Something I was reading in Tekken Zaibatsu

Technically, there are. Jumping is a decent tactic, used even by the best, and a select few characters have such “anti-airs” in the manner I think Jom is trying to get at. Ivy’s 6B8 or 8B+K and Astaroth’s PT (214A) come to mind right off the top of my head, as they Attack Throw opponents who jump or are in tech jump and there’s nothing they can do about it.

Well . . :rolleyes:

Of course there is always an exception to the rule . .

Jumping is NOT a specific part of ANY characters game in Soul Calibur. Moves that are airborne however, are . .TO A CERTIAN EXTENT useful.

Ivy has the “ivy lick” which is a proper “anti-air” using your logic, but using it consistantly to grab people out the air is useless, since there are only a few characters that rely on moves at cause them to go into the air in the first place. Ivy’s 8B+K is meant to get extra damage off a launch or CH, not anticipation of a jump. Most of these moves have wicked startup (Astaroth 9B, Voldo 236 B+G) or are much too quick to try to snag them in the air anyhow (Taki A+B) so even saying “anti-air” in Soul Calibur makes me question your credibility, much less question mine.

Ok, so I guess I have three different complaints about T5.

  1. The wall mechanics suck.
  2. Juggle damage is way too high.
  3. Losing half your health because you can’t roll off a wall is stupid.

Open stages would fix the wall mechanics problem, and fixing the damn juggle system would fix the damage problem. Or they could fix juggles and let you roll off of walls. Sorry, but I don’t like comboes that involve jabbing over and over again to a wall, wherein you lose over half your health. I much preferred T4’s juggles where adding too many jabs worked against you because it pushed them too far out for anything else or the damage buffer kicked in and screwed up your damage.

P.S.