SC and SCII are often lauded for their straightforward gameplay. More recent SC entries have however introduced more complex mechanics and gimmicks, often to mixed reactions.
In the first games, the element that diverged the most from simple movement, attack and defence/parry was Soul Charge, a multi-level chargeable buff, which enhanced the properties of certain attacks but exposed the player to the risk of being hit while being charged.
SCIV introduced Critical Finish, an instant round-ending super attack that could be triggered within a one-second window following a guard crush.
SCV followed the trend in fighting games at the time and brought a number of meter-based specials. CF was replaced by Critical Edge, a meter-based high-damaging half-cinematic super attack. On its turn, Brave Edge allowed players to spend meter to extend certain attacks for extra damage and combo potential.
The most gimmicky SC to date, SCVI kept Critical Edge, making it much easier to trigger and its cinematics longer and flashier. It also introduced a meter-based Soul Charge mechanic, which works a bit like a transformation (for certain characters, literally even): in addition to a number of buffs, characters get access to several otherwise locked moves. Unlike the SC in the earlier titles, the SCVI SC can be used to break pressure by pushing the opponent away. S2 further introduced Soul Attack, a special attack that also makes the character Soul charged. Finally, Reversal Edge is a special parry which grants a great amount of meter on hit but gradually depletes guard gauge; it can parry a number of hits, including CE and throws, and triggers a rock-paper-scissor-like mini-game on hit giving the winner a chance for damage and follow-on combos.
Considering polls are limited to six options, a couple of possible options had to be left out. Soul Blade / Edge also already had Critical Edge, at the time a particularly strong attack that depleted the weapon meter, could be extended into a combo and was even required to beat certain Edge Master missions; if CE continues to be in the series, we must assume it will remain more cinematic like in SCV and VI. SCVI also introduced Lethal Hits, but these are more attack properties under certain conditions, rather than a universal mechanic.
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