Meter Management[edit | edit source]
In Wishmere, managing your meters (resources) are very important. In total, there are 3 resources to keep an eye on: Super Meter, Fate and Edge.
As each resource can be utilized in various circumstances, it is impor
tant to take note of the character you are playing and the strategy you mean to employ. Characters may have certain strengths that are amplified with a resource, and may have a weakness that is covered up by a resource.
For example, a maximum damage combo may cost Super Meter, Fate and Edge all in one, but if a character has weak health or weak defense, it may be a good idea to keep the Fate Gauge full for use of Fate Break. Depending on the situation, character and strategy, different meters may prove to be more useful.
Super Meter[edit | edit source]
Super Meter is the primary resource in the game. It is used to perform Super Arts and Ultimate Arts, both collectively known as Supers. Super Meter is gained by making contact with opponents by using normal attacks (Light and Hard Attacks) and Abilities or by taking damage from opponents. You gain more Super Meter by hitting your opponents, while you gain slightly less if your opponent guards your attacks.
The Super Meter is located at the bottom of your player screen. It consists of 4 stocks. Visually, the meter is divided into 4 parts, with each part representing 1 stock.
Fate[edit | edit source]
Fate is a flexible resource in Wishmere. When the Fate Gauge is full, it can be used to execute the Fate Advance or the Fate Break. Once either Fate maneuver has been performed, the Fate Gauge will empty and begin refilling after the cooldown period is over. Since the Fate Gauge can lead to two different moves, as a resource, Fate can be used as an offensive tool or a defensive tool.
Fate Gauge is the vertical gold gauge located on the right side of the player HUD.
Take note that each character has their own fill rate and cooldown time for Fate, as per the tables below:
|Character Fate Gauge Fill|
|Fate Gauge Fill Time||Character(s)|
|20 seconds||Earle, Dove, Duu Shen, Pandy|
After Fate is used, the gauge will go into a brief cooldown period. The cooldown periods differ from character to character, as shown in the table below:
|Character Fate Gauge Cooldown|
|Fate Gauge Cooldown Time||Character(s)|
|5 seconds||Earle, Spritz|
|7 seconds||Dove, Duu Shen, Pandy|
Adding these two factors up, after using a Fate Advance, each characters total fill time (Fate fill time + Fate cooldown time) is slightly more distributed:
|Character Total Fate Fill Time|
|Fate Total Fill Time||Character(s)|
|27 seconds||Dove, Duu Shen, Pandy|
Fate Advance[edit | edit source]
Fate Advance cannot be done when guarding or taking damage, and inputting the command during these conditions will make your character perform a Fate Break.
Fate Advance (FA, or just Advance) is a flexible maneuver that slows down time for a brief period of time (3.5 seconds total active time). During this time, the opponent will be affected by a time slowed state, while the summoning player can move around without any effect.
To counter this, the opponent can also execute their own Fate Advance in order to nullify the effects of the time slow on them. For example, if a Player 1 performs Fate Advance on the opponent and 1 second later, the opponent (Player 2) performs their own Fate Advance , the Player 1's Fate Advance will be nullified for his remaining 2 seconds. After Player 1's Fate Advance is over, Player 1 will be in the time slowed effect of Player 2' Fate Advance for the remaining time of 1 second, due to Player 2's Fate Advance being done 1 second after the Player 1. Consider this scenario:
- #1: Player 1, Duu Shen performs a Fate Advance on his opponent, Player 2, Sabson
- #2: Even though Sabson, is in time slowdown, 1 second into Duu Shen's Fate Advance , Sabson performs his own Fate Advance
- #3: For 2 seconds, both players fight on an equal playing field.
- #4: After Duu Shen's Fate Advance ends, he is affected by Sabson's Fate Advance for the remaining time (which is 2 seconds)
Fate Advance can be done standalone or it can also be used to cancel any attack or animation (all attacks and movements besides guard or taking damage). The ability to cancel an attack's recovery or contact time makes Fate Advance a fantastic tool for extending blockstrings, combos or getting out of disadvantageous move recovery.
Fate Break[edit | edit source]
Fate Break (FB, or just Break) is a defensive maneuver that is used to gain space from an opponent or break out of combos / damage. When performing a Fate Break, a character is invincible to all attacks during startup and execution, however your character is vulnerable once the hitbox of the gold sphere disappears. Due to the recovery time of a Fate Break, be careful and make sure that your Fate Break will hit the opponent.
- The hitbox of a Fate Break is around the gold sphere
- Your character is airborne during the Fate Break, up until they enter their landing animation.
You are unable to Fate Break when you are hit by certain types of moves:
- all throws (both ground and air normal throws, Ability throws and Super throws)
- all Ultimate Arts
If you perform a Fate Break, your Fate Gauge will refill at a slower rate than usual. Below a table showing the fill rate, taking into account cooldown time.
|Character Fate Gauge Cooldown after Fate Break|
|Fate Gauge Fill Time (after a Fate Break)||Character(s)|
|40 seconds||Earle, Dove, Duu Shen, Pandy|
As fill rates after a Fate Advance and a Fate Break differ in time, comparing the two fill times show that some characters are at a slightly less of a disadvantage than others:
|Fill Rate Difference between Break and Advance per character|
|Fate Total Fill Time (after a Fate Advance)||Fate Gauge Fill Time (after a Fate Break)||Fill Rate Difference between Break and Advance||Character(s)|
|21 seconds||35 seconds||+14 seconds||Sabson|
|24 seconds||38 seconds||+14 seconds||Spritz|
|25 seconds||40 seconds||+15 seconds||Earle|
|27 seconds||40 seconds||+13 seconds||Dove, Duu Shen, Pandy|
|32 seconds||46 seconds||+13 seconds||Doubt|
Overall, the Fate gauge is extremely important, as it is a source of maximum damage combos, intricate setups and also a way to escape damage. Several factors play a large part on deciding on which and when to use Fate, such as:
- player's choice of character
- player's playstyle
- opponent's choice of character
- opponent's playstyle
- situation of the match (how many lives, how much damage between the players)
Edge[edit | edit source]
Edge is unique and resource-based maneuver that accentuates a character's playstyle. Every character has their own unique Edge. Not every Edge move is an attacking move: some Edge moves are instant teleports like Pandy's, while Sabson's summons two helpers that follow him and can attack on command.
Edge moves can only be performed when the character's Edge resource has been filled up, and the rate and nature of their resource is character dependent. Most of the characters in Wishmere gain their Edge gauge over time and have a singular gauge for their Edge. The only two exceptions to this are Pandy and Sabson.
- Pandy's Edge can hold up to 3 charges and each charge fills at a different rate than the other charges
- Sabson's Edge gauge is charged up by each time he successfully counters his opponent with his Ability counter
The purpose and details of each character's Edge is unique and is detailed in the Character page.
Malign Penalty[edit | edit source]
Malign Penalty occurs when a character avoids making physical contact (including projectiles) with their opponents for too long and is a far distance away from their opponent. If a character avoids contact and stays far away from their opponent, they will first be issued a Warning. If they continue to avoid contact with their opponent while staying far away, their Super Meter and Fate Gauge will be drained to 0, and they will be unable to gain either of the resources for 10 seconds.
You can reduce the 'counter' for a Malign Penalty on your character by:
- Making contact with your opponent (by successfully hitting them or even if they guard)
- Being in close distance with your opponent
- Making contact with your opponent using a projectile will reduce the Malign Penalty 'counter' for a brief, even if you are standing a far distance from your opponent
However, if your opponent's attack makes contact with your character (hit or guarded), your Malign Penalty 'counter' will not reduce. Though, if your character is in close vicinity of your opponent, the counter will reduce by a small amount.Malign Penalty only applies to 1v1 Versus battles. Do note that, irregardless of the starting number of players (i.e. if it is 1v1v1 or 1v1v1v1), Malign Penalty rules will apply to the last two surviving players of the Versus battle.