Soul Calibur 6 Discussion

Status
Not open for further replies.
Keep the meter. It adds strategical decisions to a primarily tactical game.
We dont need it, SC used to already be tactical and exciting when skilled players could have GI struggles based on reflect not turtling. The stragical decisions came out of the execution and move chaining.
 
We dont need it, SC used to already be tactical and exciting when skilled players could have GI struggles based on reflect not turtling. The stragical decisions came out of the execution and move chaining.
In SCV you can't block forever because of guard breaks. In older SC games there is literally no consequence for blocking mix ups, on top of being able to sidestep and guard at the same time. I don't see how SCV rewards turtling more than the prequels. GI is also more useful in this game because of meter management and it being able to work on all hit levels.

EDIT: When is say no consequence I am not including + on block moves since they exist in SCV also
 
Last edited:
Meter is most likely here to stay simply because a lot of other big-name fighter franchises uses them and its almost unusual to not have "super moves".

I'm expecting jG to change though (as the superior meterless blocking alternative).
 
I am pretty neutral about it.
If stays good I don't mind, if it goes then what to do about.
But to be sincere I am part of a minority that liked Soul Calibur IV Soul Gauge system, most likely because in Broken Destiny it received some changes, ones that made CE comes more smoothly and the armor break more strategical.
 
I like because of the brave edges, but the feter and CE feel gimmicky. This is probably the reason the move lists were cut in half. Most of the combos I used to do, can now only be done with meter. They're just sort of tacked on and it feels very much like a 2D fighter. Sure, I love 2D fighters, but they don't belong in a 3D game. I didn't like the idea of it initially, at all. Especially the CEs. I thought they'd detract from the momentum of gameplay.
 
Last edited:
I didn't really like the idea that PS removed plenty of moves from the command list for each character in SCV (I'm sure a lot of us felt that way). Sure people got over it, but it was kind of wasteful removing attacks from previous games after already being created. That's just me lol
 
I don't know about you guys, but I don't mind the GIs costing meter. I have no idea what people like about reGIs when there was nothing good about them in the first place. All they did was ruin the flow of the game. If there's one thing I dislike about meter cost, though, is each GI costing 50%. 25% would have been enough.

I also don't mind about the movelist reduction from SCIV either. About 50% of the moves from each character was either useless or just not a good idea to use. Ivy had a HUGE number of moves in SCIV, but less than half were any good. Those moves were probably good for combo demonstrations, but they would be impractical in an actual fight. Plus, even with a reduced moveset, you can use a lot of the move given in SCV, unlike in SCIV.

There's nothing wrong with the meter system or the move list reduction. People just don't like change.
 
I don't know about you guys, but I don't mind the GIs costing meter. I have no idea what people like about reGIs when there was nothing good about them in the first place. All they did was ruin the flow of the game. If there's one thing I dislike about meter cost, though, is each GI costing 50%. 25% would have been enough.

GIes were put in place in the first place specifically TO disrupt the flow of the opponent. Nothing good about a reGI? Are we playing the same game?

I also don't mind about the movelist reduction from SCIV either. About 50% of the moves from each character was either useless or just not a good idea to use. Ivy had a HUGE number of moves in SCIV, but less than half were any good. Those moves were probably good for combo demonstrations, but they would be impractical in an actual fight. Plus, even with a reduced moveset, you can use a lot of the move given in SCV, unlike in SCIV.

There's nothing wrong with the meter system or the move list reduction. People just don't like change.

Nothing wrong with movelist reduction? Seriously? SC2 HD will be a strange experience for you.
 
GIes were put in place in the first place specifically TO disrupt the flow of the opponent. Nothing good about a reGI? Are we playing the same game?

I talking about GI -> reGI -> reGI -> reGI -> reGI x10. THAT wasn't needed, so I'm satisfied with the meter cost.

Nothing wrong with movelist reduction? Seriously? SC2 HD will be a strange experience for you.

I've already talked about SCIV having assess moves that were rendered useless. The same could be applied to SCII
 
I talking about GI -> reGI -> reGI -> reGI -> reGI x10. THAT wasn't needed, so I'm satisfied with the meter cost.

Only nobodies or scrubs get into prolonged GI battles. Top player GI battles last one~three GI'es TOPS and it's intense as shit when it happens.

I've already talked about SCIV having assess moves that were rendered useless. The same could be applied to SCII

Except they've taken MORE than the "ass" moves out of the game. NM no longer has proper 33A paddle (where he can choose where to paddle to RO), Raph crouch dash gone, Natsu/Taki WL A etc. etc. Leave the moves in and let every one decide what is ass and not because it's not at all like they've just taken the weaker moves out.
 
Only nobodies or scrubs get into prolonged GI battles. Top player GI battles last one~three GI'es TOPS and it's intense as shit when it happens.

WHO does the constant reGIs, top players or scrubs, isn't important. It's the fact they existed in the game and how easy they can be to start.
Except they've taken MORE than the "ass" moves out of the game. NM no longer has proper 33A paddle (where he can choose where to paddle to RO), Raph crouch dash gone, Natsu/Taki WL A etc. etc. Leave the moves in and let every one decide what is ass and not because it's not at all like they've just taken the weaker moves out.

They're not going to leave in only the good moves. If they tried to make every character as flawless as possible, there would be potential balance issues.
 
Status
Not open for further replies.
Back
Top Bottom