Hate Speech: On the Subject of Change

HMPH. changes changes i dont care what namco throws at me!
3499_original_tumblr_lkp3n55USf1qa8kiu.gif
 
Christ almighty...To be honest, the whole guage thing came straight out of the universe of Mortal Kombat...and, to be straight, that's ridiculous. 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?

mortal kombat never had a gauge til the game that was released this year, street fighter been rockin a meter since 1994 o.O along with dozens and dozens of other 2D fighters that've been released since SF2Turbo came out.
 
when i was at evo watching sf4ae on sunday i remember people get so hype when they land combo -> super/ultras and other things involving ultras. it really got me feeling like wow, if sc had this more people might like it or be into it and it seems namco agrees. we'll see how it plays out.
 
New "4A+B+K GI" costing meter even for Re-GI = No Re-GI when 0% meter = Free damage after GI-ing a rival with 0% meter = If playing smart, no double random or unconfirmed CE or excessively spending meter.

New "4A+B+K GI" impacting all attacks except grabs & UBs = Omits mind games between High+Mid & Mid+Low impacts, which -to me- is good because I don't have to guess/bet with GI & is just about timing & reaction, but is not-so-good because it might kill some of my mix-ups at zoning & force me to close-in more. :P

Also, New GI flip-launches a rival's jumping (or TJ) attacks = GI into wall combos or GI into RO? Hmm n_n = No jumping near wall or ring edges.

New "Grab Breaks" at normal & late breaks making bit-damage = 1 more reason to G2 when close combat. IMO, Project Soul made it as an Anti-Turtle option.

New "JG"...
If characters have more moves that are safe or that gives advantage & that heavily crushes guard when guarded, then JG is good & commonly practical for how safe it is to input. Missing a JG doesn't have a whiff window to punish it, but it leaves rivals taking that Guard crush damage which breaks quite fast, ooyea n_n.
If characters have more attack with guard advantage + good guard crush, then simply holding G will not be enough for turtle-players. n_n

BE = to keep track of when a mix-up might change into BE options for safer pokes or safer ring re-locations = more reason to keep Guarding or/& wait to JG, or to GI if needed to stop rival's momentum & guard crush pressure.

Quick Step (or QS)
Finally, a legit attack-dodge system! I just hope that Horizontal moves to track 1000000% & vertical moves to track -1000000%.

Does anyone knows if Guard-walk/stalk (G6/G4) are back in SC5? Since there's JG & GI is now 4A+B+K, it would be very practical to input G6 & G4 for guard-walking.

Btw, I don't like, agree-with or approve the "freeze-frame" or "slow-motion" effect before a CE comes out. A freeze-frame or slow-motion before a CE comes out kinda takes me out of the battle rush into a "oh, so obvious" reaction. The current freeze-frame or slow-mo of CE hinders them IMO. I prefer how MK9 does the freeze frame or slow-motion AFTER the X-Ray catches my rival. MK's X-Ray doesn't cause that to me because when a slow-mo occurs is because I'm giving or receiving damage while the slow-mo happens & not before it hits.

How Pyra does during the slow-mo at the beginning of her CE looks very ridiculous to me. Looks like if she had just broken "her water" or like if she's going through "her period". MK's X-Ray presentation are better than all Super-presentations in fighting games because they don't throw-off my timing by freezing the screen, or they are not so OBVIOUSLY guarded after a rival input them because no slow-mo occurs until they hit.
 
Back
Top