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Joel Collections
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Key game system improvements include an easier "step" and "avoid" systems, arena walls (rather than ring out ability on all sides) and wall-specific moves, a three-step Soul Charge system, a clash system that is used when two attacks hit each other simultaneously resulting in a white flash, Guard Break attacks which put a blocking player into a post guard-impact state, just frame moves awarding additional hits to players who can time their command inputs well and a revised Guard Impact system that removes height-based Impact moves and instead uses a more unified system (high and mid attacks are countered using Repels, mid and low attacks are countered using Parries).
Soulcalibur II includes the same modes of play as most fighting games: Arcade, Versus Battle, Team Battle (similar to Arcade, but with teams of up to 3 characters and without cutscenes or endings), Versus Team Battle (with teams of up to 8 characters), Time Attack (where the player has to race against the clock to set records), Survival and Practice. There are also "Extra" versions of these modes, intended to allow the use of Extra and unlockable stages. A point worth mentioning is that the 7th battle in Arcade Mode is called a "Destined Battle", which is a predefined battle that never changes. Each character has one according to their story, and all Destined Battles are shared by groups of two characters (for example, Mitsurugi→Taki and Taki→Mitsurugi) with the exceptions of the home console-exclusive characters. As in Soulcalibur, there is a "Museum" containing character artwork and various videos (like the Arcade Mode's intro or the Master Mode's intro and Ending) and an "Exhibition Theater" (where "katas" can be viewed). There is also a "Profile Viewer" (to read about character's stories) and a "Battle Theater" (to watch CPU vs CPU battles).
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