Reversal edge mechanic master post by Trace_afj


At 8:15 Was that a "full charge" or a different matter? It seems much shorter compared to the clip in the op. Or does it mean the animation is guaranteed so long as you're hit during the RE parry.?

RE Level 1 is putting the opponent in FC = B+G
1.gif


RE Level 2 Guard Break = B+G (Slight Charge)
2.gif


RE Level 3 Unblockable = B+G (Max)
3.gif


RE Countering & Throw
RE vs Throw.gif


RE vs RE
RE vs RE.gif
 
Is the issue with reversal edge that it is too fast? Can you like, AA spam and beat its speed?

If your opponent releases RE before the final hit of characters AAA or BBB. Xianghua's AAA could be useful once in a while if you do AA on Block. Your opponent may attack with a high horizontal or high vertical attack. The 3rd hit of Xianghua's AAA is her old 33_99A or Leixia's WS A. The small TC window makes it possible for Shakeable Stun. The 3rd hit of Mitsu's BBB has RE baked in if your opponent attack with anything except a Guard Break. This effective replaces Mitsu doing 4B after he does BB on Block. Mitsu's 6B8 in SCVI is now 4B. With Mitsu's FC 1B being a Lethal Hit by duck punishing strings makes his WS game just as good as Xianghua's It makes his FC 1BB a NC and that's huge for Mitsu to score huge damage even faster now. That makes his old aGIs pointless because he doesn't need them in SCVI with FC 1B Lethal Hit & RE.
 
Interesting, that'll make BA's a lot more useful. I didn't think Nightmare's A+B counts as an aGI though.

In SCVI, Nightmare's A+B is a revenge/aGI move. It's a lot more effective in SCVI. In SCIV, Nightmare has a personal Soul Charge called Terror Charge with A+B, 2A+B, & GS A+B. In SCV, NTC was dropped. In SCVI, it's back with A+B, 2A+B, & 4KK. The 2nd Hit of 4KK is Nightmare's WS A or the 2nd part of his SCV GS K [BE]. This will allow Nightmare to go into Soul Charge Mode without spending a bar of meter. If Nightmare has no meter he can just do moves in Soul Charge Mode via Terror Charge. NTC last until Nightmare does a Soul Charge Enhancement move. In Soul Charge Mode, Nightmare's A+B becomes a Lethal Hit. In Soul Charge Mode, Nightmare's CE becomes Unblockable.
 

At 8:15 Was that a "full charge" or a different matter? It seems much shorter compared to the clip in the op. Or does it mean the animation is guaranteed so long as you're hit during the RE parry.?

What happends there is that RE succesfully deflected xianghua 3A, and once you deflect something even if you block you will enter in the animation.
 
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Is the issue with reversal edge that it is too fast? Can you like, AA spam and beat its speed?

maybe you can, but I think once you reflect something with RE the moment you release it the attack from it comes out really fast, only once you reflect something though, otherwise it's really slow.
I won't be surprise if for example Sophie does AAA and you RE it then you release the RE before the animation of Sophie's 3rd A and you interrupt the string with it, who knows.
 
As bad as RE seems right now, no one really knows until first hand experience. I'm still hopeful about this game as a whole, and I have a feeling that once we all have played the game for a while, RE won't seem so bad anymore. I'm gonna try to reserve judgement for the time being.
 
RE is a new gameplay mechanic introduced for the first time in SCVI, it's a 1 to 3 frames (?) special kind of guard that automatically blocks everything but break attacks unblockables and CEs with the push of a single button;

I'm unsure if Xianghua's CE is RE'd here. 3:27

 
Just means we gotta be really cautious. I have the impression that RE itself doesn't do much damage & more so changes momentum. So both GI and RE trump throws eh? If I'm "coming at you" I can:
1. block
2.GI is still safe? But maybe ya don't + when RE'd. The example is against a soulcharging Sophitia.
3.RE
4.get tricky or
5.bash my way in with a break/unblockable?
 
My early feeling is that it's a good addition to the game. I think the idea is to disincentivise standing and blocking. There are more active defensive options now, so re and gi will then make break attacks more useful, that will then make stepping more useful, and agi gives the guaranteed reward unlike re which only gives a 50/50 and can be stepped if you overuse it.

The slow-motion qte mixups should also help newer players to understand the core mindgames of soulcalibur sooner.

It seems that the design choices for this game are on point so far.

I personally benefit from a turtle playstyle based on safe play and punishment, so these changes will probably make it harder for me to compete at high level, but I still think these are good choices. They could make the mind games more interesting and make scvi a better spectator game than previous entries
 
As for more, even more tangential focus, any clues as to why characters sometimes glow during RE? I've seen neither, mix & both. Red, Gold and Blue aura's, can't specifically recall if I've seen blue mixed with the prior two, off the top of my head....
 
Is it really okay to be able to GI and RE critical edges though? It costs meter so it's not as if it makes them both irrelevant or useless.
 
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