Soul Calibur 5 Official Discussion

2:40 that JG was cool

7:55 those multiple replays ala Fighting Vipers was a nice touch.

More of that HD goodness.

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I was gonna say lol at Astroths CE damage…then I saw the follow up. Dayumn.

This announcer is jank get him out of here.

Ah, Ivy and Astaroth, some of my faves. Nice video.

omg, artilust complaining again about the soul calibur community.

@-@

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IMO, get rid of throw breaks causing any damage http://www.youtube.com/watch?v=TVglJYvDsnA&feature=player_detailpage#t=102s

IMO, your opinion is good! I say the same thing. I was discussing this once on 8wayrun, some people think it’s actually a good thing that breaking a throw deals damage, and thought it was equal to SSF2T soft landing.

I think Tira’s jolly voice is so much better than her SC4 one, she doesn’t sound like a hillbilly anymore.

That was the first thing that came to my mind as well but I don’t it’s a good thing. There’s still A+G and B+G throws right? I don’t see the need for throw break damage. If it’s possible to break both throws, I’d be a little more understanding I guess but still not for it.

It’s possible to break both A and B throws. The damage that you take from breaking a throw is very minimal compared to the amount of damage regular moves do. Plus you shouldn’t be getting thrown when you can duck throws or use a move that tech crouches or tech jumps, or stay out of someone’s throw range. It’s really not that bad.

How big is the throw tech window?

I couldn’t tell you since I haven’t played the game yet.

That’s not a good excuse for a bad feature…

There are some who’d say that throws shouldn’t be breakable at all.

Off course, from a more balanced point of view, it depends on how big the window to break is. If you can react to the throw to break it, then heck yeah it should still deal damage. If you can’t react to a throw and have to guess your break, then breaks not dealing damage is fine.

I’m assuming the break window is the same as the window in SC4, but you’ll have ample time to react to someone trying to throw you.

The damage you take from throw teching may be different, but it’s not a bad feature. It’s still alot better than eating an entire throw. Plus you have things you can do to avoid being thrown in the first place, especially with the improvements to movement in the game. What’s really so bad about it besides it being different?

Speaking of throws, here’s a tutorial for those looking for more info.

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What’s really bad about it it’s that, within reason, you get damage for something you shouldn’t get damage from. You break a throw to avoid damage. Where is the damage coming from? Breaking throws in SF3 and SF4 doesn’t damage you. Even the video you posted shows a break throw and no damage was dealt. So, I don’t see why we have to get this feature that has no reason for existing. I feel this also will be seen negatively by other communities.

Now that Google Plus is open for everyone, can you make a group there for G+ users?

  1. We don’t know, the game isn’t out yet and they’re probably still adjusting it. I seem to remember them saying it will be different depending on the move.

  2. New guard impact covers highs, mids, and lows at the same time, gives a set amount of frame advantage, has a startup so it can’t counter jailing strings, has a punishable recovery, and has a larger window. Just Guard has no startup, no recovery, and standing JG beats highs/mids and crouching JG beats mids/lows (not confirmed, low JG might just counter lows). JG counters on frame 1 and 2 while SCIV’s GI worked from frame 3 to 8, I believe.

         They are significantly different and will be used in different ways. JG's window is too low for use in predicting incoming attacks unless the possible timings are extremely limited, like in an undelayable string. Moves generally have at least 10 frames startup so a 2 frame window is not as big as in 3rd Strike. It'd be better to use it to counter slow attacks that can be seen on reaction that otherwise might do heavy guard damage or give advantage. GI would be used to counter an opponent attacking at advantage, or to cover a wide range of mixup options.
    
  3. Again, we don’t really know how it works. It looks like it negates blockstun, but there’s an animation that occurs and idk if you can cancel out it immediately or you have to wait, but it looks like you don’t get all of the blockstun frames free (idk exactly how it worked in 3S).

  4. Your “if” condition is false so the rest of the question is irrelevant, it appearsJG will give noticable advantage.

It’s speculated that throws doing damage even on break is supposed to be more incentive to not turtle. Like Just Guard, for me it’s one of those things that may end up going either way as far as being a good mechanic.

As far as throw breaks doing damage… keep in mind it’s just a sliver of health. It’s just right for landing a throw attempt which already requires a correct guess. The way it is now, the thrower has a big disadvantage. They must guess right twice in order to do any damage, and the defender only has to guess right once. Also, the thrower has to close distance if players are spacing properly so really, they have to guess that an attack isn’t coming before they can enter into that guessing game.

Say the thrower manages to get in. Defender can either duck while reacting to block slow lows and mids, or stand and throw break. Thrower can either throw or do an unreactable mid. Throw’s expected damage on successful attempt will be close to the average of the throws divided by two, usually around 30 up to 45 damage. A safe unreactable mid will generally be somewhere between 30 and 65, matchup specific on safety and damage. Unsafe, again, matchup specific, 55 to 80. So the mixup is 30-45/30-65 against good punishers, else it’s 30-45/55-80.

Assuming the defender is rooted in place, the minimal defense, (but not long enough to get side-grabbed,) the reverse mixup can be as strong as their duck-throw-punish (not that high) and their mid punish. Against certain characters, it’s just not in the attacker’s favor to mix up on them. Sophie, for example, can easily duck punish with FC1B8BAK (76) if the player is deliberate about the throw guess, and can punish hard enough to deter use of unsafe mids. Tech crouches in general are really good, so often it’s something like 30-75/0.

This doesn’t take into account more advanced offense and defense and the fact that the defender first has to get in… but the offense should be favored a bit more.

With as much many ways to avoid getting thrown as the game seems to have, I’m fine with breaks doing damage. If they take that out, then they should tighten the window for breaks. Make it so you actually have to guess the throw as it’s inputted and not simply react to the animation.