Re: [Audyssey] soul calibur introduction

2010-12-24 Thread Tom Randall
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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Re: [Audyssey] soul calibur introduction

2010-12-24 Thread Clement Chou
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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please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] soul calibur introduction

2010-12-24 Thread Tom Randall
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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Re: [Audyssey] soul calibur introduction

2010-12-24 Thread Clement Chou
Well, we'll find a time when it does work out... to test it that is. 
And once we get that to work then we can have us another seminar that 
hopefully works out better than last time. lol.



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Re: [Audyssey] soul calibur introduction

2010-12-24 Thread Tom Randall
Yeah to use polite language that was a real mess as far as recording it
went.  Really too bad as it was a great seminar.

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 2:38 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] soul calibur introduction


Well, we'll find a time when it does work out... to test it that is. 
And once we get that to work then we can have us another seminar that 
hopefully works out better than last time. lol.


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[Audyssey] soul calibur introduction

2010-12-23 Thread Clement Chou
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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