SCV Impressions By Kayane

Kayane has created a thorough write up of her and France's impressions of Soulcalibur V from the invitational session that was recently held in Paris, France. Included in the write are pictures and videos from the event, selected match videos, and detailed impressions of the characters from French players.

Make sure to check her blog for the full rundown. I would also like to thank Namco Bandai for helping to organize this event and to Kayane for creating this write up and gathering this information for us to check out.

Also check out Kayane reading Hisaharu Tago's message to the Soulcalibur Community.


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Soulcalibur.fr
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I love you Frenchies :D. Great article.

So things up for disscusion atm would be?:
-the throw Break Damage
-Damage and potential Damage Scaling
-Making Mitsu better?
-How Freaking Cool Maxi looks :D

The only point I have is about the Throw break damage, Ive seen peoples feelings are mixed on this mechanic. Personally I like it but I can see it being a potential issue with high level players. I think the Idea of mittigating the damage when you get an early break or even possibly you only take damage for late throw breaks would be a possible compromise.

Thanks again you lovable frenchies.

-Edit: no Siegfried?
 
I like the detailed write-ups. I do share the mitsu concerns. He seemed very boring/generic throughout play.

I don't mind GI to CE because you're using a lot of meter to pull it off AND you are doing an unsafe read.

Equal speed is a huge concern. I do expect them to fix that later. I laughed at Asta walking the same speed as Natsu.

If Siegfried CE is as bad as the review said it was, then he will be burning meter all day for brave edges.
 
Great info. Still mad GI costs you to use.

Yeah, that is seriously flawd imo.

They said that they didn't really explore JG all that much, but could see it getting easier/easy as the game wore on. Which is exactly my concern. I don't expect issues with JG to pop up when the game comes out initially, I expect it to be an emergent problem that takes a couple weeks to start popping up.

JG will have an extreme impact. Trust me.
 
I can see JG going either way. I know that there wasn't a lot of JG seen in the French videos because it's still a new technique that requires specific timing, but who's to say that the timing won't be easy to learn and it'll render useless a handful of offensive options.

Either way, I do recall that Project Soul was willing to patch this game for balance purposes so there's always that security. However, I do feel that it'd be a wasted effort if JG is nerfed after the games release, so I hope that Project Soul will keep working hard on this new system and the fans will have a balanced and refreshing fighting engine.

One thing I have noticed is that guard crushes (if they're still called those, the things that led to CFs in SCIV) happen more frequently. My hope is that this other system will work as a balance to discourage turtling too.

You're right in that JG could go either way- if JG is easily avoidable/baitable, it could reduce down to a random gimmick, if it can be done consistently on reaction, it could end up being a huge barrier to competitive entry. I don't consider either option all that good. And yeah, I expect JG to have a huge impact, and potentially a game-breaking one- I just hope I'm wrong. I would wait another three months on this game just to have it removed, since my experiences with every fighter I've played (and it's a ton) are screaming at me that nothing good will come of this, and that it's quite possible we'll get something really bad from this.

I'm thinking that one of the reasons Astaroth may seem REALLY good in this version is because they feel like they have to start him a little overpowered because they're trying to pre-adjust for JG wrecking his game.

While I trust that Namco will try to patch, I know they're not going to nerf JG out of existance, so I can see a bunch of clunky workarounds which will hurt the game more instead of fixing the real problem. Sometimes devs just refuse to remove "their" features, even if they're broken.
 
This whole event was awesome and made my week last week (not to mention the melborne stream too!). This message from Tago-san is icing on the cake. At the very least, seeing all this attention and care from the actual developers for the game is something that was completely unthinkable even in 2010!

The character write-ups are also super-detailed and informative, as well as Kayane's impressions.

Thanks Namco/Bandai, French community, Kayane, Melborne scene, Tago-san,Odashima-san, for everything so far. It does feel somewhat like family, I'll say! :)
 
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honestly i think just guard will be a good thing it is litterally the exact same thing as 3rd strike street fighters parry, it only gave you the advantage if you parried a unsafe move with a low recovery speed, now about the GI i really dont know, it takes meter and is suposed to be stronger than in sc4, meaning that you will be able to punish garanteed but still idk if you can be re-GI'd or if your "garanteed punish hits" start off with counter properties idk, another question i have is... will you be able to JG lightning atacks and unblockables, in sc4 you could just guard impact unblockables such as cervantez's pistol shot, but will you be able to JG unblockables or lightning atacks? if someone knows reply

GRACIAS AMIGOS
 
Saying it's the same thing as a 3S parry isn't helping. I consider those horrible.

I'm ok or like all the other changes, it's only JG that I'm worried about- but I'm very worried about it.

I'd like JG if instead of reducing the blocker's recovery, it forced the attacker to wait an additional timeframe before attacking again (they could guard during that timeframe, or move)
 
Kayane, thx for info)
What you guys think about giving 50% of soul gauge to loser when winer needs to win final round? As for me i think it is not good idea, because it "ruins" soul gauge management. Ultras are already rather strong comeback tool, and at this moment the loser gets the advantage.
 
Kayane, thx for info)
What you guys think about giving 50% of soul gauge to loser when winer needs to win final round? As for me i think it is not good idea, because it "ruins" soul gauge management. Ultras are already rather strong comeback tool, and at this moment the loser gets the advantage.
Keep in mind that if the match is brought back to 2-2 the other player gets the same advantage. Comeback mechanics really do make a game more fun to watch, and I think that's what Namco was going for, though they do hurt the game. But this is no where near as bad as Tekken Rage, SFIV Ultra or X-factor, since there's a good chance the other player won't get same advantage since they'll already be dead. All SCIV's comeback mechanic does (we really need a name for it...) is make 3-0s harder.
 
Kayane, thx for info)
What you guys think about giving 50% of soul gauge to loser when winer needs to win final round? As for me i think it is not good idea, because it "ruins" soul gauge management. Ultras are already rather strong comeback tool, and at this moment the loser gets the advantage.
Yeap totally agreed with you, this should be called the SCRUB RULE, YOU LOOSE AND YOU HAVE THE ADVANTAGE, i know noobs and scrubs are loving this new thing.
 
I think Soul Caliber is going into the right direction. These changes force everyone who was comfortable in the previous games to change up their play style. I've always been one to spend hours in the training mode looking for new techs, combos, positive frames, etc.. You get my point. Ultimately what I'm getting at is, everyone will be fresh and new. Therefore everyone will learn from each other. Kayane truly understands the feeling and emotions of those split second decisions. These are what make Soul Caliber what it is today, and this is why i believe the Soul series is right on target.
 
Yeap totally agreed with you, this should be called the SCRUB RULE, YOU LOOSE AND YOU HAVE THE ADVANTAGE, i know noobs and scrubs are loving this new thing.

Yeah, let's just start to call this game Scrub Calibur 5, where being a noob and a scrub is your best weapon.

Nah, seriously, I already said this, you should not be rewarded for being bad at the game, for being predictable, or turtling. Agressiveness, forcing mind games, good defense (stepping, spacing, GI, evading stuff, etc), that's what should be rewarded, not being a scrub.
 
I think the comeback mechanic is NECESSARY in SC5. Looking at how meter is gained and used, think how it would feel if you were beaten to a pulp, and by the 3rd round, you had no meter while the opponent has 2 full bars. If anything, I think the 1 bar bonus for match point is necessary to prevent players who get 2 early rounds from steam rolling someone on round 3 who has no meter left.
 

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