I never really used Soul Charge, but I also never enjoyed the meter's presence and how that affected playstyles. I'd prefer that they find a different solution if they really need a power up mechanic.
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.
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
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.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.