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It's been my personal favorite series since my introduction with SC2. But again, from a casual's perspective the Soul series is consistently one of the most responsive and fluid games out there. I very rarely have trouble getting particular moves to input when I'm in practice/training mode, it's much easier than alot of games Ie been playing recently (looking at you Injustice 2 and Street Fighter 4 Ultra).Īgain, not really a direct answer to your question, and Im sure you were looking for a higher level breakdown than I can give. Hilde is probably just above average in terms of difficulty to use proficiently. Moving on we get 'Dies Meti,' the character ending theme for Nightmare. If you think charging is difficult, try dealing with a nerfed character who has to go through four stances to use all of her moves, and each stance has critically important moves for her gameplay. Some older gamers will remember how futile trying to circle their. These three characters are my favorites from the Soul Calibur franchise, and I am incredibly pleased with how their characters have been handled this time around. Other 3D fighters of the time didnt really take advantage of the third-axis of movement. Don't get me wrong, I used that move a ton, but there were times when the move didn't come out. I'm just glad I could hang in there at times to make things interesting. Its very very responsive and fluid, and I can quickly get comfortable in a character. Strings, woodwinds, and light brass (lead by a French horn) finishes this piece off nicely. This weekend was my first time playing SC6 (after a years' long absence), and I knew I wasn't going to be much competition for people. In SC, I can feel my inputs working, I can get into a flow and I feel like I'm really 100% in control of my character and how they move & react. For the Xbox 360 default control scheme the X button is A, the Y. When discussing moves, button inputs are referred to by the letter that corresponds to the action. Forward + B, B (Press Forward after for Avenger Draw, then A for another attack) Soul Charge. I always had trouble feeling like I was in control of my character, feeling instead like I was playing a rhythm game and when I miss or make a mistake its just a moment of dead air in the song. The basis of each characters move list is comprised of the following: Horizontal Attack (A), Vertical Attack (B), Kick (K), and Guard (G). I skipped the main attacks except for the combos to keep it fresh.
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Personally tekken has always felt clunky, and felt like work. Ivy's command MoveList from the game's practice mode. Filthy casual here, and this doesn't directly answer your question cause I'm not really qualified to do that, but I play ALOT of fighting games (all casually, and I typically do well enough, but I'm far from a competitive level player) and have since MK 1 on the arcade when I was 7, I'm a diehard fighting game lover.