HydroJames
Shining Sea Dragon
While SCV lacked extra modes and fan-favorite characters, I still found myself playing it more often than SC4. When I went back to play SC4, I learned to appreciate SCV for these reasons:
- Accessibility
- The first thing I experienced when I popped SC4 back in was some DYMM.
- Taki's ninja flip is , while Natsu's flip is .
- Unless mapped to a shoulder button, is a pain... (by default, is WEST and is EAST on a standard controller).
- Sophitia's downward stabs start with , while Pyrrha's start with .
- Taki's ninja flip is , while Natsu's flip is .
- I found character much harder to learn, especially after playing SCV.
- The first thing I experienced when I popped SC4 back in was some DYMM.
- Character Customization
- Character Body Types
- While giving character unique body types was a then new idea, SCV lets you adjust each body part. In SCIV, if you want your female to have a big rack, they must be thick everywhere else.
- Unique heights were introduced in SCV. All CaS before then were the same height.
- Custom Weapon Effects
- Their removal in SCV was a double-edged sword for me.
- On one hand, they removed a valuable staple in the Soul Series, disallowing more variety in the gameplay.
- Some people could care less about them, anyway. YMMV.
- On the other hand, it allowed more freedom with the Creation Mode so you don't have to cloth your CaS in Rainbow Pimp Gear for the stats.
- I feel that stats and effects should be all left to the weapon and each creation slot should have at least several weapons slots.
- On one hand, they removed a valuable staple in the Soul Series, disallowing more variety in the gameplay.
- Their removal in SCV was a double-edged sword for me.
- Character Body Types
- Critical Finish
- I originally liked the idea of the Critical Finish. From a presentation standpoint, they looked flashy, brutal, and awesome (well, most of them). Looking back at them, I realized they were OP! To use a Critical Finish, you drain your opponent's Soul Gauge. The Soul Gauge starts to deplete as your opponent blocks more attacks. Once the gauge is empty, the opponent will be put in a defenseless state called Soul Crush. During Soul Crush, Press (which is mapped to a shoulder button) to instantly finish your opponent off. I feel that the Critical Finish punished excessive block too harshly by letting you be killed off INSTANTLY!!! At least with Guard Burst, you still had a fighting chance.
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