Hm, only other mechanic that I can remember is Just Defense in Garou MotW, that recovered your health a little bit.
I personally feel like this, and things like instant blocking in BB or even parrying in Soul Calibur or 3rd Strike, is a little different and more involved than being rewarded for just proper regular blocking.
I do think stuff like instant block/just defense are pretty cool though in that they reward and encourage good defense. Parrying has always felt like more of an aggressive thing to me despite sort of being the ultimate defensive option.
@interview:
KOF13 gives more meter (both super and drive) for blocking than the attacker gets for his blocked attack. Of course this is tempered by high-low mixups being really accessible and guard crush being a thing. So you need to do something quick, but can maybe get the meter to get out of dodge with proper blocks.
Oh cool, I never knew that (because I don't play KOF). You could argue that's a comeback mechanic that becomes more effective the better you get at the game. I wonder if presenting it that way to someone who only plays casually would encourage them to improve their blocking.
I'm glad to see that Sloth was available for the spotlight after all. I had no clue that Vorpal and GRD could work like that for defensive players. I think that may very well be one of the first instances of rewarding good blocking after all haha. Too bad UNiEL isn't widely available stateside.
I personally make heavy use of the "free" guard cancel that Vorpal affords you because everyone seems to forget that's an option lol. Most people see it as a waste, which I agree with for the most part actually, but I think a well-timed guard cancel during certain situations could completely turn the game around.
Yeah, if it wasn't for Lemstar my lazy ass would have just waited for the US release next year.