They complicated the jump/duck function in Soul Calibur II. A quick tap of up and down from SC1 (to avoid/counter low hits and throws) has become a cumbersome task of holding Guard or an attack button every time in SC2. I just hate how they dumbed down the system in part for low-level accessibility (as if SC wasn't beginner-friendly enough). It's not like it was hard at all to 8wr in SC1.
Guard Impacting throws (I'm sorry I just finished a marathon SC2 session yesterday): it makes no sense to block a grab with your weapon, even in a fantasy-based game, and there's already a counter function for throws that doesn't undermine the effectiveness of throw moves like GI'ing does. Here's an idea, let's have the next SF3 game allow parry-able throws, sounds like a smart idea to me *sarcasm* I hope SC3 fixes these dumb problems that weren't taken care of in SC2.
The devastating super combos in 2D fighters. Why do 2D games rely on this age-old system when 3D games have done just fine without them? They made a little bit of sense when SNK introduced the super attack to the world (if your opponent is beating your ass, as a last resort when you're almost dead, you can input a near-impossible command to fire a powerful super that turns the round into a sudden death match), but in most fighters these days, it's easy as hell to input and has just become an alternative for a standard 2-in-1 combo attack (low fierce XX lvl3 super fireball game over). It's just there for show nowdays. I'd love to hear a decent justification for its existence, how it improves or benefits the game any.
Oh yeah go ahead and any more gripes to the list if you want, I don't care.
Guard Impacting throws (I'm sorry I just finished a marathon SC2 session yesterday): it makes no sense to block a grab with your weapon, even in a fantasy-based game, and there's already a counter function for throws that doesn't undermine the effectiveness of throw moves like GI'ing does. Here's an idea, let's have the next SF3 game allow parry-able throws, sounds like a smart idea to me *sarcasm* I hope SC3 fixes these dumb problems that weren't taken care of in SC2.
The devastating super combos in 2D fighters. Why do 2D games rely on this age-old system when 3D games have done just fine without them? They made a little bit of sense when SNK introduced the super attack to the world (if your opponent is beating your ass, as a last resort when you're almost dead, you can input a near-impossible command to fire a powerful super that turns the round into a sudden death match), but in most fighters these days, it's easy as hell to input and has just become an alternative for a standard 2-in-1 combo attack (low fierce XX lvl3 super fireball game over). It's just there for show nowdays. I'd love to hear a decent justification for its existence, how it improves or benefits the game any.
Oh yeah go ahead and any more gripes to the list if you want, I don't care.