Soul Calibur VI: General discussion

Now is it possible that those names were added by some dev (high or low in the hierarchy) just for kicks, as opposed to it being a a concerted effort to generate attention. Yeah, I suppose. But it certainly was not out of any practical application.
And I stand by if they were meaningless or just thrown in by someone as a joke, that they would have been removed, because as you said, they knew we (or just Sectus) would immediately jump in to check as soon as the patch dropped. So it's weird that Hilde didn't replace any of the six, implying that she wasn't one of the six, perhaps, but also maybe they just added another list without bothering to clean up the old list... it really just depends on how deep it really is, or if we're looking far deeper into it than we need to. Hilde was always a wildcard, though. And while one of the possible STAR theories was a "guest star" (so Haohmaru), I wouldn't say it means anything if Haohmaru doesn't replace any of the six either. Though if we do get Setsuka, and she doesn't replace SNOW, then I'd say they're definitely just leaving them there, which, in my opinion, is very sloppy and lazy workflow.
 
And I stand by if they were meaningless or just thrown in by someone as a joke, that they would have been removed, because as you said, they knew we (or just Sectus) would immediately jump in to check as soon as the patch dropped. So it's weird that Hilde didn't replace any of the six, implying that she wasn't one of the six, perhaps, but also maybe they just added another list without bothering to clean up the old list... it really just depends on how deep it really is, or if we're looking far deeper into it than we need to. Hilde was always a wildcard, though. And while one of the possible STAR theories was a "guest star" (so Haohmaru), I wouldn't say it means anything if Haohmaru doesn't replace any of the six either. Though if we do get Setsuka, and she doesn't replace SNOW, then I'd say they're definitely just leaving them there, which, in my opinion, is very sloppy and lazy workflow.
Yup. I think the explanation is that there was no benefit to removing it (other than tight, efficient coding, but with a software product of this complexity, a half dozen call values is a drop of water in the ocean of the scripting, and one of just many entries made obsolete from iterative patching). In fact, if the references were misdirection/debate generators of any variety, removing them would probably just raise the profile of their existence into the consciousness of the the fanbase again, where the ploy would only become even more obviousness to more eyes, with the benefit of a year's worth of content developments. Indeed, it would be tantamount to admitting the artificiality of those values. Better to just leave well enough alone.

Then again, it could just as easily be explained by it being below the threshold of their attention, and I don't think we need to resort to it being perceived as sloppy or lazy: its entirely possible it just wasn't on anybody's mind a year later and that it got lost in the rush to this patch: remember that Project Soul is not a permanent internal studio, and we have no way of knowing just how many people are working on the continuing support for the game--though at this point, I do think the present team is larger than we might have presumed six months ago, before we knew just how much continuing support the game is going to be getting over the next year at least. Regardless, in the crunch-time culture of game development (particularly with Japanese developers) this is the type of thing I can see being easily missed--or even being noticed by one or two people at some point who nevertheless passed on even considering doing something about it, because there just wasn't time to go looking for extra work, even with regard to something so small. And I think there are actually quite a few hints in 2.00 that suggest that they stumbled to finish-line on this patch, which is obviously the single most ambitious since the core game's launch.

And of course, it could be some combination of both of those things.
 
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I was wondering the same thing; its pretty technically solid work if the latter...and I'm not sure if that's the first phrase I associate with this game, much as I like it. Of course it could be a combination: a larg-ish area (which would further explain the lack of assets that would draw a lot of active memory for rendering) but eventually a margin that repositions the combatants, effects and any other models or particles relative to the topography and backgrounds (or in a perhaps more accurate technical sense, resets the stage elements relative to active objects), in exactly the same way as is always done with endless stages but on a larger scale, helping to make the visual effect a little more seamless in several respects.
Considering the low detail of the environment and that we already know the development team has been trying to cut many corners, that makes me think they've gone for the simplest solution and made a huge map. I might randomly test it later by finding memory values for the player position and see how it behaves. If the player position never resets as you travel through the stage, I think that's a sign it's made as one gigantic stage.

And I stand by if they were meaningless or just thrown in by someone as a joke, that they would have been removed, because as you said, they knew we (or just Sectus) would immediately jump in to check as soon as the patch dropped. So it's weird that Hilde didn't replace any of the six, implying that she wasn't one of the six, perhaps, but also maybe they just added another list without bothering to clean up the old list... it really just depends on how deep it really is, or if we're looking far deeper into it than we need to. Hilde was always a wildcard, though. And while one of the possible STAR theories was a "guest star" (so Haohmaru), I wouldn't say it means anything if Haohmaru doesn't replace any of the six either. Though if we do get Setsuka, and she doesn't replace SNOW, then I'd say they're definitely just leaving them there, which, in my opinion, is very sloppy and lazy workflow.
There is one thing which always seemed a bit odd about the codenamed entries and that's the characters IDs used for them. The highest used ID in the base game and DLC is 66 (this ID is hexadecimal, so you get A to F after the digit 9), but the codenamed entries start at ID 6A. There's a gap of 3 between the old and codenamed characters, which is unusual as they almost always use the id of the last character plus 1 when adding new characters.

And the big thing is that nothing about Hilde is obfuscated. The codenamed entries are obfuscated in two ways: the codenames aren't the names of any character and the IDs don't correspond with any old character. But Hilde is simply named "Hilda" and her ID is the one she always had (which is 28). So if any of the codenamed entries are returning characters, then they would need to recreate the entry if they want to make it consistent with other characters. I suppose that presents one theory that maybe these entries were used as work-in-progress entries before they were willing to make the characters non-hidden.

But yeah, I'm getting more and more convinced those entries never meant anything and they were always intended to mislead. If I'm right, then it's kinda funny that the conclusions people made based on the character IDs (that we were getting a season 2 and that the codenames suggested we'd be getting Hilde, Setsuka, and a guest character) ended up being accurate anyway.
 
Do you guys think they're going to do another reveal next week or just discuss the current season bugs?
I’d honestly hope they fix the input buffering. It’s even worse this time around.

Speaking of bugs, the devs have broken Voldo once again by accidentally making his 7/8/9K and BCR (Blind Caliostro Rush) K faster while he’s in Soul Charge. I assume this bug must have occurred when they were adjusting the transitions to Landfish in this state.
 
Has anyone else on PC noticed a performance downgrade since the latest update? I've had a lot of stuttering and framerate drops that I didn't have back when Cassandra came out. If I take the game down from 4K to 1080p, they go away, but I was always able to play in 4K before, so maybe it's just all the visual effects going off the charts causing the issue, but I was curious if it was just me.
 
Did the placeholder lines got updated following Hilde's release? I know we might be getting Haohmaru next, but still, I wonder if something changed in the datamining of the game.
 
Did the placeholder lines got updated following Hilde's release? I know we might be getting Haohmaru next, but still, I wonder if something changed in the datamining of the game.
The old six codenames are still there and Hilde got a new entry HILDA, not sure why it was misspelled, but it is what it is. No new lines for Haohmaru or pink or grey.
 
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Okay, so I'm going to be coming back to Soul Calibur after a 6 month break. This is my third time in trying to learn how to play the game and I have no idea where I should start when learning the mechanics. I plan on using Xianghua and 2B. Where should I start first when attempting to learn this game? How should I tackle character match-ups and frame data?
 
Okay, so I'm going to be coming back to Soul Calibur after a 6 month break. This is my third time in trying to learn how to play the game and I have no idea where I should start when learning the mechanics. I plan on using Xianghua and 2B. Where should I start first when attempting to learn this game? How should I tackle character match-ups and frame data?

Have you tried the basic tutorial in libra of souls? It's in India and has a yellow icon. Additionally, each character has a "tips" section that gives you basic info on what moves work in certain scenarios. Then you can watch videos online
 
Have you tried the basic tutorial in libra of souls? It's in India and has a yellow icon. Additionally, each character has a "tips" section that gives you basic info on what moves work in certain scenarios. Then you can watch videos online
How would you approach learning other character moves and frame data. Because there's a lot of moves in this game and it's kinda intimidating when trying to learn everything.
 
How would you approach learning other character moves and frame data. Because there's a lot of moves in this game and it's kinda intimidating when trying to learn everything.
Another thing to take into account is that a lot of attacks in the game follow (mostly) universal rules that make learning move sets easier.

For example, most 3B’s are about 18 or so frames on initiation and are typically -12 frames when blocked.
 
Okay, so I'm going to be coming back to Soul Calibur after a 6 month break. This is my third time in trying to learn how to play the game and I have no idea where I should start when learning the mechanics. I plan on using Xianghua and 2B. Where should I start first when attempting to learn this game? How should I tackle character match-ups and frame data?
You can also visit the main forums for 2B and Xianghua for more in-depth knowledge and questions. As for general tips and mechanics and such try This forum which is more gameplay-oriented.

This thread is a general basic primer and this one explains some of the terminology and whatnot of the game. Soulcalibur Tactics is when you're ready to step things up a notch.
 
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