Soul Calibur VI: General discussion

Wasn't Zas rumoured to finally become Abyss in SC? Too bad it's not happening :O

There was some hint from the devs directly that they had earlier contemplated working Abyss into Zasalamel's moveset (SC was not specfically mentioned, but its as good a guess as any at this juncture) in some fashion that "rewards tactical play", and that they are still considering implementing this down the line. I've only seen a partial transcript of the group interview, not the interview itself, but it seems that Okubo actually shut this line of discussion down pretty quickly after a more junior member of the design team let it slip, but it's hard to know if this means the idea has been tabled until a later game or is still being considered for development in the present entry. If the latter, and it involves Zasalamel actually manifesting in Abyss in an either complete or partial manner, it would certainly be the most substantial post-release change to a character in the history of the franchise, but apparently it is (or at least was) being considered. Given this was just a recently hinted-at detail though, I wouldn't expect it to happen in any patch any time soon--if it's going to happen at all, we're talking about a timeline of months for something like that.

...Actually, I do have some deeper speculation about what this little factoid could mean about serialized content for this game, but I'm not sure I'd care to share it until watching that interview in context; I keep meaning to search it out (I made a short effort once before without success) when I have the time, but keep forgetting. If anyone has an URL, I'd appreciate it. I believe it was the same one in which the devs expressly addressed the 'Axewel' issue and talked about their desire to make sure patching keeps characters focused in their respective niches.
 
It says that 6BB is no longer guarded in succession. So if that means that you don't have to block both hits, isn't that a nerf?

In v1.10, Ivy's 6BB jails on block, but the game automatically leaves you in standing guard after guarding the first hit. Which means there is no reason not to buffer a 2G crouch input to whiff punish 6BA as there is no risk of getting hit by 6BB. I assume 6BB will still jail on block, but now hits opponents attempting to crouch otherwise the lack of a down arrow next to the move's description wouldn't make sense. If what I'm thinking turns out to be true, then it's a buff.
 
Talking about hair...
  • Amazon Hair (SC III)
  • Ashigaru Wig (SC III)
  • Beast Style (SC:BD)
  • Double Pigtails (SC III)
  • High Shots Pigtails (SC III)
  • Hyakunichi Hair (SC:BD)
  • Large Bun (SC III)
  • Long Perm (SC III)
  • Low Ponytail (SC III)
  • Martial Artist (SC III)
  • Medium Length (SC III)
  • Mini Afro (SC:BD)
  • Ninja Wig (SC III)
  • Ponytail (Loop) (SC III)
  • Ponytail (Short) (SC III)
  • Priestess Style
  • Priest Wig (SC III)
  • Shaved Head (SC III)
  • Slicked Back (SC III)
  • Straight Short (SC III)
  • Style Back (SC III)
  • Unruly Short Hair (SC III)
  • Warrior Princess (SC III)
*Some hairstyles are very similar, others were probably replaced by modern versions like "Unruly Short Hair" :6: "Geometric Short".
Soul Calibur III
  • Curly Sides (Abelia)
  • Double Buns (Hualin)
  • Low Pigtails (Luna)
  • Medium Straight (Miser)
  • Noble Woman (Aurelia)
  • Noble's Wig (Strife)
  • Semi Long (Straight) (Valeria)
  • Shaggy Layered (Aurelia 2P)
  • Spiky Hair :sc3hwang1: (similar to Spiky, but not messy.)
  • Straight Short (Lynette)
*I don't remember the name, but has a hair unlockable in the Chronicles of the Sword similar to Talim's 1P.
Soul Calibur IV/Broken Destiny
  • Cat Tails :sc2tal1:[SC IV 2P]
  • Curled Tails :sc4amy1:[SC IV]
  • Emo :sc4tir1:[SC IV 1P]
  • Fury Tail :sc3set1:[SC IV 1P]
  • Long Braid :sc4min1:[SC IV 1P]
  • Low Ponytail :sc2mit2:[SC IV 1P]
  • Oriental Ornament :sc1xia1:[SC IV 1P]
  • Separate Flower :sc4tir1:[SC III 2P]
  • Short Ponytail :sc2cas2:[SC IV 1P]
  • Short Undity :sc1sig1:[SC IV 2P]
  • Side Up :sc1ivy1:[SC IV 2P]
  • Unkempt :sc2mit2:[SC IV 2P] (similar to Side Shaped, but not messy.)
* If Amy and Cassandra are the last two DLC, they will bring Curled Tails & Short Ponytail again.
*:sc1ivy1: Cool Medium, :sc1sop1: Blonde Twist and :sc2tal1: Forked Ponytail were renamed as Layered Bob, Purity Knit (Loose) and Forked Tail respectively.

Soul Calibur V
  • Accent Braids :sc4alg1:[SC IV]
  • Braided Pigtails :sc4tir1:[SC V 1P]
  • Celestial Maiden :sc5lei1:[SC V 1P]
  • Feminine Curls :sc5vio1:[SC V]
  • Flower Hairpins :sc5lei1:[SC V 2P]
  • Gelled Back Long :sc4sig1:[SC V]
  • Layered Medium :sc5pyr1:[SC V 1P]
  • Master's Style :sc5sc:Edge Master [SC 1P]
  • Scrunched Ponytail :sc5nat1:[SC V 1P]
  • Spiky Short :sc2kil2:Xiba [SC V]
  • Stylish Short :sc5zwe1:[SC V]
  • Warrior's Ponytail :sc5nat1:[SC V 2P]
  • Wavy Bowl Cut :sc5pat1:[SC V]

That is a lot of missing hair from three. I hope we get some missing clothing from SC3, too.
 
In v1.10, Ivy's 6BB jails on block, but the game automatically leaves you in standing guard after guarding the first hit. Which means there is no reason not to buffer a 2G crouch input to whiff punish 6BA as there is no risk of getting hit by 6BB. I assume 6BB will still jail on block, but now hits opponents attempting to crouch otherwise the lack of a down arrow next to the move's description wouldn't make sense. If what I'm thinking turns out to be true, then it's a buff.
Thanks, you're awesome. I'm still annoyed about 1(B) but the hitbox was also increased so I'm going to see if it leads to a different mixup than what I was normally doing on ranked. It should also hit a little better when someone's completely on the ground, I guess.

On another note, 2B's changes to Angler are cool. Her backstep wasn't reduced but her side walk was. She's still good and I'm gonna still practice with her.
 
I didn't really see anything that would be game-changing for Tira in the notes. The last note is the most significant to me.

They should increase the damage on 66A+B if it's almost always going to trigger a personality change; just my opinion. I never want to use it otherwise.
 
I didn't really see anything that would be game-changing for Tira in the notes. The last note is the most significant to me.

They should increase the damage on 66A+B if it's almost always going to trigger a personality change; just my opinion. I never want to use it otherwise.

It's a lot of minor adjustments that definitely improve her overall game. Her JS :6::(6)::A::A: is safer, so she will no longer be launch punishable after using her most basic run attack. Her JS :6::B::K: string can no longer be ducked ON HIT. She can switch from JS to GS a lot easier. Yeah, there's no great huge changes. But Tira has definitely been improved a lot. Can't wait to finally use her again.
 
It's a lot of minor adjustments that definitely improve her overall game. Her JS :6::(6)::A::A: is safer, so she will no longer be launch punishable after using her most basic run attack. Her JS :6::B::K: string can no longer be ducked ON HIT. She can switch from JS to GS a lot easier. Yeah, there's no great huge changes. But Tira has definitely been improved a lot. Can't wait to finally use her again.
Which note are you getting being able to switch easier?
 
Which note are you getting being able to switch easier?

Okay, so it's really just that Tira can be chip damaged into Gloomy mode now. But still, there's a LOT of improvements. Even Gloomy's movement speed has been increased. We won't know all of Tira's improvements until we play her for ourselves.
 
Talim remains to be about the same character as she was in the last patch. Mostly just bug fixes to things I admittedly did notice happen often enough, so I'm happy about.

6BB combo is out, of course, which is good -- it was dumb. Other 6BB changes may make the move either better or worse in the long run depending on the "distance" change they listed.

Wind Charmer BB / B~B received changes to what seem to amount to creating a hole between the delayed and non-delayed version, where the opponent can step between them. Considering how hard it was to ever frame trap with WNC-B, it seems like an odd thing to force Talim to have to mix-up on, when she should have just gotten the guard damage/hit. Also a (hopefully) minor damage scaling nerf to the delayed version.

Biggest change is that her CE now can be canceled on the 2nd hit to go into stances. So for you non-Talim players, that essentially means there is no counter to Talim's super if you block it. No more aGIing or GIing the third hit, you're just going to have to hold that stance mix-up. Which depending on how plus it is, will be good or meh. Silly change, but whatever, her meter game was pretty meh anyway, and she's still got one of the slower supers, so just hit buttons, and don't whiff buttons at long ranges.

--

I was going to make a few videos about how to punish Talim's stance switches, but I guess I'll wait until tomorrow to do it since she is getting another button to stance switch from.
 
This patch
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@darkfender Stop talking about Raphael, you know nothing about the character. Almost everything you said about him is wrong and you don't even know that iPrep is currently + on block. For someone that claims to be one of the top ranked Raphael players, that is pathetic. You would think someone with a high rank is aware of their own character's strengths. How fitting that you yourself said that online rank doesn't matter. If you want to quit this game because of some nerfs even though Raphael will likely still be a very strong character as he has answers to nearly everything, then you're a joke. Unless your character gets destroyed by nerfs, there is no excuse. Go cry somewhere else, scrub.

To everyone else, I recommend not listening to a single word he says about character gameplay.


HE is right... consider according to him prep is +12 ON BLOCK go on listen to him he know the game so well XD.
 
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