That seems pretty rediculous at this day and age. For example, look at the Timesplitters series. Many people swear by it (especially TS2) and tout it as one of the best FPS's ever, but the number one complaint about the game, and the thing I'd say keeps it from being adored by everyone, is the lack of any type of jump button.
Oh, and letting go of a button to block is a horrible idea. Much like holding down "attack" to block in Odin Sphere was a bad idea. Hopefully (like God of War), the game won't be very relient on blocking so that the stupidity of that blocking choice doesn't stand out. Think about it, that means you CAN'T BLOCK AT ALL until all movement or move animation has come to an end.
Completely ignorant as to how a modern game should control.
Secondly, didn't one of the Onimusha's try the "Stand Still To Block" thing? Or maybe some fighting game? Memory is failing me at work.
I sure as hell don't want to hold a button, shake the controller to displace my thumb and then have to use it for more buttonmashing... but who knows. It must work right? Otherwise there would've been reports at all those hands-on sessions?
The game discourages blocking though -- much like DMC is built around combos, this game encourages counter attacks. Its pretty fluid. The evade analog stick on the right is a good jump substitute -- pounce back and/or roll away quickly.
Anyways, why would anyone be standing still in a middle of 5 guys trying to kill you? Wont executing arials feel somewhat disconected if you're doing some weird combo from the ground?
Pressing back is DEFINITELY the "main" way to block in Tekken. What you're refering to is "autoguard," something that's unreliable at best.
Autoguard doesn't initialize until several frames after a simple "back" press would register. Not to mention you can't block low moves by pressing nothing; you have to press d/b.
In conclusion, there has never been a good Tekken player that relied on autoguard. Hell, I don't think I've ever even seen a SINGLE move autoguarded in a tourny.

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