I started sketching some early mechanics to make a difference in who was agressive or not...Even though this is not much common in a fight game, it's a normal thing to see in fights (see recent Floyd Vs pacquiao fight), this also doesn't really mean that by having the initiative you will lose, as you can just avoid the opponent strikes, hit some counter punches, and when you feel that your target is getting weak, finish with some heavy strikes.
With that, I managed the Momentum as a easily power boost and combo limiter. Starting from the power boost, everytime you hit a attack, you move the momentum 1 space in your direction(or away from you if you receive the hit), the player with the momentum will have +1 power in his hits for every space in your favor. Some skills may use momentum for other things, like being faster or other different effects. The second thing will be the Combo limiter, Meaning that everytime the momentum shifted, your combo would most likely break(breaking the combo would mean to get all the cards in your roll and return it to your hand). How would that work?
Simples, right now, attacks have 2 main stats, Speed and Power. Speed being a simple number 1, 2, 3(2 being normal, 1 slow and 3 fast), and power is the dmg. If both the fighters use a attack, the fastest one would hit, and would be placed in a combo, the other one would not, if both had the same speed, both would hit, but only the strongest one would be placed in the row(as momentum would rise the power, probably it would be the 'scoring' one...you can also picturing that as 2 fighters hitting each other, both would suffer dmg, but only one would be thrown back). That being said, everytime something made your momentum stops(going from a positive value to a 0 or less) your combo would break, but the person that could break your combo may keep his one, that would create a constant up an down feeling and careful 'resource' managment.
Thats a rough mechanic that i'm testing right now, hope it works.
With that, I managed the Momentum as a easily power boost and combo limiter. Starting from the power boost, everytime you hit a attack, you move the momentum 1 space in your direction(or away from you if you receive the hit), the player with the momentum will have +1 power in his hits for every space in your favor. Some skills may use momentum for other things, like being faster or other different effects. The second thing will be the Combo limiter, Meaning that everytime the momentum shifted, your combo would most likely break(breaking the combo would mean to get all the cards in your roll and return it to your hand). How would that work?
Simples, right now, attacks have 2 main stats, Speed and Power. Speed being a simple number 1, 2, 3(2 being normal, 1 slow and 3 fast), and power is the dmg. If both the fighters use a attack, the fastest one would hit, and would be placed in a combo, the other one would not, if both had the same speed, both would hit, but only the strongest one would be placed in the row(as momentum would rise the power, probably it would be the 'scoring' one...you can also picturing that as 2 fighters hitting each other, both would suffer dmg, but only one would be thrown back). That being said, everytime something made your momentum stops(going from a positive value to a 0 or less) your combo would break, but the person that could break your combo may keep his one, that would create a constant up an down feeling and careful 'resource' managment.
Thats a rough mechanic that i'm testing right now, hope it works.