SOULCALIBUR 6: News, leaks and information discussion.

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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.
Fair enough :)
I just think because it has little impact on matches like you said, and isn't built for competitive users, we won't see it in ranked games much.
 
I also feel like people who have been with the games from before are going to throw out Reversal Edge a lot by accident trying to do B+G throws.
 
I also feel like people who have been with the games from before are going to throw out Reversal Edge a lot by accident trying to do B+G throws.
Left trigger is its keybind? Shit, left trigger is always my go to throw for both tekken and soulcalibur.
 
I really like the gameplay so far. Looks like it will be the best in the series. I had some concerns before, but now I'm glad to have the Reversal Edge mechanic. It has a lot more options than I thought.

Now my only concern is the single player content.
 
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.
I agree. The gameplay is good. Its just that we've grown tired of seeing the same two characters over and over. At this point, people are anxious for new information, myself included.
 
The Nintendo direct happened and we got no news for soul calibur not surprising since it's not announced for the console we did get a remastered the world ends with you.
 
Anecdotally, one of the guys I play Tekken with thinks that Kazumi’s on hit tiger attacks, specifically f,f+2 and u/f+2, take too long and piss him off. So if those are too time consuming, this issue might be a game breaker for my buddy, and then, by extension, some fraction of the possible player base that share his outlook of time increasing attacks.

I think the slowdown brought on by these attacks is a bit worrisome, but we’ll just have to sit and hope that it’s not so jarringly bad that it makes SCVI stand for “Slow Combat, Very Infuriating.”
 
Kazumi’s on hit tiger attacks, specifically f,f+2 and u/f+2, take too long and piss him off
Wut? They barely take any more time than other attacks, how impatient he is, lol? But I see what you mean.
but we’ll just have to sit and hope that it’s not so jarringly bad that it makes SCVI stand for “Slow Combat, Very Infuriating.”
There is another problem I see, besides long RE animation, that I (and not only I) already mentioned.
It's how strong defensive options are. Game may become SlowSouls not only because of excessive slow-mo, but of actual gameplay being very slow due to how new mechanics force defensive playstyle on you, no matter what character you play as. Attacking in itself becomes risk, no matter how you approach your enemy.
This is what's truly scary. And could turn off more players than overly-long animations of some moves, as this affects gameplay itself. Not a lot of people fond of slow turtling/defence-focused fighting.
 
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I don't really have problem with RE. Seems like it has some depth. Though I would like it to have no slowdown at all - kind of like the clash mechanic of Soul Blade, then may not be as flow-breaking as it seems now. Lot of people seem to be bothered by it already so who knows... Maybe they'll change it...
 
More chiming in on what they told me that you could probably deduce on your own by now, but Reversal Edge builds a ton of bar and is very useful, as in you'll be REing 2-3 times per ROUND.
The GI cutscene doesn't take too much time, but its very jarring and disorienting.
It's not nitpicking to say they should consider cutting down on these things because they interrupt the flow and pace too much by favoring the cinematic style and not the practicality of application. Especially when you'll more often than not see it quite a bit during your battles with people.
 
who has hella info on scvi

First off, thank you for all the info youve provided thus far.

Im curious to know about the potential move sets/command list for all the characters that may be appearing in scvi. Do you have any info on how plentiful the command list might be for all the characters?

Its confirmed that a+k moves unfortunately wont be returning. That's really a shame. :( Because im worried that scvi will return to simplified short move sets like in scv. and that really made the game extremely stale and boring for me and most people.

For example, it was VERY DISRESPECTFUL bland/pathetic ivy's move set was in scv compared to her versions in sc2, 3, and 4 (3 being my favorite). I know the director of scv wanted to make her easier to play. But that did more harm than good imo. And it was really lame and not engaging to put much effort into learning her. -__-

Any info would be greatly appreciated. Thank you. >3
 
Just read Hayate’s tweet and I am concerned

EDIT: it’s Actually it’s own thread on 8WR about the gameplay at CES
 
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Its confirmed that a+k moves unfortunately wont be returning.

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Well that's weird to say the least, but do we know the moves got removed from movelist, or maybe they just changed the manips? If it's the first case, that would be super weird to say the least, but if it's the second case i can be OK with it.

Hum hum... but well, tbh honest it's not easy to use A+K moves with pads (except if you put it on one button shortcut of course), so i can understand the choice of this especially if they want to grab new players/casuals. Maybe A+K moves are still in in a form of B+K+direction, or B+K+8wr direction

I'm not sure if this has been posted yet by anyone. Looks like we might get 30 characters.
http://www.techradar.com/news/soul-calibur-vi-release-date-trailers-news-and-features

I won't believe it until i see it, but OMG wow 30 characters (all unique, no mimics) would be quite tight for a launch roster.
 
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 worry that RE will actually have the opposite effect and turn new players away from the game.

It looks cool, I'm not going to deny that. But when new players experience it for the first time and wonder WTF happened, they'll hear something like "it's rock-paper-scissors!"

Speaking personally, if I was playing a game I sucked at... Let's say basketball... And my opponent was like, "Hey, I know this game is hard, so let's stop the game a few times and play rock-paper-scissors. Maybe you'll get some extra points." My reaction would be, "That sounds fucking stupid." If I actually liked basketball and wanted to get better, I wouldn't want to waste time not playing basketball. And if I didn't like the game and wanted to quit, giving me a few pity points because I won a guessing game isn't going to change my mind. Maybe children can be swayed by stuff like that, but I think most players won't be.

And then eventually when new players learn "it's sort of like rock-paper-scissors, but there are seven or eight options. Here's a helpful chart to figure out what beats what!" I think most players aren't going to bother to learn the whole thing. It'll just be a guessing game to them, and I don't think that'll have any long-term appeal.
 
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