I think getting meter for taking damage can be excused (you get EX meter for taking damage as well). What I do think is dumb though is that there’s more reward for getting hit (in terms of damage potential) than there is for landing hits. Seth is the exception I think. Building super meter is harder than building revenge meter, so supers should do more damage. That’s a fairly simple way to tone down Sagat/Ryu’s auto FADC combos as well. It might not work out so great for some of the other cast, but that’s a design flaw.
Well in games like TvC, getting meter while being hit is something that’s necessary to stop everybody from furiously raping everybody else. If nobody gained any meter at all while being hit, the game would literally deviate into 100% combos and nothing else. No meter management to make careful use of megacrash. You would just get hit once and then die about thirty seconds later in one combo.
It may seem stupid to get meter for being hit, but if you get punched in the face irl, you build up adrenalin naturally, even in a martial arts competition, which is your body’s way of trying to prevent you from getting your ass kicked. And meter building in this manner has proved itself to work, so why question it?
How about this: you only gain meter while being hit if you ‘resist’ the attacks in a combo, similar to the resist damage function in Melty blood? that way, players would have to work for gaining meter while being hit.
Samurai Shodown rage system / CvS2 K-groove / Tekken 6 / MKvsDC