Free Step Dodge

Hold_Junkie93
Hold_Junkie93
It has one technically already. I think having any more combo potential just facilitates comeback potential more than it has already. Since the skill and damage lies from the oki and footsies. That's What made SFV derp since being untouchable in neutral is what makes the skill in SF. Adding freeflow pressure and disregarded neutral kills it. Patches made it TOO neutral heavy now
Hold_Junkie93
Hold_Junkie93
Opposite of Guity Gear and what strives is doing. Combos being tough and there being scary setplay is the hard part. So, to make it less taxing on newcomers, it has MORE neutral knockdowns/resets and making jumps more threatening (Not on an MK11) for people thinkin', "Hur dur, animu jumps" as well as a freeflow Combo system.
DeadlyChase
DeadlyChase
@Hold_Junkie93 Camel is speaking about universal bounds. Soul Calibur does not have them. There are specific characters that have bounds, and some bounds aren't even animated the same. Like Ivys 6AAA in (SC mode) it has a bound on the final hit. Then you have Cassandras it has a bound on 4k if they are in the air, and it's animated differently.
DeadlyChase
DeadlyChase
Then you have characters like Nightmare he doesn't have a bound. Unless you consider 3B (hold the B) a bound) where he bounces you off the floor, and if you want to call that abound again its animated differently. He also has 66A that does a very short bound, but again animated differently and u don't have as much time as you would with Ivy and Cas
DeadlyChase
DeadlyChase
Tekken, and Now DOA have this go to combo extension that is the same for all. I honestly think it works better for Tekken. DOA already had it's own little small form of bounds here, and there and some characters did it better than others, like the cool sliding bounds in DOA5. With it being universal now that uniqueness is gone. Now we all just doing bounds in DOA6 to get close hit.
DeadlyChase
DeadlyChase
So I guess in turn SC has bounds but more in the way DOA5 had them, and less in the way Tekken and DOA6 has them.
Hold_Junkie93
Hold_Junkie93
That's what technically means and why I went about there being universal bounds may or may not balance shit but it might not necessarily hurt either. Tira gets enough shit with her combo potential. Bounds might change the wall combo dynamic, now,.I think about it.
DeadlyChase
DeadlyChase
He said Tekken has a bound mechanic. DOA6 has a bound mechanic too. these things are high lighted in those games. SC doesn't high light this as a mechanic. Just like DOA5 never high lighted the bounds in that game as a mechanic. Now that it's a legit mechanic in DOA6 everyone does them regardless of skill lvl.
Radiance
Radiance
The bound mechanic ruined DOA6 combo optimization imo. The problem is everyone has one bound. In DOA5 they were very unique and situational. Eliots 33p2p sacrificed damage but took away the opponents oki, now it does both. I hope Soul Calibur never gets bounds. Their combo system is already unique and has it's own originality. SC does not need to lose it.
Radiance
Radiance
Tekken bounds just make the combo's look cool, but imo with everyone having crazy wall carry, it ruins it. Combo's are long and too damaging. I actually enjoyed Tekken Revolution which was just Tekken 7/Tag2 without bounds
DeadlyChase
DeadlyChase
I think bounds worked well for Tekken because not everyone had dumb wall carry but where they lacked in wall carry they had something else to make up for it even more so in Tag2 since you had a partner to help with your weakness as well. Thanks to the new Tail spin in T7 everyone is a wall carry character and a counter hit character.
Camel with 2 thumbs
Camel with 2 thumbs
In all seriousness I don't think Soul Calibur will ever get a universal bound mechanic, doing dumb long combos isn't really Soul Calibur' s thing and having bounds would be super out of place

Imagine getting launched and wall carried from midscreen screen via bound and then hit with a wall combo in freakin' Soul Calibur, that'd be scary af lol
Force_of_Nature
Force_of_Nature
I say no to bounds in SoulCalibur. One of the best things about SC is how it focuses on everything else, then combos second. I also like it how combos rarely ever drag on. In Tekken 7 S3, bread and butter combos are wall carry combos...
Camel with 2 thumbs
Camel with 2 thumbs
@Radiance I agree that bound ruins combo optimization in DOA6, but only for select characters; if your max dmg, oki, and best options for positioning are locked behind strong accessible bound combos then there's no reason NOT to go for it everytime (Eliot), but there are still characters like Honoka and Nyo where bound actually locks out max dmg and oki so they still need to think when comboing
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
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