number one on my list is the ever-sneaky evade. i know how it's done.
my question is, how is the CPU so damned effective with it (other than
the fact that it's a CPU), and how can i attain a similar level of
evasion perfection? what can be evaded? (from my experience against
the CPU, punches, kicks, and hand-held weapons can be evaded, but
sometimes the CPU does weird things like evade tables and chairs and
throws). and what's the most reliable method for evading?
second, what tricks aren't listed in the manual? what i've found is
that the majority of the good stuff involves P+K, and the most
important one i've run across is the ability to catch thrown objects
(P+K before you get smacked; won't work in the air). anything else?
and are y'all playing with pads or sticks? (sticks here...the pad
tends to confuse my stupid ass).
-
replace the "spam" with "uiuc" for e-mail. :P
/=----------------=\|/=------------------------------------------------=\
| Justin Pierce | The Soul Calibur Network |
| win...@spam.edu | http://www.luminpro.com/soulcalibur |
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>number one on my list is the ever-sneaky evade. i know how it's done.
>my question is, how is the CPU so damned effective with it (other than
>the fact that it's a CPU), and how can i attain a similar level of
>evasion perfection? what can be evaded? (from my experience against
>the CPU, punches, kicks, and hand-held weapons can be evaded, but
>sometimes the CPU does weird things like evade tables and chairs and
>throws). and what's the most reliable method for evading?
ok, here's the skinny on evasion: you can trigger an evade against any
_ground based_ attack (including thrown items, hand-held weapons, and
guns) so long as you are close enough to your opponent. the evade
will only trigger after your opponent has input their attack. so, say
your opponent taps punch: for the next second or so, escape inputs are
valid (although the punch will smack you if you wait that long).
against weapon and furniture attacks, you should wait a bit longer
before escaping. the reason for this is because, if you escape too
early, the attack will track and hit you anyway. the easiest way
around this is to use jump to escape, rather than a direction, in
these situations. escapes will work from a distance of about one
gunrock (new standard form of measurement, i guess).
escape commands:
to your opponent's left/right: circle around opponent
toward your opponent: flip over opponent's back or
slide between opponent's legs
away from your opponent: quick back-dash
jump: duh.
also, escape movements seem to be magnified during a power change (for
example, if you circle your opponent, you may circle twice as far).
>second, what tricks aren't listed in the manual? what i've found is
>that the majority of the good stuff involves P+K, and the most
>important one i've run across is the ability to catch thrown objects
>(P+K before you get smacked; won't work in the air). anything else?
to find out what other things you can do, try pressing P+K
_everywhere_. some of the more notables:
facing the wall (rebound attack)
jumping against the wall (also try jump by itself)
jumping at a pole (grabs the pole)
jumping from a pole (results in a neet looking throw)
jumping over your opponent (some form of stomp)
also, to get on the roof of ryoma's stage, grab the ceiling (jump to
the ceiling and hit P+K) and simply move to the edge. your character
will automagically flip up to the top.
other thing of note:
mixing up P and K in the PK strings generally does more damage than
straight PPPP or KKKK. i recommend finding at least one decent string
to inflict maximum damage.
new question:
how does a big mutha like gunrock stand a chance against supers? he
is the only character with whom i have not been able to reliably evade
the super moves (in fact, he eats it most every time). any tips in
this area?