i saw the heavy metal dreamcast game on a tv show once and it literally took me 18 years to find it again https://www.youtube.com/watch?v=KtaZFeTRSPs
So I guess Kayane is French?! Who knew!
*First Woman to ever Top 8 at EVO
**Wow she’s been in the FGC for a long time!
**she gives really good answers to the interview questions
played a bunch more mk11 with a buddy tonight
I know this is an incredibly specific normie opinion, to the point of being so platonically normie that it’s actually rare (but no less eye-rolling for it), but
I don’t think I’ve had this much fun with a fighting game or found one so sumptuously playable since like soul calibur 2
it feels good to push the buttons and anticipate and punish and just watch the whole thing in motion and rotate off characters even when you’re only half decent at it
ricki ortiz has made top 8 over a dozen times
I haven’t played it. But, based on the videos I have seen, MK11 does seem to have found a certain pop and fizz for its animations.
i think this is how tekken 7 feels for me
Those of who own new Samsho or have played a lot of it:
Do you have any particular impressions about the A.I. opponent the game supposedly creates based on your playing?
I got UNSIT during evo and it’s definitely sinking it’s hooks into me. It’s actually helping me understand stuff about fighting games I never really got before!
I think my main is Phonon? I feel like she’s a normie choice but I like her aesthetics and moveset a lot. And the timing of her moves just feels really good.
it feels cheap to me compared to MK11 or Tekken 7, like they wanted to give people a new soul calibur to play competitively but they weren’t really thinking about it much beyond that. the boob physics are like a step beyond even dead or alive back in the day, the characters’ faces are all weirdly blank, the animations are all too fast compared to what I remember, as if it’s soul calibur super turbo which doesn’t really interest me (there’s no weight behind anything, it’s a cancel-fest), and the UI just looking like a bunch of text boxes doesn’t help.
I love how wacky the character creator is and I love how great tekken is these days after it felt like namco were just letting it coast for years after soul calibur was so popular in the early 2000s, but where every other franchise has basically gotten everyone on the same page with the current competitive installment in 2019, I’d still rather play soul calibur in dolphin.
though in hindsight those would’ve been a lot of the same complaints I had with MK10 if I’d actually played it and not waited to be blown away by 11 so here’s hoping SC7 will be more to my tastes
soul calibur is def the best gamefeel + minimal knowledge current fighter
it always was though, that’s its whole deal
the competition is heating up
Well…Soul Caliber 2 is slower, in comparison. But, have you played it recently? The animations in SC6 have more subtlety and generally transition better. Maybe the HD remaster has updated animations, I dunno.
Soul Caliber 6 is still one of the slower fighters. I don’t think the small speed boost is a bad thing. And I think it helps keep the game feeling peppy, even when you are watching/using the slowest characters.
However, all things considered: indeed, SC6 isn’t a giant departure from SC2 and 3. And I think that’s a testament to the strength the series achieved, early on. The fact that they can basically take a 15 year old game, update the animations, slap a couple of modern systems on it, and end up with a relevant fighter.
I think SC6 is really close to being really great. Things which need to happen are a couple of small tweaks to the game* but also players just playing better, to reveal more about the game. In order to get the community at large thinking a bit differently about how the game works. Like at first I thought Siegfried was too fast, considering his reach and overall damage output. But we just had someone win EVO with Voldo. And Linkorz, one of the best Siegfried players, didn’t make top 8. People just need to play better. Zasalamel and Azwel might actually be over powered, if people didn’t repeat the same 5 moves with them all the time.
I usually don’t care about UI stuff unless its really bad. SC6 is very readable and usable. That’s enough for me. I don’t think Tekken is much different, in comparison. Its pretty similar, but has animations in the background. I don’t care about those. UNIST’s UI is really jumbled and messy. That one could use a round of refinement.
*my main list of gripes are
Major issues
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custom characters shouldn’t be allowed in ranked (this has effectively been fixed with an option to turn them off)
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For some characters, their super meter move is basically a guaranteed hit (Yoshimitsu is a good example), unless the opponent happens to be blocking. But some other characters actually need to consider a hit range for their super. I think that sucks and they need to tweak the characters whom don’t really need to consider range for their super. I play Seong Mi Na and not only does she have a very limited hit range on her super: the opponent also cannot be laying on the ground (which means you have to wait a split second after doing certain other moves, before you can successfully land your super). Feels a lot more restricted, compared to some other characters. Which is a good thing. But I think some of those other characters need some added restriction for balance and overall better gameplay.
much smaller gripes
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The camera struggles when characters are far away from eachother/zooming out
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walking/sidestepping animations need some refinement
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I guess reversal edge isn’t the best thing. But people seem to be using it less and now its apparently going to be heavily modified in the upcoming Season 2 updates.
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Some more tasteful options in the default costume choices
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There are certainly a few missing characters which could bring a lot of variety, if added.
the problem with reversal edge is that it’s the quickest way by far to build meter, and it’s kind of entirely based on luck
Well, the fact that it has a luck element makes it risky. So, I don’t think its so bad. and the initial attack to get it started, is prett slow. and it can whiff pretty hard. You basically have to hunt for a blatant opening to use it.
Descriptions of Reversal Edge suggest that you are invincible when initiating it (for as long as you hold the RE stance button, before releasing the button to actually do the attack. That invincibility seems to be the real big complaint about R-edge), except from break attacks. But in my experience, that isn’t the case. So maybe they already patched that awhile back? Or maybe I’m just not purposefully holding the button and am instead just letting the initial attack fly. And during that attack, you can be hit by anything. Because I get hit all the time, while letting the RE starter attack fly.
Its such a risk to use (slow, easy to whiff, I get hit a lot anyway while initiating, luck based success) I don’t use it.
*Personally, I think the mechanic is so risky and you have to go so out of your way to do it, its not worth being part of the game. I’d much rather they just have the reversal edge face-off trigger from two characters landing the same attack at the same time (so like two basic horizontal or something). and then the winner of the faceoff is rewarded with meter. and also make it only have like a 50% chance to trigger in the first place.
But I’d also rather the face-off wasn’t in the game at all. Because its 1 too many things interrupting the game.
Reversal Edge’s greatest sin is that it breaks the flow of the match. Outside of that I think Soul Calibur 6 feels really good and it sounds like people consider it in the top two of the franchise (with SC2). It’s got a lot more complexity to it’s mechanics, between the Soul Charge special moves, lethal hits, and more well thought out tug of war surround the guard gauge, but I think they’ve done a good job of evolving the gameplay in positive directions. The systems feed into each other and help emphasize character gameplans rather than just being a mess of systems. And I really like how fast the movement speed is. It gives the game this really mobile and dexterous feel.
Like, I was messing around with Cassandra this week after she came out and I was wowed by how cool her moves were, butt slam and all. She’s got this power up mode thing she can enter by landing certain moves and that lets her do different kinds of projectiles.
It’s broken. They said they were trying to do something with cloud computing and neural networking (which is why AI generation only works while you have an active internet connection) but clearly they never got it working in time for release because even the on-disc AI are just as bad. They mostly just spam a single move while standing still or jumping in place, but I can tell it’s picking up something because I’ve seen it change what moves it spams while standing still or jumping in place. I don’t know if they’ll ever fix it but I think it’s just a failed experiment that never came together.
Rimururu is a very smug and cheeky anime girl, and I’m looking forward to the balance patch that’s dropping soon to see how everyone gets buffed.
Coming back to this, I wouldn’t say it’s entirely based on luck, or at least they tried to not make it so. Every character gets different rewards off their reversal edge options; it’s not like it always resets the match to neutral or knocks someone down for every character. Depending on what move you win with it might put you into a stance, or push someone farther towards a wall than another option, or launch the opponent, etc. They tried to give characters incentives to aim for specific buttons that inside the Reversal Edge RPS that complements each characters’ playstyles, and by knowing those one could make a somewhat more informed decision as to what button their opponent could possibly desire more than another depending on the state of the match. While you can press a random button for the RPS, one of those buttons will probably be better for you than another.
I haven’t watched enough competitive play to see how that plays out in matches, but overall, yeah, people don’t use Reversal Edge too much because once you’ve gotten used to it you can always see it and dodge. It’s got an obvious effect and long startup so it’s easy to sidestep and punish.
Soulcalibur 6 has a weird thing with single match versus mode; where the first round of the fight, the CPU opponent barely does anything. And then they get progressively more difficult, as you go deeper in rounds. And if you rematch, they retain the difficulty. But if you go out to character select or stage select, it clears and they are dumb again for the first round.
I don’t think its A.I. based.
In addition to characters and tweaks to reversal edge: SC6 season 2 is going to add an as yet un-described way to utilize meter, and at least two additonal moves for each character.