SC5 Voldo Wishlist and Discussion

The biggest issue for me is tracking, Voldo needs better tracking...
Sencond, I'd say if a moves is Horizontal (3A/ 1A/ BS 1A/ etc..) then keep them as Horizontals (~lol), because Yun CR Evading my 3A randomly is annoying (but a + for Yun at least, poor Yun)...
Next, I want to go with Paragon on this one and make him more unsafe to balance him out, but at the same time I want CR AA to be safe and reliable (preferabley at -11 on grd)...
In no order now; JMP K and 44[K] should be Mid attacks, BS 33B should Tech Crouch, 22B should be at least +1 into Blind Stance, Landfish should have a stronger grd pressure, both LFHT & MCFT K should hit High and pushback on grd... I could go on and on, maybe I will later...
 
I have only recently started playing Voldo so Im not sure if this is a great idea but I think 1 should forward ring out if opponents back is to edge.
 
yeah. i've only rung out with 1(B) 6 times in the entire two years 5 months that i've been playing this game. i go for it alot. it would have been really cheap if it had a higher consistency of ringing people out. really, i don't think giving that move more RO potential would be a good idea.
 
Get rid of Fortune Spasm or make it an actual stance with more options for step catch and mixup, maybe a JF cancel back into Mantis Crawl...
 
I love Voldo, he is so fun to use <------(My Avatar).

Am I happy with him? Yes.
If he is in SCV I can't wait to see his Critical Edge.
 
I think he's really good in SCIV,just a bit over powered compared to the others.
More just frames & more :gc: moves would make him perfect in SCV.
 
Yeah, I kind of agree on him getting more Gb moves. I mean the only one he has leaves him severely negative if not blocked at tip range so it's pointless for it to even be a GB.

Anywho, not sure if it's been said, but Voldo should have a BS 66K in front side. You know what I'm talking about. :P
 
I think Voldo needs more ways of turning around. To me he didn't have enough to mix it up; but that's just me.
 
I think he needs to be able to turn around without doing a move again.

And I've always wanted 236 A+G to grab people out of the air. Just because it looks weird when it bumps into someone airborne. While we're at it, I want distance control back on those throws.

I liked having the backhand chop UB as a guard crush from BS back in SC3, so I'd kinda like that back. If guard crushes actually do anything in this game, unlike the last few games. I'd also like his BS turn around sweep from the early games. Felt like he could flow in and out of BS better with that.

As for new stuff, I leave that in the hands of Namco, because they haven't disappointed yet with new Voldo moves.
 
Pretty mad.

http://www.xg247.co.uk/news/08/soul-calibur-ivs-hilde-point-of-shame-for-namco-fixed-for-scv/

"Hishara Tayo also mentioned how the fighter Voldo was often cited as being to hard to play as, with many players opting out of using him. Voldo has, like Hilde, been tweaked to be easier to use. I asked Tayo-san whether this meant the game itself was now easier, but I was assured that characters still have deep and complex game mechanics for true professionals to master."

What in the heck does THIS crap mean?
 
It means that good players are going to do well regardless of if we make his execution easier, but bad players will get frustrated, throw tantrums and go back to playing their jrpgs and not buying our games otherwise.

-Idle
 
aww thats sucks now he is TOO easy. i want a hard voldo that is balanced in some ways. i want old school voldo. i want the mind game oriented B.O.M. not the overpowered spammable B.O.M.
 
Voldo looks just about the same in SCV as he was in SCIV, I hope I am proved otherwise.
 
Pretty mad.

http://www.xg247.co.uk/news/08/soul-calibur-ivs-hilde-point-of-shame-for-namco-fixed-for-scv/

"Hishara Tayo also mentioned how the fighter Voldo was often cited as being to hard to play as, with many players opting out of using him. Voldo has, like Hilde, been tweaked to be easier to use. I asked Tayo-san whether this meant the game itself was now easier, but I was assured that characters still have deep and complex game mechanics for true professionals to master."

What in the heck does THIS crap mean?

Looks to me like it will be even easier to distinguish myself from other Voldo players, but I'm going to take a stab in the dark and say Voldo will be mid tier this game. Just where I like him. Keeps those tier whores from making him look bad.
 
Do not like.

Personally I feel Voldo was already an extremely easy character to use in SC IV, and it was the illusion of difficulty that kept many players from playing him. If they make him easier to play, and then make it a point to *mention* he will be easier to play, it makes me think *more* people will play him.

Boo.
 
Though, as an addition, voldo really needs to not have his horizontals evaded by stances that auto evade verticals.

That is, as Immanuel Kant or Jean-Paul Sartre might call it, "Some ol' bullshit right there, yo"
 
It is just unreal to me that people think Voldo is a difficult character to play. I guess if a character has more than one stance then their move list becomes TL:DR...
 
I don't think Voldo, or anybody else needs more just frames. I honestly like him fine difficulty wise and complexity the way he is now. They just need to shake him up a bit so there's more to re-learn and that's about it. Enk, 236 A+B isn't severe negative, it's like -3 at worst, +1 at best. But yeah more GB's would be nice I enjoy those. Don't forget BS 2B(K) though, hahaha used that move like once in the last 50 matches, did get me the CF though...

One thing I thought of recently: I really think that in BS Voldo should have an A AND B command grab. Why? Because the animations for his command grab and normal grab in BS are different. Right now, people who break grabs on reaction can in principle break his command grab 100% of the time because there is no B grab with the same animation. I would like to see maybe a command B grab with less damage but standing + frames, some wiggling around into the 1B pickup animation and the same effect.

I also would like the horizontal animations also to be more honest, if it doesn't catch step please don't make it seem like it catches step. AND, we don't need EVERY single move to be weaker to step to Voldo's left and weaker to step up close. Can we have some variety? I know every character has a weak side and a strong side but in Voldo's case its truly ridiculous.
 
Back
Top Bottom