I have a idea:what if there wa s a soulcalibur history(like tekken tag ) game

do you want Soulcalibur: history

  • Yes

    Votes: 3 27.3%
  • No

    Votes: 5 45.5%
  • Undecided

    Votes: 3 27.3%

  • Total voters
    11
I have a idea:what if there wa s a soulcalibur history(like tekken tag ) ga

1. If you guys can't have a discussion without attacking each other, then the thread will be locked.

2. Instead of bringing back every character, I would rather see advancement in the story line and introduce some new characters into the mix while getting rid of the guest, and bonus characters. It would be nice to get rid of custom characters but that ain't happening.

3. I'm not opposed to bringing back old characters. Plus it could please casual fans of the game, but on a tournament level, there's nobody that I'm dying to see back in the game except for maybe Olcadan.

4. If anything is going to happen, it will be in a new SC game. You're not going to see them work on some updated rehash of an older game.

5. The offline component in SC4 was pretty lacking. I would like to see team battle and survival make a return, and some meaningful offline mode that I would actually play that goes beyond the standard move character here-fight some people-earn money-buy crap-move to other places-repeat ad nauseum formula.

6. One thing SC4 is not is Tekken. The roots of the game came from Tekken and SC2 is probably as close to Tekken as you can get and why so many Tekken fans love that game, especially since T4 was butt. There's things I would take from SC2, but SC2 is boring and I am glad that SC4 is nothing like it.
 
I have a idea:what if there wa s a soulcalibur history(like tekken tag ) ga

I gotta chime in on the Tekken and SC are COMPLETELY DIFFERENT. SC doesn't revolve around juggles and the addition of weapons adds a completely different aspect to the game since ranges become a lot more complex and force a constant flux in options beyond just run back into range or wait for them to approach you. Tekken I often refer to as a 2D game with a step and 3D graphics since it doesn't use the Z-axis nearly as much as SC does. Tekken is more of a hybrid of 2D and 3D elements by comparison.
 
I have a idea:what if there wa s a soulcalibur history(like tekken tag ) ga

Madnis

Don't misunderstand, I'm not trying to offend you or anything when I say just don't play the game. I mean you come in here and say oh don't make another one, I hate it, etc etc, I'm saying plenty of people like the game let them enjoy it. If another one is made no one will force you to play. Like I personally am not big on the Tekken series so I simply don't play it rather than going on about how they should end the series because I don't like it.

And extended combos exist in many games, street fighter, blaze blue, mortal kombat, tekken, marvel vs capcom, DOA and many more. That's just how things are when you get to the competitive level of fighting games. And actually just to point out combos and just frames were in the series before sc4 they just didn't use the white flash. Also some of the game play elements you listed are actually still in the game. The games truly are very different but if you look at it to generally you'd think all fighting games are the same but they really aren't.

firstly, i'm not offended. I appreciate your concern, but discussions on the internet rarely offend me. it's something i rather enjoy. trolling or not. i see it as just a fun distraction from my work so say what you want.

to address your first paragraph, I'm not saying other people shouldn't enjoy it either. if you enjoy the game, that's you entirely. yes, i am of the mind that this franchise should die, not because people don't enjoy it, but because the game is steadily losing its own identity with each new version of the game. and from what i understand, the original producer for soul calibur left namco bandai around the time sc 2 ended and sc3 began. with that said, with someone new behind the game changing ideas and trying to evolve the game as he sees fit, what's the point of maintaining an already changing game? it would be the same as if they started fresh under a brand new franchise. only difference would basically be the name. and again,

I don't hate soul calibur 4.

I do hate soul calibur 3 however. i just don't have as much fun with sc4 as i did with 2. in the end, that's the point of a game. to be fun. it's not as fun for me anymore. I'll still dabble in it. when my click pops in the game, i'm not going to be OH LORD THIS TRASH. (i do that with sc3 and then i play my psp). having said that, if they make a new game, i'll dabble with it. i'm not going to out and buy the game, but if someone pops it in the ps3 i won't object to it.

to talk about your second paragraph,

I'm well aware of extended combos and juggles and their association with other fighters. yes every arcade fighter has them. (even soul calibur 2 had them) problem I see with sc4 is that i feel it places a slight emphasis on combos. there are times when i'm playin a friend and i find myself idly watching the screen as i see a combo playout and i'm simply staring at the screen waiting for the combo to end.

you can say, oh well he's just a scrub. and i'm fine with that. for the most part, most people on these boards are scrubs that wouldn't stand a flipping chance in nationals or even simple tournies like Vtyme (need to bring that back) or FR. meanwhile, (to hit a tangent on topic) these just frame attacks are paralyzing me. 윤성 repeatedly doing a just frame hop kick to get a stun only to see a tekkenesque combo come from it if i get hit. courtesy of the player 성철 for showing me that.. yes, you can tell me high level play consists more of pokes but in reality, it's just all set up. when there's an opportunity for free damage, every player goes for it. just like glitches and the sort. when people know it exists, people strive to learn it so they can abuse it.

yes, just frames were in SC2. but there are way too many just frame attacks in sc4 that allow an extension of a combo to give more free damage. i can see the other side of the coin as to why this should be in the game, but i just can't bring myself to agree with it.

i hate those words, free damage. i also despise clones. One thing i have to admit is that i haven't really seen two people play the same character a like, but the general idea in the gameplay is what really kills it for me in this game, i really believe this. think about it, spacing yourself to set up a stun attack to work in the combo screams tekken to me. tekken = spacing and timing between your opponent's fuck ups and getting him to whiff an attack, poke to agitate opponent into fucking up so he can whiff an attack, launch. combo. rince repeat. soul calibur (my expeirence from playing these korean players), spacing and using your environment to get around your opponent to set up a CH stun. landing a CH stun. hitting him another hit and ending it so that it goes into another type of stun, another hit that finishes with a JF attack for the combo. granted, it doesn't happen as frequently as it does in tekken. but it does happen. meanwhile inbetween that, you poke and prod your opponent enough to agitate him for a fuck up so you can get a nother CH stun. that doesn't seem like tekken to you? well it does for me.

now i know there are going to be dumb fucks out there who see this as a long ass tirade about how madnis hates soul calibur and all this other bull shit, but i'm hoping you don't.

i'm far from hating soul calibur. i truly believe the game is losing its identity. they considerably dropped the move list and the variables attached to them. you can't do nowhere near as much as you could with two, some see that as a good thing, i only see that as bad. because the game just feels like its limiting itself. i understand not everyone sees it as i do. that's fine and dandy. but if the next game does come out and places even more emphasis on combos... i wonder how people will react? probably as if not a damn thing changed. if it turns out more open ended i'll happily eat my words and chew on my foot. but i have a feeling, that if a new sc comes out.. it'll play a lot more like tekken. and sc fans will be nothing but blind to it.

tekken with weapons. i stand by that.

i'll address the other fuckers when i get back from lunch.

edit: read the other posts and found they're just reiterrating how tekken isn't soul calibur. isn't really offering new to the table.

again, you dig deeper of course you're going to find differences between the games. and when you see too generally you'll see them as all the same. (referring to arcade fighters here not just tekken and soul calibur.) but looking at how these two games are developed. where they're developed and who they're developed by, of course ideas are going to be shared even if they're made by two different teams.

even in the business side of things you can see how soul calibur is becoming tekken with weapons.
see... tekken is a successful franchise. far more successful then soul calibur. so in a production view, you're going to try to emulate that as close as you can simply because one of them is considered a success. while the other is more of a niche market. seeing how Hararda has a role in soul calibur 4, you can see his influences pretty clearly. especially when it comes to the combos and how the core game is basically similar to tekkens. set up for stun. free damage, combo. YAY! you can say it's not all you like, but my mind is more or less made up. it's not changing. (hard headed have to feel it to believe it.)

anywho, this is all opinions so it's a fun discussion. it's all love by the way so when i cuss you all out it's not out of hatred or anger or resentment. madnis is all about love. it's love. love. it's all love.
 
I have a idea:what if there wa s a soulcalibur history(like tekken tag ) ga

ummm wow...ok where to begin...

Free damage. EVERY FIGHTER has free damage IF you do something incorrect that leaves an opportunity for it. In this game you have a lot of safe moves and a lot of unsafe moves and it's up to you to get into the mind of an opponent and gauge when to use each one to avoid "free damage". You shouldn't be using unsafe moves unless you really think you have the opponent down and you don't fear "free damage" coming back at you.

Really your whole argument would literally encompass every fighter based on your definition of Tekken.

I really don't think your educated on this games or any other fighting games mechanics based on your theories. You seem to be missing 101 concepts. I don't think anyone who plays this games at a decent level would ever compare Tekken And SC. They're VERY VERY different.

Also something leads me to believe you don't know how to shake stuns.

If anything I would like to see more diversity in combos in the next game. I want more options to reset advantage on a standing opponent, controller their location, maybe even force SG damage blocking.
 
I have a idea:what if there wa s a soulcalibur history(like tekken tag ) ga

ummm wow...ok where to begin...

Free damage. EVERY FIGHTER has free damage IF you do something incorrect that leaves an opportunity for it. In this game you have a lot of safe moves and a lot of unsafe moves and it's up to you to get into the mind of an opponent and gauge when to use each one to avoid "free damage". You shouldn't be using unsafe moves unless you really think you have the opponent down and you don't fear "free damage" coming back at you.

Really your whole argument would literally encompass every fighter based on your definition of Tekken.

I really don't think your educated on this games or any other fighting games mechanics based on your theories. You seem to be missing 101 concepts. I don't think anyone who plays this games at a decent level would ever compare Tekken And SC. They're VERY VERY different.

Also something leads me to believe you don't know how to shake stuns.

If anything I would like to see more diversity in combos in the next game. I want more options to reset advantage on a standing opponent, controller their location, maybe even force SG damage blocking.

can i roll my eyes? i think i will.

free damage is given in every game. got it and been understood. amount of free damage... not so much. learning what's safe vs unsafe is all about your experience and how much you know your character and i more or less agree with you. and yes it encompasses just about every fighting game you can think of. that doesn't make each and every single game tekken. every game has it's own thing that makes it separate. thing with soul calibur? its more or less losing its own identity and changing into a completely different game and only staying the same in name only.

you tell me they're very very different on a decent level. but from videos i've seen. matches i've played. and the people i play against.. tell me otherwise. basically based on my experience.

here's my thing, if and when the new game comes out, and the combos become longer and prettier to look at and it more or less places an emphasis on these combos... will you say, okay.. slightly more like tekken and admit that soul calibur is becoming tekken with weapons, or will you be stubborn and still think they're completely different.

what would i like to see in a new SC? how about more options with the movelist. how about some attacks that can be delayed or feinting entirely. how about upping the general speed of the game?

but you're right. i'm a scrub at this game. don't play this game at tourney standard at all so i don't know shit about what i'm talkin about and just speakin out the ass. your general message has been recieved fanny.

now, until someone comes up to me and tells me exactly how soul calibur isn't similar to tekken i'm still not sold on your idea. i've said it how i see it. and all i get in return is a general, "tekken isn't soul calibur". and "madnis is a scrub that doesn't know shit about what he's talkin about." message recieved.
 
I have a idea:what if there wa s a soulcalibur history(like tekken tag ) ga

The game has tons of options...more than any fighter i can think of.

Each character has an arsenal of attacks for specific safety, damage potential, frame trapping, mind games, set ups, feints, range, SG dmg, UB, GB etc... The weapons give an added element of space control that allows for extreme degrees of each trait and several mixes giving players a lot of variety to pull from. Look at Ivy, I don't see ANY high level Ivy even looking similar in play style...online sure...but offline competitive, no. Players find so much variety with her, that you see very different play styles form that are all valid unlike other games that promote take a narrow character and just being the best at what the one character is supposed to do in a match up every time.

Defensively we have the option to clash, jump, crouch, TS, TC, TJ, aGI, Gi, block, Step, walk, teleport, and parry. This also ups the sheer ways that people mix up the game style. So no, this game probably handles movelist options better than any franchise, some characters even have those delays you speak of and all characters can neutral cancel as well as some other built in ones like Asta's 44Bg.

Really the weapons make a HUGE difference in play apart from tekken. The spacing and poke game is a COMPLETELY different mind set. As for combos, they don't really rule the game. Some characters can just keep rolling with tech traps, frame traps, and other 50/50s...look at Amy, she has very small combos but is constantly in your face racking up damage. Some characters do combos, but its hardly expands the whole cast. Astaroth, Rock, Mi-Na, Raph, Tira, Amy, Lizardman, are some characters who don't really rely on combos,for example.
 
I have a idea:what if there wa s a soulcalibur history(like tekken tag ) ga

what would i like to see in a new SC? how about more options with the movelist. how about some attacks that can be delayed or feinting entirely. how about upping the general speed of the game?

I agree with this entirely. Anyone who says differently, were never immersed in this series earlier versions.
 
I have a idea:what if there wa s a soulcalibur history(like tekken tag ) ga

Oh, and just because it's expected of me, FUCK TEKKEN!!!! Play Calibur.
 
I have a idea:what if there wa s a soulcalibur history(like tekken tag ) ga

The game has tons of options...more than any fighter i can think of.

Each character has an arsenal of attacks for specific safety, damage potential, frame trapping, mind games, set ups, feints, range, SG dmg, UB, GB etc... The weapons give an added element of space control that allows for extreme degrees of each trait and several mixes giving players a lot of variety to pull from. Look at Ivy, I don't see ANY high level Ivy even looking similar in play style...online sure...but offline competitive, no. Players find so much variety with her, that you see very different play styles form that are all valid unlike other games that promote take a narrow character and just being the best at what the one character is supposed to do in a match up every time.

Defensively we have the option to clash, jump, crouch, TS, TC, TJ, aGI, Gi, block, Step, walk, teleport, and parry. This also ups the sheer ways that people mix up the game style. So no, this game probably handles movelist options better than any franchise, some characters even have those delays you speak of and all characters can neutral cancel as well as some other built in ones like Asta's 44Bg.

Really the weapons make a HUGE difference in play apart from tekken. The spacing and poke game is a COMPLETELY different mind set. As for combos, they don't really rule the game. Some characters can just keep rolling with tech traps, frame traps, and other 50/50s...look at Amy, she has very small combos but is constantly in your face racking up damage. Some characters do combos, but its hardly expands the whole cast. Astaroth, Rock, Mi-Na, Raph, Tira, Amy, Lizardman, are some characters who don't really rely on combos,for example.

are you serious? are you really serious? that's it? have you read none of my posts? cause i addressed this, and this is it? let's revisit my wall of text shall we?

in one of madnis's earlier posts...
"i also despise clones. One thing i have to admit is that i haven't really seen two people play the same character a like, but the general idea in the gameplay is what really kills it for me in this game, i really believe this. think about it, spacing yourself to set up a stun attack to work in the combo screams tekken to me. tekken = spacing and timing between your opponent's fuck ups and getting him to whiff an attack, poke to agitate opponent into fucking up so he can whiff an attack, launch. combo. rince repeat. soul calibur (my expeirence from playing these korean players), spacing and using your environment to get around your opponent to set up a CH stun. landing a CH stun. hitting him another hit and ending it so that it goes into another type of stun, another hit that finishes with a JF attack for the combo. granted, it doesn't happen as frequently as it does in tekken. but it does happen. meanwhile inbetween that, you poke and prod your opponent enough to agitate him for a fuck up so you can get a nother CH stun. that doesn't seem like tekken to you? well it does for me."

to address your post directly... play earlier iterations of soul calibur, keep an open mind and see exactly how this game evolved. if you can't see how the game can be seen as slowly becoming tekken with weapons with each iteration (to where in my mind it already happened) then i honestly can't help you. i'll pray for you though. i'll pray.
 
I have a idea:what if there wa s a soulcalibur history(like tekken tag ) ga

Madnis I do agree that SC2 was a way faster game than SC4 and honestly I agree that the next SC should be faster, but in regards to your other comment, tell me which combos do you see in soul calibur that are "long" combos that you have to wait and "watch the screen while they unfold"?. Except for a couple of Yoshi's and Hilde's i cant think of many other characters that have those. And if they do it is a minimal part of their game that cant be abused of. I am starting to think that you haven't really seen videos/played a good amount of Tekken 6 and Soul Calibur 4. Also as IFB said an essential and basic part of this game is shaking stuns, most the stuns our there can be shaken and shouldn't be leading to other combos off of it.

Now your telling us to keep an open mind to your ideas but your obviously not even considering the possibility that the people here who have spent hundreds of hours playing SC4 and Tekken are right about their views of these two games. How can you say they are the same when you admit to not playing this game at the deeper level its supposed to be played?.

One thing though Magnis, and I probably shouldn't be saying this because it wasn't directed toward myself, but try not to patronize other people by saying things like "Ill pray for you"; it doesn't add anything to the argument and it increases the negativity and general animosity between the people having the discussion.

Again i'm not hating or bashing on you or on what your saying i'm just expressing my opinion.
 
I have a idea:what if there wa s a soulcalibur history(like tekken tag ) ga

Madnis I do agree that SC2 was a way faster game than SC4 and honestly I agree that the next SC should be faster, but in regards to your other comment, tell me which combos do you see in soul calibur that are "long" combos that you have to wait and "watch the screen while they unfold"?. Except for a couple of Yoshi's and Hilde's i cant think of many other characters that have those. And if they do it is a minimal part of their game that cant be abused of. I am starting to think that you haven't really seen videos/played a good amount of Tekken 6 and Soul Calibur 4. Also as IFB said an essential and basic part of this game is shaking stuns, most the stuns our there can be shaken and shouldn't be leading to other combos off of it.

Now your telling us to keep an open mind to your ideas but your obviously not even considering the possibility that the people here who have spent hundreds of hours playing SC4 and Tekken are right about their views of these two games. How can you say they are the same when you admit to not playing this game at the deeper level its supposed to be played?.

One thing though Madnis, and I probably shouldn't be saying this because it wasn't directed toward myself, but try not to patronize other people by saying things like "Ill pray for you"; it doesn't add anything to the argument and it increases the negativity and general animosity between the people having the discussion.

Again i'm not hating or bashing on you or on what your saying i'm just expressing my opinion.
 
I have a idea:what if there wa s a soulcalibur history(like tekken tag ) ga

sorry about double post. -_-
 
I have a idea:what if there wa s a soulcalibur history(like tekken tag ) ga

Madnis I do agree that SC2 was a way faster game than SC4 and honestly I agree that the next SC should be faster, but in regards to your other comment, tell me which combos do you see in soul calibur that are "long" combos that you have to wait and "watch the screen while they unfold"?. Except for a couple of Yoshi's and Hilde's i cant think of many other characters that have those.
I can name you one feature that enables long combos. Wall combos. SC2 gives opponents the option to escape while colliding against the wall; in SC4 they removed it completely not to mention there are some move options that eliminate air control.

Madnis may not play enough SC4 but I can prove from my experience that the combos feel more longer than was in SC2. I played a bit of Tekken 6 and they are huge on combos. To me SC4 is pretty much following that route though not completely.
 
I have a idea:what if there wa s a soulcalibur history(like tekken tag ) ga

Okay almost every fighting game has long combos. In almost every fighting game people mix between pokes and combo starters. This is not a Soul Calibur and tekken thing. You see the length of combos in 2d fighters like Blaze BLue and MvC. You could argue that Sf is following this as well seeing how the combo ability is increase looking at SF4 with all the EX moves.

Madnis

the thing is that these long combos have moves they generally start with. When you play you watch out for those because you know if they hit you with that one thing they will start a combo. If your opponent can consistently hit you with their combo starters they will keep going for it and it might seem redundant. Also as stated above there are shakable stuns that you can get out of.

And in all honesty as stated above it is illogical to think that people who play the game with more dedication are missing something that you can see in moments. I played both games casually in the past and never saw them to be the same at all.

But either I don't think we'll ever agree on that but back to my original point. You may not enjoy the game like you used to, you may think it's just Tekken with weapons, you may think it's lost its identity, but there are many who don't agree with that who will continue to buy and play future installments. Yo are welcome to have your own opinion but that's just what it is, your opinion not absolute fact. So like I said you feeling its not worth making doesn't mean they should stop making it.
 
I have a idea:what if there wa s a soulcalibur history(like tekken tag ) ga

People who just recently started playing or dont play soul calibur in depth do not have enough knowledge of the game to make their Wall combos be long and damage heavy. Second, Tekken is almost 100% combo based. You can see this in tournaments, it consists of : move move move move, punch, kick, juggle juggle juggle juggle juggle juggle move. Most of Tekken combos deal 1/3+ of the life bar and usually the games are much shorter because of this. Unless I have been watching flukes since I started playing, Soul Calibur doesn't resemble this in the least.

Saying that SC is moving towards Tekken because its combo system has developed since previous installments is like saying that SC is trying to be more like BlazBlue.
 
I have a idea:what if there wa s a soulcalibur history(like tekken tag ) ga

People who just recently started playing or dont play soul calibur in depth do not have enough knowledge of the game to make their Wall combos be long and damage heavy.
So you're implying that I don't play Soul Calibur in-depth and I lack the knowledge?

FYI I play SC4 a week after itz release and I still do play this game. I play with casual, and tourney players (high-level and in-experienced) when time permits it. I've also had a few tourney experience.

Furthermore on wall combos, I've seen some heavy wall combo damages done from characters such as Nightmare and Cervantes. Cervantes has WSA 4KK W! 66B CH3B setup, WSA 4KK W! iGDR setup, iGDR 22_88A CH3B_iGDR setup, aK W! BT B+K setup. Those combos are HUGE! and damage ranges from 80s to around 100s; that's pretty large from my perspective.

So ya that first quote of yours is pretty inaccurate.
 
I have a idea:what if there wa s a soulcalibur history(like tekken tag ) ga

I'm seriously baffled as to what character he keeps losing to to feel this way. The only 3 characters I can possibly justify this with is Hilde, Yoshi (who both have at least one combo I can't stand), and Ivy (which is probably an online Ivy and if you don't know how to shake then you're ROYALLY fucked).

It sounds like you want SC to just be about pokes and really I feel it still is. I think you're playing too much online and falling into lag shenanigans that look like huge guaranteed combos. It could also be you're walking into parts by teching, not shaking, or attacking at the wrong times. Also you may be confusing strings and combos.

This is not to say every character doesn't have combos, but they're not really the cornerstone of them. I don't run at people with Ivy trying to land CL A+BA+K every opportunity. I think of mix ups, spacing, and SG damage off of pokes way more. I'd rather spam CL 1BB+K and CL AA in most cases.
 
I have a idea:what if there wa s a soulcalibur history(like tekken tag ) ga

yet another thread that has gone to "fuck you...no fuck you..." I love this place

HRD
 
I have a idea:what if there wa s a soulcalibur history(like tekken tag ) ga

I can only offer this piece of ancient wisdom passed on to from the generations that stood before me.

"Take it to PMs."

yet another thread that has gone to "fuck you...no fuck you..." I love this place

HRD

Fuck you Dave
 
I have a idea:what if there wa s a soulcalibur history(like tekken tag ) ga

ummm wow...ok where to begin...

Free damage. EVERY FIGHTER has free damage IF you do something incorrect that leaves an opportunity for it.

Glad you cleared this and said every fighter cause I can think of a game that you can't punish on :cough: brawl :cough:.

Imo I would like to see a soul calibur game with nothing but soul calibur characters; and the whole cast from the soul series. It's stupid they keep taking out the original cast members. That's like taking Vega out of Street fighter or taking Nina out of Tekken, which in turn people lose interest. I don't understand why Hwang and Li long were takin out because Maxi or Yun Seong isn't a clone of them. Throw some new characters in there, fix the hit boxes, better net code, and slightly speed the game up and you got a good SC5 game!

If they want to make guest characters in a game, make an alternate soul calibur game like they have Tekken Tag and fill them in with guest characters; old and new.

I would love to see an Action RPG type version of the Soul Calibur storyline; I think a soul calibur quest would be a nice addition. Kinda like they did with the Tekken campaign mode in t6 but with soul calibur peeps. And instead of just money you get experience and level up etc.
 
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