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| {{SGHeader}}
| | #REDIRECT [[Skullgirls/Mechanics/Combo_Mechanics]] |
| =Super Meter=
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| The team gains super super meter by attacking, blocking, and taking damage. The meter gained per attack is specific to the attack and independent from team size. Attacks give 100% meter on hit, 75% on block, and 25% to the defending team. Point characters can spend a level of super meter for super moves, Co-Star Combos, Stunt Doubles, and Outtakes. Hits from attacks that consume meter do not gain meter on hit or block. Certain super moves consume more than one level of meter. All characters have one level 3 super and some have level 5 supers, which require the full bar.
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| Whiffing moves gains meter only when less than 1 level of super meter has been stocked for the team. When jumping away from the opponent, whiffed normals will never gain meter. {{motion#:proj}} special moves gain meter when they hit or get blocked, not when they miss.
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| Meter gain scales down for the attacking team while meter gained by getting hit scales up for the defending team in a combo. It takes a combo of nothing but normal moves 40 hits before the defending team starts gaining meter faster than the attacking team.
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| [[Category: Skullgirls]] | |