DanteSC3
[14] Master
The point was the scar on her leg, not her feet. You have to remove her boots and stockings to see the scar. Incidentally, this will reveal her feet. No one mentioned the feet until you did. Calm down.
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How so? The only issue I know related to the Seong Mi-na picture is that the illustrator somehow forgot to include the "line" part of the artstyle to the picture.
I wouldn't take the customization seriously in SC4, I mean Yoshi's head in that game is a straight up cylinder under that head gear of his. As for SC5 I wouldn't be surprised it was forgotten about due to Viola being an alias of Amy and the detail slipped through the cracks.
It’s not exactly a cylinder head but it’s pretty much just a solid grayed out face when you put on certain face revealing equipment.Wait what? Is there a picture of cylinder head yoshimitsu?
I totally agree with ScQ, let's talk about boys..
View attachment 66415
Huh, that's weird. I have no idea why that's happening, but I'm tempted to say it's just Windows being weird. The programs I have opened the images in show them just fine.View attachment 66413View attachment 66414
For some reason, Windows is keying the pure white in the Astaroth and Mina images as transparent. But, only for those two. It looks okay if you open it in Photoshop. But, I don't know why Windows would glitch only for these two files unless there was something weird with them when they were saved.
What I found really annoying with the Creation in 4 was that you couldn’t use the default costumes/designs as a choice (minus Amy) for the main cast. Instead you had to use the 2P models (with some minor alterations here and there).I wouldn't take the customization seriously in SC4, I mean Yoshi's head in that game is a straight up cylinder under that head gear of his. As for SC5 I wouldn't be surprised it was forgotten about due to Viola being an alias of Amy and the detail slipped through the cracks.
I agree... I still remember how disappointed I was, back like, 10 years ago when I first got SC4, and I went into the character creation menu and assumed I was going to have full access to default costume parts to mess with, only to find they weren't accessible. Oh, man, my younger self was so bummed. :'(What I found really annoying with the Creation in 4 was that you couldn’t use the default costumes/designs as a choice (minus Amy) for the main cast. Instead you had to use the 2P models (with some minor alterations here and there).
And yet, I'd argue (while being fully cognizant of the fact that I am going to be in the minority here) that SCIV was a better game, particularly where it comes to both the artistic design and the overall variety and amount of content--though that second balance may yet tip, with one and possibly two more seasons of DLC to come. There was just more meat on the bones for SCIV than with SCVI (particularly at launch but even up to the present day). And even in the single most complained about area of SCIV, it's speed, I think it is superior to VI: at least I wasn't pausing for minigames and cutscenes constantly in IV and could get into a rhythm with the nuts and bolts mechanics. I'll take marginally decreased step distance and 2-5% average increase in frames necessary for attacks over the newbie-friendly, pace-breaking mechanics of VI any day.Edit 2: look how far SC6 has come in comparison to SC4!!! :D
And yet, I'd argue (while being fully cognizant of the fact that I am going to be in the minority here) that SCIV was a better game, particularly where it comes to both the artistic design and the overall variety and amount of content--though that second balance may yet tip, with one and possibly two more seasons of DLC to come. There was just more meat on the bones for SCIV than with SCVI (particularly at launch but even up to the present day). And even in the single most complained about area of SCIV, it's speed, I think it is superior to VI: at least I wasn't pausing for minigames and cutscenes constantly in IV and could get into a rhythm with the nuts and bolts mechanics. I'll take marginally decreased step distance and 2-5% average increase in frames necessary for attacks over the newbie-friendly, pace-breaking mechanics of VI any day.
I don't know, VI just feels two dimensional to me. Other than playing to the desires of the lore obsessed (the cheapest possible thing they could focus on), I feel like I'm looking at a paper facade of a Soulcalibur game, if that makes any sense. Like if I push too hard my hand will go through it. Maybe that's too abstract a metaphor, but the point I'm driving at is that you can tell that the game was made on a budget (because of the lack of content, weak online implementation) and that large portions of it were outsourced (because it does feel generic in many respects). For all of IV's faults (and it had some) it still felt more like a Soulcalibur game to me. So for all of the ways that SCVI has genuinely come a long way (and the character editor progress discussed above is a part of that), I still feel this entry has failed to hit the quality or depth of the better legacy titles.
Edit: Though I will say another exception to that last point is VI's laudable increase in the average size and tactical options of the movesets: I may not always agree with the new gimmicks and I have serious qualms with the overall mechanics of combat in this entry, but the movesets themselves getting deeper and more nuanced on average is one this entry's bigger accomplishments. That goes some way to making up for the otherwise stilted gameplay and the initial lackluster roster size.
I require news
The unending hunger does pain me. Guess I need to go buy some McNuggetsDude, same.
I hunger for news on Season 2 the way Nightmare hungers for souls.
It's probably not a popular opinion, but I would have rather seen Critical Finishes be fine-tuned than Critical Edges added. CFs felt like a very unique mechanic you didn't see in other fighting games, and I think it fit SC as it has the same theme as ring-outs (a way of defeating the opponent which has nothing to do with reducing their health bar to 0). But Critical Edges are the same thing as supers you already have in all other fighting games, and I think they're also partially responsible for combos becoming longer in SC5/6 which is a trend I'm personally not a fan of.Hard agree from me, While SCVI is way better than SCV I really miss SCIV. Back in the day it was a really beautiful game with its dramatic lighting and I still think it holds up aesthetically, and music-wise it's my favourite in the series. Looking at mechanics I think SCIV was way above any other game in the series. The slower gameplay made for more thoughtful and exciting games, while there was still a good flow in the matches due to no rage-inducing cutscene interruptions in battle. I also liked the thought of discouraging turtling too much through critical finish, although that mechanic would have needed a bit of finetuning. All mechanics just seemed to drive you to find ways of being inventive and exciting in gameplay, the characters were different but not onedimensionally gimmicky like in VI, and there were ample options to play defensively and strategically but strong incentives to not overdo that kind of play.
PS could have kept the SCIV mechanics but just nudge up stepping speed a little bit and do some tuning of the critical finish mechanic, and they would have had the perfect SC gameplay in my mind.
Another thing which makes me long for the SCIV days for me is online play. While the netcode was atrocious it was so much more fun then when people actually played in casual rooms and ranked was rightfully despised as a very inexact measure of skill. Now no one plays casual, everyone plays ranked and has even started taking it seriously enough to give rise to the moronic notion of CaS characters having an effect of match outcomes.