Nightmare's Dropkick
How often it's used: Rare. Mainly just for show.
This should gain a chunk of meter on successful landing just for being awesome.
Ivy's 214(B)
How often it's used: This is one of Ivy's panic move. Probably Top 10 at least.
This shouldn't gain so much meter.
Raphael's 4A
How often it's used: Rarely because you are probably better off just stepping.
This probably should gain about the same amount of meter than Ivy's but upgrades in advantage or damage.
I do like the idea that dumb, slow moves get you a chunk of meter, while abusable (or spammable) moves...maybe not so much.
Gauge gain is a little weird right now, since it's still in early development. However, it seems like LOW attacks don't gain so much meter. It's hard to observe anything consistent at this moment, but it's a theory that I'm gonna throw out there.
While we're at it, I'm not sure what exactly the correlation is between attack damage and meter gain. Is it the amount of damage a move does? How fast or slow it is? Does the hit level matter? (HIGH, MID, LOW). I'd like to have these answered.
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Since someone mentioned throw breaking, I'd like to comment. Breaking a throw does give a bit of meter just because you take damage from breaking throws now. I know people are on the fence about being penalized for breaking a throw, but I actually support this new direction.
More defensive options should be considered, as opposed to the solid guarding while breaking throws strategy which is just simply too effective, even with the throw mix-ups. Like Idlemind said in Brian Hates Speech article, it's a surcharge for standing there and eating a throw attempt, as opposed to tech crouching, tech jumping, or attacking to interrupt.
You DO, however, get a bit of meter for it since you take some damage, while the thrower gets ZERO meter.
Once again, I do applaud the efforts of Namco to encourage more aggressive and offensive play, as opposed to overly defensive play. Turtle players still have good defensive options in the form of Just-Guard (which builds meter), being able to Guard Impact ALL hit levels, and extremely FAST CEs (interrupting an opponent's incoming attack with your own CE should be a nice reward for being patient).
But encouraging more attacking and fast paced fighting would make matches more exciting and fun to watch (THIS GAME IS FLASHY).