The Future of Soul Calibur?

Frames aren't something any FG company "promotes" by putting in the instruction manual, but they are important in the sense that it's a way of measuring speeds. If your move is i15 and mine is i14, mine will beat yours out because it is faster. the only exception to this is evasion properties on moves. If your move is i13, mine is i21 but yours is a high, and mine tech crouches (crouches as a part of the move animation) from frame 5~16, I will duck your high as part of my move animation, and beat you out.
As for infinites, you have the wrong idea of what we mean by "infinite". that is an example of Algol's godly combo's against Siegfried/nightmare.
this (
) is an example of ivy's original infinite. It was patched out, but it took 3 patches to get rid of it.

EVE online is massively popular and it is an RPG in the sense that you take control of a character in a Constructed Universe.
 
Frames aren't something any FG company "promotes" by putting in the instruction manual, but they are important in the sense that it's a way of measuring speeds. If your move is i15 and mine is i14, mine will beat yours out because it is faster. the only exception to this is evasion properties on moves. If your move is i13, mine is i21 but yours is a high, and mine tech crouches (crouches as a part of the move animation) from frame 5~16, I will duck your high as part of my move animation, and beat you out.
As for infinites, you have the wrong idea of what we mean by "infinite". that is an example of Algol's godly combo's against Siegfried/nightmare.
this (
) is an example of ivy's original infinite. It was patched out, but it took 3 patches to get rid of it.

EVE online is massively popular and it is an RPG in the sense that you take control of a character in a Constructed Universe.

Can't those infinites be air controlled or no? Have you ever heard of mitsuguri's? Someone tried it on me, trying to paddle me in the air with his sword. I managed to air control, but it was too late, too much of my HP was gone.

I'm going to look into the frame info you gave me. It might keeps thing interesting for a while. thanks
 
I know I said I wouldn't, but PHASE wrote a lot of things and I just want to respond.
I have to admit, you guys are educating me a bit.

So you guys pretty much do your own thing with this game, I assume. It's not really how the game was meant to be played? Or there wouldn't be a Customize Mode and a Special Skills Mode or any of that.

...there's not a move I can do that no one hasn't seen before. I also realize that I'm the only one who sees anything wrong with that. But I still try to get someone to say "Oh sh!t" once in a while...and actually, to answer your question, although i've found a lot of useful things in the Yun thread, a lot of my behaviors are not there. I'm still learning, so maybe some day in the future I will list them.

I'm sure you know it, but MMA stands for Mixed Martial Art. Some fighters do stay true to their discipline, but most fighters mix...And the thing I'm sure you learn from any competition is that there is always someone better... or more broke.

I always thought that all the NCs should have caps. So people can't mash something that would be considered an infinite. If you hit A repeatedly, for instance, a certain amount of times, in eventually caps with a finisher frame, forcing the potential spammer to do something else, and punishing them if they don't. They created the whole Soul Gauge to punish you for defending too much, why not vice-versa.

One other point; I'm no expert at RPG games, I never even heard of EVE, but I thought RPG stood for "Role Playing Game". If I'm using a CAS, my CAS is a rouge variable.

I cut out some of the fat from your post, trying to leave the relevant parts of it.

1) Special versus/CAS is for shits and giggles man. I don't think anybody in their right mind will play Special VS, and then realize that it is as competitive as normal SC. It's incredibly unbalanced (we played about ten hours of it after it came out, trying to find some way it could possibly be in a tournament...only to realize that it's pretty much "put on the best gear and win, flat out.") IT IS FUN, please don't misunderstand that, but it's not fun in competitive fun, the reason for this site's existence. It's dumb fun, the kind of fun you get drunk and mess around with.

2) Getting someone to say "oh shit!" isn't the same as having a mixup nobody's seen. It's a certain style, an unpredictable style, but a good player knows your "unpredictable" becomes predictable because you do it all the time. And, quite frankly, you have to repeat it all the time; that's what tournaments are about. Practice through repetition. There's better and worse; being "unpredictable," being "new," being "flashy," none of it counts in a competition. There's a winner and a loser; basing your skill on something like "unpredictability" or "surprise factor" is just asking to get flamed. Luckily, I haven't done that; I flamed you for name calling and being an asshole. Looks like your tune's changed, thank you.

And please, contribute your tactics to the Yun forum. Unless you think it's some sort of silver bullet, it only helps you to share it. Other people will try it, tell you what they think of it. Or, they'll tell you they already tried it, and you shouldn't waste your time, or they'll say you already have really good Yun habits, you'll get feedback, you can provide your own, you will help the community grow. Any little bit of information is fine. I got flamed for posting something I thought was new and interesting, everyone was like "well, it's not anything new, and we knew about this already, and GTFO please." And I almost left; someone PMed me saying "that thread's filled with the old guard, the elite idiots. Thanks for sharing; I didn't know about it."

It's that PM that made me stay and just keep sharing.

3) I thought I said MMA stood for Mixed Martial Art. And what you say is true; the same is true about movesets in fighting games. In MMA, I guess that they mix and match movesets, which in my opinion, somewhat taints the competition. (It's a shaky example, take all my opinions with a grain of salt.) To me, it'd be more interesting if each fighter was restricted to a specific moveset, just like a fighting game. Then, you get the same dynamics here; does everyone do Judo because every throw is designed to break bones and debilitate your opponent? Is everyone doing Aikido because it's the best? Matchups, mirror matches, all the FG terms then enter their world. And, difference in skill will make up for it. A skilled Judo master has to deal with a skilled Aikido master differently, a skilled Karate master differently, etc. etc. (again, don't know all the arts...=P) That's what I was trying to get at. And, as you mentioned, in competition, everyone always goes for the best. The fact that MMA mixes and matches moves means that, optimally, you'll have the "hybrid MMA optimal" moveset for all the characters. Is that good, or bad? IMO, that's bad...

4) NCs do have caps. The skill of the opposing player. If someone is spamming AA, I'm gonna fucking block it first time/second time, duck it third time, CH it fourth time, GI it fifth time, step it 6th time, bait it 7th time...That's the "punishing." Failing to adapt is death.

And, if someone plays one character very exclusively, let's say a Hilde, for a hot topic example. If a Hilde player only uses the doom combo to win, then it's easy to beat them. Step the parts of it, out range it, learn its properties, and defeat them. But what if they're really good? What if they wait for the perfect opportunity to use it, and it's the one move they learn really well to defeat people? Who has more skill, the person perfecting one move, or the person trying to counter it? Why penalize the person who has mastered one tool to a perfection, repeating it over and over, while one person takes every failed opportunity of the man with one tool, and tries to find ways to counter it? If the person with one tool adapts it to his needs, then he deserves a win just as the next guy. If someone spams AA, but adapting it to every situation that's thrown at him, and wins only with that move, nobody here in the competitive scene will question his wins. (I think.) Adaptation is the name of the game, and almost every good player learns this first thing; if it doesn't work, don't do it again. Unless, of course, that's part of the adaptation. You can adapt one tool for many uses, or adapt many tools for one optimal goal. Of course, as is my practice, I adapt all my tools for any situation, which is why I believe I'm a pretty good player.

5) As I said, I think an SC RPG, in the vein of Tales games, would be an interesting game. EVE, as a game, is fundamentally different. It is an MMORPG, but not like WoW with as much optimization. It's literally, a game of infinite possibilities. And that's what makes it unlike any fighting game ever; adaptation is impossible; you will rarely, if ever, see the same thing twice in your opponent. Reading him is impossible; you don't know his script, what he could possibly do. You have to act all on your own, everything is really in your own hands.

(Long time players of EVE may glare at me angrily. I am also a long time player of EVE, and I'm simplifying this for the sake of argument.)

Also, glad to have a civil conversation finally. I instigate, but I also discuss. And I do my damnest to scare away assholes. Glad you stuck around, gives everything you said before more meaning. Just, watch who you pick on. =P
 
See the thing with EVE Online tournaments, is that the same old strat can be beaten, and sometimes being tricky works. I used to play, and I remember there was a tournament round where one side had the standard, 2 Healer ships, 3 Big Guns and then a swath of cannon fodder - a tactic that although boring to watch, usually wins. They won with this tactic all the way up to I think 4th round where another team came in with a no healer strategy. The no healer strat came in, tore through the healers (JFYI, killing a Healer is a bitch thing to do, usually it takes forever, but once you do you've won) and won the match in like 4 minutes when most rounds take upwards of half an hour.
Whilst I would LOVE to see some zany tricky combo do that in a tournament, the fact that there is a limited moveset per character makes that unlikely.
R1CH187 mentioned that he'd like character's movesets to be customizable. I'd also love to see that, but in a MMOFGRPG. Currently there are no *true* Multiplayer Fighting Game RPG's on the market. And until they can get netcode that would make such a thing possible, there won't ever be one. BTW Iggy, I mean one where you can actually combo stuff, not the WoW type where you run in circles waiting for a skill to cooldown so you can do something.
My idea for that sort of thing is that stats count for a few things, every 30 AGI would reduce the impact frames of a quick move by 1 and would increase movement speed, Every 15 STR would reduce the frames of a Power attack by 1 and increase damage, every 25 Dex would increase technical frames of technical attacks (ie auto GI's, TC's and TJ's) by 1 and increase attack tracking speeds. Then you've got stats that increase your vitals.
Make character "classes" based on Schools of Martial arts, each school has access to a different set of weaponry, and each school teaches different moves as the character lvls up. Then you can sub class with a different school of teaching and apply their moves to your own. yada yada yada.
 
For the next Soul Calibur, I want to see them take the level design up another notch. Multi-tiered levels (like DOA), more destructable/interactive objects on the stage and varying elevations. The current flat stages are somewhat bland.
 
See the thing with EVE Online tournaments, is that the same old strat can be beaten, and sometimes being tricky works. I used to play, and I remember there was a tournament round where one side had the standard, 2 Healer ships, 3 Big Guns and then a swath of cannon fodder - a tactic that although boring to watch, usually wins. They won with this tactic all the way up to I think 4th round where another team came in with a no healer strategy. The no healer strat came in, tore through the healers (JFYI, killing a Healer is a bitch thing to do, usually it takes forever, but once you do you've won) and won the match in like 4 minutes when most rounds take upwards of half an hour.
Whilst I would LOVE to see some zany tricky combo do that in a tournament, the fact that there is a limited moveset per character makes that unlikely.
R1CH187 mentioned that he'd like character's movesets to be customizable. I'd also love to see that, but in a MMOFGRPG. Currently there are no *true* Multiplayer Fighting Game RPG's on the market. And until they can get netcode that would make such a thing possible, there won't ever be one. BTW Iggy, I mean one where you can actually combo stuff, not the WoW type where you run in circles waiting for a skill to cooldown so you can do something.
My idea for that sort of thing is that stats count for a few things, every 30 AGI would reduce the impact frames of a quick move by 1 and would increase movement speed, Every 15 STR would reduce the frames of a Power attack by 1 and increase damage, every 25 Dex would increase technical frames of technical attacks (ie auto GI's, TC's and TJ's) by 1 and increase attack tracking speeds. Then you've got stats that increase your vitals.
Make character "classes" based on Schools of Martial arts, each school has access to a different set of weaponry, and each school teaches different moves as the character lvls up. Then you can sub class with a different school of teaching and apply their moves to your own. yada yada yada.

quote for justice.

Were they logistics ships? Or just the support cruisers? Circle Jerk FTW.
 
For the next Soul Calibur, I want to see them take the level design up another notch. Multi-tiered levels (like DOA), more destructable/interactive objects on the stage and varying elevations. The current flat stages are somewhat bland.
I agree. Multi-tiered levels would be a refreshing addition. I've wanted this in Soul Calibur since II came out.
 
Iggy - it was two logistics, 3 bships and a swath of frigates vs the Caldari/Ammar faction cruisers and I think they had 2 Nightmares in there as well. Would have been like the losers lost 1 billion isk where as the winners (despite only losing 3 ships) lost 2 billion or something obscene like that.
Seriously, if that level of WTF were they thinking -> OMFG THAT ACTUALLY WORKS? was possible in SC4, It'd make tournaments amazing. Granted they already are if you can follow the mind games being played.

If they did multi tiered levels, they'd have to make it such that a RO does a set amount of damage (say 15-25%?) to compensate for the fact that RO's are supposed to instagib. Either that or they still do Instagib, but you fight on a different area after doing it. Imagine a building level where after RO'ing them off, they fall through a glass roof into a fully walled level. It'd make it a Balanced stage for hildes :p
 
That's why SC4 tourneys are way more fun to watch for me, it's all in the head. Taking that away from future iterations of SC would pretty much ruin the game, as...that's the way a fighting game is supposed to work.

Also, it's like, how does the normal team stop the experimental one in the EVE tournament?

Answer...they don't. Right? I know how some EVE frigate PVP works (that was my speciality, solo or flying with 3-5 wingmen), and if your ship isn't set up for the combat, you run the fuck away. If you make it out alive, you count it as a victory and go into hiding. Fleet battles have mostly been about giant clusterfucks of ships, each shooting and doing their job. I've always preferred frigate PvP myself...

P.S. What alliance were you in? And what sector of space? Back when I played a lot, I was down south in Impasse, with Ascendant.
 
I was a high-sec mission farmer. I had like almost all the skills needed for a Nightmare(lvl5 of course :p) with none of the money to buy one. Kinda stopped playing after I lost my friend's Navy Raven to some Ass killing in highsec, and my Rokh to some group of asses killing in high-sec.
 
If you want to get back into the game, let me know; my brother, my friend, and I, we're all getting into exploration, and we could use some big guns. =P I'm the only experienced explorer; I'm the frigate master. My brother is the big guns, and my friend is gonna tackle (even though I can tackle better.) This expansion, if all the epic quest line stuff is to be believed, is going to be a big change for EVE...

Anyways! EVE talk should be saved for another thread. This is about the future of SC, which some people were mentioning would be interesting in an MMO.

A funny discussion my friends had was about how I felt about combos "not in fighting games." Things like the Assassin from D2, that you would do certain moves, build up some charges, go into some cool stances, and then do some fancy moves. I think that might actually be one way to do an MMO fighting game, that might work. Thoughts?
 
To me, it'd be more interesting if each fighter was restricted to a specific moveset, just like a fighting game. Then, you get the same dynamics here; does everyone do Judo because every throw is designed to break bones and debilitate your opponent? Is everyone doing Aikido because it's the best? Matchups, mirror matches, all the FG terms then enter their world.

You are right, fighters should remain true to their discipline, so that different fighting styles can battle. But to make my point: For example, you mentioned Judo. There are hundreds, probably thousands of Judo moves. Why should a Judo fighter be stuck with a limited set? Their journey as a warrior is not only to master and perfect themselves, but to continue developing. You guys have said it yourselves not every move in a fighters movelist is useful, so you drop it. I say: why drop it, if you can swap it? But like I also said, you'd have to trust the developer not to go crazy with it. If that can't be guaranteed, of course, forget it.

NCs do have caps. The skill of the opposing player. If someone is spamming AA, I'm gonna fucking block it first time/second time, duck it third time, CH it fourth time, GI it fifth time, step it 6th time, bait it 7th time...That's the "punishing." Failing to adapt is death.

I made that comment about capping, because RUNIS's fear of a developed moveset, was that someone would find and exploit an infinite. I realize their are infinites like Algol and Ivy, or anything, for that matter, that can be mashed, and rendered inescapable.
I feel caps would eliminate that possibility.
If the tactics you mentioned can be utilized effectively as a defense, we need not worry about infinites, but as infinites have taught us, that's not always the case.

For now, I will just accept the fact that I play this game just for fun. If someone can beat me using one move, regardless of the variety that was designed for the character, I might disagree with it, but I have to agree that there's nothing wrong with it. I just could never compete under those conditions.

Just a question about frames: Though I have found useful that certain moves have evading properties (#~#), which can be fun and useful,
I still don't understand, if I'm initiating a combo thats, i12, lets say, and you're initiating a combo that's like i15, mine is faster right?

however, if you hit me with your first frame first, all the other hits are guaranteed, so what does it matter?
 
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