Soul Calibur VI: General discussion

A friend of mine pointed out the text on Yoshimitsu's flag:
https://cdn.discordapp.com/attachme...434808832/Podcast_2018-05-19_07-18-04-735.png

It's a common term in Buddhism and it means reincarnation. Might be a reference to how there was a new Yoshimitsu in SC5 or how he exists in both SC and Tekken. Or maybe it's a direct reference to his story which I haven't actually ever read.

On a completely unrelated topic, I hope they turn down the depth of field effect before the final release.

That picture makes my head hurt.
 
It's too much confusing for SC. In this game when I RO an opponent I have to know that I just won a round.

Which is fair, but I think that a multi-tiered system can add depth to gameplay and also, a little more character and believability to stages.

It's always kind of bugged me how many arenas are just a functionless platform with four edges. At least this time around they appear to have added ladders so it looks like the fighters weren't just teleported in.

Edit: Speaking of functionless, get those fucking raft stages out of here.
 
A friend of mine pointed out the text on Yoshimitsu's flag:
https://cdn.discordapp.com/attachme...434808832/Podcast_2018-05-19_07-18-04-735.png

It's a common term in Buddhism and it means reincarnation. Might be a reference to how there was a new Yoshimitsu in SC5 or how he exists in both SC and Tekken. Or maybe it's a direct reference to his story which I haven't actually ever read.

Yoshimitsu is all about Buddhist iconography, and presumably his name comes from https://en.wikipedia.org/wiki/Ashikaga_Yoshimitsu. So yeah reincarnation makes sense, it's how there's mutliple Yoshis. I guess the spirit of the guy reincarnates something something ninjas.
 
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Which is fair, but I think that a multi-tiered system can add depth to gameplay and also, a little more character and believability to stages.

It's always kind of bugged me how many arenas are just a functionless platform with four edges. At least this time around they appear to have added ladders so it looks like the fighters weren't just teleported in.

Edit: Speaking of functionless, get those fucking raft stages out of here.
Yeah I hope they bring back stages similar to the one in SC4 where there were knights that would move fwd slowly..making the stage smaller as the fight progressed. That was one of my favorites!
 
Yoshimitsu is all about Buddhist iconography, and presumably his name comes from https://en.wikipedia.org/wiki/Ashikaga_Yoshimitsu. So yeah reincarnation makes sense, it's how there's mutliple Yoshis. I guess the spirit of the guy reincarnates something something ninjas.
Yea, his story is that to be the leader of the Manji clan you must have first defeated the clans last leader. Well, you have to kill them but, it seems that every new leader/Yoshimitsu is just like the last (personality wise) so....I guess the spirit just posesses who ever is the current leader.

Also, Yoshi is usually not a person but an animated doll of sorts.
 
Edit: Speaking of functionless, get those fucking raft stages out of here.
Fuck that; if I'm playing SoulCalibur I need to be on a raft.

If they do introduce multi-tiered stages, my only request that they're not Tekken-style floor/balcony breaks, which function as combo extenders. I prefer my SC not too combo-heavy, and think Soul Charge already provides plenty of that. It should just be "ring out -> take damage -> round continues in new area." Although the SCV approach of "ring out -> round ends -> next round in new area" was also fine with me.
 
アラハバキ、再び見参! アラハバキ公式サイトをオープンしました。 イベント情報などの発信はこちらのサイトで行っていきます。 https://ussr.jp/arahabaki/ 個人主催、団体様のイベント発信もお手伝いさせて頂きます。詳しくは下記 このサイトについて https://ussr.jp/arahabaki/about/ … をご覧ください。
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someone translate thisKappa
 
Arahabaki is a Japanese SC community. (Think 8wayrun, but more Japanese.)

It looks like they're just announcing the opening of their new website, and saying that they'll be supporting SC events in the future. More details are on their site.

Basically, this probably isn't of interest to you unless you live in Japan.
 
Fuck that; if I'm playing SoulCalibur I need to be on a raft.

If they do introduce multi-tiered stages, my only request that they're not Tekken-style floor/balcony breaks, which function as combo extenders. I prefer my SC not too combo-heavy, and think Soul Charge already provides plenty of that. It should just be "ring out -> take damage -> round continues in new area." Although the SCV approach of "ring out -> round ends -> next round in new area" was also fine with me.

I'll only accept a raft stage if it gets a reveal trailer, spotlight and official concept portrait.

That's right, a portrait of a raft.
 
Which is fair, but I think that a multi-tiered system can add depth to gameplay and also, a little more character and believability to stages.

It's always kind of bugged me how many arenas are just a functionless platform with four edges. At least this time around they appear to have added ladders so it looks like the fighters weren't just teleported in.

Edit: Speaking of functionless, get those fucking raft stages out of here.

To be fair the stages have been like that since early on in sc. They never really incorporated them into settings and they were always these weird platforms in the middle. Though I agree, tekken incorporates the stages a little more with the background and sc could do the same.
 
A drop off a multi-tiered stage is more akin to hitting a wall conceptually than getting rung out. You take the damage from poor positioning and then the match continues. Secondly, there's no rule than transitions have to be Injustice length. There are plenty of them in DOA and Tekken that take no more time than a standard throw.

More broadly, without borrowing ideas from other games SoulCalibur would have 8 way run as the sole mechanic.
I'm aware. It works better in those games because they're designed to have wall carries. SoulCalibur isn't, so when you have those multi-tiered stages, it is going to be very imbalanced.

Imbalanced Situations:

A) You will be playing a normal character with a few hits for a combo, then your opponent will have room to escape you easily instead of thinking how they're going to get out of the corner. This rewards bad ring awareness the most between normal walls and normal ringouts.

B) You will be playing a character like Viola or aPat that have Tekken style wall carry combos after their balcony break or floor break (whatever you are having in mind) which will make them the only complete characters in the game on certain stages. The damage disparity won't make any sense across the cast.

Both scenarios suck and would make the multi-tiered stages the worst stages in the game unless they reintroduce infinite stages. Situation A is more about bad players getting a comeback mechanic against basic combo characters, and Situation B is more about balance issues.
 
I'm having a really difficult time understanding your arguments. Would you mind clarifying?
Imbalanced Situations:

A) You will be playing a normal character with a few hits for a combo, then your opponent will have room to escape you easily instead of thinking how they're going to get out of the corner. This rewards bad ring awareness the most between normal walls and normal ringouts.
Firstly, can you give an example of a "normal" character? Mitsurugi? Sophitia? Their combos seem pretty short, and their range isn't crazy. So you're saying that having a multi-tier stage makes it easy for an opponent to escape from Sophi (for example)? How would that make it easier to escape? Generally, the opponent who falls from one tier of the stage to the other takes damage. In your opinion, is that not enough of a punishment for bad ring awareness? But I just don't understand how adding another tier to the stage would make it easier to escape from some characters.
B) You will be playing a character like Viola or aPat that have Tekken style wall carry combos
That's a big assumption right there. We don't even know if Viola, aPat/Setsuka or Hilde will be in the SoulCalibur VI. And even if they are, there's no guarantee that they'll keep the wall carry combos they've had in the past. And third, even if they are in the game, such combos have been shown to be unbalanced even without multi-tier stages (i.e. Hilde in SC4). Just because the ring-out is an instant win doesn't mean that wall-carry combos can't be broken.
after their balcony break or floor break (whatever you are having in mind) which will make them the only complete characters in the game on certain stages. The damage disparity won't make any sense across the cast.
OH. "After" the balcony/floor break? So you're concerned about Tekken-style stage transitions, where one opponent gets to follow-up with a combo? I'd also dislike that in SoulCalibur. But there's no reason they'd have to implement them that way. It could just involve one player taking damage, followed by a reset.

To summarize, I still don't understand why basic combo characters would be hurt by changes to how ring-outs work on certain stages. Ring outs already run the risk of imbalance, and making them more or less of a danger doesn't automatically mean that risk increases or decreases.
 
does anybody know what "Namu" means?
Nam or Namu (南 無) - derived from the Sanskrit Namas, means "devoted to"...
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S نمس नमस् namas, s.m. (often used as an interjection; and changeable in comp. to नमः nama, and नमो namo), Bowing, bending, making a bow;—a bow, salutation, reverential salutation, paying honour (by gesture or words); adoration, obeisance (performed by joining the palms and inclining the head;—often used in connection with the name of a deity in the S. dat., e.g. Gaṇeśāya namas, 'salutation or reverence to Ganeś);—a gift, present:—namas-kār, s.m. Uttering the exclamation namas; respectful or reverential address or salutation; adoration, obeisance:—namas-kār karnā (-ko), To salute respectfully or reverentially; to do obeisance to:—namas-kārī, s.f. A sensitive plant:—namo-guru, s.m. A spiritual teacher.
 
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