Yes I absolutely love it.Ohhhhh, boy. They're adding some massive depth to the game it would seem. Now, just because someone has two bars of meter, they're not necessarily guaranteed a breaker if they used up their stamina bar and it's not fully recharged when they get hit.
Yes and yes.So breaking requires full stamina bar plus 2 meters correct? If so I think it's perfect.
I'd say it is. Now, if someone REALLY screws up (whiffs something while having an empty stamina bar), THEY can't rely on their breaker to save their ass from getting full combo punished.So breaking requires full stamina bar plus 2 meters correct? If so I think it's perfect.
That's quite a punishment just for a bad run/backdash lol. Not being able to break the first few hits until your bar refills is perfect imo.I want the Stamina bar to NOT replenish while the character is being hit.
This would mean if your run or backdash gets punished you will eat an unbreakable combo.
This would be AWESOME.
That's good.That's quite a punishment just for a bad run/backdash
But it seems kinda weird to me. I don't see the connection between the stamina bar and the breaker. Why would they do that? Of course it means you need to manage your stamina meter better, but what kind of gameplay are they trying to discourage by making a connection between the stamina bar and the breaker system?I'd say it is. Now, if someone REALLY screws up (whiffs something while having an empty stamina bar), THEY can't rely on their breaker to save their ass from getting full combo punished.
I disagree... that is too much. I feel that if you are in a "hit" or "combo" state, then your stamina meter should recover at 50% of normal. Right now, the recovery is 2 seconds then refill... 3-4 seconds of a combo for catching someone is perfect IMO. Imagine Kitana's 10 second combos ... I'd have to be creative to get the most damage possible before my opponent can break. Eating a full screen iceball or spear eats away at this recovery time for the stamina meter before you are even hit.I want the Stamina bar to NOT replenish while the character is being hit.
This would mean if your run or backdash gets punished you will eat an unbreakable combo.
This would be AWESOME.
They're trying to discourage braindead or unstrategic rushdown. If you're going ham on your opponent with run or whatever, and they read/counter correctly, you don't get to just break their punish and try again--you have to eat the punish because you burned your stamina on offense. I love it and hope they slow/stop stamina regen when being hit.But it seems kinda weird to me. I don't see the connection between the stamina bar and the breaker. Why would they do that? Of course it means you need to manage your stamina meter better, but what kind of gameplay are they trying to discourage by making a connection between the stamina bar and the breaker system?
I thought about this just a couple of mins ago. I agree making the bar regenerate at half speed sounds very good, better than not regenerating at all.I disagree... that is too much. I feel that if you are in a "hit" or "combo" state, then your stamina meter should recover at 50% of normal. Right now, the recovery is 2 seconds then refill... 3-4 seconds of a combo for catching someone is perfect IMO. Imagine Kitana's 10 second combos ... I'd have to be creative to get the most damage possible before my opponent can break. Eating a full screen iceball or spear eats away at this recovery time for the stamina meter before you are even hit.
Discouraging waste of stamina by forcing you to take cumulative extra damage before you can break.But it seems kinda weird to me. I don't see the connection between the stamina bar and the breaker. Why would they do that? Of course it means you need to manage your stamina meter better, but what kind of gameplay are they trying to discourage by making a connection between the stamina bar and the breaker system?
From the current videos, you actually don't get any stamina just for being hit / during the combo, you start getting it once you hit actual combo-less recovery. Also, the rate of recovery seems to increase the second your opponent starts attacking, so if you're both just sitting there, you get it pretty slow and once they make a move on you it comes back in a hurry.I thought about this just a couple of mins ago. I agree making the bar regenerate at half speed sounds very good, better than not regenerating at all.
Presumably, stamina meter makes that impossible.I am actually nervous about the implications of a "run jab" style block infinite with every character due to some strings having the ability to dash/run cancel out of them. Will everyone have Kabal-like pressure now?