SOULCALIBUR 6: News, leaks and information discussion.

Status
Not open for further replies.
Arrows are quite common icon for a training mode, dunno why everyone tries to approach this in such literal way to the point of head-confirming characters by an unrelated to the roster menu.

Yeah the first thing I think of when I hear training is target practice tbh. I'm also not opposed to having a kickass bow and arrow movelist though, to use in CAS and make the Merida of my dreams.
 
I have something worth sharing on the gameplay side of things.
I'll preface it by saying that I didn't go to CES2018, but one of my sources for SCVI did.
They've been trying it out, and the general consensus is that they need to reduce the goddamn cutscene length in battle. lol
Reversal Edge's cutscene is too long and you will be REing MANY times in a round.
There's also a version of GI that causes a sitdown stun that ALSO HAS A CUTSCENE.
I was wondering if those kind of things would be a pain in the ass and "take you out of it" when it comes to battle flow because they looked like they took too long from watching gameplay they'd put out, but all that did was confirm my suspicions.
Especially for the rate of times it would show up in a match.

Hopefully they tweak that by the next time anyone here gets to try the game out, like @Hayate does soon for instance. But if not, you're now aware that it gets old and flowbreaking after too long.
 
To be honest it kinda scares me how defensive the gameplay seems to be. Being on offence seems literally unfavorable NO MATTER WHAT.
I totally dislike this kind of stuff and hope they will tweak it so defensive options are not so OP, or add some more offensive mechanics.
 
I have something worth sharing on the gameplay side of things.
I'll preface it by saying that I didn't go to CES2018, but one of my sources for SCVI did.
They've been trying it out, and the general consensus is that they need to reduce the goddamn cutscene length in battle. lol
Reversal Edge's cutscene is too long and you will be REing MANY times in a round.
There's also a version of GI that causes a sitdown stun that ALSO HAS A CUTSCENE.

The timer stops when CE starts, RE connects, & Being in Soul Charge Mode.
 
If supers
Supers are not the problem, they occur rarely, waste a lot of resources and length of cutscene is reasonable to amount of damage it does.
While RE is something that will occur ALL THE TIME, because it's free, you would literally waste 50% of the fight staring at RE's slow-mo startup.
 
Atm it seems got to be extra mindful of timing to wait and bait RE/GI and whiff punish just because it's covering so many other options.
 
Don't you think that if the general consensus is that RE breaks up the fight.... less people will use it often? Seems like logic to me. It's a mechanic for casual players, bet you won't see it very much in high ranked matches.
 
I have something worth sharing on the gameplay side of things.
I'll preface it by saying that I didn't go to CES2018, but one of my sources for SCVI did.
They've been trying it out, and the general consensus is that they need to reduce the goddamn cutscene length in battle. lol
Reversal Edge's cutscene is too long and you will be REing MANY times in a round.
There's also a version of GI that causes a sitdown stun that ALSO HAS A CUTSCENE.
I was wondering if those kind of things would be a pain in the ass and "take you out of it" when it comes to battle flow because they looked like they took too long from watching gameplay they'd put out, but all that did was confirm my suspicions.
Especially for the rate of times it would show up in a match.

Hopefully they tweak that by the next time anyone here gets to try the game out, like @Hayate does soon for instance. But if not, you're now aware that it gets old and flowbreaking after too long.

Yikes. That was one of my issues with SCV and fighting games with supers in general. They get old fast and screw up the pace of a match. Sorry to hear that it's even worse here. Hopefully it'll get some major tweaking before release. I want to fight, not just press one button and watch my character do flashy anime combo #3 for the next 15 seconds.
 
Nobody gonna cripple themselves in a fight, especially in a serious fight.
Okubo said its purpose was not to turn the tide of the battle but to allow new and casual players the opportunity to feel competent and not like they suck bc of RE's flashy visuals and ease of use. The end result of an RE win is not that crippling on the opponent from what I've seen, and there are more defensive than offensive options anyway which I think would make competitive players think twice about using it to gain an advantage. It's the insane damage and frame advantages that the CE's seem to have that should be an issue imo.
 
I have something worth sharing on the gameplay side of things.
I'll preface it by saying that I didn't go to CES2018, but one of my sources for SCVI did.
They've been trying it out, and the general consensus is that they need to reduce the goddamn cutscene length in battle. lol
Reversal Edge's cutscene is too long and you will be REing MANY times in a round.
There's also a version of GI that causes a sitdown stun that ALSO HAS A CUTSCENE.
I was wondering if those kind of things would be a pain in the ass and "take you out of it" when it comes to battle flow because they looked like they took too long from watching gameplay they'd put out, but all that did was confirm my suspicions.
Especially for the rate of times it would show up in a match.

Hopefully they tweak that by the next time anyone here gets to try the game out, like @Hayate does soon for instance. But if not, you're now aware that it gets old and flowbreaking after too long.

That's one aspect that actually i dislike Injustice 2 and where i prefer SFV over it way more. Clashes, and Super take so long in Injustice 2 that i even have time to drink something or take a look on my Phone/PC. In SFV they done quite good where super moves looks sick meanwhile they don't take that long, an while keeping the pace of the match intact. In Tekken 7 it depends on the characters some have good length, some other are pretty long lol

It's pretty hard to give feedback on such things, cause in general you don't feel them unless you played the game.
 
Last edited:
Yeah I suspected RE will get boring to watch quickly and will just break the fun flow of the fight. The worst thing is if it's useful it'll be used often and might not get phased out in high level play.

GI is kind of scary too in how effective it is so it might need to get balanced somehow, I find it hard to believe they have time to add a separate low GI with its own animation this point into the game's development so we'll have to see.
 
CE is not a problem, because it takes up resources, just like supers in all other fighting games.
CE is perfectly fine.
I probably worded it wrong lol. I like CE, I just thought in terms of crippling mechanics, CE has a way higher threat level than RE so if anything should be considered OP, it should be that.
 
CE has a way higher threat level than RE so if anything should be considered OP, it should be that.
The problem with RE is not mechanic itself, but how free for use it is and how much its longetivity (while also having little impact on fight itself) breaks the flow.
What's truly OP is the new GI that GIs all attacks and even throws(!), while requiring no resources or strategy (as you don't need to read your opponent moves and take a risk of guessing wrong), which makes it having virtually no weaknesses.
 
What's truly OP is the new GI that GIs all attacks and even throws(!), while requiring no resources or strategy (as you don't need to read your opponent moves and take a risk of guessing wrong), which makes it having virtually no weaknesses.
But whiffing a GI not only makes you open to an attack, but also weakens your guard. Isn't that a pretty big weakness? I agree the window and it being able to counter any attack is silly tho.
 
I obviously haven't played the game yet, but from a devil's advocate perspective, it's entirely possible that Reversal Edge has gotten so stale and carries that feeling of "not this again sigh" because we're only seeing Mitsurugi and Sophitia doing it, over and over and over. Different characters with different animations and perhaps differently stylized way of handling Reversal Edge may break up the monotony a bit. I imagine for some, only seeing Mitsurugi and Sophitia fight normally, Reversal Edge completely aside, is getting a bit old. We've seen most of the moves, we've seen their Soul Charge, their Critical Edge, granted, not at the highest of level play, of course, but it's just... I mostly feel like we'll calm down a bit when we get new characters.
 
Status
Not open for further replies.
Back