Soulcalibur VI - Lounge

Just give me back Raph’s OG 4a goddammit!

Technically, lows and throws were the answer to 2G. Part of the reason Soul Calibur II’s balancing is uneven is 2G benefited some characters more than others as the length of steps varies between characters. There is also a giant void between top tier Xianghua and trash tier Yun-Seung.

Soul Calibur V is trash. Based on the rumor they are sticking with the 2D shit for Soul Calibur V and cutting characters down into variations. That shit was terrible in MKX, so I have no idea why the fuck they wanna turn a roster full of potential for expression into a dime-a-dozen functions. Maybe it is time to give up on this series too. Everything Bandai has touched since the PS3 era has turned out to be shit…

Why the fuck would you want to turn a fast paced battle into an RPG?

Not turn based in an rpg sense, person.

“i do my blockstring…then you do yours…” is kinda meh. Soul Calibur has always been nice on punishes.

Reading the attack is the punish. Tech evasions, counter hit stun effects, and GI back and forths is what made SoulCalibur for me. “Trading blockstrings” as you call it may not be exciting in a spectating sense, but a lot of stakes are riding on that one bad read. I loved that atmosphere and pace.

It also helps when you have a wealth of branching strings, cancels, property altering delays and frameshifts, etc. Type of shit that made reading exciting but was chipped away the last few iterations until that love letter to 2D fighting games.

I was dismissed when I complained the moment the series started emphasizing combos and linear gameplay to appeal to this forum’s crowd so this is par for the course for me. We cool.

Plenty of fighters are focused on the turn as the unit of combat; the point isn’t that you play this like a generic RPG but rather the onus is on the player to recognize when they can attack and to try and steal turns. This is further emphasised by the moves that work well as mixups or combo starters tending to be either slow, dodgable, or punishable on block such that if the other person has a read they can punish you. But if you know they’ll do a slower move with better tracking or whatnot then you can steal back your turn even when negative with a fast move.

This is without even getting into the way movement works in the 3d game neutral

Go play other games if you want a more "turn based’ experience. SC was always more fun when you had to steal your turn, because there was really good, almost busted, offense, but you still could thanks to just as nearly busted defense.

The other game was SC2.

You generally don’t “steal your turn” in games that aren’t somewhat turn based. Like in an anime game often you don’t take a turn at offense but rather find a way to escape pressure and set back to neutral. In Soul Calibur you know they’re minus so you try and take your turn, except if they have an idea of what you want to do they can beat it. Or maybe you’ll use a move that keeps it your turn but there’s an easy way to punish it if you see it coming.

I played the fuck out of SC1. Never got to play SC2 past dabbling around in arcade mode.
I just hope SC6 is a good game and has Mitsurugi and Astaroth on the roster.

Soul Calibur relied a lot on feint and stance having multiple offensive options.

this is literally every fighting game though lol its not exclusive to SC
anyways ill believe it when I see it all i see is people/namco trying to cash grab for SC merchandise

There is certainly a pace and back & forth that is unique to SC. So call it what you want, the gameplay has clearly allowed for these descriptions to be valid. It is very not how other fighting games work due to its specific attack type and heavily defensive gameplay.

I think we can all agree that we do NOT want a) SCV and b) a combo heavy, linear SC game.

you steal turns in tekken lol
welcome to namco games?!

Triggered confirmed.

It’s reasonably unique to 3D fighters. In a 2D fighter you often end an offensive sequence returning to neutral; you don’t trade off turns. It’s possible to blow up an offensive sequence when they do try and get another turn going through a cheeky dash or jump, but a lot of the time you’re making the defensive guesses and then going to footsies. With anime games it’s often just looking for room to escape as it can be very hard to just push someone out even with FD.

Yeah, feints were mixup tools and stances were pretty unique; Maxi ended up turn the game way more anime like in that you had to figure out a way to escape or poke out of his pressure. Nightmare liked to use his to try and steal turns if you weren’t on the ball. Siegfried had them as a reward for going offensive as they let him run his whole mixup game. But they were rarely things that you went into without first having pressure started; stances were either as a result of successful offense (you won on your turn, so get another better turn) or ways of turning a lost turn into an attempt to take another one.

That said, I didn’t really play stance characters too much, generally stuck to grapplers and greeks, so take that with a pinch of salt.

Good god, if there’s anything worse than SF2 apologists , it’s SC2 ones.

Lot’s of casual content, a bunch of half assed mechanics which didn’t kill the game just because the planets aligned and they happened to cancel with each other. Very close to MvC2 in that regard but, as MvC3 proved, you can’t attempt to reproduce it by doing deliberately bad mechanics and hope everything will get spontaneously sorted out.

Serendipity made SC2, chances are it won’t make another one again. The quicker it is realized, the quicker people can stop asking SC6 to be the second coming of SC2 because it won’t be, and in their eyes it won’t ever be given the huge rose tinted glasses through which they see SC2.

Let’s hope SC scene doesn’t get as dragged as DoA scene gets by the DoA4 casuals.

See, the thing is, some of us believe that if you study the things that went well with a broken but competitive game, you can actually make it work. Look at what Mike Z did where he figured out the stuff under the hood that actually made Marvel vs. Capcom 2 work (various sorts of unblockable protection, push block guard cancelling), and then applied those to Skullgirls (compare to MvC3 which is mechanically much more like TvC x BlazBlue than a Versus game).
https://www.youtube.com/watch?v=hVBvsu9LtOY

Basically, one can’t help but wonder what if the same approach was applied to a new SC, where instead of just taking out stuff that was deemed as “busted”, they actually figured out why stuff worked even if that was the case. Because we’ve now spent three games doing otherwise, and that’s three games where we’ve had to deal with most of the game suffering just so Namco can get the step system right.

And DoA4 is actually an example of the opposite. After the shit Itagaki pulled with 4, Hayashi and Shimbori actually took a step back and tried their best to bring 5 much closer to the much more fan beloved 3.1. This means that once again, I can pull combos off where I don’t have to worry about getting counter held, or just splat someone to the wall and get guaranteed damage.

First off I want good characters; if you’re gonna give us new characters, I don’t mind, ONLY if you make them good. Not that SCV trash.

Secondly, I don’t want a tacked on super mechanic (especially not because ‘SFIV did it’). If they’re gonna include it, it needs to be relevant, well thought out and thematic to SC.

Thirdly…TAKI.

Fourthly…SETSUKA.

The biggest issue with SCV was not the gameplay; it was solid enough, although having supers was kind of silly. They just royally fucked up the cast. I mean good god, we know that fighting games live and die by their rosters, so why break something that works?!