SC5: Improved Competitive Ideas

Oh god, please don't add MORE characters.

By the way did anyone else like the SCII versus screen over any other or was it just me? Anyway, other than working on story and graphics, I dont think it needs much more. Even the RO thing, I think, is okay. If ROs were to cut off 30-something% of health, it'd be just like those other fighters right? Then again, a few stages with this would seem okay, but only a few. Also, stages with infinite ground. No walls or edges, similar to two or three of Tekken's stages.
 
I would prefer they add more unique characters like Ivy or Hilde instead of just adding more JFs.

I could actually agree with that over the JFs. Despite the fact I find Hilde broke, I do enjoy the flavor she adds in her control. The idea of Hilde is good, she just needs some fine tuning. I would like to see another Ivy type though. There's a lot of unused weapons that could lead to some cool things.

I think I'm just gonna argue my bottom 4 and omit my combo and JF argument.

I disagree with an infinite stage though. Perhaps maybe have one for practice, but I feel too many characters could exploit that with a keep away strategy. Plus I find it much more interesting to have to constantly control your positioning.
 
I didn't read the first post but I skimmed over the posts. For what I read, my thoughts:

1. Throws shouldn't be seeable in this game. There are really no unbelievable lows in this game save for Amy's 2B+K (which, by the way, is unsafe and has shit range, but whatever). When you actually learn the game, most of the damage comes from spacing and options increased the most at throw distance. If you could see throws, that'd give players even less of a reason to duck or react as they can just block+throw break most of the characters to get the advantage. Most of Tekken's throws suck dick at higher levels because of the way the game is played; you have many more Amy-esque lows, throws have more range, and, even on top of that you have fuzzy guarding and crouch fuzzy guard. Then, there's about 25 frames, most of the time, to see and break a throw in Tekken.

2. I honestly think most people have trouble doing JFs because they just don't try hard enough to get them down. SC is simple enough

3. Ring-outs add a new varible to the game, causing most of the time, one or both players to alter the way that they play, which in itself creates more depth to the fights (much in the same way throw distance does). Many characters already do shit damage against walls. If I'm playing Sets against Talim or Tira, what do I even have to lose by playing with my back to the wall? This creates a situation for some characters where, where they SHOULD have the advantage they still have to be wearier than the person they've put in a 'compromising' position (much like SF does to some of the lower tier characters).

In summation, I think you all, once you start to realize why, if you stick with SC4 and stay on the path of improvement, will become much more appreciative of some of SC's systems. I've said it before and I'll say it again - I think SC4 is the best SC to date.

P.S. I miss the Vs. screen taunts too! Liked doing the screams, laughs, or saying "Payback!" with Talim and Cassie! =D
 
Stages with obstacles on them is an awesome idea. I also like the idea of JF saving from RO, but only if not knocked too far away from the stage (obviously, you would not be able to reach the edge from afar :P).
There should not be too much new characters, just one+boss maybe should be enough. And the new character must have some interesting weapon like two axes that he/she can put together into a double-edged halberd like this when going into a stance.

oh yeah, and i totally agree that throws should not be distinguishable. Mind games are a very big and important part of any SC fight and they should not be diminished by excluding throws from them.
 
Nerfing RO's? Wow. What a horrible suggestion. Considering the fact they've already been nerfed(play older caliburs). Little thing called AIR CONTROL was your answer to avoiding ROs after being hit once while in the air. Hilde breaking a key FUNDAMENTAL of SC isn't a green light to revamp(or in this case suggest a revamp) that entire system.

Multi-tier stages sound ridiculous to me. This isn't DOA/MK, its Soul "goddamn" Calibur. I don't care for +20 dmg and a chance for my opponent to comeback a round when I knock them off the stage. I expect a win/loss for outplaying them/getting outplayed by them, that round.
 
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