I was having a discussion with a friend awhile back and while I don’t remember everything that was said one thing that we hit on that we really ended up liking was the idea of Super meter resetting every round.
I know that this is a controversial idea and that it would fundamentally change the way the game is played but I find the idea extremely intriguing nonetheless. The idea sprang up originally in the context of Super Turbo where super does not carry over and you either use it or lose it. Something simple as that seemed to make the game more offensive on it’s own since you knew you’d be back at square one the next match.
In the world of SF4 this would mean that players would be forced to rely on their normals, techs, zoning and footsies more since meter would be even harder to come by. I ended up posting this as one of things I wanted changed for the rebalance of AE but it is clear that this is a topic all on it’s own. I have however picked a couple of good quotes from the other thread to get the conversation going.
I am just interested in what people think. There is no way in hell Capcom would implement such a radical and drastic change to the series at this point. So calm down before you get angry and explain what you think about have the *Super Meter reset every round, just like the Ultra meter does. *
-This way people will fight instead of whiffing moves for meter if they think they are going to lose.
***Gojeran said: ↑ ***
*"Then change the game! I think having meter transfer over from round to round makes some of the awesome balls to the walls plays of older sf games like ST impossible because its a better practice in its current form to run away and try to build meter rather than trying to win. This change in and of itself would make the game more offensive than any character specific fixes anybody is suggesting. If meter doesn’t carry over it forces you to try to win the match! and isn’t that the point?
Mix it up! Make super meter 3 bars and increase overall meter gain for all characters on block strings and decrease meter gain for wiffed specials. FADC would still cost 2 bars so there is less DP FADC get out of jail free cards. Also with only 3 bars and overall higher meter gain supers become more viable. I know its crazy talk but so what.
Think about it! Meter moving from one round to another makes the game more of a “slippery slope” which makes the hated “come back mechanics” more needed to make it fair. For example say an Akuma is fighting against Guile and in round 1 Akuma just takes it to Guile and doesn’t use much meter. Meanwhile, Guile is burning meter like crazy trying to stay alive. Guile loses the round anyways or runs away and tries to build meter giving up one the round and making for more downback fighter 4. Now round 2 begins and Akuma is sitting on 2.5-3 bars and Guile has next to none… NOT GOOD, Guile is more or less screwed! Akuma runs away with round 2 as expected. If meter did not carry over the situation would be reset and Guile would have a fighting chance in round 2 without needing to land some kind of ultra “come back mechanic” to stay in it. Just saying…"*
***Sosage said: ↑ ***
*For one, meter filled quickly in ST for most characters. Some filled meter insanely fast just by doing things they are supposed to be doing (Boxer especially). For two, people still developed strats for staying back and building meter anyways.
Super meter in IV does not revolve around just being a set up for a comeback mechanic (your real culprit is Ultra, obviously…if that carried over, then things would be very retarded). You need that meter for EX and FADC…two incredibly important portions of the IV game. Landing super is your cake for earning that meter and holding onto it without utilizing EX or FADC.
In the Akuma vs. Guile scenario, a lot of things are going unsaid. Why should the Akuma player lose his earned meter because YOU didn’t stop him? If you’re at the point in round 1 where it is obvious you’re not pulling out, why aren’t YOU doing things to build meter or to stop HIM from building more than he’d earn finishing you off?
I realize this is shit that won’t wind up changed (thank God), but I think people not wanting meter to carry over have a larger problem with their own meter management. Especially the part of the game where you need to spot that you’re going to lose round 1 in the next ten seconds and weighing the need to build meter…and possibly push forward to stop the opponent from gaining more. I love it. It’s a small chunk of strategy that adds to every game.*
So, we clearly have both sides of the debate up and running. What do you guys think?