Hi.

Yes I do believe both those factors are part of the difficulty but I'll keep
working with it.

On another note whenever you guys want to try testing out recording teamtalk
I am definitely up for that, I am pretty sure we can get it figured out real
quick I think I know what I jacked up last time.

Take care.

Tom


-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Friday, December 24, 2010 1:07 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] soul calibur introduction


If you apply the same stuff you did in SC 2 to 4, you should be able 
to get a general grasp. The problem you might be having is that the 
characters have different movesets... that and there's no definative 
guide for soul calibur IV right now.

At 12:53 PM 24/12/2010, you wrote:
>A good little intro there Clemant.
>
>I have soul calibur II originally for the ps2 and of course Soul 
>Calibur IV for the ps3.  I found sc2 to be much easier to get a handle 
>on for some reason I am not sure why as the basic controls are pretty 
>much the same.  I have had sc4 much longer than I have had ssfiv for 
>instance it was one of the games I got when I first got my ps3, but I 
>don't feel as though I've made as good of progress with it.  I am sure 
>this will probably change in the future it's most likely just I am 
>really hooked on ssfiv right now. Same thing with tekken 6, I've had it 
>a while but don't feel like I am really getting a handle on it yet but 
>that's for another message.
>
>Game on and merry Christmas.
>
>Tom
>
>-----Original Message-----
>From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
>On Behalf Of Clement Chou
>Sent: Thursday, December 23, 2010 10:02 PM
>To: gamers@audyssey.org
>Subject: [Audyssey] soul calibur introduction
>
>
>So without getting too deep into it, I notice that noone's been 
>commenting on Soul Calibur gameplay, I'm going to give a very brief, 
>very short intro to this series...
>
>Soul calibur is a 3d fighting series from namco... and the head honcho 
>of weapons-based fighters. I won't go into the plot too much, but the 
>gameplay is some of the deepest I've ever scene in a fighter. Controls 
>aren't too hard. there are horrizontal and vertical slash buttons, a 
>button for guard, and a button for kick. This, and the eight-way run 
>system form the core of the game. Eight way run is where you can hold 
>litterally any direction on the dpad, including
>up+back, up+forward, etc, and run in that direction whereas in most
>3d fighters you can only sidestep in addition to moving forward and 
>back. Each character has different attacks for their weapons, but very 
>few would be considered special or super moves. There are no flashy 15 
>hit projectiles, nothing of that sort. Instead, the supernatural things 
>are very limitted to short, flashy moves that should only be used in 
>certain situations. Otherwise, different commands will give different 
>slashes, thursts and cuts depending on the weapon of the character. 
>Commands in soul calibur dispense with the fireball and dragon punch 
>motions of Street Fighter. Simply holding back and pressing the 
>vertical slash button will produce a different move than say holding 
>down and forward simultaniously and pressing the same button. Combos in 
>this game aren't huge.. it's more about figuring out what strikes will 
>connect after others to form strings of attacks that the opponent can't 
>blocked rather than complicated button inputs. As a result, this game 
>generally has mostly 2 to 3 hit combos, the maximum hits being 5 that 
>I've scene.
>
>Well, there's a very, very basic explanation... for all the fighting 
>game enthusiasts, if you have any more questions just post to the list. 
>Or if you're just someone who wants to hear more about this system, 
>feel free to do the same and I'll answer any questions.
>
>
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