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I think meter comprehension becomes difficult when it is emptied by strange amounts. It was hard to tell how much meter would be used by an EX attack in street fighter 3, but street fighter 4 had four smaller bars creating the whole super meter, so you always know how much meter you spend and how much you will have left. New break blow attack also works like hold with and uses meter, like your idea.Probably an unpopular opinion, but I think since we have these meters it would be amazing if defensive holds were tied to them. You'd actually have to make a calculated decision on your hold instead of just willy nilly throwing it out there or spamming low holds to get out of stuns. Like the hold would burn something like 10% of the meter. It would keep how often the meter maxes out in a round as well.
Yet 10% as your idea is not much, because meter fills so quickly. So maybe this is a good idea too.
Break blow can be used in juggle? airborne? wAccording to the write up from DrDogg the fatal rush stun is basically a critical burst. You can use it while a player is stunned and the stun property from fatal rush makes the next attack unholdable. In theory we can use it as a mix up to get an unholdable launcher after hitting with 2 or 3 hits of the fatal rush.
I definitely like the power blows more. For one its tied to health and seeing one thrown out raw is rare so when a PB is pulled off it feels more rewarding. This break blow thing can be used in juggles and its also a sabaki and seems most just end with a slow mo punch to the face with a super awkward transition into the animation. I'm meh on the entire thing, especially given how easily it seems to max out the meter. You might see one power blow an entire match, maybe two. This break blow we'll probably see 4 or 5 in a 3 round match and this damn thing does like 40% damage. Bleh.
Maybe remove this option.
I have watched this video more and seen new things.Here is new gameplay footage from E3
▪ Fatal rush combo does not seem guaranteed as an attack in combo may have launch properties after much stun. Helena uses fatal rush after striking Zack a few times into stun, and so an attack in fatal rush launches Zack. This requires mindfulness to decide if cancelling fatal rush is valuable, as you may cancel at wrong time expecting fatal stun crumple but get a weak launch instead.
▪ Hayabusa has full break gauge and performed fatal rush against Hayate, while he performed break hold. Hayate waited for the last moment to break hold, so Hayabusa's gauge became empty and so did Hayate's. It seem if you perform break hold later instead of earlier, both fighters lose gauge. I worried break blow was guaranteed after fourth fatal rush attack so you must use meter to escape before fourth while opponent keeps meter, but this is not so.
These points seem more balanced than I thought.
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