Soul Calibur 6 Discussion

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Am I the only one who wants them to reduce all the flashy effects? (Sorry if it is a reiteration I am a bit new here)

I mean there is no need for that and it is not good for the eyes to constantly see all that special effects on the screen. It is annoying. And it worries me. I don't want to have another experience like T7 which abuses of that kind of effects.

It is OK for a 2 minutes trailer, but that's enough. They just need to completely get rid of those unbearable effects it is a cancer in all new videogames and it is not realistic and not necessary in fighting games that use swords (not guns... sorry Cervantes).

I hope @Vergeben and @Hayate can share this particular thing with Namco because I am sure not the only one who preffers old style Soul Calibur I/II/III where the effects were almost inexistent instead of all that unrealistic "explosions" in SCIV and SCV, I just want to see one sword clashing with another one with some realistic particles instead of all that uggly exagerated effects.

They need to reduce them. I just don't want another Tekken 7 uggly effects and explosions when a collision is made.

Please, at least give the option to turn all those effects off!!! It is a must I mean I won't be able to stand playing during more than an hour when all those flashiness is happening on the screen. I constantly got headaches while playing SCIV and SCV.

But I never got a headache when playing SC I to III.
I am sure you know what I mean. I hope I am not the only one who desires NO more flashy effects. It is ok ONLY for the Specials. But not for the regular moves, please!! I don't want the "Push a Button for Awesome" philosophy that also happened in Dragon Age 2...

And I am being very serious here. This thing killed a great franchise too:

When I press a button I just want responsiveness, nothing else.


The "No More Flashy Effects" campaign has officially started.

I insist this is a big thing that can be corrected in time only before the game is released. If they take the wrong direction and abuse from the special effects it could kill the game for many. I mean the best would be to give us an option to activate or turn off just the special effects in order to avoid getting an unnecesary headache.

That's the main reason why we need to insist to make them clear that flashiness is not a good thing at all. Not if they abuse from it. Judging be the gameplay they have shown us it seems that every single movement produces an exagerated effect. That gets repetitive very fast and in the end it turns annoying.

Not necessary and completely avoidable. Considering they are at 70% I think now is the perfect moment to start pushing those effects back and reduce them anymuch as it is possible before it is too late.
I'm with you here. I have no problem with this kind of effects in SCV, they were cool to me, but in SCVI they are a bit exaggerated. The problem here, and maybe they reason of this, is to attract casual people. If that's the reason, the removal of this effects seems unlikely.
 
Ivy was clearly still too difficult in SCV, let's make her even more brain-dead to play!
Yeah :D
Turn her into the LizardGirl . . . lol ... somehow this would be a cool idea Half Human/Half Lizard with colourfull scales on some body parts and Lizard eyes - ok i am drifting away xD

I hated her playstyle in SCV. The only thing quite commendable was her throws. Hopefully it's be the only thing that is simplified, and her previous movesets will be back.
Agree 100% - - - they cut out 60% of her moveset :'D
For me it made fights against good players even harder sometimes, because after a while Ivy gets to predictable
Sure, she isn't the only one but she is one of the Chars who got cut down pretty hard.
I rather accept a mechanic that makes it (maybe) easier for beginners like the Reversal Edge.
(Also, i don't know why competetive player complain so much about Run Counter and Guts ... Guts reduces the effectiveness of the "great tactic of the slightly broken toe" )
 
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Am I the only one disappointed by the fact that the soul charge activation animation has a hitbox? I was excited about this new feature because, in other games, things like vtrigger/instinct mode can be so versatile such as using the freeze frame animation to react to what your opponent is doing, or canceling unsafe normals to make them safe/plus, and starting a combo then activating the soul charge then continuing the combo, etc. With the activation being a physical attack that seems to push them out of range of any quick attacks, it seems like they have managed to remove any accessory utility this feature might have provided. To be fair, I'm aware that this may only be what happens when Mitsu activates his soul charge, and that we don't know what type of effect this will have on an airborne or grounded opponent (it could pop them up or stun them to the ground for all we know), but I wouldn't surprised if they specifically did this make soul charge an extremely simplistic mechanic that simply provides buffed moves and nothing else.
 
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Hopefully it will just use a dedicated A+B+K button.

6A+B+K = Super
4A+B+K = Rerverse Edge
A+B+K = Soul Charge

maybe

I agree with 6A+B+K for Critical Edge, A+B+K for Soul Charge Mode, but 4A+B+K for Reversal Edge doesn't make sense because RE cost no meter.

sorry guys i have a question: they showed only one impact guard? no more high and low?

The GI might be like SCV's version meaning it'll cover High, Mid, & Low at the same time. At least it meterless again.
 
it's sad it makes me feel like I have less control on my character, i hope it will change...but yes at least GI is meterless again
 
I don't think it is, they said certain conditions need to be met.

@babalook I get your concerns, I think they want to balance the power of the Soul Charge so that's why they make it so it has pushback to reset the situation to neutral.
 
That Sophitia player annoyed me so bad lol I was screaming "STEP IT UP BITCH" literally the whole interview I can't believe they dropped so many good punishment opportunities.

I know the PSX SCVI demo wasn't at the highest level, but it gave us an idea of what the mechanics of SCVI are. So happy GI is meterless, Quick Step & JG are gone. Plus Step G is back and Step RE is confirmed.

I don't think it is, they said certain conditions need to be met.

@babalook I get your concerns, I think they want to balance the power of the Soul Charge so that's why they make it so it has pushback to reset the situation to neutral.

SCVI Soul Charge has Chip Damage, Counter Hit Damage, Enhancements of moves and Brave Edge like moves.
 
That Sophitia player annoyed me so bad lol I was screaming "STEP IT UP BITCH" literally the whole interview I can't believe they dropped so many good punishment opportunities.

That proves that there is still room for noobs even if the mechanics are simplified at the push of a button. Which is a good thing.
I was kinda relieved when I saw that gameplay during the interview. But also mad because Sophitia was too bad. If it was an AI then they should improve it a bit (even on easy/beginner).
 
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I don't think it is, they said certain conditions need to be met.

@babalook I get your concerns, I think they want to balance the power of the Soul Charge so that's why they make it so it has pushback to reset the situation to neutral.
That's what worries me, it seems as though they're trying to curtail any potential depth that might come from soul charge. I will contain my cynicism as I don't actually know if there will be ways to work soul charge into combos or for oki setups, but I don't think FG developers want their games to be complex anymore.
 
That Sophitia player annoyed me so bad lol I was screaming "STEP IT UP BITCH" literally the whole interview I can't believe they dropped so many good punishment opportunities.
We discussed this in the chat earlier and the consensus seemed to be that these were probably just beginner AI, hence the weirdly inhuman reactions to attacks or missing opportunities to punish.
 
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