IGN - Just last week, I started to come around on the fighting system of PlayStation All-Stars Battle Royale. See, the only way to eliminate people in the game is via Super Moves (earned mega-moves in a three-tier structure), and that initially made my normal attacks seem a bit wimpy. Then I saw how saving for a Level 3 Super Move really made a difference, and the risk/reward system intrigued me.
"Every hit that you take is making your opponent closer to a super move that will kill you."
That's when you will have to have good defense unlike in Smash Bros, if you were a heavier character it didn't really matter.
For example, I can imagine a custom game where Super 1 and Super 2 are turned off, and the only way to win is to get up to a Super 3 and pull it off successfully (so, like a health model, except you are "building" to 100% health)
And you choose to wait until you can use the three level super or constantly use lower levels to build up your kills. But while you are building up your three level super you have to put up a strong defense and offense or people will be killing you and getting ahead while you get negative scores. So it will be vital to avoid death because if you reach a three level super every death would count as a minus from your score.
If you are an amateur and get killed six times then if you use a three level super that kills three people you only get zero. People who actually have played the game say it works out very well.
@ -Alpha. That is not a bad idea. A few options to turn off certain supers would be welcome. If you think that 3 level supers are too much you could make it only one level super attacks or only two level super attacks. Playing with only one level supers turned on would mean you would have to use more skill to kill someone.