Su­per me­ter builds ter­rif­i­cally quickly in In­jus­tice 2, since the bar fills as you both land and take hits. Cin­e­matic su­per moves are the flashiest way to spend it, and given the ease of in­put (you sim­ply squeeze both trig­gers si­mul­ta­ne­ously) they’re a re­li­able route to big dam­age. Yet chunks of su­per me­ter can be used to per­form a suc­ces­sion of vi­tal moves: in­ter­rupt­ing block­strings, es­cap­ing jug­gle sit­u­a­tions, or us­ing an in­vin­ci­ble roll to get out of the cor­ner. On the at­tack, a Me­ter Burn is equiv­a­lent to Street Fighter’s EX sys­tem, amp­ing up spe­cial moves – but rather than ad­ding ex­tra hits or more dam­age, they change the move’s very prop­er­ties, turn­ing low at­tacks into over­heads, or freez­ing en­e­mies in place. Lit­tle won­der that, in high-level com­pe­ti­tion, those long, flashy su­per moves are so rare a sight.

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