Silencer
[09] Warrior
Mitsurugi
-2B+K B (full moon death / slash), add small amount of tracking to both sides
-2B+K B (full moon death / slash), add small amount of tracking to both sides
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Xiba is one of the of characters I have a lot of experience against. His damage is crazy and I must say he causes me to rage a lot. However...Xiba 3B...
The real problem is the damage, that are some combo that are just insane, for example the combo vs big character after 66[k], too much damage in my opinion. Another problem is in the wake up situation, there are a lot of setup where you are forced to block this move and the fact that it breaks the guard in 6 is too much. I think the character overall is really really good, maybe not as strong as other characters like Algol, Viola or Mitu, but really really good. I think nerfing the damage, guard bust a little, and 66k BE would be fair.Astaroth 22B is not even an issue. you can step it you can JG it, its not a viable spacing tool. its seldom used as a wakeup tool except BE version when they're flashing. This looks like a totally minor nerf that doesnt make any sense to me.
This. 100% this.snip.
There is nothing top notch about an i19-i24 CE for 93 dmg. Rather bad.-Sieg...top notch CE
-Dampierre half bar combos, he lacks some basic stuff like a good anti step for instance, but he moves better than 90% of the cast, so evading is not a problem to him, and having a half bar whiff punishment is just not fair, I can imagine someone like Omega using him, forcing your ass to crouch and getting half bar combos... He already does that with Night, he needs 3 combos, now he would only need 2.
The JF kicks ain't as hard as other jfs, so that is not an argue, I have a 5 vids proving that someone who mains him, can get those 90% of the time. I know most people in Europe don't even know a thing about damp, same happened with SW chars (I know is different), but well, I'm just saying that thing is broken not asking or looking followers on this.
That's it for now...
There is nothing top notch about an i19-i24 CE for 93 dmg. Rather bad.
Now to adress some NoFaceKiller stuff:
Mitsu 4B I dont know what you mean by "commitment", but 4B is actually more commiting to opponent if he wants to punish it. If you step, or dash, you cannot JG in time b/c game considers block press. So you have to step or dash w/o block. Or stay Guarding. Or 8wrunning. 4B is just super lame. It is safe, evades like no tomorrow, tracks 100%, deals most damage out of 4B-like moves, grants free wakeup on hit. And you think its only trouble is wallcombos? Really?
Astaroth 22B is not even an issue. you can step it you can JG it, its not a viable spacing tool. its seldom used as a wakeup tool except BE version when they're flashing. This looks like a totally minor nerf that doesnt make any sense to me.
Orverall it seems you have a completely different view on the game from most ppl here.
Btw added you to the list.
Well it can be heavily punished (-25 to -18, no pushback) but i think you are referring to its pseudo safeness when used on long range, then it is quite safe against short ranged chars. The thing about his CE though is, outside of combos (where scaling hits it pretty hard), you will be only using it as a long range whiffpunish and that doesn't come up very often except against few other long range chars like Astaroth and NM. Considering that you do play Asta, i can understand your dislike for it though.Right, because you can punish that really bad right?, also, it doesn't reach far enough, and definitively can't be used in combos, yeah, it sux.
Seriously, I'm not saying is broken, is one of the best IMO if used as it should, but I'm tired to argue, I'm just saying what I see, when you play with the players I play regulary, you would understand.
I agree 100%. Most if not all character in this game have 75% damage combo.I think they should lower the damage output in general.
And,
Add the free Critical Gauge when the opponent has 2 rounds and that's Soul Calibur V.
A situation where Algol is 2 round to 1 meens he will have for sure 200% gauge for the 5th and final round. And as an opponent, you'll probably have to use some of your gauge to win the 4th round before to be able to go to this final 5th round. So, you'll end with 200% gauge vs 0% to 100% gauge. Any single combo from Algol will basically won this final round, with limited chance to come back for you (2 or 3 mind game to win to do so).
Is this really SoulCalibur ? Did this free 100% gauge REALLY NEEDED for the last round ?
I always wondered, instead of an overall damage nerf, wouldn't it be much easier to just raise all chars health?The overall damage nerf - I fully agree, very much needed. However I dont think thats ever happening, same as CE meter gain nerf. The reasons have no connection to this topic, so I will not discuss them and ask that you dont either.
I will mention overall damage nerf in the next update.
Personally I'd love damage numbers and combos back to what they were in sc2.
Cervantes
- Cervy aB - more unsafety, less pushback on hit and block. Suggested by Maxou, Hyrul and JustinAkaski. I also concur to their arguements on this move. I feel that -22 is too much, though. -19 and less pushback would mean launcher punishable by every character in the game. At the same time this move will keep at least some measure at range.
- Reduced damage off 1AB CH by 10 pts
- Added unsafety to 3B (-15)