What's your stance on guard-meters?


#1

I dislike them. Why have a limited guard-time AS WELL AS the threat of a throw to make your life miserable? Pushbacks are a better way to continue offense, since the defending character can stand a chance, then. There’s also red parrying…


#2

I personally prefer guard meter over parry and especially red parry. If there has to be parry in the game I’d prefer it to be how P-Groove is in cvs2.


#3

Guard meters prevent people from just sitting there. So, they’re good. Guard strings for life.


#4

What’re the unique intricacies of P-Groove’s parry, Higher-Jin?

And, by the way, I’m totally friggin’ rocked by the fact that you were the first reply on my first thread, on SRK.


#5

??? Do you have a problem with me or something? P-groove is balanced out by a smaller guard meter compared to the other grooves and it also has a smaller, more precise parry window (I believe 3 frames, if I’m wrong don’t jump on my nuts please). I don’t play CvS2 competitively or anything, I’ve just played 3s and CvS2 and prefer the way CvS2 handled the parry system, that’s all. I was just expressing a opinion, not as some kind of authority on CvS2 or 3s, but just as a casual player who has tried out both.


#6

I prefer the natural approach, but I also don’t have a problem with a guard crush bar, since guard crushes are fun to me.


#7

Good.

Guard Meters discourage turtling.


#8

^ yeah, but they do encourage runaway… :looney:


#9

I’d rather deal with a Run-away than a person that Turtles and Zones the entire match.


#10

It forces you to play a LOT more careful. Because you don’t want to be on the end of a guard crush. It also forces you to attack. AND you can still zone even with a guard meter there. It all depends on your playstyle, actually. You’re not completely helpless if you’re turtling. You just have to throw in some more attacks than usual.


#11

missle launch has a crush on you


#12

people against A groove characters in CVS2 should have infinite guard meter. especially A-Sakura’s SHOSHOSHOSHOSHOSHOSHOSHOSHO…


#13

:rofl:

But yeah, I love guard meter. Like DS said, it forces you to play more on your toes.


#14

i would like games that are entirely turtling and zoning THAT IS THE BEST PART OF FIGHTING GAMES IMO


#15

I’m not a fan of guard meter when you have, say, custom combos or dominant pokes.

Otherwise, though, it’s fine.

I actually think Monster’s point system is a unique and excellent way of handling this problem. Blocking increases your points, and when you have more points than the opponent, any counterhit launches them forever for a free combo. You also have a burst in this game, and you can use that to score counterhits.

You also gain points by performing combos (each hit adds a point). So the system rewards both good offense and good defense.

There’s another awesome side effect of this, as well: It teaches people to actually stay patient on defense. One of my main weaknesses as a player, and an extremely common one in general, is getting anxious and constantly trying to jab/jump/parry out of pressure. The point system basically requires you to block well in order to win, and it’s helped me get on the right track.


#16

That is the saving grace of Monster IMO and if they fix the other stuff I don’t like (backdash) I would start playing it again. Seriously point system is the best solution I have ever seen for rushdown-oriented games, because it values the player on offense to go for the mixup (actually trying to HIT the opponent, not just making them block), thus taking a risk by creating a hole in their block string instead of doing long guaranteed block strings a monkey could block JUST because it retains your advantage.


#17

Imagine a guard meter in MVC2 :looney:


#18

Doom, Blackheart, and Iceman would all become suddenly better solo characters.


#19

What he said.


#20

Strong supporter. Even with turtles, having a guard meter shouldn’t be a problem unless you JUST SIT THERE FOR FORTY SECONDS SOLID.