the problem with sc...

I don't think what you were saying is bad at all, just the way you were acting. Starting out defending yourself, saying everyone whines, and saying your win - lose percentage is pretty good, makes you come of in a bit of a cocky or conceited way. And no one really wants to be viewed like that. So it just helps if you try to respect others a bit, and still bring your opinion across too.
 
-Buffering system too strict
-Shorten movelist (While Landing, Soul Charge)
-Moves with too many good properties
-Moves with too little good properties
-See-saw & Labyrinth stage

With those flaws still, this game is decent. I mighta missed out some more but yea, I think game would be better if at least a patch comes out to fix some moves.
 
My problem with movement is that... It's always looked to me like Project Soul turned the simple 8WR into an unnecessarily complex technique by individualising its movement on all characters.

In other words, some characters' stepping is better then others on movement alone; some characters can get to the back of their opponent in x seconds, while other characters can only get to the side within the same time frame (exaggerated).

And this is not good, because it seems to me that this game thinks that by being more inconsistent, it adds depth. And this shouldn't happen on something like movement. Something is very wrong with a fighting game if basic sidestepping and/or dashing becomes a ranked measurement.

I also have huge problems with priority in this game. The whole breaker thing feels very random. And don't get me started on when two attacks clash!
 
My problem with movement is that... It's always looked to me like Project Soul turned the simple 8WR into an unnecessarily complex technique by individualising its movement on all characters.

In other words, some characters' stepping is better then others on movement alone; some characters can get to the back of their opponent in x seconds, while other characters can only get to the side within the same time frame (exaggerated).

And this is not good, because it seems to me that this game thinks that by being more inconsistent, it adds depth. And this shouldn't happen on something like movement. Something is very wrong with a fighting game if basic sidestepping and/or dashing becomes a ranked measurement.

I also have huge problems with priority in this game. The whole breaker thing feels very random. And don't get me started on when two attacks clash!


i see what your getting at but......i think it DOES add depth to the game. All characters cant have the same stepping game as everyone else. i think it makes you have to fight every character a different way. I think they can be re-vamped a little, mitsu's step game is ridiculous! he can get behind me faster than anyone else i think. But thats something I add to my mental game. It forces me to swing the chucks differently from fighting lets say cervy whos step game isnt all the great IMO. Thats what makes SC unique from other fighters. all though its a pain in the ass the re-vamp your style depending on what character you are playing, but it makes it a little more interesting I think!
 
I can understand attacks being different (for obvious reasons). But not movement. It turns the objective into playing defensively instead of offensively. That's not a good thing.

I can understand individualised stepping getting players to think differently, but the 8WR on its own is a defensive technique, not an offensive technique. And personally, it's never fair to individualise defensive techniques. Out of the 2 characters facing each other, the one with the worse step is already at a permanent disadvantage.

And this is before the round starts.

By individualising defensive techniques (like the 8WR), you already lessen the options of those whose individualised defensive technique(s) isn't as good as other characters' instead of setting both characters on even terms.

And I find that wrong on bare levels.
 
Blackdragon, the way you're analyzing it, you're not taking into account all the other options the "disadvantaged" character has. You have to look at all their options to determine balance. Zangief and E. Honda never moved the same as Ryu or Ken, and they were fine.
 
How about the fact that a 90 LB 16 year old girl SHOULD be able to move faster and more agile than a 300 pound golem with giant axe and that a trained Samurai should be able to move around faster than some psycho bitch with an oversized metal hula hoop?
 
How about the fact that a 90 LB 16 year old girl SHOULD be able to move faster and more agile than a 300 pound golem with giant axe and that a trained Samurai should be able to move around faster than some psycho bitch with an oversized metal hula hoop?

thats true. your right what you would think would side step pretty fast, is actually pretty slow. in THAT aspect, yes there are flaws. but on a bigger note.........

if your character has a slow side step game, then its time to work your game around it. every character has a weakness and a strength. ideally you would want to find weaknesses (that is knowing what your weakness are) in the other characters and exploit them.


i personally love the 8way run THEROY, but yes it could stand for a few changes.
 
Blackdragon, the way you're analyzing it, you're not taking into account all the other options the "disadvantaged" character has. You have to look at all their options to determine balance. Zangief and E. Honda never moved the same as Ryu or Ken, and they were fine.
Yeah, but that's a game on a 2D plane. And 2D fighting games play very differently from 3D fighting games.

How about the fact that a 90 LB 16 year old girl SHOULD be able to move faster and more agile than a 300 pound golem with giant axe and that a trained Samurai should be able to move around faster than some psycho bitch with an oversized metal hula hoop?
For what reason other than realism (which isn't the point here)?

if your character has a slow side step game, then its time to work your game around it. every character has a weakness and a strength. ideally you would want to find weaknesses (that is knowing what your weakness are) in the other characters and exploit them.
Yeah, and my point is that the 8WR shouldn't be one of them, it being a defensive technique.

To individualise a defensive technique is to turn an offensive game into a defensive game, and that doesn't bode well with me.
 
well i might be looking at this wrong. cause I use 8way as an offensive type thing. not defensive. i see you use maxi. he has some of the best "8way" offensive moves in the game IMO. utilize it, instead of fighting it.

i still may not be clear on what you mean. ur on my friends list.....lets swing some chucks around tonight!!
 
well i might be looking at this wrong. cause I use 8way as an offensive type thing. not defensive.
Defensive techniques are techniques that prevent you from taking damage.

I've been talking only about the 8WR in terms of movement, not in terms of the attacks (that can be) buffered. At base level, the 8WR is a defensive technique because it enables you to evade attacks. You evade attacks, you don't take damage. My problem with the 8WR is that some characters can evade using the 8WR movement better than others, so... Yeah.
 
AHHHHH....then yes. i want mitsu's side stepping ability nerfed to all mighty hell. that shit is ridiculous. and maybe give a little of the nerf to (please refrain from shit talkin) Yoda!

i know im gonna get shit for that.
 
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