Difficulty of Soul Crush

AM64

[09] Warrior
Do you think Soul Crushes are too easy or too hard to get? Back when SCIV first came out, I could usually manage to get a SC every 2 matches, depending on who I was playing as. I always thought this was far too much. Depending on the character (I'm looking at you, Lizardman), sometimes it was actually far easier to go for the CF than to just KO them outright. Hell, I don't think it's was even possible for a non-brain dead player with Sophie to not get her opponents in the red at least once in 3 rounds. Then, 1.03 came along. I swear, since that patch, I can count the number of CFs I've seen on one hand. This strikes me as far too rare an occurrence. It seems like now, you have to either be really lucky (one of my CFs came inexplicably after only one use of X's 11BA after the opponent's gauge was flashing red) or be fighting a diehard turtle. There has to be a happy medium between the two extremes. CFs shouldn't be easy to do, but they shouldn't be as rare as the Cubs winning the World Series, either.

What are your experiences with Soul Crush? Do you think they happen enough, or would you like to see future patches change their occurrence?
 
I agree... I think the changes made to the Soul Gauge suck... But playing online isnt really a good test because no one ever blocks much... I would have to play some more offline matches to truly see if this patch has ruined CF's for everyone....

I personally would like to see more CF's usually if your in the red flashing your about to lose the match anyways, Plus its just one round... its not like its match breaking or something... Ring Outs end matches way faster than CF's....
 
i havent been soul crushed since the patch... either that or its happened so few times that i can't remember. i have soul crushed a few people when i have really really tried and GI'ed a lot but still Cf's are rare for me now.

pre patch i was getting people flashing red within 2 rounds and people could quite easily do the same to me.

i did think certain pressure orientated chars had to be toned down because of the nature of them and it made their normal game even more effective. i did prefer the old system better and it could have been really good with some adjustments rather than a general nerf

now it feels like its there just to stop people turtling though they can recover really easily whereas before getting a Cf was more of a tactic... perhaps that was their original intention but like i said, i prefer the old way :p
 
It does seem a bit extreme to me as well. Even when you get people flashing red it takes FOREVER to actually break them. I think that maybe more specific nerfs (rather than dropping everyone's capabilities across the board) would've been a better idea.
 
I really loved the CF system (not necessarily the presentation). I totally doubted the decision to implement them into SC when I first heard about it, but it turned out to be a really solid system. It dealt with the idea of turtling and also discouraged the 'block and punish' way of playing quite a bit as well as encouraging the use of GI. I agree with everyone saying that characters with overpowered CF games (characters that are already really solid even without CF) should've been nerfed as opposed to nerfs across the board--balancing CF added another nice level of depth to the system and it's sad to hear that it doesn't have much of a presence any more (I still have 1.02).
 
I haven't had any problems with Mi-na, but it seems almost every other character has difficulty with CFs. The only other character I managed to do it with was Kilik, and that took a LONG time, even after I focused on big moves.
 
never been CF'd and never done a CF. Matches always end to quick and I agree w/ above about the ROs far easier to setup.
 
Ultimately, Soul Crush seems just important enough to punish turtle play, but not much more than that. I think that's kind of a good thing since lag whiffs your GIs a lot, and discouraging blocking in general seems kinda stupid. It could do with being a little shorter, but I'd rather have the gauge be too big than too small.
 
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