Soul Calibur 6 Discussion

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Fighting games are about both of those things.

Yes, a lot of fighting games emphasize those, but it doesn't mean every fighting game has to have both of those to the extreme. A large number of fighting games have been introducing "combo breakers" as a counter to those, others only allow so many guaranteed hits. Many (if not all) introduce diminishing returns until the opponent has a full recovery. It is all about the balance, and Soul Calibur has been more on the lower combos and more emphasis on advantage for counter hits with the built in guard impacts on some moves. This is especially true with the 8 way movement being more important.

I just hate the "I launched you, now I do 40% and there is nothing you can do". Some games even have 100% if you are so good at entering the correct string. At that point, I might as well drop the controller.
 
Yes, obviously one should not but punished for making an incorrect decision.
You can punish people for making an incorrect decision, that is good and part of the game. Having a good back and forth rally in fighting games is a lot of fun. But when the punishment relies on having to memorize a 20 combo string instead of landing a hard 1-2 hit or so, it gets silly. I like it when its something like side stepping a poorly executed attack, followed by slamming them hard with 1-2 hits, depending on the window in which I hit (counter hit or not). Not the - launch -> begin OCD memorized combo.
 
I don't like rewarding players for memorizing strings and practicing just time inputs for combos/extra damage against a bot that stands still. I prefer players studying their opponents on the fly and adapting accordingly, being rewarded for countering and noting enemies weaknesses. Air juggles in Tekken are the main reason I don't like Tekken to begin with - its "Get Launched in Air" followed by a 20 hit air juggle.
Those two things are not mutually exclusive, you can have both players studying their opponents and making descisions on the fly and have long ass combos. Despite quoting you this goes to everyone that dislikes long comboss. Do you guys think the Top Players of any fighting game just dont think while playing the game because the game happens to have long combos? That's false and absolutely true under no circumstance. If you guys dont like going for optimal long combo THEN DONT, go for the easier shorter one. Thats why easy combos exist. Most online players cant do the optimal combo in most circumstances regardless. So unless youre a competative player, doing optimal combos really doesnt matter. So why worry about it? Why take away the option from people that like it when it doesnt hinder you unless you plan on becoming a competative player. Which trust me, memorizing combos is very low on the priority list of any competative soul calibur player barring say Viola players in SCV and Hilde Players in SCIV.
 
Since I can come out and say it.
xiang-sc2fix.jpg

She's back.
 
Kilik and Xianghua are part of the core Asian trio at this point. Wouldn't be shocked to hear that Maxi is there as well if true.

As for the newer characters, I'd like to see Xiba and Leixia interact with Kilik and Xianghua. There'd be a lotta awkward there.
 
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