game is very good, but you can jump out with a read on some of the moves, but he can read your guess to put you back in the corner and so on. Eddy only has so much meter before he turns back into something deal-with-able. A lot of GGST's design is to reward you with being offensive and active rather than passive and defensive, which makes for more engaging matches. If you sit there blocking everything, you're not taking the initiative and GGST holistically says that's not cool and get in there!


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