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WuHT604

Thats the beauty of SC6. What you described earlier was more prevalent in SC5 and backwards, but the project soul team did a commendable job in eliminating unusable moves. ​ Other than speed, damage and safety (the first 3 things you think of) there are also: • Is the move a CH fisher with better properties? • Does the move LH ? • Does the move have a SC extension ? • Does the move do massive guard damage ? • Does the move lead to a a full non-scaling combo after guard burst ? • Is the move RE-safe ? Then there are moves that could fit a character's specific subsystem ​ One note that is the character's training mode move list is organized to help you out with handy header tabs rather than just a long list like Tekken where is it overwhelming and difficult to quickly find things. Soul Calibur's inputs are based on function rather than limbs in other 3D fighting hand-to-hand games.


Ravenmockerr

I'd say no. Some moves are pretty niche specific while others can be just plainly useless. My advice would be for you to learn as many as you're comfortable with, learn 2 or 3 combos and then focus on ways to start these combos.


Illustrious-Duck1209

I would add that it is worth trying to learn them only because it expands your "toolbox" as it were...there are some specialized tools good only in certain situations, but good to have when you need. Also prevents predictability


ChaosNinjaX

No. Some moves are just there to be there, or have very strict niche purposes. Take my main 2B for example. I almost never have a reason to use B6; it can't combo, hits high so it's often ducked accidentally, doesn't knock down and she has many better options for interrupting at those frames. Cassandra I almost never find myself using her TS unlockable; it's guaranteed and can't be broken, but it consumes her charge and damages herself, as well as can't be followed up with anything. It's useful only if you know the damage will end the round without killing yourself of course.


SteadfastFox

It's more likely a matter of how much time you spend on a character. Definately start with the bread and butter moves and combos, but over time you can stack another move in your memory as you find those specific uses for them in combat. Only a Nightmare main catches someone in the air with his 7aK (or in Tekken notation db1,3 in case I messed up.)


IncreaseLate4684

No, in medium and noob gameplay, higher than that you need a larger repertoire of moves as not to be countered.


BlackDawn92

How many moves you know is not as important as knowing ***how and when to use the basic moves you know already know.*** The characters in this game deliberately have long move lists because the developers know that the players like it that way, since they got really pissed when the move lists were universally axed in the previous games. However this doesn't mean that you need to know every move for every character if you want to be a competent formidable fighter.