So in building fighting game-style characters, as the above implies, I've hit a little bit of a snag. Call them Desperation Moves, Super Arts, Hyper Combos, whatever- one of the fun little strategic bits of old 2D fighting games was the little meter at the bottom of your screen that accumulated both as you hit things and as things hit you. That meter fills, and then you get a chance to land a nasty turnaround blow.
From there, the idea then starts to veer wildly from game to game, allowing things like multiple 'meters' (and varying levels of inflicting pain!), using these meters for things other than pre-made Super Maneuvers, having a specific ability that increased your Meter at the cost of essentially being 0 DCV, etc.
I have no idea how to do this in HERO. Not even the basic concept. Oh, the things that follow are no problem- that's stuff like vanilla HAs, Linked attacks, bonuses to Sweep or Grapple, CON for purposes of Stunning with a Continuous Recoverable Charge- but the actual building of the meter escapes me. Is it an END Reserve? A nutty form of Absorption/Aid? A strange use of Transfer?
Suggestions? Comments that maybe I should leave well enough alone?