And that's going to take a while because there is no rush by either side.
But nothing is rushing them to go ahead and fight back right away, if they attack first they can get countered so why attack now when both him and the opponent can wait all day.
Then they're just get punished for trying to do aggressive shit like daring grab leading them to never try it leading to further more lack of aggression.
Because you can block, when there is an immediate risk being at a disadvantage to the other it forces the player to have to get back into a close or a ahead position.
For an example i'll use Dark Souls for an example, you can watch matches of them literally doing nothing but shields up for ages but a thing here is that the chip is very large and anything can chip for kill and guarding for too long fucks your stamina meaning it only works for so long leading to it giving up, so the aggression is favorable because you're still doing the damage and effecting a stat that causes them to both attack and defend, but in fighting games and especially current ones guard break isn't a by any means common, the current SF game removed any sort of chip KO expect by super.but raw super or block string super is never a good idea.
For another example, shooters, nigga you can't block the bullets so you aggressively shoot them first instants and win, fighting games again because the defensive option is so great and the aggression just sets you up for being countered/punished, yeah they have to attack eventually to win but it'll take so long that they've probably already left to play somewhere where the rules aren't boring as shit.
Even fighters with guardbreaks like Garou mark of the wolves where they have the Just Defense or similar that offers a huge frame advantage + heal for using it, so why would you risk attacking when this could happen to you + benefiting them.
Fighting games are as defensive as the player and if they have more and more time to be defense it becomes more and more the definitive way to play which is 1. much worse to watch for Eat-spworts, 2.less fun to play because he can just sit there and eat chip all day waiting for a punish so why should you even bother. 3.Match ups for characters go form 4:6 to 1:9 due to the longevity and war of nutrition leading to the scales tipping more and more for the one with the advantage.
Fight A with timer:
Fight B without timer:
By removing the timer you're removing a core aspect needed for the game to functioning input by both players forward, people being pushed to heightened aggression by the timer has lead to some of the greatest come backs in events.
Even Chess in tournament play for the sake of forcing reaction and aggressive play made a rule them under differentiating time limits and / or set move limits to force them to think in the moment and what is the best reaction they can think of now, not in ages since they have literally all say.