DevilsDisguise
[13] Hero
Sc2 kinda required more brain power~Especially with all those cancels x_x
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Sc2 kinda required more brain power~Especially with all those cancels x_x
i dont really agree with that. i see that now GIs are more a way of forcing your opponent to decide whether to use meter or try to force them to waste it by baiting out a GI. reading your opponent's moves lies more in JGs instead. also, you cant GI out of an NC on hit so i dont see why you would think of it as a combo breaker.SC2 looked like you had to read each other's movements more and counter with move that strike at angles needed to get through the opponent's hits based on knowing your extensive moveset and despite how complicated it seemed people did it. I also considered Gaurd Impact a strategic counter needed for it. SC5 turning them into a meter required combo breaker type functions just as I said takes away from its use as a tool for the skilled.
i honestly think a lot of what you said isnt necessarily a valid pro or con. most of the stuff you brought up they dont HAVE to go in a certain direction in order to do. bringing back the old GI (which im certainly not in favor of doing) they dont have to make sc6 or soul edge 2 or a whole reboot in order to bring that back, they can do that in any title. also, people's mains returning, some people would also lose their mains. peole who started with SC5 and mained ZWEI, pat, viola or something like that would also lose theirs, even so, they can put their moveset into a different character in order to have them return. it was all just an issue of time if feel why some people lost their mains. they just legitimately didnt have time to put this game out. personally, i feel that they should come out with a soul calibur 5: dark resurrection type thing where it would continue the story, add more single and multiplayer player modes such as one a la weapon master mode or conquest mode, team battle and all sorts of bullshit there used to be, flesh out characters and fix up all this god damn viola drama, add in old fighting styles and add a few new ones, and add more CAS options and such.a bunch of pros and cons.
GI in this game are rather irritating in the way the cover high, mid and low simultaneously. I find them particularly irritating if I am playing Maxi and they use it to kill my stance mix-ups (yes I know I can loop further and I do sometimes but it is risky as fuck).i dont really agree with that. i see that now GIs are more a way of forcing your opponent to decide whether to use meter or try to force them to waste it by baiting out a GI. reading your opponent's moves lies more in JGs instead. also, you cant GI out of an NC on hit so i dont see why you would think of it as a combo breaker.
GI in this game are rather irritating in the way the cover high, mid and low simultaneously. I find them particularly irritating if I am playing Maxi and they use it to kill my stance mix-ups (yes I know I can loop further and I do sometimes but it is risky as fuck).
"Cough cough" Patroklos makes the meter back after a guard impact "cough".sure it is annoying but if it uses meter it's not for free, i dont see anything wrong with that. kind of like how in arcana heart 3 you can use meter to punish moves that would normally be safe.
i honestly find that to be more of a character flaw than a game system flaw. also something that i've felt should be patched along with the range of his CE's ring out. the general idea of it i dont see a problem with. if that combo didnt give you as much meter i dont think it would be an issue. also, off the top of my head this is the only example of free GIs that i can think of."Cough cough" Patroklos makes the meter back after a guard impact "cough".
Even if it is thought to be needed to be patched out unfortunately it is still there and it still annoys me. Mitsu annoys me with his retarded 4B but ignoring it just lets me get smacked in the face lol.i honestly find that to be more of a character flaw than a game system flaw. also something that i've felt should be patched along with the range of his CE's ring out. the general idea of it i dont see a problem with. if that combo didnt give you as much meter i dont think it would be an issue. also, off the top of my head this is the only example of free GIs that i can think of.
Even if it is thought to be needed to be patched out unfortunately it is still there and it still annoys me. Mitsu annoys me with his retarded 4B but ignoring it just lets me get smacked in the face lol.
But yes I see your point. I'm just getting more irritated with this just guard system being to "safe/risk-free" which makes me begin to want the old GI system back.
Yes that is better because you can punish a whiffed impact in every game but you can't punish a just guard it's a bit irritating when people just keep guessing with it. And yes I know to grab but it's hard when your grabs do shit damage and your opponent is good at grab breaks.personally, i think there should be a window where you cant block after attempting a JG so its less safe/risk-free and then we can start going on with more mind games in baiting out JGs and such, now that would be fucking awesome.
In sc2 Nightmare and Siegfried was the same character. Now his moves are split between the two of them.And holy crap Nightmare had some stance moves I had forgotten about.
Well yeah you're right, but most of the characters lost moves. Splitting the character in 2 wasn't necessarily the reason for this reduction, as they both got new stuff in sc3In sc2 Nightmare and Siegfried was the same character. Now his moves are split between the two of them.
SC2 looked like you had to read each other's movements more and counter with move that strike at angles needed to get through the opponent's hits based on knowing your extensive moveset and despite how complicated it seemed people did it. I also considered Gaurd Impact a strategic counter needed for it. SC5 turning them into a meter required combo breaker type functions just as I said takes away from its use as a tool for the skilled.
Anyone here play Blazblue Continuuum Shift? Well there's an extensive tutorial mode that covers basic offensive and defensive strategies, meter use and advanced game mechanics as well as strategies for specific characters. I know it might be a little much to ask for at this point, but I hope in the next iteration of SC, there's a tutorial mode that covers stuff like basic strategy, what frame advantage is, etc. I think it could help ease new players into the game and garner more support from the casual crowd. It might even help some casuals cross over to the hardcore scene.
TBH I wish the movesets were a little longer for some of the characters. It just seems like with the shorter move lists, and the way combo's work in this game, it really has come down everyone playing almost the same way. We all use the same setups, the same combos, and stick to the same BnB moves.
not being able to block after a failed JG is like whiffing a GI. you might as well remove JG all together of thats how you want it. i say remove JG and keep the GI system like it is now.
OMG! Absolutely this!i feel that this is part of the reason why a lot of people said fuck it after the first month. people dont want to figure out on their own basic strategies and bullshit coming from 2d to 3d, especially because right now 2d games are MUCH more popular than 3d.
This is for any fighting game, each person SHOULD have their own interpretation of a move list. people are just less creative because they see something that they know is good and stick with it instead of looking for stuff that people have never seen before. there are so many people trying to copy what their favorite player does verbatim instead of developing their own style.
Longer lists = More skill required = better players = better matches.More moves=more options=more creativity.
Having too few moves to choose from just makes you predictable, NOT creative.
Think of spamming but on a lesser scale.