Agreed.
Sissy.
Guard Meter ftw
I like Marvel Meter.
This. I hate both meters in all games. Garbage on all accounts.
The stun meter doesn’t really change the game all that much while the guard meter forces you to learn your defensive options.
I want the classic guard crush to return.
this^
Stun meter promotes stun attack whoring like Oro’s HK
Guard Meter descrimates against chargers and grapplers
Personally, I’d like to see both of them in a game, it would be interesting. Although there would probably be someone with ungodly priority to ruin the fun.
stun meter rewards the offense when a combo hits
guard meter rewards block strings
i’ll take stun plz
fuck you
and fuck parries
Gutter Trash:
> Stun meter promotes stun attack whoring like Oro’s HK
Does not compute. All a stun meter does is reveal information that is already there, instead of having to guess what the current value is. Stun attack whoring? What, you mean like going for a dizzy/re-dizzy combo?
> Guard Meter descrimates against chargers and grapplers
Also does not compute. In fact, I don’t see how you arrived at this conclusion at all. There’s zero correlation. You don’t nee to constantly block to perform charge moves (not that this entirely sums up a character’s worth), and if anything, guard meter helps grapplers, who normally have little other means of attacking, by giving them another option to break an opponent’s defense.
I think CvS2 is one game where stun meter is done at the best form possible. Is not Random (like ST), and not all the characters have the same amount.
That said, i really like stun meters. Is like a reward for a good offensive, and forces a better defence. Guard meters are good, and are neccesary for some games where options that decimate offense (alpha counters, GG green guard (sorry, dont remember the name), Just Defense) could be too much overpowered (A2 and KoF 98).
Fuck 3S. All day.
Throws would to the job if they weren’t so shitty in fighting games today.
Gaurd Bars are ok i guess. I just dont think 1 blocked custom combo should utterly destroy it.
But then again, if throws weren’t so crappy maybe gaurd bars wouldnt have to be used.
I think stun in general is outdated. Why should I be rewarded with a free combo for attacking?
It’s there to encourage people to attack and try to take control of the match rather than just sitting there and doing nothing whilst continuing to take hits. 3S being the only game I know that has a visible stun bar, the way it works in that game is the whole “There is no health bar” philosophy gets thrown out the window when you’re fighting against a character like Makoto or Urien where they can easily stun you or trap you with a single hit making the match more dangerous anytime they have meter rather than just when you’re clutching to 20% of your health bar.
It works well in 3S, but so does a lot of other mechanics in that game including throws. Relying on throws and chip damage are great, but what if the game had tech throws that eliminated any possible damage and chip can’t kill? I don’t think stun is “outdated” rather the way you’re thinking is that it’s counter-intuitive. The question becomes “Why am I getting rewarded so much for doing one thing successfully? Damage, Stun, Meter and Fear, all in a single blow…”, the thing is the more offensive options there are, the more amazing you realize a person’s defense is when they don’t immediately die from a rushdown mix-up. That’s the way I look at it anyways.
I see nothing wrong with stun when it penalizes making a lot of mistakes.
You’re comparing apples and oranges.
Which games? Throws are beastly in ST. They are pretty good in MB/GG/HnK because those games are so offensive oriented which usually forces the opponent to block when pressured, plus they lead to big damage combos. Also, they are strong in kof, even witht he existence of the alternate guard glitch.
Throws are great in ST. They were beastly in pre-ST SFs (couldn’t be teched -although mash throws could be softened- and did more damage).
And how are they strong in KOF? There’s alternate guard, you can tech most of them (and you don’t receive any damage if you do that), they generally don’t do much damage, ticks are not that hard to avoid, a lot of them can be recovery rolled… KOF compensates this somewhat because lots of characters have command throws / proximity unblockables, but normal throws are shit for the most part.
Not a huge fan of either, but if I had to choose, I’d say guard meter.