CounterTerrorist
Member
The kinda strange thing is that it seems to fill at an almost identical rate for both fighters. Like you get 100% conversion to meter for attacking, and 90% conversion for getting hit. I havent seen a situation yet where one character doesn't get a full meter with just one attack after the opponent already has full meter.About meter, i'm late to the discussion.
I understand how it can be seen as a negative thing on 3d fighters in specific (even Shimbori knows that). But i'm not against the implementation of it, the thing is, is how is implemented.
I don't think i ever played a 3d figter that had meter (besides tekken 7, but i didn't use the meter characters), but i think it can be implemented well.
So far what we know, the meter will only serve to give you break blows and break holds, so basically a super strike, and a super hold. Those two moves are dangerous, and i think so far they are a bigger worry than the meter itself.
Then we have the other thing, how meter management will work? will you carry meter between rounds? How do you get it? If it is only by hitting the oponent, or doing correct holds and throws, i'm happy, but if you get it by getting hit it gets problematic.
All those things could add layers to the gameplay, and that could be good, the only thing that makes me worried is how those mechanics tied to meter seem to be above the triangle system, an universal hold that gives you advantage is not that problematic, but i would be better if it was just a tool to get back to neutral. Break Blows should act like regular strikes as well, and i'm not sure if it is possible right now, but it shouldn't be possible to do them from a critical stun position.
There could very well be many circumstances where both fighters get full meter at the same time and unless a break blow beats everything even other break blows, i can also imagine many occurrences where someone uses their break blow and the other person immediately uses their own to counter it. The animation is flashy sure, but its really reducing the gameplay one-dimensionally. There are clearly obvious places to use the break blow in a similar way that a power move in DOA5 would be obvious after a critical stun. Its an added extra feature that ironically reduces variety in gameplay.
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