Soul Calibur 5 Official Discussion

Shoutouts to having my hands still thinking that holding back = block in this game. :shake:

Other than that, despite this being my first SC game that I’m actually trying to learn, I’m having a blast with Hilde so far. :rock:

Yeah, the block button can be weird but I got over it when I learned MK9.

Think about it: he’s old-school. How would he know the character’s updated moves without having seen them? How would he know the new kid’s variations on their teacher’s styles if he never fought them? He couldn’t. That’s why old traditional styles from the previous games would be a better fit for him.

It would’ve been nice if it was like Tekken or Naruto Gekitou Ninja Taisen where you can block like you would in most 2D fighting games and also let the stick stay in neutral to block as well, but that’s just me. Besides, that way of blocking may not work well in SC for all I know since I barely know a thing about how the mechanics in SC work.

And I may be right on this, but for the sake of double checking and for anybody else reading this thread and too lazy to scroll through all the pages in this thread/check for themselves and/or afraid to ask what may possibly be a question asked over and over again, but what’s the arcade button scheme for this game again? Is it…

A B K
G

Thanks in advance!

Yes, that is it.
That is why the SCV stick has a different layout than a MCZ SF TE stick.

It wouldn’t work cause of SC’s 8-way run. In a 2d fighter or even Tekken (which is why I don’t really consider Tekken a true 3d fighter), holding down-back is low-block, while in SC, down-block would be used to move diagonally. SC’s mechanics pretty much requires a button to block, or you lose the freedom of movement.

I really don’t like how Namco implemented the supers in this game. It’s awful, IMO. Some of the characters can whiff them without “much” worry of punishment. And the start up is just far too quick. Moves that are “kinda safe” are now dangerously reckless with meter, which is pretty messed up with characters like Seigs and Nightmare. They can’t really do anything once the opponents has meter.

Natsu has my favorite move from Taki (back handspring onto opponent, cut throat) but as far as I can tell, it’s a bitch and a half to set up. The only setup I can see is Weasel Run (pathetic range). Natsu’s 4,4 +k can’t go into Possession like Taki could, nor can her 6+a.

Okay this game officially has the best create a character mode in any fighting game ever.

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So, PS3 version does have custom soundtrack and screenshot support.

I scraped together some cash and bought it. I told myself “Jocelot, you’re nearly broke. Wait a week until payday”. But I just… couldn’t resist. Can’t wait to settle down and go into training with Raphael and his hat.

8 On The Break is live now: http://www.twitch.tv/8wayrun

Currently running freeplay.

LOL at them considering to change the voices to Japanese.

I’d say go for it, if they’re really sick of hearing “Nyan Nyan Mewling Pyrrha.” :rofl:

being a taki fanboy feels like it payed off.

Oh dear.
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Ahh, Day 1 infinite’s. It’s like SBX all over again!

I feel like I’m getting trolled when I play Ivy, I dont think i can support what they did to her…

How is the online play for this game? While this is a common question, now is a good time to ask it when alot of ppl have the game to play online. I have to wait to buy my system again to play this one.

I feel your pain. I played Tekken 5 DR/6 and SCIV and switched between the two. Changing block style became weird.

All I got say is, niggas can’t handle the chicken foot.