Which one?
Which one?
do damage.. if you're pushing someone's shit in, you deserve an award for it. you shouldn't get rewarded for getting your ass whooped
[x] Super Meter fills up when you perfect block
When doing damage, there should be no reward for losing.
Super Meter fills up as you deal damage, but also less when you whiff an attack.
When you deal damage. you're taking away the reward for crushing someone if beating the shit out of them can suddenly win them an advantage.
Both could work, you get a small amount for taking damage but you gain a much quicker charge for doing damage.
An item you have to break first before your opponent gets to it and breaks it.
this is objectively the best choice
>if you're playing good you should get an even bigger advantage
Both, but you need at least 50% meter to actually do anything with it
This is correct. Alternatively, having passive amounts gain based upon character could be an interesting mechanic.
Both but you get less meter from recieving
Super meter charges when you do unique non-damage focused moves.
Winning should be its own reward.
>a win more mechanic vs a mechanic that allows clutch comebacks
Hmm I wonder
Yes you fucking communist, git gud.
>howaboutdon'tbeshit
>super meters in fighting games
Want to know why I know you have shit tastes in fighting games?
Take damage or but just every block in general.
What's the point of giving a super to who is already winning?
>inb4 award the loser
Winning is the objective, not getting a super
Passively charge for both during the fight.
Gain a bonus on Combo completetion. Not for just every hit. Bigger gains with bigger combo. Reward skillful play.
Gain a smaller bonus for everytime you get hit. So punish players who cant keep a combo going and just want to button mash and spam.
Counter and skillful blocks steal the charge from the other player. So if you know they are doing a good combo but you can turn it about, you get it from them.
Find a flaw
Why not both.
Dealing damage gains little taking damage gains more than dealing damage.
Blocking also gains meter. At half the rate of taking damage.
doing damage.
You should get rewarded with a cool animation for kicking someone's ass
2 meters, 1 that fill up when you do damage, the other one when you take damage. Both are supers
So.....literally nothing but Virtua Fighter?
And no you don't play Virtua Fighter.
No one does.
Fill when
>you land a hit
>block
fill faster when
>perfect block
>do a combo, either of hits or perfect blocks (longer combos increase the %)
reduce bar when
>you whif a super
reward good plays basically
Depends on a character.
Both but it charges faster when you receive damage.
Definitely when you deal damage
Do both.
Nah, comeback mechanics are great as long as they don't swing the balance of power too far.
both obviosly
Why do you have to pick one?
50% of shown gain when you do damage
100% of shown gain when you take damage
>rewarding proper play vs retarded comeback mechanic to give shitters free wins now and again
Hmmm indeed
You have not played a fighting game in your life.
If you lose because of a comeback mechanic then that just means you're not as good as you thought.
I'll take no super meter at all
Thanks
Both.
Have them fill up at different rates.
That's how Advance Wars did it
this, git gud
Both
Even Diego Umejuarez routinely lost rounds due to wakeup ultras in SFIV now and again. That's exactly what a comeback mechanic is FOR, evening the playing field between strong and weak players.
If you lose because of a comeback mechanic you lost because of a comeback mechanic. Of course you can take great care to explicitly play around the advantage your opponent gains for being bad, and be fine *most* of the time, it but here's a better idea, don't design the game in a way that enables stuff like that in the first place.
Why not both?
The best way I've ever seen it work was Skullgirls.
Whiffing normals grants you meter only up to the first bar, after that, only whiffing specials grants you meter. If you do an attack while jumping backwards, it does NOT gain meter. The "whiff gains" happen on the first active frame indendent of whether or not the attack connects. On block, the attacker gains a bit of meter, and the defender a tiny bit of meter. On hit, and this is where it gets special, the attacker gains meter proportionally to the scaling of the attack, and the player getting hit gets meter with *inversely proportional* to the current damage scaling.
So, if your combo keeps going on forever and ever, eventually you only gain a tiny fraction of meter while the opponent gets a chunk with each hits, heavily incentivising resets (thus, giving the opponent opportunities to act voluntarily). That, in tandem with the "undizzy bar" (fills when you get hit, free burst when it's full, does only reset a short while after leaving hitstun BUT the first couple hits are always free of charge) made for the single most interactive combo system I've ever seen in any game ever. You constantly have to be on the lookout for resets and you constantly have to reset as the attacker (and there are really really strong reversal options that really hurt to eat if you don't bait now and again).
It's a shame the game is so ugly and dead and the roster so tiny, Skullgirls really had some fresh ideas.
>Skullgirls
>ugly
That's a fucking shit opinion
lol how is this even a question? it should obviously be both but your meter should fill up a bit faster when doing damage
>helps out those who are doing badly while not incentivizing players who farm super moves
It's about consistency. Comeback mechanics that scale with health are often busted bullshit. You win the neutral the entire match and make one mistake and lose because the scaling makes their combo 0-death you. You made less mistakes than they did. There is no "git gud" there other than accepting the round as a loss. It may even out over the course of your entire career playing, but sets in bracket don't last long enough for that shit to not affect results. It's poor design from a competitive perspective.
MK9's meter was perfect, but it's a special case due to having a block button.
>You get meter for whiffed specials
>You gain meter whenever your opponent blocks a normal
>Get nothing while doing a combo (outside of specials)
>Opponent gains meter when taking damage
You gained a fuck ton more meter by applying block pressure overall. And only having 3 bars with a breaker/burst requiring 2 bars made meter management really important. Rewarding for block pressure incentives both offense and defense, because you want to find the hole in their offense ASAP before they build a ton of meter on you. On the other side, the offensive player gets rewarded for forcing them to block. A combos damage is reward enough for the offensive player in this situation.
Neither. Have it so that you get meter when you take or deal damage through combos.
The longer the combo, the more meter you get.
Gives a gamble of encouraging the player to keep a combo going, while also giving the opponent opportunities to break combos with meter, at risk of losing more health.
Guess which game is gonna let you do that?
Didn't SF4 do this? I liked it because the EX supers are basic but do a fuckton of damage, and the Ultras were flashier and easier to get, but were weaker you don't retain them between rounds like you do EX moves.
Seemed like a solid system to me.
Yeah, and it's already out
Why not both
More for giving damage
Less for taking it
But that drains you super meter and charges the other, more important meter
Depends on the type of game.
If you die a lot, it fills while you take damage.
If you basically never die, it fills while you deal damage
Also make it so that taking damage via super armor gives more meter than just taking the damage raw. Then you are golden.
>other, more important meter
Yeah that's more so what I was going for
why not both
>if you whip someone's ass it won't even matter whether you can do a super or not
>if you're even it makes the fight more interesting
>if you get your ass whipped you gain a tool to make a comeback
Bernie 2020
>Losing to wakeup ultra
Ahhaahahhaah
>evening the playing field between strong and weak players.
You do realise if it evens the playing field then you should be able to make a comeback yourself if you were previously on top right?
If you lose to a comeback then you're fucking shit.