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"Stun Gauge"
3 weeks ago  ::  Oct 31, 2009 - 1:27PM #11
VegaMan
Posts: 279

Oct 31, 2009 -- 11:34AM, Nacor wrote:

agreed with OP. An small stun bar below the health bar would be nice.


its annoying to get suddenly stunned; or to loose super because your juggle stuns and it doesnt connect with more hits.



Meh...


Play as Vega/Zangief. Both of them can't lose one's Super or Ultra like that at all. Profit!

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3 weeks ago  ::  Oct 31, 2009 - 5:58PM #12
™©®HollowTatsumaki®©™
Posts: 3492

I'd like to see the gauge return.

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3 weeks ago  ::  Oct 31, 2009 - 6:41PM #13
Smashbro29
Posts: 93

I'd want a sheild gauge more, like in Alpha.


 


(Unless this is the same thing with a different name, I wouldn't know I didn't play SF3)

3 weeks ago  ::  Oct 31, 2009 - 6:51PM #14
NY Gamer
Posts: 75

Oct 31, 2009 -- 6:41PM, Smashbro29 wrote:


I'd want a sheild gauge more, like in Alpha.


 


(Unless this is the same thing with a different name, I wouldn't know I didn't play SF3)





The Sheild Guage lets a player know how long they can maintain their guard w/o it breaking. Guage starts out max, then drains as you guard.

The Stun Guage lets a player know how much punishment they have taken from attacks that can lead to stun. The guage is empty and fills as you take attacks, so high combos can often fill the bar to near max.

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3 weeks ago  ::  Nov 03, 2009 - 12:14PM #15
DR Jam
Posts: 126

Oct 31, 2009 -- 6:51PM, NY Gamer wrote:


Oct 31, 2009 -- 6:41PM, Smashbro29 wrote:


I'd want a sheild gauge more, like in Alpha.


 


(Unless this is the same thing with a different name, I wouldn't know I didn't play SF3)





The Sheild Guage lets a player know how long they can maintain their guard w/o it breaking. Guage starts out max, then drains as you guard.

The Stun Guage lets a player know how much punishment they have taken from attacks that can lead to stun. The guage is empty and fills as you take attacks, so high combos can often fill the bar to near max.





A sheild gauge would be really annoying against rufus, e-Honda, sagat, etc... NO thanks. Besides, blocking mixed highs and lows requires enough skill as it is.

3 weeks ago  ::  Nov 03, 2009 - 12:45PM #16
SharpEyes
Posts: 649

I don't think I would like to see the Stun Gauge make a return. Even though you make a good point on why they should bring them back. I just think its fine the way it is. 

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3 weeks ago  ::  Nov 03, 2009 - 5:41PM #17
Psycho-Shot26
Posts: 595

That's what I'd said before that ssf4 needs a stun gauge so you'll be more careful when you're about to get stun.If they put it it'll make the game much more easy.

3 weeks ago  ::  Nov 03, 2009 - 8:35PM #18
Charles ( The Insane One)
Posts: 854

Stun gauge: No


Guard Break gauge: Yes

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3 weeks ago  ::  Nov 03, 2009 - 9:47PM #19
d3v
Posts: 3398

Guard meter and guard crush is pointless when you can break block easily by throwing. Also, it would imbalance the game for characters with good block strings (such as Sagat).

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3 weeks ago  ::  Nov 04, 2009 - 10:19AM #20
™©®HollowTatsumaki®©™
Posts: 3492

Bring back the SFIII Stun Gauge :D

http://eventhubstourneys.wetpaint.com/ - Visit this website for XBLA and PSN tournaments for fighting games!

I support a new Darkstalkers for Playstation 3/Xbox 360 (Give it the Street Fighter treatmenet).

Currently playing: Street Fighter IV, Tekken 6, Uncharted 2, and Dragonball Raging Blast (PS3).

Got Raging Blast? Wanna have some fun Unity tournaments? Then head over to this thread - http://www.capcom-unity.com/general_off_topic/go/thread/view/7291/21851861/DB_Raging_Blast_Tournament_Set_Ups_PSN?sdb=1&pg=last#378457177
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