Soul Calibur 5 Official Discussion

Good Maxi players seem to like Maxi being good.

maxis damage is insane
lmao how could you be mad

Maxi and Mitsu seem to be the best they’ve been for a long time.

I’m fine with my main getting moves taken away when he’s easier to win with, but I’m lazy so what do I know.

Hey guys we’ve been putting together a guide for the unlockables in SCV on 8WayRun if you want that info. Also help us out with missing info if you can:

http://8wayrun.com/threads/scv-quick-unlock-guide.10237/

Natsu

Well obviously Viola isn’t as much of a useless joke as you thought.

Seigfried is probably her toughest match but it’s far from impossible. Bait and orb. I don’t see what the problem is against Astaroth. It’s like Seigfried but slower.

The impact of the casual gamers is quite important. Casuals are why you get high stream view counts for instance.
Or the sales and the reviews as mentioned. I don’t mind a game cater to just the hardcore but I would like a wider audience as well.

Alot of the casuals already move from this game the first week. From the casual perspective, this game kinda bombed so far to be honest with you.

I would say Alpha Pat, but from what I hear he’s got a large learning curve. Algol is fairly safe too IMO. I’ve heard Pyhhra is too but I don’t play her or Alpha Pat.
Oh, Mitsu is really safe too once you learn to play him right. Salt for days towards that character

Don’t get me wrong, it’s easy for newcomers to play, but rewards skill MUCH more than previous iterations IMO. Basically it’s one of (IMO) the best examples of 'easy to learn, hard to master.

I completely agree, which is sad, because this is the direction I would love for the company to stick with, but they won’t if they can’t make a profit from it.
Maybe they should have just spent an extra 5-6 months to try to add some single player stuff?

I cant get jiggy with that statement as a entirety
this game rewards offense much more then previous games
that isnt exactly indicative of skill as a whole

I meant stuff like Just Guards (which yield HUGE reward), smart quicksteps and meter management.
Also, while you’re right that it does reward offense immensely, it’s kind of like Marvel IMO in that it’s an incredibly offensive game, but as a result those who have a good defense and can therefore mitigate that offense will come out on top.

What character do you think is the best at building meter in this game? Never heard anyone talk about this before. I have no clue. Maybe Devil Jin?

popularity is irrelevant, forums are SRK are mainly for capcom games. Other games have their own dedicated community sites already. For Soul Calibur discussion just go to 8wayrun.com

General Thoughts About SCV Systems:

Stepping: I’m very happy side-stepping means something again, and it’s awesome that quick-steps return after their show in Soul Blade/Edge and Soul Calibur 2. I find it hard to do it on the 360 thumbstick but it’s still useful.

Guard Impact: It costing meter doesn’t both me so much as how much meter it takes. It should be cut down a few pegs (to a quarter cost, I’d say). Far as I’m concerned, you should still hit 1+ABK for low parries, cost or not.

Just Guard: This is hard to do, especially online. I’m cool with that, it’s stylish. I should get extra meter for it, though.

Super Moves: Super flash needs to go. I’m fine with the supers in general, I’m okay with the cinematics on hit, but the super flash is antithetical to the historical flow of Soul Calibur. Just give off a different colored aura like the EX moves and go into the movies on hit. Also, these moves should obey the rules of the game as other normals do. There are cases of Supers being clashes, but they should also be parry-able and just guard-able. I’m not sure why the input is a double QCF motion. I’d cut it down to a single QCF+ABK. Double QCF is just awkward within SC’s style.

EX Attacks: Love them.

Maxi is awesome. Not the ‘dancer’ he once was but definitely a powerhouse now. You have less time to hit your moves from his Pure Soul stances, but the payoffs from a good mixup are great. Nightmare is fucking perfect.

Double QCF don’t fit with SC?

Not a Cass player I take it.

Actually I was a Cass player.

Doing Shadow Steps (or whatever you wanna call them) is one thing, especially when doing a few in a row had benefits for certain characters. Making QCFx2 some thing everyone must do regardless of characters is something else. A single QCF would suffice.

Single motion supers work if the game has a lot of alternate high damage or punishes you for excessive use. However, it would make the execution way too easy on reaction from what I’ve seen.

Decent players will do it anyway. There are people who play SC to get away from stick twirling mechanics (let’s not bring up Ivy’s super throws). In short, this change would be a lateral step for higher level players, and an boon for up and comers.

It just feels strange for me.

Images of Supers being parried in Third Strike come to mind. I don’t know how I would feel about that.

You can JG Supers… it’s just not recommended lol

Man that must be so hard to figure out, I’m guessing you have to do it just before the superflash rather than right before the attack would hit right? (Since you can’t seem to do anything after super flash that you wasn’t already doing)

Pyrrha’s is super easy, you JG the first hit as she is facing away from you in the spin and you can either step right there, or JG the second (easy after getting the first) and step there, which is even easier.

Imagine a new Evo moment where somebody JGs a super or even an UB. Crazy.