I'm actually fairly new to games in general so I thought I'd ask:

Due to the nature of the combat system in the game I want to develop, there are at least a few things I need to implement into the engine.

- A second gauge that builds when performing specials independent of the super meter
- Attack chains: special attacks that can only be executed after a previous attack in the chain
- Grab Counters: a form of parry that immediately goes into a grab under specific circumstances

Obviously it will go deeper than what I've put here but the basic principles boil down to these three elements.
Also I apologize if I placed this in an incorrect spot, like I said I'm new, just got both Unity and Blender, and I'm looking into how to make this game.

So I have a fighting game project with some fairly unique and possibly unorthodox mechanics involved and I was wondering how they might be implemented in the fighting game I have devised

(as an aside I was also hoping someone would look over the general design ideas and see if I overlooked anything or may need to tweak something)

The mechanics involve a form of fighter stress meter that you have to avoid filling, special extended animations on killing finishers, and one or two other fairly interesting additions and tweaks to the formula.

To create a decent comparable image think SF 3rd Strike mixed with Mortal Kombat and a dash of Killer Instinct, with the style and attitude of Guilty Gear.

I don't want to be to open about the details on the mechanics ATM because I'm unsure if I've placed this in the proper part of the forum or not and I'd rather not type it all out 3 separate times.