Uraizen said: Barrier block? Or do you want them to immediately go several character lengths away? Click to expand...

Dahbomb said: Combo breakers: No



Advance guard/push blocking: Yes but usually only in assist based games (where you can pin someone and then move forward to continue pressure). In 1v1 game advance guard is fine if it's tied to meter usage (so like how Injustice does it or some anime games do it).



Randomization of moves: Never



Comeback mechanics: Never in 1v1 fighters, maybe in team games Click to expand...

It doesn't have to be that far, but barrier block does very little. When I mained Tager, I still had to sit and block Jin's crap for several seconds with it on. I also don't like holding an input for barrier block. It messes with my execution. I would rather push a button rather than hold it, and not have to push it over and over during a series of attacks to create space. For the lack of a better word, it's annoying.They could just increase pushback, too. Street Fighter doesn't need pushback to function because the characters are relatively tame. Once you get to the point where characters can produce effects independent of themselves, have tridashes, and/or have insane pressure and mixups, I think some kind of pushblock is needed for the good of game flow.That Rachel video was really boring. I haven't been that bored in a long time, and it's because it was a 1-player show where Noel sat and did nothing once she got tossed into a corner. The neutral was interesting, but it didn't last long.Or you know what? Maybe Enzo could do a fighting game design question of the week. It would be a nice new thing for us all to discuss during slow news days. I'd be glad to think up the question if he wants to minimize involvement.Also, I hope we can all agree that gaining meter by being hit = comeback mechanic. A comeback mechanic is anything that benefits you as a consequence of failing.