tofumon
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I agree the guard system in this game is NOT good. First of all there's no visual indicator to how much guard you have left. You're basically guessing at best to know how close it is to breaking. Second, like you said you don't gain meter when guarding, and I don't think you gain SP when getting hit either but I could be wrong about that. At first I was worried guard would be too powerful and make the game really boring and campy, but it's actually quite the opposite. The guard breaks fast enough that it really encourages a rushdown play style and gives a huge advantage to whoever gets off the first combo because they'll have a lead on SP and EP. There really should've been a way to measure how much guard you have left, gain SP on successful guard and a little bit when getting hit, and have some sort of parry system where a well timed guard knocks the opponent out of their combo or something.I have a big issue with how the game handles its guard system; you don't build any meter off of guarding successfully. Neither the evolution meter nor the SP meter fill up when you guard, which means that playing competitively comes down to exhausting the opponent's defensive options as quickly as possible, and it's a pretty swift process. You don't get back SP when you respawn, so once their limited number of attack breaks have been exhausted it's a matter of getting the opponent into a corner with a semi-infinite combo string leading in from a weak attack into a fierce. (ie the ▢▢OO we were talking about) Some characters like Shoutmon seem to have strings they can land right out of a successful guard, but not all of them. Guilmon is SOL if his SP is empty, so for him the only option is to take the lead early in the match and maintain it constantly.