Things to Fix for the Next Update

Zas 1AB goes right through alot of people with me. I have notice it happens alot more often against Raf. Also alot ofother random moves of his have been whiffing including a back throw going right through Rafand me getting thrown instead. Any one else encounter this problem with Zas
 
I'm really starting to think that Kilik is just broken as all hell.

1)WSB must be either unsafe or lose it's pushblock. And the hitbox on this move it's just ridiculous. There are times where I have hit this move and I whiff because of just plain hitbox whiffing or the move as good as it is also moves Kilik a little backwards. Something must be done about this move.

2)BP B must lose some frames. Even JI the followup it's very hard. This wouldn't be a problem if BP K was a high like SC3 but with it being mid you're forced to gamble on defense making BP a very powerful mixup tool for Kilik and downright abusive.

3)2A being safe it's weird in a game where so few lows are safe on block. Normally it's not a problem but with his RC status and his very powerful FC mixups, 2A becomes even spammable making Kilik's mixup game retardedly good.

4)His aGI windows in stances must be shortened. I don't mind Asura one bit. Namco should leave Asura as it is but the MO and BP aGI are too much for a character this good.

5)66B must be taken care of too. In fact, some of the holy trinity must be fixed. 66B is safe, is good against step and hits grounded. Fix one of these, 66B, WSB or 2A. The 3 of these being safe along with all of his other stuff is a no no.

And that's it.

To me personally, I would remove Kilik's pushblock on WSB, fix BP B and BP K return to high status and make 2A unsafe. Either that or remove his FC mixup to not make the 2A situation retarded.
 
Alright, I'm really not sure what the fuck happened here, but here it goes: It's online, in the fully walled tower. I'm Siegfried, I'm fighting Voldo, and I sidestep one of his moves. I'm up close, so I try to grab the fucker from his right side, and it completely goes through him. I was right next to the fucker, and he didn't do anything besides stand there (His animation didn't change from standing block, so he definitely didn't duck). His back was to the wall, but I don't see how that makes any difference. Has this happened to anyone else?

Also, those fucking laser walls in the one SW stage mess with throws. I've seen people drop out of Raph's B throw when he faces the wall, and it's moving towards them. The poor bastard even has to continue the animation.
 
Ok after about 40 games with Felix we noticed X's 4B6B cannot be GI'ed the 2nd hit in that string goes thru the person when they try to GI it.
 
Alright, I'm really not sure what the fuck happened here, but here it goes: It's online, in the fully walled tower. I'm Siegfried, I'm fighting Voldo, and I sidestep one of his moves. I'm up close, so I try to grab the fucker from his right side, and it completely goes through him. I was right next to the fucker, and he didn't do anything besides stand there (His animation didn't change from standing block, so he definitely didn't duck). His back was to the wall, but I don't see how that makes any difference. Has this happened to anyone else?

Also, those fucking laser walls in the one SW stage mess with throws. I've seen people drop out of Raph's B throw when he faces the wall, and it's moving towards them. The poor bastard even has to continue the animation.

That happened with me when I was using Zas, and to top it off it was a back throw. I ended up getting grabbed after that.
 
how can you install the sc4 update?
...er...on the PS3 it should be automatic next time you boot up the game and you have an active internet connection. It's also one of those updates that can't be done in the background but the installation should be fairly quick. Dunno about Xbox.
 
I'm really starting to think that Kilik is just broken as all hell.

1)WSB must be either unsafe or lose it's pushblock. And the hitbox on this move it's just ridiculous. There are times where I have hit this move and I whiff because of just plain hitbox whiffing or the move as good as it is also moves Kilik a little backwards. Something must be done about this move.

2)BP B must lose some frames. Even JI the followup it's very hard. This wouldn't be a problem if BP K was a high like SC3 but with it being mid you're forced to gamble on defense making BP a very powerful mixup tool for Kilik and downright abusive.

3)2A being safe it's weird in a game where so few lows are safe on block. Normally it's not a problem but with his RC status and his very powerful FC mixups, 2A becomes even spammable making Kilik's mixup game retardedly good.

4)His aGI windows in stances must be shortened. I don't mind Asura one bit. Namco should leave Asura as it is but the MO and BP aGI are too much for a character this good.

5)66B must be taken care of too. In fact, some of the holy trinity must be fixed. 66B is safe, is good against step and hits grounded. Fix one of these, 66B, WSB or 2A. The 3 of these being safe along with all of his other stuff is a no no.

And that's it.

To me personally, I would remove Kilik's pushblock on WSB, fix BP B and BP K return to high status and make 2A unsafe. Either that or remove his FC mixup to not make the 2A situation retarded.
I agree, i think they should downgrade kilik a little bit, to much power, to many safe lows aaaa i dont whant to talk about it, to much.
 
I'm really starting to think that Kilik is just broken as all hell.

1)WSB must be either unsafe or lose it's pushblock. And the hitbox on this move it's just ridiculous. There are times where I have hit this move and I whiff because of just plain hitbox whiffing or the move as good as it is also moves Kilik a little backwards. Something must be done about this move.

2)BP B must lose some frames. Even JI the followup it's very hard. This wouldn't be a problem if BP K was a high like SC3 but with it being mid you're forced to gamble on defense making BP a very powerful mixup tool for Kilik and downright abusive.

3)2A being safe it's weird in a game where so few lows are safe on block. Normally it's not a problem but with his RC status and his very powerful FC mixups, 2A becomes even spammable making Kilik's mixup game retardedly good.

4)His aGI windows in stances must be shortened. I don't mind Asura one bit. Namco should leave Asura as it is but the MO and BP aGI are too much for a character this good.

5)66B must be taken care of too. In fact, some of the holy trinity must be fixed. 66B is safe, is good against step and hits grounded. Fix one of these, 66B, WSB or 2A. The 3 of these being safe along with all of his other stuff is a no no.

I argue:

1. WSB should be left exactly the way it is. It helps Kilik maintain what he is good at range. Up close he is absolutely garbage in comparison to the rest of the cast. This move can easily be sidesteped and punished.

2. BP B: This move should also be left the way it is. Besides the fact that some people freeze up this move is clearly seeable by better players. Can be sidestepped and GI-ed on reaction. With it being +18-Frames the follow up leaves no room for error which is also 18-Frames.

3. 2A: Again this move is Kilik's only practical option for constant sidesteppers and to top it off it guarantees absolutely nothing. The damage is neglible and again it's only effective when played within the proper range. Almost everything Kilik does is steppable so this helps his game.

4. Auto GI Stances: I absolutely agree that all of his frames should be adjusted to like the 5 frame margin or maybe even less.

5. 66B: Again I disagree as Kilik basically has no options on the inside and any move he can get is good. Seriously though out of everything you mentioned this shouldn't even be up here.
 
Rapheal
- Yeah have to agree, i dont understand how someone uses your own style of fighting (Amy) and is much much ( to the infinity) better than you at it. Its like Rapheal picked the worst things about his fighting style and decided that he could win like that. >__>


Agreed. I don't understand how Amy has the same animations for certain attacks but better properties for no reason. For example:

Raph's a+B is only 3-in-1 on CH while Amy's 6a+B is 3-in-1 on NH. Not to mention she can cancel into 236.
Raph's 6BB is i13 and 0 on NH/CH, Amy's 6BB is i11 +2 on NH/CH
Raph's 4a leaves him at a disadvantage on hit while Amy's 4a stuns.

Makes no sense.

One thing that should be fixed about raph is his aGI 4a+b(High and mid horizontals only). The fact that you can GI out of it makes the move completely worthless. You're much better off just doing a regular GI, at least you'll have mix ups.

Also I feel Raph needs compensation for completely nerfing BB, a move that was already -2 on NH/CH hit. He should have at least one mid under i18 that is horizontal. Even his A can be easily SSed.

And why did his neutral K(i13) go from +8 on hit to +2 on hit? That move has no range as it is.
 
They need to just give off different versions of chars like MK trilogy.

That and Vader needs to be faster, Talim needs buffing (but then again I'd just hate her all over)
Nightmare needs options IMO.

It feels like I'm limited to the same old song and dance when I play his counterpart, or Sophi/Cass
 
Everyone is fine. Jesus. The only person I feel is too well equipped to win is Cass, and I'm not the only one who feels this way towards her. Also, giving Taki better dmg would lighten her extremely heavy workload. With all the options she has, her damage shouldn't keep her from being top tier. She's well deserving of being there. It's like they built her with the full intent of being a top tier character but gave her a big fuck you by sapping her dmg completely. I'm not asking for sister dmg, maybe about where yoshi and mitsu are. Taki along with Sophie, (YES I said it, Sophitia. People know her too well. And no I don't play her.) Yoshi, Setsuka, Maxi, Nightmare, and Talim are the hardest working characters in the game IMO.

Edit for VWBF: Raphael as well LOL I know how hard he's has it since the patch, I didn't mean to leave him out bro. As long as his B stays the way it is he's got my respect. And Rock? Well he's been the way he is for years lol kidding. Throw him in there. But yeah, EVERYONE is fine. Buff's are what some characters need. No fucking nerfs. Anymore and we'll have a good 50% of the roster in mid to low tier so stop bitching lol. Unless were talking about Cass then it's pretty much pointless. (SHE IS A GODDESS. And I don't mean that as a complement...)
 
Everyone is fine. Jesus. The only person I feel is too well equipped to win is Cass, and I'm not the only one who feels this way towards her. Also, giving Taki better dmg would lighten her extremely heavy workload. With all the options she has, her damage shouldn't keep her from being top tier. She's well deserving of being there. It's like they built her with the full intent of being a top tier character but gave her a big fuck you by sapping her dmg completely. I'm not asking for sister dmg, maybe about where yoshi and mitsu are. Taki along with Sophie, (YES I said it, Sophitia. People know her too well. And no I don't play her.) Yoshi, Setsuka, Maxi, Nightmare, and Talim are the hardest working characters in the game IMO.
I'll add Raph to that bunch and then totally agree with you.
 
IMO I don't think they should constantly degrade characters. By constantly degrading characters the whole cast would end up pretty washed up and not very fun to play. I'd say leave the good characters as is and upgrade the lower tiers. For example Maxi could use some safety, probably more garuanteed damage(probably even more than that). I don't think anyone is extremely overpowered so if the characters that are good remain as is and the characters that are under powered are upgraded to the same level, everyone's happy. Balance is important and no one character should be too powerful but I'd say it's better to have a game with everyone at Sophitia's level as opposed to a game full of characters at Rock's level. It's funner to watch people kick ass than to watch an endless stream of mediocrity.
 
FIX ROCK!!!!!!!

Suggestion 1:Give me back my JFPT 1.02 animation .I mean after u get used enough it easy enough to GI in the middle of PT as it is, give me something to live for.

Suggestion 2:It doesnt rlly bother me anymore but fix the camera issues with the ground throws.No need to have further disadvantage me im already playing with a big one just playing as Rock.lol

Suggestion 3:More TC frames on 6K or at least earlier ones.I mean i would at least sometime like to beat Taki AA.I could care less u could leave it unsafe on block

Suggestion 4:FC3k give me a proper stun or none at all but if no stun up the damage.No more left sided shenannigans.

Suggestion 5:Start the damaging scaling a little later in the loops for Rock i mean if u eat that many ground loops that your fault and u deserve it y should rock be punished.lol
 
I don't think Lizardmans 1 {k] that goes into crawl should whiff mids. I think thats garbage. Whiffing mids period is garbage because it kinda breaks the rules for a fighting game.

Hitboxes on chars like Amy and stuff need to be fixed because whiffing or combos not working because of a hitbox is bullshit for a 3d fighter.
Online gameplay should be random stage for ranking matches. Picking stages suck for so many characters, it gives too much advantage. Hilde for example can RO on over half of the stages just about from the start of the match! Thats definitely not fair for a ranking match if they can pick stages.

Hilde is broken, period. She does TOO much damage. She's doing 100+ damage OR a RO with every combo. Thats Insane, especially for how safe Hilde is. She gets so much advantage on block, she needs to be nerfed. Low her damage off of combos.

Nightmare, Talim, and Zas need a boost. Since i don't play Talim and Zas I can't say much but I do main Nightmare and there are alot of things that make him rough to use.

Nightmare should have the option in beating a 2a during a grimstride if predicted.( This is because 2a beats all of his GS options. Which hurts NM EPICLY)Like, I think NM A+B shoud be fast enough in GS to do something about it, I think it would help some considering NM's GS A+B is pointless unless in 33b combo. Nightmares 2a is horrible. Its at negative frames even on hit. WTF? I think it needs to atleast be safe on hit.

Nightmare has the worst move in Soul Calibur 4. Which is 4b. It doesn't even do alot of damage, its extremely slow, and its negative on block. It does NOTHING. It doesn't even hurt soul gauge much. It should do SOMETHING and not be the worst move in the game. Its not even good post GI

Which brings me to another thing, why doesn't he hurt soulgauge more? I swear he is one of the hardest characters in the game to CF and that just simply shouldn't be the case. Hes weilding Soul Edge, WTF?

Now, im just throwing this out there and I doubt it would ever happen but this would make NM such a good character. If he had a grab in NSS. And the grab could RO when hes facing them. It would make NM so much better because they get to guess between breaking A or B for a throw and a mid if they duck.

I say this because they can just block NSS all day and laugh cause there Soul gauge won't move and hes so slow, you can see his lows or anything else, a GS is easily 2a punishable. He needs SOMETHING for how unsafe he is.
 
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