Pyrrha Omega has some comparable speed to regular Pyrrha and better range. She also hits like a truck like her mother did. She’s closer to SCIV Sophie, so she’s more about spacing and her punishing game hurts more.
I personally like Pyrrha more since her tools seem to be more versatile like her 22_88K, 4K, 66K, 66B and its Brave Edge version, and of course her 236B just to name a few. Her close range and pressure game seems to be better than Pyrrha Omega as well. Her damage isn’t bad either and her punishing game is very good, but just doesn’t hurt as much as Omega’s. She also has better use for meter.
It’s pretty hard to tell who the better Pyrrha is at this point though since they’re both so damn good. Alpha Pat is better than regular Pat though it seems.
Nope. I actually like that throws are something to be reckoned with in this game. Think of it not as traditional throw teching, but more like ST style throw softening. Then again, I never was a fan of how throws were techable in 3D games anyway, since they’re mostly techable on reaction (not on guess, as they should be).
The amount of rage quitters in the game is amazing, i couldn’t even play for 15 minutes because of idiots crying and sending hate mail: " learn to play without supers with nightmare scrub" pfft, they always hit me when i use A, A into Super lol, and is always a counter hit lol.
Weird, my friend and I had way more trouble with Kilik.
2 quick questions:
A) I seem to be having some trouble with Mitsurugi, moreso than other chars. Any tips? (Then again, my best opponent thus far has been my friend who plays Mitsurugi, so yeah…)
B) It seems everyone flocked to a few characters (Natsu, Lexia, Sieg, Pat, Pyrrha and a few others). Anyone here play Aeon or Algol and have any general advice for them? (Especially Algol. Just unlocked him and haven’t messed with him too much, but he seems a bit different from his IV counterpart.) For Aeon, I’m having a lot of trouble incorporating his BE moves into combos. Any advice on this?
This is quite possibly the best netcode I’ve played in an online fighter. Usually I get so frustrated by not being able to duck lows or throws on reaction, that I just stop playing online.
The single player content may have been sparse, but the dev team focused on the important parts – core gameplay and quality netcode = game should have a long shelf life.
I’m really hating how everybody online (aside from this site) is hating on SCV because of the lack of single-player content - especially when their argument boils down to “The game will only last for a couple of months and then there will be nothing because no single-player.”
Do these people even think before they type? How the hell is the single-player in ANY fighter going to last longer than a week, much less a month? And yeah, all the fighters that have communities that stuck around for decades, like ST, MvC2, 3S, TTT, KOF’98, etc., were all very well known for their robust single-player modes, right? Fucking morons.
The only thing I’m worried about is people getting turned off trying it by the amount of stars it’s rated on sites like Amazon, etc without reading the idiotic reasons for down-voting it.
I disagree with the whole net code thing. I feel like SF4 is more reliable, but this may be a case of PSN (for SCV) vs 360 (for SF4). If there is a single bump in the latency (probably from people using wireless instead of a wired connection), there’s no recourse but a full on disconnect. I’ve never seen SCV recover from a bump in lag, whereas SF4 seems to fight tooth and nail to keep you connected.
Oddly, while I’m in NYC, playing in the LA lounge produces better latency. Do more people in LA have fast connections?
I am actually very disappointed with this game. While I love the gameplay, I do understand where reviewers and people complaining are coming from. This game lacks a feel of polish not only due to the lack of single player stuff that they normally have. The roster also feels small as hell. The only reason I can see to have alpha and omega (aside from catering to frat boys) is to avoid developing new characters, which is laziness. If they did not have the time to make them and “focused” on the important stuff, bring back Xianghua, Kilik, Taki, and the rest. The story is a joke at best. There’s also way too much shiny-ness.
Presentation matters to the average gamer. While I love the gameplay and don’t really care about palette swaps (e.g., alpha Patroklos is the actor for Setsuka), the average gamer does. If they wasted time on all the glitter, they could have toned that down and focused on better presentation.
Again, I do love the game. Soul Calibur feels very fast and polished. It’s the SC from old days updated with a few changes. In all other aspects, I’m disappointed. It doesn’t suck, but it’s not the standard I’m used to from 1 and 2.
If you ask me, SC is not as effected by lag as, say, SFIV. The buffer window is huge, so you don’t really have to time stuff like links in SFIV. Therefore, is it not possible you’re just not noticing the lag as much?
The game will recover from latency if the connection can become stable enough, but if latency is too severe the game kicks in a fail safe system to disconnect both players. Nobody wants to fight through a laggy ass match.
No, the netcode is definitely really great. SCIV online was really terrible and pulling off things such as Setsuka’s just frames or even guard impacting, or even blocking low on reaction was nearly impossible to do consistently. The game was plagued by input delay. In this game I can get my just frame attacks off very consistently and guard impact, quick step, and jump things on reaction.
Create a soul is really good in this one. I just wish that it had the original fighting styles like Grieve Edge from Soul Calibur 3. The story mode was atrocious though, aw lawd it was bad.
Pyrra is faster and has a better low game. However, I think Pyrra O has so many awesome mids, better wall damage, her 236:B4 can RO/Wallsplat, Throws deal more damage, 4B is an advantage on block mid, and still has a pretty good low in 1K. Pyrra’s main advantage is that her super is better and more easily comboable (33K -> super deals like 95 dmg).
They both are high tier it’s like Heihachi vs Devil Jin in DR different flavors of the same BS.
Alpha is better than Pat straight up. Why can some someone combo super off his 2A and throw … seriously his super has to be i10 or something punishes EVERYTHING. Also umbrella JF is faster than Pyrra 236B JF so fuck that move.
I probably need to play a bit more to accurately talk about the netcode I guess (and I never played SCIV online). These are just my initial impressions from 12 online matches. I realize many people have over 1000 matches under their belt already…
I think right now between regular pat and alpha pat its a tie
simply because regular pat is just really solid ( sophita family members has always been in the upper tier lmfao)
hes safe and solid good combos, viable ex moves and good chain into super
though i think as the game evolves alpha pat (no pun intended) will come out on top
which im happy for because hes my secondary
the damage you can do with bar is insane… JF 1b:b into JF 3b:b a+b+k into 8a+b into umbrella JF is sickening
you can thow both a and b into 68 dmg
not to mention on alot of his moves hes safe and 44b+k punishes a good amount of stuff
he quick so he will have a lot of control over the neutral game
Alpha Pat’s super is i8 actually. It is the fastest non-counter super in the game, and it is invincible from i4-i8 (it is the only super in the game with invincibility…I think).
I think that Pyrrha Omega will end up being higher tier than regular Pyrrha. Pyrrha Omega is barely slower than normal Pyrrha, but does a decent amount more damage. Pyrrha relies on the opponent making a mistake (usually a few mistakes per round), but as time goes on players will stop making as many dumb mistakes. She doesn’t actually have good mix-up, because she can’t do anything from her lows. Her lows are quick, but they are not damaging; there is no reason for the opponent to be afraid of the lows, which ends with Pyrrha having few opportunities to land a good hit. Also, I find myself using Pyrrha’s super less. Yes, it is still great, but she can use her meter in other ways (such as making 236AA safe on block). I think we will see more people using their meter for GI’s instead anyways. It stops all height attacks and gives you 27 frames of advantage when successful; that plenty of time for a huge punish.
There was a guy who was beating everyone with Astaroth in lobby with a 25-1 win streak. Nobody was able to beat him unless they used Astaroth. Astaroth is scary as hell to fight, he puts you in so much guard stun, hit stun, he has a bunch of different grabs and moves that combo into grabs. His Brave Edge attacks are very good. He can cause easy ring outs. His movement speed is actually fast. He has some very fast attacks, although few, they are effective. You can’t side step him. He does incredible amounts of damage, and has big reach. One of his attacks has super armor, the ramming attack, dont know the name of it, but it hit me out of it when I was doing quick attacks with Natsu. Also his grabs are hard to see coming because most of the time I’m pressing attack buttons then I noticed I get grabbed, he has big grab range too. Just Guarding Astaroth is just way too hard to do, Guard Impacting is more realistic but it only works during the 2nd or 3rd round since you don’t get much meter in the 1st round. I need help, I hate fighting Astaroth’s more than anything else in this game. It seems like the new stuff in the soul calibur 5 series pretty much buffs him from all his previous versions. Anyone have any suggestions on how to beat Astaroth with Natsu. I try to use all of Natsu’s quick attacks, but I keep getting knee’d and grabbed, even though I break out of grabs sometimes he still does a move that gives him frame advantage it seems since his attacks put you in so much block stun, its amazing.