Skullgirls/Game Elements/Super Meter: Difference between revisions

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=Super Meter=
=Super Meter=
* Use super meter on super moves, Co-Star Combos, Stunt Doubles, and Snapbacks
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.
* Max of 5 super meter stocks
* Meter gained per hit and meter gained for getting hit is move specific.
* Meter gain on whiff only works with less than 1 level of super meter. Even then attacks whiff when jumping away from the opponent will not gain meter.
* Meter gain scales down during a combo. Meter gained for getting hit scales up during a combo. It takes a ~40 hit combo of all normal moves before the defending team starts gaining meter faster than the attacking team.
* "Q: Why the meter-y stuff? The idea of gaining less meter than my opponent from my combo is eww. Before this note, it seemed the opponent already gained a good amount meter for being hit<br/>A: So...you want to do damage, get the advantage and get more meter? Generally that's not the case in Guilty Gear, and it's not even the case in MvC2! Interestingly, it is generally the case in MvC3 and BB. :^| This just serves to make a big imbalance even bigger.<br/>I always liked MvC2's meter system. (With certain exceptions, like Tron's drill giving the opponent a full bar.) If you got beat down, you a bit more of a chance to do damage afterward than your opponent had. Not Ultra-meter levels, just slightly. As it was in SG, if you got beat down - even if your oppponent used meter! - you still had much less.
It starts out with them not getting very much, so if you do a 5-hit combo, you get way more meter than they do. It scales up over the course of the combo so if you do a 40-hit combo, they get slightly more meter than you do if you used all normals. Previously the attacker got somewhere around twice to three times as much meter as the victim did, no matter what. Note that the attacker's meter gain isn't affected by this, only the victim's.


* "Q: Whats the meter gained on block and while blocking? is it a fraction of what it would be on hit? A: Meter gain on block is the same as before - 3/4 what the attacker would get if they hit, and the victim gets 1/4 that."
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.


* "Q: Isn't meter based on damage or some independent value that increases/decreases based on team size like damage and health? A: No, meter is based on meter value, not your ratio. :^)"
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.


[[Category: Skullgirls]]
[[Category: Skullgirls]]

Revision as of 00:40, 16 February 2012

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Skullgirls#BasicsSkullgirls#Game ElementsSkullgirls#CastSkullgirls/Game SystemsSkullgirls#Fun StuffSkullgirls/Strategy TacticsMvC3HeaderButtons.png

Super Meter

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.

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. special moves gain meter when they hit or get blocked, not when they miss.

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.