As a rank 1 player, I speak from experience when I say that blocking is essential in order to have any chance at beating your opponents. However, blocking is limited and has a cool down time, so you have to be careful about how and when you use it.

The first example we will use is against a fireball user.

You start the match, and notice right away by their short super meter, that your enemy uses Mega Fireball. You trade some blows with your opponent, and they have their super charged and ready fairly quickly.

Now your opponent has a few options at this point based off of what deck they use, but they decide to go with a standard fireball to draw out your block. Most players will block the first fireball and release their block, putting it on cool down, and leaving themselves exposed for the mega fireball that will follow.

There are a few things that you can do to go about said situation better. You could slide under the first fireball, stun your opponent, and follow through with your combo(which is what I usually do). If you’re unable to dodge the first fireball, don’t block it. Take the hit and try to get to your enemy before the pop off their ultimate ability, if not then block the ult and proceed to a punish combo.

Our second example is against a Mega Punch build.

Your opponent knocks you down, they deal some OTG damage, and are now able to use their Mega Punch. You can’t always guarantee that they will use it right as you get up, so it would be best to pop a break kick for recovery and block instantly if your opponent doesn’t back off while you’re still on the ground. Timing blocks against melee attacks is important due to the free stun for each well timed block, which gives you a window to pop off a throw, a KB punch, or whatever you feel is best in your own situation.

Remembering to block is important, but deciding when to block and when not to is just as important. Use your blocks to your advantage and you will be that much closer to a victory.

Best of luck, fellow brawler!