Yet air blocking does not aloud you to block everything. Indeed, if you are really under
your opponent, your strike (normal move or special move) will mostly not be blocked, and super
combos will almost never be blocked.
So to make it short, we can say that air blocking is both good and bad for strategy. Each one
will find it out for himself...
Usualy, if you start blocking what should have been a combo, you enter what is called a "block
stun", meaning you are stunned in your block position for a split second. This alouds you
to continue blocking for the following hit of the combo, then the following, and thus until it's
end. It's useful because you don't have to worry about blocking or not, but still, the only
thing you can do is sit and wait.
This was good until something more came in the game:
A zero counter is a special move that interupts your block stun, stops the opponent's
attack (see picture), and performs a move to hit him.
Again, these move are not only good and some elements sometimes make it dangerous to use.
The first thing is that a zero counter will eat 1 level of your super combo gauge. So they are
not always available.
Second, the last part may sometimes not connect if you are not properly positioned... (some
characters counter with a sweep, not too effective against a jumping opponent, etc.) So you
use a whole super combo level for almost nothing.
For these reasons, zero counters don't become the ultimate turtleing weapon. Besides, to
counter, you have to block a hit, and if there is no hit to block...
I got this problem once: a good turtleing Ryu who was countering all my jumping strikes. After
a few matchs, I just started mixing jumping attacks and simple jumps followed by different ground
strickes, or trows. This implies guessing on the opponent's reaction and style of playing.
It adds again more strategy to the way you play, as counters are one more element you have to
deal with...