OmegaXCN
[10] Knight
For the first time in the Soul Calibur franchise, players have a meter to use for EX moves and super attacks. As time goes on, I'm sure this new meter will be retouched and refined based on player feedback and time spent with the game.
Spending the Meter:
Note: This is still a work in progress. This info is based on the TGS early build of the game, and is subject to change.
Guard Burst:
Guard Burst is based on the old Soul Calibur 4 Soul Gauge mechanic where your Soul Gauge gets damaged when you block against attacks. Once it breaks from blocking too much, your character is stunned for a long period of time.
Soul Calibur 5 does away with this Soul Gauge and finishing move mechanic, and instead calls it Guard Burst. Your character is still stunned after eating a Guard Burst (about half a second: 30 frames), but instead of a round-ending finishing move like SC4, your opponent only has the opportunity to do free damage. such as performing a Critical Edge
Guard Burst gives your next attack Counter Hit properties.
The cool thing is the on-screen action goes into a brief slow motion crawl after Guard Bursting your opponent, so you have plenty of time to confirm the Guard Burst and prep yourself to punish your opponent hard.
Instead of a seperate meter, your life bar will simply flash a color when it's in danger of a Guard Burst.
Guard Burst Recovery:
Your guard gauge will recover slightly between rounds. If the round ended with your guard gauge in RED, you will be flashing YELLOW at the start of the next round.
DURING a round, the guard gauge WILL RECOVER over time when you are NOT holding down the GUARD BUTTON. Your guard gauge will have ZERO recovery while you are pressing the guard button.
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So it seems like they are encouraging aggressive play and rewarding players for technical things like just-guard and ukemi.
This is still from an early build of the game, but I feel this is worth discussing. Please let me know if I made any mistakes with any of this information.
Please comment and discuss
Spending the Meter:
- A full meter is designated by a large number 2 by your character's Critical Gauge. For the sake of simplicity, we can consider this a 200% meter at full (or two full bars). So a full 200% meter will allow for 2 critical edge moves, or 4 brave edge moves.
- Brave Edge attacks: These EX moves (improved versions of normal attacks / throws) cost 50% meter. They are performed by doing A+B+K immediately after performing the inputs for the move.
- Critical Edge: Similar to Street Fighter 4 ultra combos, these big-damage cinematic attacks cost 100% meter. They're performed with 236236 A+B+K (OR Double Quarter Forward A+B+K, Street Fighter 4 style).
- Guard Impacts: Guard impacts cost 50% meter , even if you whiff the guard impact. They're performed with 4A+B+K. Moves with Auto-GI properties however do NOT use any meter.
Note: This is still a work in progress. This info is based on the TGS early build of the game, and is subject to change.
- Good meter build: Landing hits and counter-hits. Exact amount gained is specific to each character's individual attacks.
- Moderate meter build: Just-guard, ukemi, landing blocked attacks, guarding attacks (little meter gain), breaking throw.
- Things that build random or uncertain amount of meter: Taking damage, getting up from ground, low hits (debatable), whiffing attack. Whiffing certain attacks however don't build meter. Weird.
- ZERO meter build: Throws - They build no meter for anyone (thrower or player being thrown). Breaking a throw, however, builds a little meter as stated above since you now take a bit of damage from breaking a throw.
- After your opponent has won TWO rounds: If your opponent wins two rounds, you begin the new round with +100% meter (ex: if you had 25% meter, you now have 125%). You notice this from the character's super saiyan power-up visual at the beginning of the round. Comeback mechanic!
Guard Burst:
Guard Burst is based on the old Soul Calibur 4 Soul Gauge mechanic where your Soul Gauge gets damaged when you block against attacks. Once it breaks from blocking too much, your character is stunned for a long period of time.
Soul Calibur 5 does away with this Soul Gauge and finishing move mechanic, and instead calls it Guard Burst. Your character is still stunned after eating a Guard Burst (about half a second: 30 frames), but instead of a round-ending finishing move like SC4, your opponent only has the opportunity to do free damage. such as performing a Critical Edge
Guard Burst gives your next attack Counter Hit properties.
The cool thing is the on-screen action goes into a brief slow motion crawl after Guard Bursting your opponent, so you have plenty of time to confirm the Guard Burst and prep yourself to punish your opponent hard.
Instead of a seperate meter, your life bar will simply flash a color when it's in danger of a Guard Burst.
- Yellow flash: Close to Guard Burst
- Red flash: In big danger of Guard Burst
Guard Burst Recovery:
Your guard gauge will recover slightly between rounds. If the round ended with your guard gauge in RED, you will be flashing YELLOW at the start of the next round.
DURING a round, the guard gauge WILL RECOVER over time when you are NOT holding down the GUARD BUTTON. Your guard gauge will have ZERO recovery while you are pressing the guard button.
--------
So it seems like they are encouraging aggressive play and rewarding players for technical things like just-guard and ukemi.
This is still from an early build of the game, but I feel this is worth discussing. Please let me know if I made any mistakes with any of this information.
Please comment and discuss