Block String

A Block String is a pressure tactic in Street Fighter games.

Description
Street Fighter games tend to be balanced very highly on Frame Data, which is the idea of how faster (or slower) the user of any attack can move in relative to the opponent that the attack connected on in a hit or blocked context. A block string refers to a sequence of attacks that are positive on block with the ender maybe being a little negative on block. The idea is that due to impatience or other flaws the enemy might end up getting hit. Most character Bread And Butter Comboes tend to double as block strings.

Another definition for block strings can be attacks such as Ibuki's Tsumuji that is a multi hit attack. Within these style of attacks the term "Fake Blockstring" is used when a specific sequence of the special attack or leading up to the attack does not have enough Block Stun between the sequence to keep the opponent unable to attack. For example usually when not leading to LK or EX Tsumuji the cancel between the attack used to cancel and Tsumuji itself on block will give the opponent a brief moment of control back, where they can use invincible attacks to interrupt her.

Tactics


Manual blockstrings due to sequence of attacks are used to open up an enemy for comboes. The idea is to keep the opponent on their toes with tactics such as Overheads or Tick Throws. For example if the opponent is trained that if they try to tech a throw or Crouch Tech since they are negative on block the opponent will be Counter Hit  for highly damaging comboes. When the player notices the opponent stops pushing buttons during their sequences they can overhead (if they have available in their own contexts) or Tick Throw. Some opponents might start using invincible reversals such as Ken's, it is adviced players watch the opponent's reactions to block strings, correctly blocking these and learning optimal Punishes can cause an opponent player nerves that can cause them a match. When the aggressor has an overhead it is highly adviced they learn how the overhead works and train their opponent accordingly. Dudley for example has no avoidance on his overhead but a fast startup so Dudley players should learn to highly punish players who attempt their own actions and when they stop moving they go for the overhead. Ibuki's Hammer Kick is slow but avoids throw attempts and some attacks so Ibuki players can throw the opponent then use Hammer Kick to punish tech attempts.

For fake blockstrings, it is recommended players go into Training Mode and see exactly what can be interrupted. Oftentimes many sequences such as Rufus cancelling his standing hard punch after two light kicks into hard Galactic Tornado will be a false block string, his EX Galactic Tornado is a fake blockstring in between the "suction" and actual hit and can also be interrupted. In other context said attack is safe on block.