Things to Fix for the Next Update

is it me or is everyone disagreeing with what you think about NM's RO game?

it's to the point where i don't even wanna bother posting my 2c about NM

-LAU
 
And please correct the use of GB. I find it ridiculous that a guard break is minus on block. The purpose of a guard break is to break a turtle who just guards but if the guard break is bad on block it looses its purpose. Correct that.
That would bring frame traps back! F that S! I don't want to sit a whole match getting CF because Yun is just sitting there holding 6 pressing BBBBBBBBBBBBB. GB is fine the way it is.

Off topic... how is guarding an attack considered turtling?

@Neorussel: You admitted it, which makes you automatically better than a large portion of the internet. Anyway, I think that the bubbles should still reflect after GIs, but Algol should only be allowed to have four bubbles, since two of his moves shoot two, and I think his jumping move shoots 4. I don't think that would influence the balance that badly. I also agree that his bubbles should disappear when he's hit, but not when he blocks (I don't think we should totally gimp them). Also, limit the number of times bubbles can bounce off crap (And perhaps be GI'd) to no more than two times.

AWWWWWW, no more bubble catch?! :(
 
Neorussel!!!!!


I know you're a G so please show the following shit.

Don't know exactly who this applies to but off the top of my head this has happened when i played 3 characters.

Xianghua's SXS3 B (the guard crush)-blocked- FC3b guaranteed: For some reason a lot of times the FC3B doesn't hit on Mitsu, Voldo and Sets. It just whiffs.
 
Neorussel!!!!!


I know you're a G so please show the following shit.

Don't know exactly who this applies to but off the top of my head this has happened when i played 3 characters.

Xianghua's SXS3 B (the guard crush)-blocked- FC3b guaranteed: For some reason a lot of times the FC3B doesn't hit on Mitsu, Voldo and Sets. It just whiffs.

+1 I noticed this too while practicing with X yesterday.
 
Astaroth's 2_8 B+G air throw on hit to ringout will ringout Astaroth and the opponent actually will take 0 damage and get a counterhit stun on the edge of the stage. I mean...it's a bug...but hilarious when it happens. Anyway if you're talking about fixing bugs that one should be fixed...even if Astaroth has to lose at least take the other character out of the ring with him. But then again it's the most hilarious way for Astaroth to lose so...I love it...

I love the Nightmare drama, I posted like 5 or 6 times that Nightmare has specific matchup advantages that make him comparable to Siegfried and people who don't spend a single second on Nightmare or Siegfried came to the thread specifically to bash Nightmare and brag about how good Siegfried is. Ignore the morons, stop posting about Nightmare because this particular forum is infected with Nightmare haters. It's a known fact, don't fight with the internet dweebs who feel it's their purpose to bash Nightmare every time someone posts something positive about him. He is good, but because I put that in my post I'm sure some trolling losers will come and bash this post too. I wonder if they have some sort of "search for Nightmare post" function and are utilizing it to specifically bash Nightmare. Anyway, I won't brag about his advantages because the people I'm talking to hate with a vengeance (hi trolls, I know you read this post too)
 
Glitch: Cassandra's 4AB. I've found that about half the time that the opponent attacks and is auto-GId, the B whiffs, even with the opponent straight in front of you. Kind of defeats the purpose of the auto-GI if the attack following it frequently whiffs.
 
oh yea another thing i forgot to mention about asta:

after ch 3a+b or 3[a+b], you can follow up with a low grab BUT if the opponent is holding G then it doesnt work though the animation doesnt change. if they are doing nothing then the low grab will work. it seems buggy as hell, either fix it or change the animation to show they are free to move or whatever
 
That would bring frame traps back! F that S! I don't want to sit a whole match getting CF because Yun is just sitting there holding 6 pressing BBBBBBBBBBBBB. GB is fine the way it is.

Off topic... how is guarding an attack considered turtling?



Well you are absolutely right. THats why moves like 6BB should not be GB at first.

And about the turtling thing i meant being always on the defensive waiting. Aorry if i cant find the correct words but english isnt my primary language.
Anyways i think that the new soul gauge and guard breaks are tools that drive soul calibur as an offense oriented fighter.

A guard break which doesnt break the guard shouldn't be called guard break.

For example since LIzzy's B+K has advantage on block it could be guard break. And Yun Seong 6BB could simply not be a GB.

And personnaly i love frame traps :D
 
X:
SXS3 B FC3B against the edge totally whiffs wtf
FC3B after you block Amy's 3BA totally whiffs!
This move in general needs looking at.
And I agree X needs 3B to launch on NH hit again.

Amy's B+K needs to have a shorter GI window, seriously Amy can be played on auto pilot because of this move.
 
Exactly which of Cassie's moves have broken hitboxes? I noticed her 236K (The one where she spins around a lot then kicks) does, but I haven't seen/heard of anything else.
 
Exactly which of Cassie's moves have broken hitboxes? I noticed her 236K (The one where she spins around a lot then kicks) does, but I haven't seen/heard of anything else.

I feel stupid for asking this, but what exactly is a broken hitbox? If it means the attack passes right through the opponent when it should hit them, then add the B of 4A, B to the list, as well as her WR A.
 
That's exactly what it means. If this thread is about fixing bugs, then we need to know of any and all broken hitboxes (Which are the reason some people consider Cassie the best in the game). Also, fix the Apprentice's issue with whiffing throws.
 
Now I'm confused again. I'm pointing out some of her moves that whiff against other characters when they shouldn't. That makes her worse, not better.
 
Frame traps were the biggest balance issue in SC 2 and 3, in my opinion. Without them, it's almost unanimous that this a pretty well balanced edition of SC with just a few things here and there that need tweaking.
 
And please correct the use of GB. I find it ridiculous that a guard break is minus on block. The purpose of a guard break is to break a turtle who just guards but if the guard break is bad on block it looses its purpose. Correct that.

Most guard breaks seem more about doing massive amounts of soul gauge damage than actually breaking someone's guard. They do still punish turtles in that regard. There are still a couple of guard breaks that actually do the job effectively.
 
Now I'm confused again. I'm pointing out some of her moves that whiff against other characters when they shouldn't. That makes her worse, not better.

Whoops, I misunderstood you (I'm too damn tired today). A broken hitbox is means that some or all attacks will go through a character when they're performing certain moves. Although, there are plenty of moves that just whiff because of certain character's stances (Or just the way they stand).
 
Whoops, I misunderstood you (I'm too damn tired today). A broken hitbox is means that some or all attacks will go through a character when they're performing certain moves. Although, there are plenty of moves that just whiff because of certain character's stances (Or just the way they stand).

Gotcha, thanks.
 
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