![]() As such it’s just a way of punishing defensive players. Today we’re checking out Soul Edge, which kicked off the Soulcalibur series. It sounds game-breaking, but in reality the timing is so tricky to master you’ll only pull it off if the other player’s not fighting back. Welcome to Morning Music, Kotaku’s daily hangout for folks who love video games and the cool-ass sounds they make. And if you hit all four attack buttons during the split-second this happens, you’ll go into a preset Critical Finish combo for an instant kill. This is where the stripping comes in, because enough hits will shatter the armour on an opponent’s head, body or legs – usually leaving them bare-chested or hatless – increasing the damage they’ll take in that area. Now repetitive hits to the same area will deplete the new Soul Gauge, turning it from blue to red. To make normal blocking even less appealing, though, there’s a new element to the combat: critical hits. This was the first SoulCalibur game not to receive an arcade version, and the last Soul series 1591 A.D. If you can read what your opponent is going to do and duck or sidestep accordingly, you’re at a massive advantage.Īlternatively, if you’ve got the timing down, you can perform a parry, knocking your opponent back and leaving them wide open. SoulCalibur IV (Japanese: IV Hepburn: Srukyarib F) is the fifth installment in Namcos SoulCalibur series of fighting games, released for the PlayStation 3 and Xbox 360. Start to fight people good enough to do more than just mash the buttons, however, and you’ll need to learn that the main attack buttons are divided into horizontal and vertical attacks. This makes it a much easier game to bluff your way through than Tekken or Virtua Fighter: pick a mega-hard fighter like Nightmare or Astaroth and run through their combos until you find the easiest, most damaging one possible, and you can abuse it shamelessly until people learn to block it. First, what you need to know is that Soulcalibur’s always been an offence-based game, based more on movement and relentless hitting than blocking.
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