SC5: Improved Competitive Ideas

Lostprovidence: I can see your point. JF's should still keep the special properties but at least make them harder to perform. Like Setsuka's.

The Guard Crush system need to be revamped like how it was in SC2 and SC3. For example when you eat a Natural Guard crush, you're going to be eating some damage, forcing you to not be so defensive. If you add that simple property, the current SG system wouldn't be that bad to deal with like how some people complain about....
 
I want Soul Charge back in the game. That shouldn't have been removed. It's almost a series trademark.
 
I think they should make execution easier. It's really exciting when someone out mindgames another guy and predicts their moves, but it's just embarrassing when a big turnaround is because someone was a frame off on their JF. I think JF's should just be a slightly bonus in damage or safety, not make it a completely different move. Maybe keep Sets the way she is for people who like that, but shit like Talim 236A236B and Rock PT should be easier. Also, -15 moves should stay -15 but have longer blockstun and longer ending animation to make it easier to punish with i15 moves.
 
No way. I dont like a whole SG and CF idea at all. Turtling is just another style of playing. Its the same in FPS's where people bitch and whine about camping. Campers camp, turtles turtle. Its their choice how they play the game. End of story.
I just dont want SC to turn into an all out offensive game. I favor a balance between offensive and defensive options.

I favor a balance in this regard too(I'm kind of a defensive player myself), however I do not mind the idea of CF being strong perhaps even a tad stronger. Even pre-patch when SG damage was higher, there were options against it. Most good SG damage came from steppable moves and almost all of them were also slow enough to be interrupted, even after being at disadvantage from being hit. Attacking can be considered a defensive option in some circumstances, and I like how the SG system (as the previous guard crush system tended to work) brings that to relevancy.

To cede the initiative to the opponent should rarely be rewarded, but actively played defense is more defensible.
 
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