DOA6's most controversial mechanic: the oh-so-popular meter (Break Guage) that's in basically every modern fighting game at this point. It introduces two new offensive options: the Fatal Rush (basically mash S for an unholdable stun if you don't have meter), and the Break Blow (a sabaki that acts similar to a power blow, usable only with full meter). There's also one new defensive option, the Break Hold (a 4-way hold that is your only defensive option against a Fatal Rush in stun, usable only with a full meter).
These moves are tied to a new macro: S (H+P+K). Since this used to be used for sidesteps and taunts, I presume taunts are now gone. Sidesteps have now been changed to be a Sidestep Strike, forcing you to commit to an attack instead of giving you the option of throwing or even performing a different strike.
At its current state, I personally dislike the introduction of a meter into DOA6. Combos are easy enough as it is, so the excuse of giving newbies an easier time against pros is BS. It seems to only be introduced as a justification for having a meter at all. Break Hold could have been interesting, but requiring a full bar of meter, and only giving you paltry frame advantage with nothing guaranteed means the benefit isn't with the cost of using it in a Critical Stun, instead it forces you to save it in the event your opponent uses a Fatal Rush.
Fatal Rush being unholdable save for Break Holds is downright broken. It essentially turns the game into who can get more meter first to save their arse. Shimbori said it always starts as a high attack, and it seems to be relatively unsafe, but it's spammabiliy due to its activation not being tied to the meter itself has to change. I think Fatal Rush combos should also only be used if the meter is full.
What do you guys think? Meter in DOA6: Yay or nay?
I'd vote to remove it as a mechanic altogether. It's an arbitrary way of introducing another layer into the combat without revising current mechanics.
These moves are tied to a new macro: S (H+P+K). Since this used to be used for sidesteps and taunts, I presume taunts are now gone. Sidesteps have now been changed to be a Sidestep Strike, forcing you to commit to an attack instead of giving you the option of throwing or even performing a different strike.
At its current state, I personally dislike the introduction of a meter into DOA6. Combos are easy enough as it is, so the excuse of giving newbies an easier time against pros is BS. It seems to only be introduced as a justification for having a meter at all. Break Hold could have been interesting, but requiring a full bar of meter, and only giving you paltry frame advantage with nothing guaranteed means the benefit isn't with the cost of using it in a Critical Stun, instead it forces you to save it in the event your opponent uses a Fatal Rush.
Fatal Rush being unholdable save for Break Holds is downright broken. It essentially turns the game into who can get more meter first to save their arse. Shimbori said it always starts as a high attack, and it seems to be relatively unsafe, but it's spammabiliy due to its activation not being tied to the meter itself has to change. I think Fatal Rush combos should also only be used if the meter is full.
What do you guys think? Meter in DOA6: Yay or nay?
I'd vote to remove it as a mechanic altogether. It's an arbitrary way of introducing another layer into the combat without revising current mechanics.