I love the clash system. It gives players a chance to defend themselves against long strings of death-combos, rather than saying "hey, that *one time* you tried to duck an overhead? Well you're dead now."
As the above post said, it is hugely thematic in a game deaturing comic book characters who have decades of history with each other. Aside from the excellent (and often humorous) banter, it does a good job of illustrating how a "second wind" might work in a game.
And, lastly, it adds a layer of strategic thought. If I know my opponent is on his second life bar and is building his meter, then I'm faced with a multitude of choices. Do I bank my meter also and combo them anyway, hoping to out-wager my opponent? Do I play cautious and try to finish them off with single attacks (possibly meter-burned for the killing blow)? Do I try to trick them into leaving themselves open for a super-finisher?
Likewise, if *I'm* the one on the second life, I have a number of choices to consider. Do I bank my meter and hope the opponent tries to hit me with a combo? If I do, am I positive I'm the one who'll win the wager? Do I spend my meter on MB attacks or a possible super to try to put the opponent at a life disadvantage?
Like I said, I love the clash system; it's perfect for a comic-book fighting game.
Log in to comment