Soul Calibur VI: General discussion

man it's great. you're having a party, not enough controllers for everyone to play, nobody wants to play the same game. Just pop in something where the CPU plays against itself, crack open a few beers, and throw a couple 1s down.

Heck yeah! Can't wait to have people over to make some ridiculous CaS characters and pit them up against eachother! Never thought I'd ever get this excited over watching a game play itself.

I remember the last time i did something like this was Bloody Roar. I used to set the CPU to infinite life and just watch to get combo and strategy ideas and basically learn how to play the game.

Truth! I think that's the intended purpose, and provided the online scene is good I'll probably use this a lot more than I think I will.
 
The meter gain happens on the initial hit. Sure, people MIGHT still try their luck at the RPS in specific, desperate, situations, but I imagine it would be mostly unnecessary at high level. The idea being, "why give the opponent a chance to outguess you if you don't have to?".

Also, why use GI if you give RE a way to escape the drawbacks?
man i'm just tryin to throw out ideas. To your first point... that's kinda the idea. I don't think the competitive scene is gonna use RE that much later on due to its luck based nature so this wouldn't even effect them. As for the GI vs RE thing. I'm just brainstorming, it's not like i've looked at every system to think about this. I just think that there should be an option to not be forced to play a game of luck in the middle of a match if you don't want to.
 
man i'm just tryin to throw out ideas. To your first point... that's kinda the idea. I don't think the competitive scene is gonna use RE that much later on due to its luck based nature so this wouldn't even effect them. As for the GI vs RE thing. I'm just brainstorming, it's not like i've looked at every system to think about this. I just think that there should be an option to not be forced to play a game of luck in the middle of a match if you don't want to.
That's kinda the point I'm making though. I'm honestly not trying to offend, but when suggesting ideas, you should try to take the rest of the mechanics into consideration too. There's always luck to some degree, but I think the RE mechanic will be much more strategic than a lot of people see it right now.

Each character has different benefits to their options. Some may favor B. Some A. and so on. Not to mention, where you use it will change as the game evolves. At Summer Jam 12, for example, people were using it as anti-Stance, and as anti-death-mixup on wakeup. I'm sure there'll be other situations labbed where RE is more useful.

RE is basically like a GI except you can control how long the parry stays active. GI gives a more straightforward mixup. RE gives potentially better rewards.
 
Why don't they just reveal all the characters instead of making us suffer? Why does Hwang and Lizardman have to be the mystery characters even down to the leaker not being sure of their proper inclusion?

Why are they still censoring their trailers with only one month before the release? Do they really care to hide Inferno from us till the very last minute? I don't get it...

The only reason I'm pissed off about Hwang is because of personal reasons - but for all intents and purposes he's not even considered a popular character - certainly not the icing on the cake. It would have made more sense to withhold Zas or Talim till the end - not whatever mimics they've got left to show us.

I think the cerv, game modes and raph trailers are probably all they will show at TGS. I can't imagine there are anymore surprises left in store. It's just becoming petty to the point where I feel we are going to be extremely disappointed on the eve of the release - such as the character select screen becoming more contracted in the build and mediocre final reveals. If I'm wrong then I apologise.
If you consider the angle that Lizardman could be a mix of Patroklos style with his lizardisms, it could be taken that he takes longer to develop, which makes sense he would be finished and thus revealed last. Same goes for Hwang, instead of just taking Yun-seong's style, taking his style from Arcade Edition SoulCalibur III and updating it and implementing the new mechanics would possibly take a good deal of time, so that's what I think, anyway.

SCVI has a Soul Edge Timeline in the Museum Mode and it's similiar to the info from The New Legends of Project Soul.

Nice, this is a good thing, it means we'll have a consistency. That's one of the best things about SoulCalibur VI and moving forward, we'll be able to not have inconsistencies and disputes over what happened when, because depending on your source, SoulCalibur II-IV can be 1590 or 1591, because SoulCalibur VI made an error in the timeskip math.
 
So I don't mean to give anyone any hopes up, however I would like to point out something interesting I noticed.
At first glance you may think this is just Kilik's stage, however the angle is non-existent on the stage we saw on the E3 build, I will concede if someone finds it though.

However, there is even something more interesting, the stage in question also has an obelisk nowhere to be seem in Kilik's stage.

Now, this could be a earlier build of the stage or something like that, but Soul Calibur as a series is no stranger to variations of the same stage, I just thought you guys might like it and theorize about it.
You're right.
This angle is new.
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That's kinda the point I'm making though. I'm honestly not trying to offend, but when suggesting ideas, you should try to take the rest of the mechanics into consideration too. There's always luck to some degree, but I think the RE mechanic will be much more strategic than a lot of people see it right now.

Each character has different benefits to their options. Some may favor B. Some A. and so on. Not to mention, where you use it will change as the game evolves. At Summer Jam 12, for example, people were using it as anti-Stance, and as anti-death-mixup on wakeup. I'm sure there'll be other situations labbed where RE is more useful.

RE is basically like a GI except you can control how long the parry stays active. GI gives a more straightforward mixup. RE gives potentially better rewards.
well the main drawback to RE right now is that you have to land the attack and one that isn't fully charged can be blocked or GIed unless you already attacked them during the charge. I could see that being more powerful than GI if there was a neutral option... With a neutral system the drawback to RE would be if you were the one to use it and you neutraled you would lose guard gauge like if you wiffed a GI, the difference being you don't take potential damage like if you GIed and the opponent takes a small amount of damage making it better than a GI... as for how to make GI more attractive to use... I suppose you could make GI give meter if it lands? You still have the reaction GI/block to an uncharged RE, side steppable charged RE, the fact RE can't parry UBs, neutral RE drains guard, gives no meter, but gives small damage. Meanwhile GI can only wiff with you potentially taking damage and losing guard gauge but a successful GI grants meter, the opponent can GI or RE back at you only making it a far better alternative to the RE RPS game in terms of gaining meter. Basically neutral RE would grant small damage while GI would grant meter, the RPS game would remain the same but with the winner gaining meter and whatever other bonuses that comes with.
 
Wouldn’t mind some unused designs like in III. Cough 2Ps cough.

Really think the concepts are pretty cool. Might as well take from them in costume design.

But the story scenes with Kilik and Xianghua confronting Nightmare make me think Maxi may die in the story or at least it’ll be explained how he survives.
 
Reversal Edge is supposed to be risky. That's why the reward is big (huge meter gain.)

I firmly believe that in high level play, RE will rarely be used, much like power crushes in Tekken (which people were worried about for similar reasons before T7 came to consoles e.g. 'spamming' it or the moves tracking.)

Especially since rewards on hit are definitely /not/ guaranteed by any means besides a small chunk of initial damage + meter.
 
That was Xeph, lol. If you knew the history, Kayane beat him before in a different tourney, so he got his "revenge" by beating her in Evo Top 8. I don't see how being hype that he overcame an obstacle makes him a "dush" (douche) though. Far as I know, he didn't insult her in any way and both were cool after.


If they made a neutral option, the entire system would be pointless, lol. Everyone would just opt out every time they land it so they could take the free damage + meter and bounce.


It's reactable if it's held down. It's not that easy to react to with step if they let it go early.
It's also useful as a post-GI option. As well as an anti-mixup option. And anti-Stance option. And I'm sure you can RE in between certain strings to make the parry guaranteed. Plus some characters can cancel their REs if you try to bait and step them. I think it'll still be used at high level years from now. Especially when you consider the rewards for being right.


Every RE *has* been steppable, lol. It's a vertical attack set to B+G. Even with all of that though, if they're wrong on the RPS sequence afterwards, you, the opponent, would still benefit from the RE clash.

Anything that's spammed can be baited. Spamming becomes predictable. What you're describing sounds more like strategic placement. In which case, that just means they're using it correctly.

Well i if you consider 80 - 90 % of a match being RE then fine, i guess thats called "strategic placement". Not to me it isnt, i want to play Soulcalibur, not bait the RE calibur.

If you and i are in a match, and you are far better than me, and i know you are better there is never a time when it is NOT in my interest to use RE. Even if its spammed because you'll just punish everything else i do more efficiently anyway. At most i'll just sneak in occasional regular hits between REs and only increase the frequency of standard hits slowly or by one attack still spamming RE every other time.

There isnt a lot of thought, strategy, execution barrier or any other sort of skill required to do that.
 
Why don't they just reveal all the characters instead of making us suffer? Why does Hwang and Lizardman have to be the mystery characters even down to the leaker not being sure of their proper inclusion?

Why are they still censoring their trailers with only one month before the release?
Because hype close to release is more valuable than hype a month away from release, which has time to cool off.
 
Well i if you consider 80 - 90 % of a match being RE then fine, i guess thats called "strategic placement". Not to me it isnt, i want to play Soulcalibur, not bait the RE calibur.

If you and i are in a match, and you are far better than me, and i know you are better there is never a time when it is NOT in my interest to use RE. Even if its spammed because you'll just punish everything else i do more efficiently anyway. At most i'll just sneak in occasional regular hits between REs and only increase the frequency of standard hits slowly or by one attack still spamming RE every other time.

There isnt a lot of thought, strategy, execution barrier or any other sort of skill required to do that.
IDK. To me it seems similar in concept to baiting out people who would literally mash DP on blockstun/wakeup/being hit in any game with invuln DP's. After a while, you know it's coming. So you just make them look stupid going for it.

It's not fun dealing with that style of play I know, but that doesn't mean that it's going to be strong or done all that often. And if it does and it ruins the game for people, I'm sure Bamco will address it. For now though, I think you're reading too much into it.

Also tbf we've been dealing with throws that are literally ambiguous for... idk how many years now, 20+. It's fine.
 
what if you're using RE as a move but don't want the RPS game?

You can't have RE without the RPS game, if you don't want it too bad for you, its a personal choice at that point.
also RE without the RPS game would not be balanced, imagine your opponent evading every move you make and not having drawback. Also as far as i know if you use RE and your opponent uses a Guard Break you automatically lose the fight, RE can not take a Guard Break attack but i may be wrong on this.
 
RE can be sidestepped, broken by Guard Break attack, attcked through by unblockable, it even was broken by just doing too many fast consecutive attacks into it in some videos, it has a lot of different choices during "minigame" itself and one of them is block that ends it instantly pretty often.
It is not OP or problematic by any means really, the only thing crazy about it is big meter gain.
Spamming it mindlessly is asking for a juicy punishment that any player accommodated to the game would be more than happy to deliver.
 
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