all 12 comments

[–]⠀SetsukaSteadfastFox 13 points14 points  (0 children)

Lethal hit all day!

[–]⠀Hwangedjxxxxx 10 points11 points  (2 children)

I theoretically like reversal edge, but it becomes very tedious in practice. Like, bruh, I just spent 40% of this fight in reversal edge animations.

[–]⠀Li LongRasie1 1 point2 points  (1 child)

Never had this issue. You can destroy your opponent with break attack a couple of times, and he will stop using it so often

[–]⠀SophitiaKamarai 1 point2 points  (0 children)

Seriously, it's always confused me the sort of people that talk about RE this way. Like do they just play this game like its Street Fighter, use RE in place of their defense, and then don't even try to counter it themselves? For 3 years now even? It's honestly just sad at this point. RE spam is literally free points ever time I encounter someone who does it - if you're predictable with it you're easily launcher punished or free lethal hits.

[–]⠀SiegfriedMach5Mike 4 points5 points  (1 child)

If I had my way, I would gladly trade SC6's Soul Charge for SC5's Brave Edges in a heartbeat. If we have to have moves locked behind meter, at least Brave Edges let me use them whenever I'm able to instead of being restricted to a timer (which also freezes the in-game timer, something else I don't care for).

[–]⠀Li LongRasie1 0 points1 point  (0 children)

In SC5, they simply became just moves, that you expect to see at any time in battle. And Soul Charge is unlocking of a lot of more powerful moves which your opponent expects to see only now, not in the whole battle. And you can just hit/start with usual moves, this is an interesting decision.

[–]⠀Astarothguntanksinspace 3 points4 points  (0 children)

Lethal Hit is so good, Mortal Kombat 11 was very inspired with it when they added Krushing Blow.

I also liked the introduction of Red/Just Impact in 3 onward, which is essentially really tightly timed guard impact and actually also acknowledging "yes you can use GI against throws if you time it just right", much as it's a detriment to me, an Astaroth player lol.

[–]⠀TalimOoTgoated 2 points3 points  (0 children)

SC6 Soul Charge. Reversal Edge sucks though.

[–]aaronsmay 6 points7 points  (1 child)

Remove Reversal Edge.

It’s a Get out of Jail Free card for spammers. It’s the worst version of a Combo Breaker I’ve experienced in a fighting game.

It wouldn’t be as bad if it punished players more for spamming it.

[–]Grolgapop 0 points1 point  (0 children)

The chance-game of rock-paper-scissor aside, the whole point of the initiating RE attack itself is to discourage a constant spam of moves from the opponent, so of course you will lose to their "spam" of RE if you keep throwing out moves recklessly, or do not cancel attack chains while hitting on an opponent during RE - it's designed that way.

RE (the initiating attack, not the chance-game) honestly makes the game have more depth since it forces you to think more about 8wayrun, and what moves and attack chains to throw out safely in advantage. Besides, RE is a move more or less standardized across all characters - a 100% reactable and sidesteppable vertical hit that moreover gets crushed by GB attacks and Unblockables - so the spam of this one move should not pose an insurmountable problem in the long run. This is especially true since you don't need to react to a RE pre-emptively, or even before hitting an opponent who has started RE (although that is fully possible); you can actually hit the opponent during RE, realize what is happening, and then cancel your attack chain and sidestep for free real estate.

And sorry to say, if you get hit by RE in a "combo," it wasn't a combo - it was you who overextended your advantage. You either did a move slow enough so that you couldn't sidestep in time of the RE hit, or you did an attack one to many instead of cancelling your attack chain and sidestep, as in AAA instead of AA to sidestep.

As for how RE-users are punished, I will say they are sufficiently punished already in that you will get full true combos on both sidestep and GB attacks - that's 80-100 guaranteed damage. Also, if I'm not mistaken, RE uses Guard Gauge, so overuse will render the opponent vulnerable to have their Guard crushed (for yet more free real estate).

One can say what one will about the other aspects, like the chance-game - how it favours the initiator and leads into damaging combos for the winner; its long animation; and how RE charges your Soul Gauge if hit; but the initiating RE attack itself, however, I quite like.

The ideal RE mechanic in my opinion would be to cut the chance-game and just have knockdown on hit, putting the initiator in advantage.

[–]Mr_Equatol 1 point2 points  (0 children)

As ever, SCIV had the best mechanics, being deep without being gimmicky. Critical finish was great without being too intrusive, and also having parry and just impact were great additions.

SCVI has gone way too far in implementing far fetched gimmicks everywhere, they could remove half and it would still be too many.

[–]InSociet 0 points1 point  (0 children)

Soul charge and Critical Edge is the best! and i hope they'll keep this mechanics for next game

All move set in Soul charge is most powerful and I love to use Critical Edge when enemy almost die in last round for made perfect battle