CaptainHook
[10] Knight
Mechanics: A mix between SC2's soul gauge and SCv's. You build meter in the same way you would in SCV, but instead of 'extra' moves, you can apply meter to any move, increasing damage by 20% in that particular move, but also increasing recovery time if blocked. This would cost half a bar just like a BE does now.
This would be activated by pressing the button selected for 'soul gauge moves', similar to how A+B+K is assigned to a single button for meter moves. One key difference to note is that the meter button can no longer be used as a shortcut for A moves or A+B moves. This basically means that game's core button's would be A, B, K, G, SG. This is done by pressing the SG button simultaneously with the attack buttons
I don't like the fact that CE's pause the action for a few seconds. No more 'supers'. Instead of that, have the option to for a quick double-tap of SG just before you press the attack button to turn any move into a GB moves with enough +frames to land (on average per character) an 80-ish damage combo. Cost the same as current CE.
Have the meter gain overall a bit slower and harder to achieve than SCV's, to balance out the fact that you now have the option to add meter to any move. No more free bar of meter for the losing player.
I personally believe that the GI in SCV is perfectly fine the way it is, and I wouldn't change a thing other than add the ability to GI unblockables. Only difference is obviously it would be 4SG instead of 4A+B+K. It didn't make much sense to me have have both metered GI and JG in the game. GI has it's few moments where it's genuinely a worth the meter, but most good players primarily rely on JG as the preferred defensive tactic, because it doesn't cost meter and it's not returnable. For this reason, they should do away with JG and just keep GI.
To balance this out, greatly reduce guard gauge damage on all moves by more than half. In SCV, in a single 3 round match there are multiple guard breaks in a fight. This is excessive and I would prefer if there was typically 1, but almost never 2 guard breaks in a single fight. I've seen guard breaks happen in the first round, which is just silly IMO.
Eliminate unfair tracking from verticals. Having a vertical track slightly to one side only is OK, depending on the exact angle that attack is swung. No more Hilde CE bullshit where the move is clearly a FORWARD THRUST and it tracks 360 degrees around. This means no more realignment too. If I see the starting animation for a vertical, and I step before the attack lands, I should be able to step it, period, unless I step in the wrong direction where the vertical is clearly a diagonal slant where common sense would tell you it SHOULD track slightly to that side. Other than that, if it's clearly a linear move, I should be able to step it as long as I do it before impact. I would also like to eliminate the horizontal nature of grabs in SCV and return them to a linear move that can be stepped just like in previous games, as well as eliminate the chip damage one suffers from guessing correctly, but keep the pushback from grab breaking.
Roster: Just basically add in the old popular styles that were axed as worthy successors. Not much else to say here! (We don't need 3 mimics, we just need a single mimic than you can pre-set which styles to imitate randomly. For example, I would set mine to imitate Raphael, Nightmare, and Patroklus only).
CAS: I'm completely indifferent TBH. As long as it doesn't come at the expense of everything else, I'm happy.
Game content: Bring back a COTS type RPG element from sc3, but without all those extra move styles. Bring back Team battle VS as well as a Team Battle online mode. Put in the standard arcade mode with CGI endings for each character, predestined battles and established rivalries (NM, Sieg etc)
Most important of all: Regardless of what SC6 ends up being like, whatever they do, they better get a proper development time, with just as much investment from Namco as they do with tekken.
Oh and I almost forgot: ONLY patch the obvious glitches in the first patch, then only do balancing after the game has been out for a year, and then one final patch 2 years after the release date. We don't need another Viola repeat :)
Feel free to agree, disagree, or share your thoughts. What would be YOUR ideal SC game?
This would be activated by pressing the button selected for 'soul gauge moves', similar to how A+B+K is assigned to a single button for meter moves. One key difference to note is that the meter button can no longer be used as a shortcut for A moves or A+B moves. This basically means that game's core button's would be A, B, K, G, SG. This is done by pressing the SG button simultaneously with the attack buttons
I don't like the fact that CE's pause the action for a few seconds. No more 'supers'. Instead of that, have the option to for a quick double-tap of SG just before you press the attack button to turn any move into a GB moves with enough +frames to land (on average per character) an 80-ish damage combo. Cost the same as current CE.
Have the meter gain overall a bit slower and harder to achieve than SCV's, to balance out the fact that you now have the option to add meter to any move. No more free bar of meter for the losing player.
I personally believe that the GI in SCV is perfectly fine the way it is, and I wouldn't change a thing other than add the ability to GI unblockables. Only difference is obviously it would be 4SG instead of 4A+B+K. It didn't make much sense to me have have both metered GI and JG in the game. GI has it's few moments where it's genuinely a worth the meter, but most good players primarily rely on JG as the preferred defensive tactic, because it doesn't cost meter and it's not returnable. For this reason, they should do away with JG and just keep GI.
To balance this out, greatly reduce guard gauge damage on all moves by more than half. In SCV, in a single 3 round match there are multiple guard breaks in a fight. This is excessive and I would prefer if there was typically 1, but almost never 2 guard breaks in a single fight. I've seen guard breaks happen in the first round, which is just silly IMO.
Eliminate unfair tracking from verticals. Having a vertical track slightly to one side only is OK, depending on the exact angle that attack is swung. No more Hilde CE bullshit where the move is clearly a FORWARD THRUST and it tracks 360 degrees around. This means no more realignment too. If I see the starting animation for a vertical, and I step before the attack lands, I should be able to step it, period, unless I step in the wrong direction where the vertical is clearly a diagonal slant where common sense would tell you it SHOULD track slightly to that side. Other than that, if it's clearly a linear move, I should be able to step it as long as I do it before impact. I would also like to eliminate the horizontal nature of grabs in SCV and return them to a linear move that can be stepped just like in previous games, as well as eliminate the chip damage one suffers from guessing correctly, but keep the pushback from grab breaking.
Roster: Just basically add in the old popular styles that were axed as worthy successors. Not much else to say here! (We don't need 3 mimics, we just need a single mimic than you can pre-set which styles to imitate randomly. For example, I would set mine to imitate Raphael, Nightmare, and Patroklus only).
CAS: I'm completely indifferent TBH. As long as it doesn't come at the expense of everything else, I'm happy.
Game content: Bring back a COTS type RPG element from sc3, but without all those extra move styles. Bring back Team battle VS as well as a Team Battle online mode. Put in the standard arcade mode with CGI endings for each character, predestined battles and established rivalries (NM, Sieg etc)
Most important of all: Regardless of what SC6 ends up being like, whatever they do, they better get a proper development time, with just as much investment from Namco as they do with tekken.
Oh and I almost forgot: ONLY patch the obvious glitches in the first patch, then only do balancing after the game has been out for a year, and then one final patch 2 years after the release date. We don't need another Viola repeat :)
Feel free to agree, disagree, or share your thoughts. What would be YOUR ideal SC game?