If the engine support it, I highly suggest implementing the block as "press the dodge button and one directional button, either up forward, back, or down", this way blocking an attack is not jsut pressing back at all time, but actually requires timing, reflex, and some tactics (since when you block you can't attack, or even move).
Block + up: blocking your face
Block + down: small jump (more like just lifting your legs quickly) to block/dodge low kicks
Block + forward: center of mass block
Block + back: small back jump, dodge all three directions but put yourself in a disadvantageous position if the opponent rushes you.
It slows down the gameplay, yes, but it would also make this a somewhat realistic martial arts fighting game.
And most of all, there will be no need to implement the seikuken as a special move, because it would literally be an ability that the player develops over time... reading the motion of the sprites and block in the correct direction at the last split second.
Another bonus is that you can just implement Myubioshi as a a normal center of mass punch with a different animation, but the only difference is that the animation starts from a neutral position so you can't anticipate it and must react after the fact (so the best strategy is to just jump back, Sieg style, to maximize the chance that you get out of the punch's range). So there's no special logic to it at all but the hard to dodge quality of it is there naturally.
Edited by citizen_lion, October 19 2016 - 04:10 PM.