Party Wolf
Administrator
Yeah definitely sucks haha. Especially against Viola.I just wish I was better at guessing 50/50 :( for me it's like a 75/25 in the other guys favor.
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Yeah definitely sucks haha. Especially against Viola.I just wish I was better at guessing 50/50 :( for me it's like a 75/25 in the other guys favor.
I'LL ACCEPT THIS CHALLENGE.That's an easy thing to say as long as you don't explain yourself and prefer insulting people to making a point.
Maybe you'd like to explain why it's "plain wrong"?
weshookhands said:This approach of cutting down movesets is anything but enhancing the strategical aspect of SC.
weshookhands said:Because, well, I don't even know how to explain...see, if you had just A, B, K and G (no A+B, B+K, no throws, no directional inputs, let's say bordering DK) you'd have three options of attacking. The opponent would know that that's all he'll have to deal with, pick up your possibilities rather quickly and adjust to them.
You mean you don't use Raph 4B+K Xiba 3K Damp 6B BE or ZWEI? This is something only a spammer would say imo. Learn the game, every move has a use and Link was top in SCII because he had unblockable bombs.Edit: I'm removing this because I realize that someone that actually thinks using the entire movelists in SC2 equals good game strategy simply can't be reasoned with.
Critical Edges in this game are a refinement of the CEs from Soul Blade, which were more like Tekken's 10 hit combos than anything. The most common complaint about them is the startup invulnerability that occurs a few frames before each CE begins its flash and active frames, which can lead to "frame exceptions" where an i13 CE would beat out an i13 2A when initiated at -2. I'm in favor of the kinds of mindgames this introduces, however, especially toward the end of matches where every bit of damage counts and a reversal CE at -2 can be game-deciding.Personally I'd prefer if SC went back to SC3 style with no meter and such. But if meter and guard crushes are here to stay I'd like them to be improved and refined.
Have you even played VF5: FS? It's training mode actually tells you what strategies you can use involving matchups and even explaining the gameplay system itself. VF4: Evo also elaborated on that. They also show what other options you could use if the move is either blocked or the opponent ducks under it.Yep. VF is a game of no options or thought. No strategy.
No man. One extra button means deeper game.Have you even played VF5: FS? It's training mode actually tells you what strategies you can use involving matchups and even explaining the gameplay system itself. VF4: Evo also elaborated on that. They also show what other options you could use if the move is either blocked or the opponent ducks under it.
As much as I like SCV, the most it did show were top moves/combos you could use against your opponents, and some properties, such as its safety. Everything else, including defense against your opponent's top moves, you had to do on your own.
Now, you mentioned that you can throw out a less commonly used move with bad properties to confuse an opponent, but like P Wolf mentioned a good player as already accounted for your gimmicks,
Agreed. Each iteration of the soul series is generally much more "experimental" and aims not necessarily for nostalgia but a genuine attempt to improve gameplay by introducing new elements. The smallest change is likely SC2 to SC3 because they probably focused on CAS and that strange 1p mode.the way that meter gain does not scale in longer combos, leads to absurd amounts of meter gain.
I'll again be focusing on Xianghua because that's one of the movesets I know best. Gameplay mechanics and movesets are not the same, I agree. To me though, they go hand in hand.SNIP
Edit: I'm removing this because I realize that someone that actually thinks using the entire movelists in SC2 equals good game strategy simply can't be reasoned with.
Reduction of options equals reduction of mindgame potential equals reduction of strategies. On the other hand, you can have shitty strategy despite large amounts of options, true.
Maybe you got my point wrong in the first place. I'm no advocate of unlimited options. But I favour many options over very few options. Maybe we should bring this thread back on topic and take it to PM.snip
Gameplay mechanics and movesets are not the same, I agree. To me though, they go hand in hand.