If you made a game with a character that has powerful moves, how would you limit the special move usage in order to balance the game?
1. Power Gauge
- Your character can only do their special moves when a certain gauge is filled up enough.
2. Context-Sensitive
- Your character can only perform special moves when specific conditions are met (e.g. you are right in front of a dizzied enemy). Usually, this method changes the functions of certain buttons (e.g. the button used to pick up items changes function into a special melee attack when standing before a dazed enemy).
3. Cool Down Time
- After using a special ability, you need to wait a bit until you can use it again.
4. Requires Items
- The character can only perform special moves if they have specific items for it.
5. No Limits
- Hardest to balance when this is applied but is possible. For example, you allow the player to use a powerful grab attack anytime they want but there are risks involved, like triggering certain enemies to counter attack, be vulnerable while executing the move or the move is useless if you didn't shatter the enemy's defenses yet.