Here's the response from
@ImaiKari on the other thread. Closing out the others to keep the convo in one thread!
1.
As a big Street Fighter, Tekken, Smash Bros, and Skullgirls fan I can say that the Skullgirls mobile block ability is on of the most unbalanced blocks I've used. There's no window to how long it can be held, and the fact that trying to rush grab a blocked target would end up being most likely parried and punished.
Unless you're grabbing a cerebella, you can block immediately after any failed grab to avoid punishment. This point is mute.
2.
I would like to introduce a new mechanic for the future Skullgirls mobile game. The the block happens to whiff, it is automatically put into a mini "cooldown" and punishable. The current block makes the game way to easy and I would like to see future official changes to more mechanics...
The block lingering is not a problem. There are several ways to get someone out of a block. A: Unblockable charge attacks. These will easily get the job done. B: Dash-grab/grab unless you're fighting a cerebella, you cannot be punished for grabbing unless you do it while they're attacking, which is a fault of yours. C: Dash in, attack, dash back. This will almost always lure the AI into challenging you, to which you can hit them when they miss as a punish. The current block in the game makes it so that you have to use other methods, and a timer would make it far too complicated for little to no gain.
3.
as well as HOPEFULLY multiplayer so I can school a couple friends I've gotten into this game. Double can be tweaked to how every successful block is changed into the type with the advantage. People may say that it's very easy to predict AI and the block is balanced. However, the AI progressively get more difficult to counter as they start preforming almost perfectly.
Multiplayer is not a likelihood for this game by any stretch. It may happen, but based on how the game is built, it is unlikely. Adding a mechanic to make blocks shorter is just another way to make multiplayer needlessly more complex and make block essentially unusable. Nobody would block unless they were getting hit by the most obvious attack. The AI at high tier does not perform perfectly and has very obvious patterns that you can abuse, and all the things I have stated in either thread apply to max level AI.
4.
Also, characters like Eliza have terrible grabs. Her animation to even do damage is huge and has a huge window to parry. This concern is mostly because I'm really excited for multiplayer and would do anything to make it happen.
There are some terrible grabs that need to be buffed, but they still remove the enemy from a block. As for multiplayer, as I've stated, the game is not built with multiplayer in mind and I would not get your hopes up for that to be a possibility before normal content. I'm sure it's in the dev's line of sight, but likely not in the near future, or before all the characters have been released.
All in all, the block feature is already balanced ina away that is challenging and forces players to use other tactics instead of spamming tap.