Soul Calibar III

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Soul Calibur III

Who likes Soul Calibar 3? I knwo I did, I like the fact that they added the customizing character thing. lol
 
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Fusion-X

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soul calibar is awesome, it was weird goin from soul calibar 2 to 3, i had to change my whole fighting style

ya the custonizing/making character is awesome

i mostly use Sophita, but sometimes i use talim of taki
 

H-F Blade

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I like Soul Calibur 3 but I must say that the base fighting engine is pretty flawed. A lot more than 2 is. The extras and create a character feature are the only things that saved it from tanking its development team. Oh yeah, the title for the thread is spelled wrong too, it's "Calibur." Also this thread is in the wrong forum. Soul Calibur III was only released on Playstation 2 so it should be moved to the Sony forums.
 
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I liked the story, fighting, character customizing, and and the storys for each character. I dont see whats wrong with it?
 

H-F Blade

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Fusion-X said:
there, spelling fixed, and thread moved

what do you mean "base fighting engine is pretty flawed"?
What I meant to say was, the fighting engine has lots of glitches and programming errors which makes for an unbalanced game. The ability to recover from guard impacts much faster than the person performing the guard impact renders the guard impact system useless. There are also quite a number of hitbox detection errors (ie, a move does not hit the opponent when it should).
 

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There wasn't too much strategu involved in that mode. Almost the entire time you're just mobilizing your units and engaging the enemy.
 

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I though it was still cool. lol My guy got strong and it was hella fun. lol Level 60 I beat at level 2. lol
 

Fusion-X

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H-F Blade said:
What I meant to say was, the fighting engine has lots of glitches and programming errors which makes for an unbalanced game. The ability to recover from guard impacts much faster than the person performing the guard impact renders the guard impact system useless. There are also quite a number of hitbox detection errors (ie, a move does not hit the opponent when it should).


sounds to me like your just complianing cause the game wasn't build the way you want it to be

recovering from guard impact, just guard impact them back or tap the button's to get out of it

and plus every fighting game has hitbox errors

i like it the was it is, i didn't want then to make is like the second one
air combo's are actually possable in the third
 

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I'm not complaining, I'm pointing out the flaws of the game and what could have been done better provided that it spent more time with development. It was way too hyped up for what the end result came to be. Go to soulcalibur.com and you'll see just how many people don't like the way the game was programmed. Quite a few actually, especially a lot of the big name players in the community feel the same way. The game received no playtesting whatsoever and thus it was susceptible to a lot of programming errors. And here's the catch, all the broken stuff was found in less than 2 weeks after the game's release. It goes to show that the game has some major balance issues if all the unbalanced stuff can be found so quickly. Other fighting games took months and some even years to find game-breaking elements.

If someone guard impacts you, you shouldn't just guard impact them back if you can cancel all the recovery frames with a simple input. Instead, you can go for guaranteed damage which would pay off a lot more than just guard impacting them back because you're just setting the scales back to a no-advantage situation. This is not how the guard impact system was meant to be used. The person who lands a guard impact should be at a frame advantage, but with the use of the variable cancel glitch, the person who got guard impacted can cancel all their disadvantage frames and attack the other person before their guard impact animation finishes. It's a clear illustration of an error in the fighting engine.

And not every fighting game has hitbox errors, Virtua Fighter is one of those.
 

Fusion-X

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what are you talking about, you can use the guard impact how ever you want, there's no right or worng way, you use it when you need to

so ya "The person who lands a guard impact should be at a frame advantage" ya they do have the advantage, it's what you choose to do after that, if you guard impact them back when they attack it puts the advantage back in your hand

it's all timing, the other person if bound of screw up
you need to use all you attack effectialy and now the right time to use them
 

H-F Blade

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I never said there was a right or wrong way to use it. Based on how the guard impact system was implemented, the person who lands the guard impact is supposed to be at an advantage, but they are not. Even the developers said this way back when the system was first invented. Using a guard impact puts you at disadvantage so long as the opponent uses the variable cancel (and believe me, there's no reason anyone wouldn't want to because it's so mindlessly easy to do for such high rewards). If someone guard impacts you and you guard impact them back, you put yourself at risk of taking damage because you're giving the opponent the opportunity to use a variable cancel.
 

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so you have to act fast, what the big deal
if you think it puts you at a disadvantage then don't use it
giving people a move that garanties the advantage is cheep, people will keep using it and using

expect the unexpected

phyicing out your emeny is the name of the game
 

H-F Blade

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Well, since guard impact always puts you at a disadvantage because the variable cancel glitch, then it should never be used. It's pointless to give your opponent a free damage opportunity. This goes back to what I said earlier, the guard impact system is pretty much useless because of the variable cancel glitch. It's not hard to recognize guard impacts in the first place either.
 

H-F Blade

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An arcade version of the game is scheduled for release sometime this season from what I've read. This is the ideal opportunity for the developers to make all the necessary fixes.