New SCV CRITICAL GAUGE / METER - Information and Discussion

If meter building stays the way it is, then it doesn't need extra ways to build it. If anything people have too much meter from the videos of someone down two rounds but already at 200%.

Right now it's too early for me to say what should be done since people haven't had enough time to play the game, but I would like to see some unique uses for meter as long as it doesn't break the game, or things that may bend the rules but are character specific. Maybe Maxi whiffing builds meter, Tira taunting builds meter or depletes an opponent's meter.

Basically I would like to see some out of the box thinking so that SCV isn't just Soulcalibur with supers or feels like it's just ripping directly from what SF is doing, or brave edge is simply adding an extra hit on moves. That's my general concern.

And speaking of meters, there should be a meter for guard burst, just like in other games where you can deplete a meter to break someone's guard. The flashing health bar does nothing to indicate how far someone is from having their guard broken.

Also I am changing the thread title since the gauge is not called a soul gauge.
 
On a related note, I don't like the current position of the meters. Right beside the health bar just doesn't seem natural. I recall that SFIV's alpha builds actually had the Revenge gauge there as well and that was one of the first things the players had changed during loketests.
 
Random and slightly off-topic thought: They haven't introduced anyone with a Super Counter type of Critical Edge yet. As in something similar to SSF4 Feilong Ultra 2, which counters the next opponent's attack (if timed right) leading into big damage or free combo or something.

Raphael would be a good candidate for this type of CE, given his fighting style. An interesting dynamic that would add more variety for this new game mechanic in Soul Calibur.
 
More often than not, Counter type Supers aren't really thought as viable, even with Fei, his U1 is the preferred Ultra at tournaments (see Fuudo at EVO), same with Cammy. And in 3rd Strike, nobody used Remy's counter SA (but then again, nobody used Remy).
 

i agree with everything said here. I wanna see more diversity in CE like maybe one could just be a speed boost to allow better/different combos or a damage boost(kinda like nightmares charge mode but you could activate it mid combo). I really like the idea of tira's taunt takeing the opponents meter(doesn't have to be tira) because then she could opt to shorten combos to end with a taunt to take away like 25-50% of the opponents meter and could taunt at range to get the opponent to come to her. Or maybe one character could have a taunt that does a quick TC/TS for like wave dashing and shit. They could get very creative with it.
 
Random and slightly off-topic thought: They haven't introduced anyone with a Super Counter type of Critical Edge yet. As in something similar to SSF4 Feilong Ultra 2, which counters the next opponent's attack (if timed right) leading into big damage or free combo or something.

Raphael would be a good candidate for this type of CE, given his fighting style. An interesting dynamic that would add more variety for this new game mechanic in Soul Calibur.

if you watched the latest paris demo, Nightmare has a CE that's similar, but instead of counter it's a aGI.
 
Edited first post with general Guard Burst info. It's not directly related to the Soul Gauge, but it's SORT OF a new meter concept thing.

Didn't seem like it's worth being a new forum topic at the moment, so for now I think it's cool to discuss it here.

Please contribute if you come across new info.
 
hey OmegaXCN, Jaxel said that GI's now take 50% meter (half of level 1), and one of the new videos that he has in his blog post supports it.
 
Well I think they are keeping it relatively basic since this is their first attempt at implementing meter into the game, if it works Im sure they will look into ways to make it more unique for each character in sc 6 or the rebalancing of sc 5.

On a side note, I like how they are trying to make the CE's unique, nightmare has a GI, asta has a command grab(didn't see that coming), viola has a God knows what that is. This game definitely has the potential to be something very special imo, it has a lot of things I just haven't seen in 3d fighters ever. I really have my hopes high for this game, soul caliburs always been my favorite fighting game series but I've never really sat down and tried to learn how to play it before so this will be the first I play seriously.
 
hey OmegaXCN, Jaxel said that GI's now take 50% meter (half of level 1), and one of the new videos that he has in his blog post supports it.

Interesting change. My initial reaction to this is discontent, but I'm sure I'll be fine with it later

Updated first post.
 
hey OmegaXCN, Jaxel said that GI's now take 50% meter (half of level 1), and one of the new videos that he has in his blog post supports it.

What?!???!? No one even bothered with Guard Impacts at 25% (since Just Guards are free and have no inherent risk like Guard Impacts). Now at 50% the GI system will be completely abandoned by all players...

They should just go back to a Soul Calibur 1 style GI system, with no meter, with the good ole' 6G/3G & 4G/1G.

As it stands now, there are ONLY repels (NO parries). And the forward repels have a backward input of 4A+B+K.

Something has gotta change about the GI system...
 
hey OmegaXCN, Jaxel said that GI's now take 50% meter (half of level 1), and one of the new videos that he has in his blog post supports it.
Is this for real? Prediction GIs are just too risky now... but I guess GI into CE is too good to only cost 125%...

The dangerous meterless state where getting GI'd means guaranteed damage since you can't re-GI is now longer. Using a CE before you have 150% meter could put you in position to be GI'd into guaranteed damage soon after.
Meter seems to build really fast, but when when GI costs that much, it's impossible to really scare people with the threat of GIs since you can't do it very often in quick succession.

Well, I'm glad I'll be playing a character with a safe on block, chargeable aGI attack that counters both mids and highs (according to european players).
 
So if GI costs 50% and nothing costs 25% shouldn't they just make the meter (which should be a bar at the bottom) a single, four stock meter? GI and BE would each be one stock and CE would be two stocks.
 
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