Soul Calibur Thread

Project Bokuho

Lady Helena's Pet
Premium Donor
Meh, not worried. The game is still being played at tournaments and majors. People are still showing up, which is good.
I asked the person who runs Dtown Beatdowns (via Facebook) earlier if SCV will be at the tournament next weekend. They said no :(
 

SilverForte

Well-Known Member
Honestly the biggest change to the game was the backstep nerf, some players liked it, some didn't. I liked it but I play Patroklos so I may be a bit biased there.
 

Force_of_Nature

Well-Known Member
Standard Donor
I play Nightmare, and dabble with Pyrrha and Cervantes and their backsteps are all excellent. The backstep nerf is perfectly acceptable IMHO. I like it how SCV has a greater sense of Risk/Reward compared to previous SCs. Makes you properly think about how to approach a situation.
 
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Project Bokuho

Lady Helena's Pet
Premium Donor
Wow lol

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Manji-Lord

New Member
Honestly, why couldn't SCV be more practical and less glitchy?
I would be more inclined to play my former favorite childhood
fighting game franchise if it contained the following:

- Less emphasis on Creation / Customs.
- Bring back the more difficult inputs for Just Frames and other key moves.
- Return the SC4 Soul Gauge Mechanic.
- Add Replay Channel & Online Practice Mode.
- Fix the ridiculous hitboxes / hurtboxes.
- Have more dev support from Project Soul.
- Balance the game more so.
 

CFW

Well-Known Member
The game is two years old and is considered the most balanced SC game to date, stop.
I will say the director for SCV was the most involved with the offline community, until support was ended abruptly (we all know why) and he quit.

In other news...

Ugh, Final Round is gonna be really big for the offline scene this year I can't wait.
 

Xernuht

Well-Known Member
Honestly, why couldn't SCV be more practical and less glitchy?
I would be more inclined to play my former favorite childhood
fighting game franchise if it contained the following:


- Return the SC4 Soul Gauge Mechanic.
- Have more dev support from Project Soul.
- Balance the game more so.

-Why? The Soul Gauge was shit.
-PS did support the game. Bamco didn't. They (the money) abandoned ship for Tekken.
-Most balanced SC, blah blah blah, it's been said.
 

Jyakotu

Well-Known Member
Standard Donor
Honestly, CaS was the beginning of the end for the Soul Calibur series. That's why the story went to shit and the character development was lacking. CaS would have been great for something like the upcoming Lost Swords or some other type of spin off. They should have kept it away from the main series. CaS always left a bad taste in my mouth.
 

Manji-Lord

New Member
-Why? The Soul Gauge was shit.
-PS did support the game. Bamco didn't. They (the money) abandoned ship for Tekken.
-Most balanced SC, blah blah blah, it's been said.
I disagree. It encouraged players to guard impact more and be more aware of their gameplay and their tendencies similar to Blazblue's Guard Primer(If I'm remembering correctly).
But on to more pressing matters:
- Balance: Non-Existant.
- Depth: Nothing to really master.
It's utter crap. I wish they released this gàme after 4 years of development.
Hopefully, the game would've had that old school cool factor and all those small details that made this franchise so memorable and classic.
 

Force_of_Nature

Well-Known Member
Standard Donor
Honestly, why couldn't SCV be more practical and less glitchy?
I would be more inclined to play my former favorite childhood
fighting game franchise if it contained the following:

- Less emphasis on Creation / Customs.
- Bring back the more difficult inputs for Just Frames and other key moves.
- Return the SC4 Soul Gauge Mechanic.
- Add Replay Channel & Online Practice Mode.
- Fix the ridiculous hitboxes / hurtboxes.
- Have more dev support from Project Soul.
- Balance the game more so.
Manji-Lord said:
I disagree. It encouraged players to guard impact more and be more aware of their gameplay and their tendencies similar to Blazblue's Guard Primer(If I'm remembering correctly).
But on to more pressing matters:
- Balance: Non-Existant.
- Depth: Nothing to really master.
It's utter crap. I wish they released this gàme after 4 years of development.
Hopefully, the game would've had that old school cool factor and all those small details that made this franchise so memorable and classic.

No, just no for most of these. There is nothing mechanically wrong with SCV's gameplay systems and it is the most balanced SC game. It's pure bias if someone thinks a previous SC was more balanced, including the best overall one, SCII. Remember to not let nostalgia cloud one's judgment.

SCIV was rubbish IMHO, and the Critical Finish system was awful. Creation & customization in FG's is a bit of a double-edged sword because, while I don't mind the feature, the vast majority of people who utilize it online either produce something that looks like shit, or are just recreating some pre-existing IP (I.e. the billion Cloud, Dante, and Sephiroth clones). However, I have seen some genuinely solid creations, especially some of the one's posted on 8WR.

By the way, the aspect that made SC so "memorable" was its offline offerings (such as those in SCII & SCIII), which were top-notch in the SC's prior to SCIV (I.e. before it added online play). If SCII had weak offline content, no one would praise it as highly as they do. On the other end of the spectrum, SCV does have a very solid online component to it despite being at the expense of an expansive single-player component. Although SCV was rushed, I feel that people come down too hard on it because they expected it to have the offline content of SCIII coupled with its solid online play. If SCII & SCIII had online modes, their single player content wouldn't have been nearly as solid as it was and vice-versa for SCV.
 

Xernuht

Well-Known Member
I disagree. It encouraged players to guard impact more and be more aware of their gameplay and their tendencies similar to Blazblue's Guard Primer(If I'm remembering correctly).
But on to more pressing matters:
- Balance: Non-Existant.
- Depth: Nothing to really master.
It's utter crap. I wish they released this gàme after 4 years of development.
Hopefully, the game would've had that old school cool factor and all those small details that made this franchise so memorable and classic.

Are you describing the same SC4 and SC5 that I played? Consider that the tournament scene hasn't died for 5 since it launched, and new tech is still being developed? At least half the cast sees regular usage, and you can't win by just mashing out short, safe strings. Instead, you need to learn frames, combos, ring-out techs. Just guarding and guard impacting are still major factors in meter management and guard safety, and sidestepping is for more than just positioning. Hell, getting a guard break is even easier and even more rewarding in 5, since it gives you a free combo.

Also, the guard primer system for BB just made characters who couldn't deal decent primer damage mostly useless, and turned competitive play into 'use Litchi, Bang, Tao, Tager or Arakune or you damn well better be godly'. Not great.
 

Project Bokuho

Lady Helena's Pet
Premium Donor
Project Soul has answered our prayers!!

Source: https://www.facebook.com/SoulCalibu...8702/681455275231141/?type=1&relevant_count=1

SOULCALIBUR II HD ONLINE - UPDATE YOUR GAME NOW

We are pleased to announce that a new patch for SoulCalibur II HD Online will be deployed very shortly.

Here is the patch note:

Online Matching service improvements:

* Improved matching filters. Players will now have the choice to search an opponent depending on his region.
Available region are: “North America”, “South America”, “Europe”, “Asia” and “ANY”.
ANY do not means all regions. ANY means all regions except “North America”, “South America”, “Europe”, and “Asia”.
* Online matching search settings are now saved until the console is rebooted.
* Rematch option can now be chosen during Online Free Match mode. The option have to be activated when player creates the game.
* Communication quality meter is now displayed along the fight next to opponent’s ID.

Fixed historical known bugs of the original SoulCalibur II PAL version released 10 years ago:

* Cervantes crash bug from Arcade Version has been fixed
Cervantes A+K (Guard Impact)
* Fixed bugs on several characters
Ivy 4A+B → B cannot be guard > Fixed
Maxi's 3B+K → B hits twice > Fixed
Voldo's "Mantis Fire Dance". Mantis Crawl => 66 is cancelled by pressing G while command is performed > Fixed
Kilik's K is hit, it can be cancelled by pressing G > Fixed
 
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