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WatashiWaMonzyDesu

Meter usage

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Hi. Just another noob joining the ranks for the first time.

I couldn't help but notice that it's very rare to see a person use a Distortion in this game. I play Tao and I almost never see other Tao players use any Distortion besides her in air one. I would have accepted this as a character specific thing if hadn't noticed that even people who play Terumi will hold onto their meter when I play against them. Is that "smart"?

Considering the added functionality of meter in BBCP I guess that sort of makes sense, but why not take the extra damage? I've seem enough gameplay to know that certain Distributions tack on a nice amount of damage and can give decent oki but it's so rare that I would think it to be a bad thing. Is there something I'm missing? Please enlighten me.

Sent from my HTC first using Tapatalk

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Some DD enders ruin your momentum by allowing them to escape your pressure after using them. The reason you see Tao players use her air DD is because it gives knockdown after a more damaging air ender that normally wouldn't give knockdown. Also, because meter is a valuable and more difficult to obtain resource in BB rather than other fighters imo, using it for just raw damage isn't a great idea if it won't kill. Its usually better saved for rapid cancels and counter assaults which can give you good mixup options or save your ass when you really need it. Terumi players that hoard meter are wantin it stockpiled so they can have a 7-8k kill combo ready once they get you into the blast zone lol.

So essentiallym you just have to realize that distortions arent the only things that require meter in this game.

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Not only that, but most of the time it's better to have oki as opposed to more damage.  In Extend Valk could end pretty much every combo in a DD.  Problem was, it killed his momentum and allowed opponents to escape.  

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Pure damage Distortions are avoided (except for the kill) because of the reasons already stated. A lot of characters with poor meterless defensive options rely on counter assault to get out of pressure, or characters with poor mixup would be better off with meter for CT, etc etc.

 

Of course, it also depends on the situation; you shouldn't never use meter. Like say I'm playing Mu and I'm in a matchup where I think I can zone out the other player pretty well. Usually I want to avoid Mu's DD because it has a fairly low minimum damage (how times have changed), but in this hypothetical situation it'll do just enough damage to give me the life lead to where I can lame it out for the rest of the round, even though it won't finish off the opponent...well, that's one niche example, anyway. Honestly, sometimes I simply forget to use my meter and find myself with an excess of meter near the end of the round, so never using it can be a bad thing too lol.

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A lot of characters (probably most) get more damage and utility from using meter to RC instead of super. Also, I'd rather use meter to RC an unsafe move than to add some extra damage. If I do a wakeup dp or something, having that 50 meter means that if I get blocked, I can RC and continue pressure like a true shithead. If I used that meter for 1k extra damage combo ender, I wouldn't have enough meter for an RC and I get punished for 5k.

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A lot of distortions don't even give 1k as a combo ender - though which ones do and do not appears to be COMPLETELY RANDOM.   Honestly, I think they should standardize and all distortions should have the same minimum damage unless there's some special criteria involved (Tsubaki charge-consuming super, for example.)  It's pretty bad that some characters don't even have the option to spend meter for more than like 600 extra damage while others who are way better can be all "LOL, I can double super you for an extra 2k!"

 

So yeah. The answer is "mostly, it's better to save meter for rapid cancel, counter assault, or whatever, than it is to do an extra 600 or whatever damage at the end of a combo."

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Okay, thank you for taking the time to answer. I'm finding it harder to get used to this game than I initially predicted. Now I need to learn how to wake up.  :sweatdrop:

 

Wakeup game is easy.  Neutral tech and block.  Keep doing that until you understand when you might want to try something else.

 

Exception: If it's midscreen, you can probably safely roll back.

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Okay, thank you for taking the time to answer. I'm finding it harder to get used to this game than I initially predicted. Now I need to learn how to wake up.  :sweatdrop:

 

This game isn't that difficult at all.  It just takes practice 

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