Skullgirls 2nd Encore

Skullgirls 2nd Encore

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Opponent building more meter than I?
Everytime I get bulldozed by long-ass combos in quick matches (which is to say, 9 out of every 10 fights), I'm noticing that I'm always building two or even three meters fewer than my opponent does (accounting for various Blockbusters used during the fight).

The way I see it, Tension builds faster during combos, and because I personally don't use combos, that would explain why exactly I don't gain as much. But then this is counterintuitive, because wouldn't it make more sense to lend more meter to the punching bag rather than the boxer?

So how exactly does Tension build? And why is it that the domineering player has to be given the advantage?
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Showing 1-9 of 9 comments
Goose Feb 12, 2014 @ 11:52pm 
It's a rushdown based game with no comeback mechanics..Meter works based off of attacks that hit your opponent..the more you hit the opposing character obviously the more you get. So the game is literally encouraging players to rushdown and build better execution..or with peacock to gain better fundamentals and learn how to use normals better.

Giving more meter to the person being hit..is more of a crutch..you aren't actually doing anything to deserve the meter. It doesn't take skill to get hit..and such a thing sort of leads to turtley gameplay and random supers as a means of a comeback..whereas normal attacks when thrown out can be punished..resets counters..and all at a 1.5% damage buff.

This doesn't mean you can't win with short combos or a random super..just that you should use them differently in order to win.
123 Casual Player Feb 13, 2014 @ 12:37am 
I highly doubt any meter gain with result in "turtley" gameplay. This game is so "momentum based" that 1 confirm hit can mean GG. Even if you can avoid the split second resets you are still stuck in the corner getting updo/butt spammed.
Last edited by 123 Casual Player; Feb 13, 2014 @ 12:52am
Goose Feb 13, 2014 @ 1:31am 
I mean why even do combos at the beginning of a match in that case? Why not just get comboed and come back once you've built up three or more bars after a single bnb..or block to get as much meter as possible then do damage..
Last edited by Goose; Feb 13, 2014 @ 1:34am
123 Casual Player Feb 13, 2014 @ 2:37am 
Originally posted by lucerpal:
I mean why even do combos at the beginning of a match in that case? Why not just get comboed and come back once you've built up three or more bars after a single bnb..or block to get as much meter as possible then do damage..
1 confirm + 2 reset, 1 comfirm + 1 wakeup, or 1 confirm + 1 burst bait == dead character, then your next character comes out from the corner, getting setup by all kinds of shenanigans. You can sit on 5 meters and never get to use them before your whole team dies.
Last edited by 123 Casual Player; Feb 13, 2014 @ 2:49am
Goose Feb 13, 2014 @ 10:46am 
But does that mean the game should reward a player for falling for all that?
123 Casual Player Feb 13, 2014 @ 2:15pm 
Originally posted by lucerpal:
But does that mean the game should reward a player for falling for all that?
Before the Undizzy change, one of those Valentine Combo will give 2 meters to your opponent, so if they get hit first they will sit at 3. Doesn't stop everyone from doing it.

Meters doesn't matter if your team is dead. I will trade you meters for a free hit confirm any day.
Last edited by 123 Casual Player; Feb 13, 2014 @ 2:27pm
Meteor Mash Feb 14, 2014 @ 3:09am 
Originally posted by The Grim Heaper:
But then this is counterintuitive, because wouldn't it make more sense to lend more meter to the punching bag rather than the boxer?

This is, in fact, how it works.

http://wiki.shoryuken.com/Skullgirls/Game_Elements/Dramatic_Tension#Tension_Gain_Scaling
JasonS Feb 14, 2014 @ 9:48am 
Giving your opponent a ton of meter for getting hit makes it incredibly easy for teams with a safe DHC like Hatred Install or Cat Heads to get out of pressure and turn the entire game around on you for 2 meters. It was starting to get abusive.
Krackatoa Feb 14, 2014 @ 10:58am 
Right now, meter gain for the defender scales with combo length. The longer the combo, the more meter the victim receives, and the less meter the attacker gains. This is the game's comeback mechanic. Full combos actually generate more meter for the victim. It was actually around 1.4 for the victim and 0.9 for the attacker, until recently.

Players who do shorter combos, and do proper resets, gain more meter than the vicitm. However, they are giving you far many more instances of escape than someone doing a long combo would.
Last edited by Krackatoa; Feb 14, 2014 @ 10:58am
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Date Posted: Feb 12, 2014 @ 11:06pm
Posts: 9