Soul Charge...uh, where is it???

OffbeatNinja

[08] Mercenary
After going back and playing some SC2 again after a while, I am starting to see a glaring flaw with the exclusion of soul charge in sc4...it completely changed moves giving uses to moves that werent quite as good...making good moves even better. It really beefed things up. Siegfried's b4 and 44b became unblockables haha. That is too awesome. I feel like it added another layer of strategy and depth to the game but not only that it must be really fun setting those up and the mind games that come with it. Why has namco decided to strip the series in terms of features and movesets over the years....SC5 needs to bring this back.
 
You have no idea how much I miss soul charging, especially SC2 which had the best soul charge because you could 8wayrun while doing it. Those soul charge moves you listed for Nightmare were pretty hard to pull off in a match though, because you had to charge all the way to level 3 for those. Now the level 1 soul charge moves were hot! Any old school folks who used to play me will tell you about that good ol' Maxi level 1 33B guard break that lead to a nasty guessing game. This was back when ALL guard breaks were worth a damn. Nowadays only some people like Kilik have guaranteed damage after guard breaks. SC2 the good old days.
 
I played SCII just now aswell. Okay honestly I didnt use Soul Charges for what it was meant for, I just mucked around with SC back then. If it was in SCIV I would of definately learnt to use it. But of what I hear they sure did add something to the game and they really should have left it in. Maybe they thought putting in the Soul Gauge and counter hit qualities (I honestly dont know if there were CHs in SCIII, I didnt play it much) and even Critical Finishes would make up for it.


Hahah I just liked doing Soul Charges 'cause it looked awesome if you charged and walking around in a circle at the same time. Then they didnt let you move in SCIII...
 
The two most baffling removals to me where soul charge and While Landing moves. Not only did soul charge make certain moves better, but in some cases it canceled move recovery animations and also functioned as a great animation for baiting and tricking players to come in, since it could be canceled (sc2 & sc1) at any time into a move. SCUB's where my favorite thing in SC1, making a lot of moves unblockable after a soul charge lv1, mad mind games could be played with it.

I do hope that if another game is made, it is brought back.

cha cha
 
I honestly dont know if there were CHs in SCIII

I would be surprised to hear that any fighting game fails to give some kind of damage/frame advantage benefit for scoring a counter-hit. My perception is that it's a basic tenet of the genre, like the ability to grab someone who's blocking.
 
They just could have retained soul charge and moves will still have the same gauge damage. Yunsung had great soul charging moves back then. I miss SClvl1 4A+B, etc. (plus he had a decent launcher esp. in 3). Also Raph's 6BB SCC...

They might have thought that WL moves should be removed cause it might be whored online. I miss those too

Hm, seems everyone is playing old SCs again including myself. *sigh* those were the good ol' days.
 
SC2 had the greatest soul charge system, I miss it. Though some of the soul charged properties are now just-frame versions of the moves.

They probably could have tied it in nicely to the soul-gauge/critical finish system. Perhaps costing gauge to use, but, doing lots of soul-gauge damage in return, or being the only moves that can initiate a CF.
 
Soul Charging kind of felt out of place in the series to me (owned SC1/3), though I was a pretty scrub gamer at the time. Back then I was just thinking "Why leave yourself open for so long?". I'd see it differently now, if I went back to play them.

What andur said about tieing CFs into charging instead of replacing it probably would have been the best idea, but oh well. Would have had a lot of possibilities.
 
ya I missed Soul Charge. I remember back in SC2 where ppl get to move around while soul charging. In SC3 they have soul charge but you can't move.

Sorry for being a Cervy fanatic but I can't stress how cool Cervy is with full soul charge.

-In SC2 Cervy's GDR is unblockable.

-In SC3 Cervy's GDR is GC; however, with an iGDR follow-up it GC's but gives Cervy free damage.

I wish Cervy's GDR is like the one in SC2 and iGDR like the one in SC3 that's if Soul Charge were to return to SC5, but I think to be fair they need to add the cost of the amount Soul Gauge according to the amount of soul charging.
 
Soul Charging kind of felt out of place in the series to me (owned SC1/3), though I was a pretty scrub gamer at the time. Back then I was just thinking "Why leave yourself open for so long?". I'd see it differently now, if I went back to play them.

What andur said about tieing CFs into charging instead of replacing it probably would have been the best idea, but oh well. Would have had a lot of possibilities.

Yeah it was far far far far more useful in SC2 where you could actually still move around while charging. The charge lasted a lot longer than in SC1 as well, giving you a chance to actually use it. Generally in SC1, I found it to be a "leave yourself wide open" button... I can't really speak for SC3, only played it a few times, can't remember how its soul charge system worked.
 
I would be surprised to hear that any fighting game fails to give some kind of damage/frame advantage benefit for scoring a counter-hit. My perception is that it's a basic tenet of the genre, like the ability to grab someone who's blocking.

My bad, I went back to play SCII after posting that and saw CHs were an option in Practice. SC's really the only fighting game I play though, and I'm fairly noob at it even now. =] I seriously never noticed the difference between normal hits and counters until SCIV.

But in practice I was playing around with it; I never used Soul Charges for what they were designed for but even mucking around in training in SCII, they were obviously very useful. o_o If there's an SCV, it needs Soul Charges.

And andur's idea about SCs eating up your SG but doing massive gauge damage sounds epic.
 
I miss the SC2 soul charges for sure. Yun's33B? Raph's 6BB, Soul charge, cancel into 236 A+B? Some cool stuff. And YES Krayzie, I remember that crap you did, it was dirty and the first time we all saw it when you came out.

While landing moves were awesome too because you could fake them, mix up A's and B's because the A's were usually low, etc....

Guard crushes that actually guard crushed and allowed you to follow up, I miss those too. What the hell is up with the guard crushes this time around?

Getting back to soul charging, I did a soul crush one time and didn't quite do all four buttons in time, I was late. My character went into a soul charge-esque position and there was a sound like they were soul charging instead of taking the CF. Haven't been able to do it again.
 
Soul charges were great in SC2, they really increased the number of useful moves and added a whole layer of psychology to the game. This thread reminds me of why I'm often so frustrated with the Soul series even though I've come around to kind of like SC4 - the removal of stuff that everyone likes for no reason, to be replaced with nothing. What possible justification could there be for taking out soul charges and while landing moves? They weren't broken, no one complained about them, and taking them out just removes options and makes the game less interesting. Grr!
 
I hated Soul Charges then, and i'll hate them in the future.

Against the right person, they made the game feel cheap and unecessarily difficult to defend against. Granted, I barely knew how to play then so I was probably just bitching, but a bad experience is still a bad experience and it has scarred me for life.
 
Like most I found it a bit useless but now I see the error my ways. I feell as if I gave it a better chance during my SC3 days I might have grown to like it. Now about the Critical Edge.......
 
I hated Soul Charges then, and i'll hate them in the future.

Against the right person, they made the game feel cheap and unecessarily difficult to defend against. Granted, I barely knew how to play then so I was probably just bitching, but a bad experience is still a bad experience and it has scarred me for life.

Actually I can understand why you wouldnt like Soul Charges especially in SCII where you could move and charge.

Space yourself out far enough, then move towards your opponent and charge to then throw a fast GB in their face, probably a tracking GB to rape their step, only it'd be a UB instead seeing as it's charged and bam you're dead. I'm not sure if it made every GB a UB but that'd be such a bitch when fighting certain characters... if SCs were put in the next game, either make it so not every GB becomes unblockable or prevent you from moving and charging at once. After considering this, I can kind of see why they didnt let you run around and charge in SCIII. =P
 
Soul charging would have worked well with the soul gauge, system.
I too don't understand, the removal of a lot of things, just about every character could jump off the wall.
While landing moves( I think it might have had something to do with VC). And a the SC2 cancels, man this game had a lot of cancels.
 
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