Just for the Record: I was just Referring to it as an FADC as an example from the mechanic in SF4 that has the same principal behind it. Many of you are missing the bigger picture regarding meter management in this game because you are still stuck in the mortal kombat way of doing things. Having an extra bar of meter is a big difference in the meter management metagame (MMM) for Injustice. Especially since meter builds at a freakish pace, breakers aren't at the cost of meter and can only be done once per game in the final round, and to top it all off, even if you are caught in a clash, you can chose to not wager anything and you wind up keeping your meter and your health while you are at it (Remember that because you don't have to bet if you don't want to). In using this tactic during a string, you can tag an opponent that's pressing too many buttons when they should be just blocking, and if they are just blocking, you can mix it up in 3 ways: Surprise them with an overhead if they keep blocking low, dash away and use the armor to absorb the counter attack to be safe, or you could do it to have them block the attack, and leave yourself at a +7-+8 advantage to continue your offense. EITHER WAY YOU WIN SCRUBS! If you are on the receiving end however, remember you can use your meter for defensive measures as well, such as using one bar for a push block, which I personally have found to be extremely handy. Some of you need to explore every aspect of this deep game other than just "how much damage can this combo do" if you want to succeed. And that goes for every fighting game mind you. Either way, I wish I could have a way to record this and show it in detail.