MONEYMUFFINS
[13] Hero
MY ISSUE ISN'T THE FACT THAT STEP IS SAFE OR UNSAFE, IT'S THAT TURNS CONSTANTLY GET STOLEN IN SC6'S CURRENT SYSTEM BECAUSE OF SOUL CHARGE AND YOU KEEP ZONING IN ON 2 FUCKING MOVES BECAUSE YOU HAVE A FETISH FOR LOOKING AT THE SMALL PICTURE.You mean a counter hit from an opponent stepping who then attacks straight afterwards. Then there's zero point to 66A when there are better moves that do more damage that leave you at greater advantage at the cost of being unsafe on block. 6A+B is i14 vertical mid that has enormous range and tech crouches, or the i20 bA which is a horizontal mid with massive range (BTW it's also the bane of Voldo's Mantis. Getting Voldo players to rage quit on you because you've shut down their Mantis flowchart is hilarious). You've also got her 66B (her most iconic move) which is basically the same as 66A but is a mid, tech crouches and stuns on counter for big combo damage, so you can either make a read by counter hitting a high, or step and then 236B to get the launcher for big damage. Either way this move is far superior to 66A if safe step was in the game. There's also 66K which has better tracking, is a mid and if lands, puts her into her airborne stance for a mid/low mixup. Say we do change her 66A to a mid to better fit safe step and the moves that I've listed, that would mean 3A+B and 66A+B would be obsolete making Setsuka more and more simplified, which is kind of a problem for Setsuka as she's already pretty simple (most of her brand new stuff is incredibly circumstantial), albeit with execution. Then you come to 8B+KA which you would avoid using with everything thing I've just said is all that you would need.
Now I'm not saying that I'm against safe step because I know all to well how frustrating it is when all you want to do is reset the neutral, but I can actually see the reasoning behind making step unsafe and it's because the developers want to make character tools more interesting. My only major problem with safe step is that some characters get way too much reward, like Amy who by the look of things gets stun from fast mids that lead to a high damage combos as well as lethal hits (she's still the best character in the game even though she's more manageable now).
YOU'RE ACTING AS IF STEP KILLERS DON'T MATTER IN THE NEUTRAL GAME. GUESS WHAT, YOU CAN'T RELY ON ANY ONE MOVE IN ANY SCENARIO UNTIL YOU KNOW WHAT THE OPPONENT IS UP TO.
PROJECT SOUL HAS BEEN GREATLY REWARDING THE SAME ROBOTIC "LOOK AT MY WORLD CLASS REACTIONS" PLAY STYLE AT THE EXPENSE OF EVERYONE ELSE FOR THE PAST 3 GAMES WITH SC4-6. MEANWHILE, YOU'RE ULTIMATELY TOLERANT OF THIS FUCKING TRASH AND ACTING LIKE I'M OUT OF LINE TO SAY THAT THEY'VE LOST THEIR WAY AND HAVE NO IDEA WHAT SOULCALIBUR EVEN IS ANYMORE.