Hate Speech: On the Subject of Change

The more I think about GI costing meter the more I like it. It adds strategic depth to the game and how you choose your options. There are for example going to be people who are going to always spend down and get max damage with EX attacks and critical edge. Now if there is no defensive use for your meter (like GI) there would also be no way to punish someone for not having meter.

The most immediate thing that comes to mind strategicaly is a simple question. How many ways I can kill someone for not having meter?

GI their attack and knock them out of the ring with an attack they would have to reGI.

GI their attack and kill them outright on damage (possibly a combo into a mixup to try and kill them)

Exploit moves that they would choose to deal with using meter. The most obvious application would be if someone needed meter to punish an otherwise strong attack.

Other strong attacks are slow and telegraphed but have advantage on block... Many players choose to GI these attacks on reaction instead of dealing with block advantage (IE Asta 4:Bh:.)

It also makes you reconsider when to GI in general. Lets say you have a single GI of meter and you are in bad ring position. If someone GI's an attack and goes for a ring out you are forced to reGI or die. Now upon landing this reGI consider your options. If you attack immediately and the opponent guesses that attack you die because you don't have the meter to GI back. How would that impact your decision making?
 
I don't play Soul Calibur to play Mortal Kombat... I play Soul Calibur to play Soul Calibur. What's so hard to understand about that
thank you thats what im talking about

i understand his concern, on the basis of what is soul calibur, its a Fighting game derived for the in depth strategic fight experience.

but then when the question of what is street fighter, we would say a rapid paced, reaction happy button smasher.

Both games are great in there own right.

The creator of Soul Calibur said it himself, he stole the CE/BE system straight out of Street Fighter 4.

Now we see a somewhat metamorphosis , of which, soul calibur 5 is en route to be an inheritor of the Street Fighter Franchise.

Which of course was done on purpose in order to draw a larger audience to the game, which i can respect that.

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SC5 integrates a brand new GI system. now instead of individual variations of GI to counter certain attacks, its just one that counters all attacks.

At First glance it sounds overpowerd, but since GI has been balanced by use of Meter its reasonable.

SC5 is now faster paced, intersting concept, as we without having test it ourselves can only assume what "Faster Paced".

The BE system is quite intersting, basically its exactly how EX attacks work in SF, just powered up versions of normal attacks.

the CE system is the Good ol special attack, every characters has there own special to deal out massive amounts of damage, ideal for major turn arounds.......

but how does this synthesis effect SC5 as a whole?

The "faster paced" will dramatically change the game. Faster attacks may lead to improved combo opportunities. reaction times will shorten, varying counter options. Fighting now becomes a game of chess, in which predicting the next move has become more important. with the new speeds solely relying on reaction time will not be enough.

The New BE system is perfect in my opinion, it introduces a whole new aspect into the game, just like EX attacks in SF and MK this new moves will increase combo opportunities. they will also add to the game experience by developing marvelous ways to comeback and creating a richer and more dynamic experience allowing players to force their own style into the game as they choose when they prefer to use the BE.

the CE and New GI system on the other hand i see are major flaws if not properly balance. The new input one impacts all sort of limits the strategicness (Not a word) of SC, rather then forcing the player to predict the position of the opponents next attack (H/M/L) to impact, it sort of holds their hand for them and just does it all for them. limiting the GI to use up Meter is pretty aggravating. individuals now don't have the opportunity to punish spammers properly. Back in SC4 if you spammed a move all day you would get Impacted all day, which was fair. now if someone spams you, you will be force to use up your meter, then you would have to take full spam and block and try you best to not get out framed. now instead of using prediction to solve spammers, its reduced to simple frame data... which character is faster? and how can i land a hit before the other person lands a hit? so now instead of attack and defend its attack and attack faster.

Because of the new CE system, turtle is now the best form of combat. before turtling was punished with CF, now turtlers are being rewarded with CE. essentially SC fights become a battle for the first to achieve a full bar of CE then unleash to win....fighting in SC will become less dynamic and more tuned to High Damage one hit Kill CE super combo.......

a simple summary of a SC5 fight will be like this, 2 players poke and defend each other, one player manages the full meter first, then using the standardize combo he found online , he performs an instant KO combo......

of course this is all my analysis of the new SC5 mechanics, i haven't played SC5 and i'm assuming i understood how the new mechanics are implemented. So don't take anything i said is 100% its only a hypothesis based on the current released information on SC5.

i See some excellent brand new features to SC5 that may lead to increased dynamic and fun too the game. as well though a possible chance to ruin the game for everybody and create lacking experience where style of play is removed and a universal concentration of a standardized strategy that everyone follows......
 
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