Looking And Waiting For Something Special?

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Sorry to quote en entire long post, but lots of relevant points.

a) On SS/CS for Ivy. What I would do.
Half-Circle command. I would borrow from VF5 and give a benefit for "fastest input" like what Wolf had for his Giant Swing. With the fastest input, the nerfs to the move would be removed.

The one thing you'd definitely see if you simplified Ivy's command grabs, is a lot more Ivy's at launch, a few of which would seriously master the character over time, and we'd benefit by seeing a wider variety of characters when we play. This is why I think eased movelist execution is awesome- it really does bring the variety, which makes playing more fun. You make a character hard to play, you won't see that character much.

So you would give Ivy a JF (fastest input) command throw with a half-circle command input doing 100 damage?
Isn't this a bit too much?
Anyway, I respect your opinion on the matter even though it's the exact opposite of mine.
Well, to sum up about what I was saying earlier is the following, imho always:
- The more risky or less rewarding a JF is, the easier the input.
- The less risky or more rewarding a JF is, the harder the input.

This is the way I feel about execution in general- I despise games where I feel like I can only play one character because the execution is so damn hard initially, and I'd have to put in 10-20 hours before I can play the game. Why should I do that when I can play something else?

Are you talking about fighting games in general?
Because, If yes, then I'm sure you do realize than SC in general is already "input friendly" enough, compared to some other fighting games.

btw Happy New Year everyone!
Even though I don't think SCV will be released in 2011, it is almost certain that new SCV info will start being given to us very soon.
 
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