Meter or Soul charge

i don't get why people like soul charge over meter so much. meter just seems more useful with CEs, BEs, and GIs, compared to the advantages of SC
 
Soul Charge was pretty cool when you found ways on how to use it effectively. As far as meter goes, I only like it for the Brave Edge combos. I don't care for Critical Edge though. And I hope that they make GI it's own thing again instead of it using meter.
 
I don't really have anything against a meter system but I don't like what they used it for in the last game. SC doesn't need super moves and if they're gonna have them I think they should take skill to use like in Soul Edge and they should happen in real time. I don't wanna be watching a cutscene in the middle of a fight. Also I don't like guard impacts being tied to the meter. I'd rather be able to use it any time like before. The only other thing they could really use the meter for is to allow for more powerful versions of normal attacks and I doubt they would want to take the time adding a meter system in the game just for that alone.
 
The more challenging the game is,the more challenging it is to overcome your opponent.

i disagree with this. execution barriers leave more room for human error which there will be plenty of times where your opponent will drop combos or get bad inputs. it balances out in the end.

with that being said i think both soul charge and meter are pretty cool and either one would be fine with me
 
The more challenging the game is,the more challenging it is to overcome your opponent.

there's quite a few things wrong with this...but the main argument is that I don't want to fight with the games mechanics or tight inputs...if I drop something I want to be entirely my fault and not because of silly 1 frame inputs which are all around the board...KOF is one of those examples where everything feels like a 1-frame input just to confirm into doing basic combos...then doing a complete 180 and making the buffer system WAY too lenient which I could do a 236 motion 5 years ago and have the game still read it and give me an unwanted super the next time I input a 236 motion
 
I personally like meter more than Soul Charge. BEs are best used for meter, but CE is only really useful depending on the character and what situation you're in.
I did see a few posts regarding GIs and I do like the old GIs better before SC5. Seriously, spending half a meter on GI just to get somebody off your back is ridiculous, considering the watered-down movelists and the limited options for offense and defense. I apologize if this is slightly off-topic (but it is related to meter) but to improve GIs in SC5, they could have made GIs:

- Cost 1/4 of a meter
- Instead of an all-purpose low-mid-high GI, you could still have
+ 4A+B+K for highs and mids
+ OR something like 1A+B+K for mids and lows
- Reduce frames after impact for faster reactions.

The Soul Charges nevertheless looked pretty and had a lot of aspects that looked great on paper (length of charging, NHs turned into CHs, guard-breaks, etc.), but the addition of meter was an excellent idea for extending combos.
 
I personally like meter more than Soul Charge. BEs are best used for meter, but CE is only really useful depending on the character and what situation you're in.
I did see a few posts regarding GIs and I do like the old GIs better before SC5. Seriously, spending half a meter on GI just to get somebody off your back is ridiculous, considering the watered-down movelists and the limited options for offense and defense. I apologize if this is slightly off-topic (but it is related to meter) but to improve GIs in SC5, they could have made GIs:

- Cost 1/4 of a meter
- Instead of an all-purpose low-mid-high GI, you could still have
+ 4A+B+K for highs and mids
+ OR something like 1A+B+K for mids and lows
- Reduce frames after impact for faster reactions.

The Soul Charges nevertheless looked pretty and had a lot of aspects that looked great on paper (length of charging, NHs turned into CHs, guard-breaks, etc.), but the addition of meter was an excellent idea for extending combos.
THE MOVE LISTS WERE REDUCED BECAUSE MANY MOVES WERE REDUNDANT/NEEDLESS IN TERMS OF UTILITY AND PRACTICALITY. THERE WAS LITERALLY NO REASON TO USE CERTAIN MOVES WHEN OTHER ONES DID EITHER THE SAME THING OR DID IT BETTER. THIS MEANS THEY HAD LITTLE DEPTH TO BEGIN WITH.

LIMITED OPTIONS FOR OFFENSE/DEFENSE SEEMS HIGHLY SUBJECTIVE. IN GENERAL, THERE IS A CLEAR COUNTER FOR EVERY TYPE OF MOVE. AND, IN REGARDS TO UNPREDICTABILITY, JUST THE FACT THAT PLAYERS THROUGHOUT THE HISTORY OF SOULCALIBUR HAVE MANAGED TO WIN CONSISTENTLY AGAINST THE SAME PLAYERS IN THE SAME MATCHUPS MEANS THEY HAD ENOUGH OPTIONS TO BE UNPREDICTABLE WITH, EVEN IF ONLY WITH A SMALL RANGE OF MOVES.

WITH GUARD IMPACT, THE CURRENT VERSION IS MORE REWARDING THAN IT WAS PREVIOUSLY. GUARD IMPACT NOW IS BY NO MEANS WORSE IN TERMS OF EFFECTIVENESS.

SOUL CHARGE WAS ONLY NOTICEABLY GOOD FOR LEVEL 1 CHARGERS. OTHERWISE, I DO NOT THINK SOUL CHARGE SHOULD BE COMPARED WITH METER. METER IS USEFUL IN MANY WAYS.
 
Someone earlier brought up that the 2 aren't mutually exclusive. So I am kinda missing the point of this thread.
 
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