Official Soulcalibur V 1.02 Patch Notes!

  • Admin
Well we got hints a while back of an upcoming balance patch for Soulcalibur V coming this Tuesday. And of course, when it comes to any sort of significant changes to a fighting game, we all get a bit worried. Would our favorite characters get nerfed? If so, how hard will they get nerfed? How will this affect tournaments?

Thankfully, for the first time ever, Namco-Bandai has supplied us with an extensive list of changes! While it may be "extensive", its not exactly "comprehensive"; there is very little mention of the actual frames of changes. But none the less, this gives us all a point of focus for our research!
Battle System Adjustments:
  • Fixed a bug where players were able to evade low attacks and block mid attacks by inputting "up" direction when holding guard button. Although this makes it difficult for players to evade low attacks by just jumping, there is no change when evading with jump attacks.
  • Unblockable frame duration is now longer during the back step. No change in moving distance and speed.
  • Buffering time has decreased when you get hit by the opponent character. This is to avoid attacking when you accidentally hit buttons after getting hit. Direction key/pad buffer time has not changed.
  • Attack cancel will no longer shorten unblockable frame in 8-way run and side step. The cancel frame of some characters' unblockable moves have also been changed to fix this issue (please refer to changes in individual characters).
  • Fixed character's guard burst damage not recovering between rounds. Characters that were affected: Voldo, Astaroth, Raphael, Tira, Algol, Z.W.E.I., Patroklos, α Patroklos, Xiba, and Ezio.
  • Fixed incorrect moves coming out when inputting in the buffering frame during front/back roll.
  • Fixed characters being thrown outside the screen when certain moves are performed by both characters simultaneously
Overall move adjustment:
  • Fixed crouching stance being forced to stand when hit by some character's 2A, 2K, crouch A, or crouch K.
  • Lowered jump attacks' guard burst damage and critical gauge increase rate.
  • Lowered guard burst damage and critical gauge increase rate for some characters' 2B. As a result, most characters will not execute guard burst with 2B.
  • Re-balanced move lists for following characters due to unintended aerial combos connecting even during aerial control: Ivy (while turning moves), Cervantes (AA, 6A, etc.), Leixia (6B, etc.), Xiba (3B)
α Patroklos:
  • :a-small::gB: (Rising Red Moon): move can no longer be executed with :a-small::B+G:.
  • :1::B::B: (just) (Reverse Pheasant): decreased 2nd input timing. Increased 4th attack's damage (14→20) when :1::B::B: is done twice in a row.
  • During Ring of Heaven :B: (Island Divide): decreased damage (20→14).
  • While crouching :3::B::B: (just) (Shade Thrust): increased damage (18→23).
  • While standing :B: (Crescent Blade): decreased damage (18→12)
Aeon:
  • :4::A: (Symplegades): more difficult to evade sideways.
  • :B::B::B: (Turnus Style Furious Drought): lengthened opponent's freeze on 2nd attack. 3rd attack can no longer be evaded with ukemi.
  • :6::bA+B+K: (Sandland Battalion): decreased damage (50→30).
  • :3::B: (Rising Grit): changed to maintain distance on block.
  • :1::B: (Mezentius Style Camel Blow): lengthened opponent's freeze on hit or block.
  • :4::B: (Sand Gale Dart): created distance after normal hit and block. Lengthened opponent's freeze on hit or block. Opponent falls down on counter hit.
  • While standing :A::B: (Desert Carrefour): opponent no longer faces backwards on 1st attack hit.
  • :6::6: or :3::3: or :9::9::A: (Grit Draft): shortened freeze for performing the move. :6::6::A: maintains distance on hit.
  • :6::6::B: (Camilla Style Dune Riser ~ Sand Winger): During Sand Winger :K: (Atomic Revenger) can be delayed longer.
  • :A+G: (Mezentius Style Sand Tomb): lengthened attack reach. Same change to :B+G: (Mezentius Style Santana Storm) and :2::1::4::B+G: (Mezentius Style Reptile Rumble)
Algol:
  • :6::B::B: hit or during guard :B: (Talitha Eltanin Nath): shortened freeze for performing the third attack. Stay close after shooting.
  • While crouching :8::B: (Alruccaba Vega): Increased damage (20,30→40,20). Increased chance of clean hit possibility. Reduced hold time when executing from standing.
  • :4::4::B: (Wazn Nath Tawr): Increased damage (30→34).
  • During Qamar I'klil :B: (I'klil Uf"uwan): lengthened opponent's freeze on hit.
  • :2::3::6::2::3::6::A+B+K: (Al Qamar Qahhar): decreased second attack's (optional input) damage (125→120)
Astaroth:
  • :1::A::A: (Double Discus): decreased second attack damage (32→26).
  • :4::B: (Bear Fang, Bear Fang): longer reach. :4::(B): is also changed.
  • :6::6::B: (Ax Crash): increased clean hit chance.
  • :4::4::B: (Canyon Creation): longer freeze when canceled by :G:.
  • :4::4::B: (Canyon Creation): slower execution.
  • :6::6: or :3::3: or :9::9::K::A+B+K: (Apocalypse Rush): improved spec for revenge.
  • :6::3::2::1::4::A+G: (fastest input) (Titan Bomb): increased damage (64→74)
  • :2::3::6::2::3::6::A+B+K: (Cestemus Doctrine): faster execution and increased damage (50→65). Fixed some characters being able to evade during throw animation. Decreased rise in opponent's critical gauge
Cervantes:
  • :4::K::K: (Anchor Steep Kick): opponent falls down on second attack's counter hit.
  • While turning :B+K: (Pressure Astern): lengthened opponent's freeze when hit.
  • :3::A+B: (Shattering Man of War): changed to maintain distance when 2nd attack hits.
  • :a-small:+:gA+B+K: (Curse of the Ancient Mariner): decreased rise in opponent's critical gauge.
  • Dread Charge: once :B: (Geo Da Ray, Shadow Flare) is buffered during Dread Charge, you cannot re-buffer to other moves except :B+K: (Shadow Flare).
  • Dread Charge :B: (fastest input) (Geo Da Ray Conclusion): decreased chance of clean hit
Dampierre:
  • :6::6: or :3::3: or :9::9::A: (Koh-i-nur Diamond): more difficult to evade sideways.
  • :2::3::6::2::3::6::A+B+K: (Cockaigne, the Land of Plenty): improved guard impact properties. Increased damage (80→90)
Ezio:
  • :A::A: (Hidden Left): changed to maintain distance on hit.
  • :6::A::B::B: (Stiletto Rush): reduced tendency for 2nd attack to miss when 1st attack is a counter hit. Lengthened opponent's block freeze on 2nd attack. Increased 3rd attack's guard burst damage and rise in critical gauge.
  • :3::A: (Brutus' Smite): lengthened opponent's block freeze. More difficult to evade sideways.
  • :B::B: (Palm Slash): reduced tendency for 1st and 2nd attack to miss when opponent is crouching.
  • :6::B: (Darius' Stab): lengthened opponent's block freeze.
  • :2::3::6::2::3::6::A+B+K: (Full Synchronization): lowered rise in critical gauge
Hilde:
  • :6::A::K:B: (Climbing Flame): decreased third attack's damage (40→18). Launches higher when the third attack hits.
  • :3::A: (Aerial Power): decreased guard burst damage and lowered critical gauge increase rate.
  • :3::A: (Aerial Power): launches higher when the second attack hits. Shortened opponent's block freeze. Decreased guard burst damage and lowered critical gauge increase rate. Same changes to :3::A: (counter) (Aerial Power).
  • :3::bA+B+K: (White Monument): shortened opponent's block freeze for first attack. Decreased second attack's damage (20→15). The second attack launches up in front when it hits the opponent.
  • :1::K::K:: decreased second attack's damage (20→14).
  • :A+B: (Double Falcon): lengthened freeze for performing the second attack and opponent's block freeze. Advantage has not changed, but releasing :B: button (stage 2) (Moonlit Dance) on counter hit will hit opponent on the ground when used in combo.
  • :6::A+B: (Royal Windmill): Shortened opponent's block freeze.
  • :2::A+B: (Golden Heart): Increased damage (22→34).
  • :B+K: (Iron Tower): decreased damage on air hit(30→5). Same change to :3::bA+B+K: (White Monument).
  • :6::6: or :3::3: or :9::9::bA+B+K: (Red Stone): Opponent stays standing after first attack's normal hit. 2nd input can be delayed longer. 2nd attack no longer stuns opponent on both normal hit and counter hit.
  • :6::6: or :3::3: or :9::9::K: (Knee Assault): lengthened freeze for performing the move.
  • :4::4::K: (Sickle Kick): Increased damage (20→30). No change to :1::1: or :7::7::K:.
  • :A: release (stage 2) (Mystic Star): increased damage (20→24).
  • :A: release (stage 3) (Mystic Star): decreased first attack's damage (28→20).
  • :B: release (stage 2) (Moonlit Dance): launches opponent higher on air hit.
  • :2::3::6::2::3::6::A+B+K: (Storm and Urge): fixed tendency for fifth attack in the move to miss
Ivy:
  • :6::A::K: (Dashing Wind): 2nd input can be delayed longer. Shortened freeze for performing the move. Opponent stays standing after hit.
  • :3::A: (Raven Gash): increased damage (18→26).
  • :3::(A): (Dancing Tezhas): opponent stuns after counter hit.
  • :bK: (Queen's Pleasure): increased damage on down hit (24→34).
  • :6::b-small::8: (Ivy Lick): increased damage (30→35).
  • :6::B::2: or :8: (Biting Ivy Inner): more difficult to evade sideways.
  • :3::B: (Cursed Heavens): increased damage (22→26).
  • :1::bA+B+K: (Prophecy's Pledge): removed opponent stun effect when counter hit with this move. Increased damage (12→14).
  • :6::K::B: (Dark Cage): improved the spec which tended to miss first attack when combined into combo attack.
  • :6::B+K: (Embrace of Guilt): shortened freeze caused by performing the move.
  • While crouching :1::B: (Twilight Flow): increased damage (26→28).
  • :6::6: or :3::3: or :9::9::A: (Eclipse Raven): shortened opponent's freeze when blocking first attack, but lengthened freeze when blocking second attack.
  • :2::2::A: (Wolf Sign) or :8::8::A: (Wolf Lash): lengthened opponent's freeze on normal hit and on block.
  • :4::4::A: (Insanity Light): more difficult to evade sideways.
  • :4::4:A+B: (Crucifixion): unblockable is locked in with reduced hold time. No change in move speed. Decreased damage (40→30).
  • :8::A+B::B: (Piercing Bolt): increased damage (14→20).
  • :7: or :8: or :9::B+K: (Stinging Souls): removed specific effect for opponent on normal hit (equivalent to counter hit).
  • :a-small:+:gA+B+K: (Summon Suffering): increased chance of clean hit. Decreased rise in opponent's critical gauge.
  • :2::3::6::2::3::6::A+B+K: (Acausal Paradox): faster execution and increased damage (90→100). Decreased rise in opponent's critical gauge. Fixed some characters being able to escape during the throw animation.
  • :2::8::2::8::4::6::6::6::B+G: (Calamity Symphony): increased clean hit chance. Decreased rise in opponent's critical gauge
Leixia:
  • :A::aA+B+K::K: (Twilight Quake): shortened opponent's block freeze.
  • :3::B: (Lian Hua Rush): maintain distance when guarded.
  • :6::K::K: (Heaven and Earth): shortened opponent's block freeze on 1st attack to maintain distance. Opponent now stays sanding (not crouching) on 2nd attack hit and shortened opponent's block freeze. Decreased guard burst damage and lowered rise in critical gauge.
  • :4::A+B: (Muu Jiann Retreat): decreased guard burst damage and lowered rise in critical gauge. Shortened opponent's block freeze on 1st attack.
  • :4::a-small:+:bB: (Muu Jiann Twist): easier to evade sideways. Shortened opponent's block freeze. Same change to :4::4::aB: (Lan Hua Twist).
  • :3::B+K::K: (From the Highest Heavens): shortened opponent's freeze on down hit. Decreased damage (40→30).
  • :1::B+K: (Hwu Dye): opponent stays standing (not crouching) on hit.
  • While crouching :3::B: (Mei Guei Hua): decreased damage (30→26).
  • While standing :B: (Great Wall): later start for invincibility against vertical attack. Shortened opponent's block freeze.
  • While standing :bA+B+K: (Winged Rhythm): later start for invincibility against vertical attack. Hitting the first hit stuns the opponent. Decreased guard burst damage . Changed guard impact properties (Upper Mid→Upper). Maintain distance when the opponent guards 3rd attack.
  • :4::4::A: (Lan Hua): starts out slower. Shortened opponent's block freeze on 1st attack. All characters can now duck the 2nd attack after blocking 1st attack.
  • :3::3: or :9::9::B::B: (Twin Rhythm): decreased 1st attack's guard burst damage and lowered rise in critical gauge. Stays close on block. Shortened opponent's block freeze. Maintain distance when 2nd attack is blocked.
  • :6::6: or :3::3: or :9::9::K: (Woan Shyong Swing): decreased guard burst damage and lowered rise in critical gauge.
  • :2::2: or :8::8::K: (Circle Breaker): opponent stays standing on normal hit. Same change to :2::2: or :8::8::B+K::K: (Circle Breaker).
  • While turning :B+K: (Reverse Chicken Kick): decreased damage (20→16). Launch opponent higher on air hit.
  • :2::3::6::2::3::6::A+B+K: (River of Stars): increased damage (40→46)
Maxi:
  • :6::A: (Lunging Snake ~ Right Outer): decreased damage (18→14).
  • :4::B: (Snake Kiss ~ Left Outer): created distance after hit and block.
  • :A+B: (Serpent's Pleasure): decreased damage (18, 30→12, 26).
  • :6::a-small:+:bA+B+K: (Hydra's Brand ~ Left Inner): decreased damage (30→25).
  • While standing :B+K: (Canyon Carve ~ Behind Lower): decreased damage (38→30).
  • :6::6: or :3::3: or :9::9::A: (Striking Snake): changed to maintain distance when the attack is blocked. Opponent does not face back when hit by the attack. Opponent's freeze shortened after hit. Lowered guard burst damage and increased rise in critical gauge.
  • :2::2: or :8::8::A: (Northern Lights ~ Left Inner): decreased damage (20→16).
  • :6::6::B: (Stampede Wave ~ Left Inner): changed to maintain distance on block. Shortened opponent's freeze when blocking the attack.
  • :4::4::B: (Illusion Serpent ~ Right Outer): increased damage (24→28).
  • :A+G: (Falling Heaven Dragon): decreased damage (55→50).
  • :B+G: (Lynching): decreased damage (52→50).
  • During Right Outer :A::K: (Dragon Bite): decreased damage (14→10).
  • Neutral Guard: opponent does not stun when an attack hits. Longer freeze when guard impact fails.
  • During Left Outer :B::K: (Wing Sobat): decreased damage for first attack(24→18). Increased damage for second attack(30→36). Total damage has not changed.
  • During Left Inner :A: (Backfist Blow): decreased chance of clean hit. Attack property changed from horizontal to vertical attack. During Left Inner :aA+B+K: (Backfist Ceremony) has not been changed.
  • During Left Inner :aA+B+K: (Backfist Ceremony): decreased damage (60→50). Decreased chance of clean hit.
  • During Left Inner :B: (Ravine Carve ~ Left Inner): decreased damage (38→30).
  • During Left Inner :B: (Ravine Carve ~ Left Inner): decreased damage (48→40).
  • During Left Inner :K: (Skewering Hunt): decreased damage (20→16).
  • During Right Cross :A::B: (During Right Cross): decreased damage for first attack(15→12). Increased damage for second attack(25→28). Lengthened freeze for performing the move. Maintain distance on block.
  • :2::3::6::2::3::6::A+B+K: (Rampaging Dragon): decreased chance of clean hit
Mitsurugi:
  • :4::A: (Drawn Breath), :6::6::A+B: (Phoenix Tail): decreased guard burst damage.
  • :B::B: (Forced Prayer Divide): created distance on hit in order to maintain distance on block.
  • :3::B: (Heaven Cannon): decreased guard burst damage and lowered critical gauge increase rate.
  • :2::K:::A+B+K: during midair hit :B: (Harvest Dance): lowered critical gauge increase rate.
  • :6::6: or :3::3: or :9::9::B::B: (Heavenly Dance): lowered guard burst decreased damage and critical gauge increase rate
Natsu:
  • :1::A: (Reaping Hook): decreased damage (34→30). Easier to hit the opponent in down state.
  • :A+B: (Scroll of Darkness): shortened opponent's freeze on hit.
  • :6::A+B: (Assassin's Secret): 1st attack no longer stuns opponent on counter hit. Decreased 2nd attack's damage (12→10).
  • While standing :K: (Divine Cannon): lengthened freeze for performing the move. Easier to evade sideways.
  • While crouching :A+B: (Poison Dart): no longer stuns opponent on down hit.
  • :2::2: or :8::8::B: (Illusion Scroll): improved issue where 2nd attack sometimes missed after landing 1st attack.
  • :2::2: or :8::8::K::A: (Storm Cloud Scroll): decreased opponent's freeze on 1st attack counter hit.
  • :1::1: or :7::7::K: (Heavy Burden): launches opponent lower on hit.
  • During Possession :a-small::6: (Air Scroll): decreased damage (20→10).
  • During Possession :a-small::6:(just) (Phantom Scroll): decreased damage (20→10).
  • During Wind Roll :B::B::B: (Wind Death Sault): decreased opponent's block freeze on 1st attack. This will make it easier for players to deal with the 3rd attack.
  • :2::3::6::2::3::6::A+B+K: (Great Curse of Arahabaki): decreased 1st attack's damage (30→20). Improved issue where 2nd and 3rd attack sometime missed after 1st attack was blocked
Nightmare:
  • :6::6::B: (Crimson Vortex): lengthened opponent's freeze on block.
  • :A+G: (Shoulder Claw Throw): decreased damage (55→45).
  • :B+G: (Soul Devour): decreased damage (50→40).
  • :B+K: (Night Side Stance): longer freeze when canceled by :G:.
Patroklos:
  • :B+K: (Saintly Noble): launches opponent higher on normal hit.
  • :6::6::B+G: (Heroic Knee Punishment): decreased damage (35→25).
  • :6::6::B: (Justice Strike): fixed tendency for :6::6::B+K: (Rhadamanthus Punish) to miss
Pyrrha:
  • During Angel Step :B: (Angel's Strike): lengthened freeze for performing the move. Same change to During Angel Step :B: (fastest input) (Angel's Strike).
  • :2::3::6::2::3::6::A+B+K: (Trinity Strike): shortened opponent's block freeze
Pyrrha Ω:
  • During Nemesis Step :B: (Nemesis Strike): lengthened freeze for performing the move. Same change to During Nemesis Step :B: (fastest input) (Nemesis Strike)
Raphael:
  • :6::B::bA+B+K: (Dreaded Rampage): shortened freeze caused by performing the move. Decreased guard burst damage and rise in opponent's critical gauge.
  • :1::B: (Single Montante): removed tech crouch.
  • :2::2: or :8::8::B: (Quick Mandritti): increased damage (20→26). Lengthened freeze for performing the move.
  • :3::3: or :9::9::kA+B+K: (Vicious Moon): increased damage (18, 50→30, 46).
  • :6::6::A+G: (Mermet de Vec): decreased rise in opponent's critical gauge.
  • During Preparation :B::B::B: (Preparation Tac Plus): opponent stuns when the move hit as counter hit. Decreased damage (20→14). Shortened opponent's freeze when guarding the attack.
  • During Preparation :B::bA+B+K: (Preparation Rampage): shortened freeze for performing the move. Decreased guard burst damage and lowered critical gauge increase rate.
  • During Preparation :K: (Pirouette Kick): opponent stuns when the move hit as counter hit. Decreased damage (28→18). Shortened opponent's freeze when guarding the attack.
  • During Preparation :kA+B+K: (Folie a Deux): Increased damage (38→48). Total damage has not changed.
  • During Shadow Evade :B: (Bloody Terror): easier to evade sideways.
  • During Shadow Evade :A: (Bloody Assault): shortened opponent's block freeze.
  • :2::3::6::2::3::6::A+B+K: (Royal Vexation): decreased rise in opponent's critical gauge
Tira:
  • Tira defaults to Jolly when selecting rematch in VS mode.
  • :A::A: (Harmonic Wing): lengthened opponent's block freeze. Opponent can no longer duck second attack after blocking the first attack.
  • In Jolly :6::A::B: (Snare Robin): created distance on 1st attack hit or block. Shortened opponent's freeze on hit. Decreased damage (16→14). Lengthened freeze for performing the move for both first and second attack.
  • In Gloomy :6::A: (Wailing Minerva): decreased tech crouch.
  • In Gloomy :3::A: (Fin Beat): created distance on hit or block.
  • In Jolly :2::A::B:A+B: (Ptarmigan Polka ~ Gestopft Madness (change persona)): decreased 2nd attack's delay. Second attack keeps opponent standing after hit.
  • In Gloomy :4::A: (Noise Break): lengthened freeze for performing the move. Decreased damage (24→18).
  • In Gloomy :3::B: (Peregrine Rhythm), In Gloomy :3::3: or :9::9::B: (Peregrine Rhythm): decreased damage (24→20, 24→22). Lower launching height on hit. Lengthened freeze for performing the move.
  • In Gloomy :4::B::B::B: (just) (Oratorio Halcyon (change persona)): increased chance of personality change when move is stopped with second attack. Shortened freeze when performing the third attack.
  • :6::K: (Cadence Back Kick): decreased tech crouch.
  • :3::K: (Fear Pecker): opponent stays standing after being hit.
  • :4::K: (Bremen Fortissimo (change persona)): increased damage (15→20). Shortened freeze for performing :4::K: in Gloomy. Decreased chance of personality change on hit.
  • :2::3::6::kA+B+K: (Scratch Glissando (change persona)): decreased chance of personality change and increased chance on block.
  • :A+B: (Gestopft Madness (change persona)): Changed guard impact property (Upper Mid Attacks→Mid Attacks). Same change to other moves with the same animation (e.g.: In Jolly :2::A::B::A+B:). Decreased chance of personality change. Also decreased chance of personality change with successful guard impact in Gloomy.
  • :A+B:: increased chance of going to the pain animation when nerfed. Same change to other moves with the same animation (e.g.: In Jolly :2::A::B::A+B: (Ptarmigan Polka ~ Gestopft Madness (change persona))).
  • In Gloomy :B+K: (Grim Reaper (change persona)): changed guard impact properties (cannot impact kicks and pokes).
  • While standing :B::K: (Up Bow Cantabile ~ Updraft): maintain distance when 1st attack is blocked.
  • During Updraft :A: (Diving Wing Flap (change persona)): decreased chance of personality change when performed from while standing :B::K: (Up Bow Cantabile ~ Updraft).
  • In Gloomy :6::6: or :3::3: or :9::9::A: (Scolding Starling): decreased damage (46→38). Decreased guard burst damage and lowered critical gauge increase rate.
  • :2::2: or :8::8::A: (Deriding Thrush): created distance on hit. Shortened opponent's block freeze.
  • In Jolly :4::4: or :1::1: or :7::7::A::A: (Canary Waltz C-Dur): changed to maintain distance on block. Shortened opponent's block freeze.
  • In Jolly :4::4: or :1::1: or :7::7::A::2::A: (Canary Waltz C Minor): opponent stays standing on normal hit. Decreased damage (20→16).
  • In Gloomy :4::4: or :1::1: or :7::7::A: (Chattering Pinion (change persona)): increased chance of personality change when being blocked or missed.
  • In Gloomy :6::6: or :3::3: or :9::9::bA+B+K: (Wild Beat Scherzo (change persona)): decreased damage (20→15). Decreased chance of personality change.
  • In Gloomy :6::6: or :3::3: or :9::9:bA+B+K: (Metsä Gigue Canon (change persona)): decreased damage (30→25).
  • In Gloomy :6::6::6::B: (Hiisi Gigue Baroque (change persona)): decreased chance of personality change on hit. Increased damage (25→40).
  • In Gloomy :6::6::6::bA+B+K: (Hiisi Gigue Canon (change persona)): decreased chance of personality change. Increased damage (40→45).
  • In Jolly :2::2: or :8::8::B: (Double Rhythm): can be evaded sideways.
  • In Gloomy :2::2: or :8::8::B: (Staccato Ravage): decreased damage (50→40). Shortened opponent's block freeze. Created distance on block.
  • In Gloomy :4::4: or :1::1: or :7::7::B: (Murderous Vibrato): increased guard burst damage and raised critical gauge increase rate.
  • In Gloomy :6::6: or :3::3: or :9::9::K: (Hell's Barkarole): lengthened opponent's block freeze. Create distance on block. Decreased damage on air hit(30→20).
  • In Jolly After running some distance :K: (Chattering Tear (change persona)): increased chance of personality change on block.
  • In Jolly While turning :B+K::B::A+B: (Retro Noise ~ Gestopft Madness (change persona)): decreased second attack's damage (26→20).
  • In Gloomy While turning :B+K: (Retrograde Fortissimo (change persona)): decreased damage on air hit (20→10). Changed guard impact properties (Upper Mid Attacks→Mid Attacks). Increased chance of personality change.
  • In Jolly :2::3::6::2::3::6::A+B+K: (Discord Parade (change persona)): Increased damage
Siegfried:
  • :b-small:4: (Rampart Buster): decreased guard burst damage.
  • :2::A+B: (Grief Impact): no longer hits opponents lying down at close distance.
  • :2::2: or :8::8::A: (Memento Slap): decreased tech crouch
Viola:
  • :3::A: (Cancer Afterglow): lengthened attack reach.
  • :4::B: (Scorpius Needle): lengthened opponent's block freeze. Increased damage (22→32).
  • :3::K: (Sign of Trine): opponent stays straight in front when being hit or blocked.
  • :1::A+B: (Saturnus Fan): more difficult to evade sideways. Lengthened opponent's freeze on downed hit.
  • When orb is set :4::A+B: (Mercurius Helix): changed to maintain distance on hit.
  • When orb is set :b-small:+:kA+B+K: (Lilith Triumph): increased damage (10→50). Shortened distance for orb retrieval so that it stays longer to hit opponents.
  • While standing :B: (Capricornus Dawn): decreased freeze for the move. Increased damage. (18→26).
  • :6::6::A::A::B: (Sol Grand Trine): increased damage (14→24).
  • :4::4::A::B: (Luna Tiara): 2nd input can be delayed longer. Increased damage (12→18). No change to :1::1: or :7::7::A:. Increased 2nd attack's damage (14→20).
  • When orb is set :4::4: or :1::1: or :7::7::aA+B+K: (Lilith Triregnum): Increased 2nd attack's damage (14→20).
  • :6::6::B: (Sagittarius Angular): attack comes out faster. Shortened freeze for performing the move. Normal hit now has the same hit effect as counter hit.
  • :3::3: or :9::9::B: (Virgo Vesper): shortened freeze for performing the move. Same change to :3::3: or :9::9::B: (Virgo Vesper).
  • When orb is set :2::b-small:+:kA+B+K: (Lilith Recurrence): increased damage (10→20)
Voldo:
  • :1::K: (Scorpion Tail ~ facing away): shortened opponent's freeze when blocked.
  • :2::2: or :8::8::A: (Blind Blade): decreased damage (36 to 26).
  • :4::4: or :1::1: or :7::7::B: (Katar Gore ~ facing away): decreased damage (38 to 28)
Xiba:
  • :6::A::K: (Cross Bo ~ Channeling Kick): shortened opponent's block freeze.
  • :6::B::K: (Heavy Bo ~ Channeling Kick): shortened opponent's block freeze. Decreased damage (20→16). Decreased 2nd attack's guard burst damage and lowered rise in critical gauge.
  • :6::B::kA+B+K: (Heavy Bo ~ Kong's Head Slam): decreased guard burst damage . Same change to :6::A: :kA+B+K: (Cross Bo ~ Kong's Head Slam), :A+B::B: :kA+B+K: (Phoenix Spring ~ Kong's Head Slam).
  • :3::B::K: during Hit :K: (Rising Monkey): shortened opponent's block freeze decreased to maintain distance when 2nd attack is guarded. Decreased 3rd attack's damage (46→36).
  • :3::B: (Rising Monkey ~ Remembrance): increased time to shift to Remembrance. This will make it easier for players to deal with Remembrance attacks.
  • :6::6::A: (Gale Cross Haste): decreased guard burst damage and lowered rise in critical gauge.
  • :2::2: or :8::8::A::B: (Mountain Carve): shortened opponent's block freeze decreased to maintain distance when 2nd attack is guarded.
  • :6::6: or :3::3: or :9::9::B::B: (Raging Monkey): shortened opponent's block freeze.
  • :6::6::K::B: (Kong's Ryui Bang Tail): shortened opponent's block freeze on 1st attack.
  • During Remembrance :A::K: (Kong's Scarlet Remembrance): shortened opponent's block freeze on 1st attack. Decreased guard burst damage and lowered rise in critical gauge. Lengthened opponent's block freeze on 2nd attack.
  • During Remembrance :B: (Quaking Remembrance): decreased damage (24→22).
  • :2::3::6::2::3::6::A+B+K: (Kong's Dance of Qi Tian Da Sheng): shortened opponent's block freeze
Yoshimitsu:
  • During Indian Stance :A: (Warp Rolling Shark): decreased damage (28→22). Lengthened freeze for performing the move.
  • :2::3::6::2::3::6::A+B+K: (Manji Virtue and Influence): lowered rise in critical gauge
Z.W.E.I.:
  • :3::A::A: (Aloft Revolver): lengthened opponent's freeze on first attack hit.
  • :B+K: (Poor Fish): lengthened attack reach.
  • :3::3: or :9::9::bA+B+K: (Rush & Savage): increased 4th attack's damage (18→26)
Soul of Devil Jin:
  • :A::A::B: (Flash Punch Combo): shortened opponent's freeze on 1st attack hit. 3rd can no longer connect into a combo when 2nd attack missies (even if 1st attack hits). Same change to :6::A: (Jab).
  • :3::K::B::K: (Rengoku): created distance after 3rd attack hits. This will make During Fly :A+B: easier to evade. Same change to :7::K:.
  • :6::6::6::K: (Leaping Side Kick): changed property from Mid to High. Every character can now duck :6::6::6::K:.
  • While standing :A::B: (Twin Pistons): launch height lowered on hit.
  • :6::6::K::A::2::K: (Demon Cyclone): lengthened opponent's freeze on 2nd attack counter hit. Decreased 3rd attack's ring out range.
  • During Advanced Step :B: (Rising Uppercut): launch height lowered on counter hit.
  • During Advanced Step :A::9: (Heaven's Door): ring out range has been decreased. Same change to During Advanced Step a:A+B+K::9: (Heaven's Door).
  • :a-small:+:gA+B+K: (Obliteration): lowered rise in critical gauge
 
Last edited:
Jason Axelrod

Jason Axelrod

Owner and Operator of 8WAYRUN
People need to take the time to read this for themselves before complaining; and really think about the implications of all this.

I see people in here literally crying "wtf, they nerfed Yoshi!?" when the only *nerf* Yoshi received was tweaking the damage of ONE of his abilities by a whopping SIX damage! We have no idea how many frames they tacked on to it.

Mitsu took some hits to his guard break game, and a hit to damage on one of his abilities (that remains unspecified), but are you going to see me whining like a little bitch!? NO! Because they're relatively small changes, that I can actually agree with.

It looks like most of the cast has been balanced / tweaked out how I would have imagined. This is actually looking like a solid patch. There are a few things that worry me, but I'll tell you what; I'll adapt and move on. You all should plan on doing the same.
 
Knee jerk update was necessary because of the glitches regarding step. You really want to see what happens when people master QS4G?

QFT. I'd rather have updates than no updates at all (SC4 Hilde anyone?).

I never, NEVER want to get into that argument of 'you're not good enough' or 'it's the system, get over it' again.
 
Not even a full 2 Months in and Namco delivers this Knee Jerk Update. Shout outs to all the online garbage and bitch scrubs that made this "wonderful" update possible, can't learn your fucking match ups so cried hard til someone listened.

Never buying another SoulCalibur game again and I refuse to support this one anymore.

You guys that are going to keep playing and supporting it, have fun. Seriously. Have the most damn fun you can possibly have. I'm off to play something else. GGs.

Someone needs a hug.

:sc1xia1:
 
None of those changes matter. The GI/JG system is still too irrelevant, so the game is still just about mashing buttons and burning meter on attacking. This game is 90% attacking/CE/BE/spamming/interrupting, 7% grabbing, 2% guarding, and 1% JG/GI. No one wants to burn meter on defense, when you can use it on buffing your spamming abilities. And the JG is pretty insignificant. The only challenging aspect about previous Soul Caliburs was the mind games that occurred from having the ability to repel any move at any time if you were good enough. That no longer exists. SCV is just two nubs trading turns mashing buttons cus theres no effective way to stop spamming except by counterspamming. This game is incredibly shallow and lame.
 
It looks like most of the cast has been balanced / tweaked out how I would have imagined. This is actually looking like a solid patch. There are a few things that worry me, but I'll tell you what; I'll adapt and move on. You all should plan on doing the same.
Read Tira changes and say that again.
 
None of those changes matter. The GI/JG system is still too irrelevant, so the game is still just about mashing buttons and burning meter on attacking. This game is 90% attacking/CE/BE/spamming/interrupting, 7% grabbing, 2% guarding, and 1% JG/GI. No one wants to burn meter on defense, when you can use it on buffing your spamming abilities. And the JG is pretty insignificant. The only challenging aspect about previous Soul Caliburs was the mind games that occurred from having the ability to repel any move at any time if you were good enough. That no longer exists. SCV is just two nubs trading turns mashing buttons cus theres no effective way to stop spamming except by counterspamming. This game is incredibly shallow and lame.
Could you please stop your crap? you been talking shit in every single thread, you hate the game yet you can't stop talking about it, GTFO.
 
None of those changes matter. The GI/JG system is still too irrelevant, so the game is still just about mashing buttons and burning meter on attacking. This game is 90% attacking/CE/BE/spamming/interrupting, 7% grabbing, 2% guarding, and 1% JG/GI. No one wants to burn meter on defense, when you can use it on buffing your spamming abilities. And the JG is pretty insignificant. The only challenging aspect about previous Soul Caliburs was the mind games that occurred from having the ability to repel any move at any time if you were good enough. That no longer exists. SCV is just two nubs trading turns mashing buttons cus theres no effective way to stop spamming except by counterspamming. This game is incredibly shallow and lame.

awww how cute. Someone is pissy cause they cant play soul calibur. go play magic the gathering already!!
 
People need to take the time to read this for themselves before complaining; and really think about the implications of all this.

Mitsu took some hits to his guard break game, and a hit to damage on one of his abilities (that remains unspecified), but are you going to see me whining like a little bitch!? NO! Because they're relatively small changes, that I can actually agree with.

It looks like most of the cast has been balanced / tweaked out how I would have imagined. This is actually looking like a solid patch. There are a few things that worry me, but I'll tell you what; I'll adapt and move on. You all should plan on doing the same.

Considering you play Mitsu, it's understandable that you feel this way. He along with Pyrrha, Nightmare, Yoshi, and other high tier characters remain relatively the same.

Ask a Leixia, Tira, or Maxi player what they think of the patch. Leixia and Tira particularly got hit really hard by the nerf bat, and not just with "damage tweaks" that Maxi got. Sure we'll have to see and play it -- but on paper, their changes seem overboard.
 
I see people in here literally crying "wtf, they nerfed Yoshi!?" when the only *nerf* Yoshi received was tweaking the damage of ONE of his abilities by a whopping SIX damage! We have no idea how many frames they tacked on to it.

Yoshi was already severely nerfed from SC4 to SC5. He's playable, but no where near what he used to be. The few remaining Yoshi mains (many have moved on to better characters) were hopeful that he'd be buffed at least a little, but instead they nerf him even more. Granted, the nerfs mean nothing since Indian Stance teleports are useless anyway, but the point is that a character who was already lacking, is now lacking even more.

I think most non-Ivy, non-Yoshi players would rate the characters about equal pre-patch. But yet, Ivy gets major buffs while Yoshi actually gets nerfed.

All that aside... How does PS not give ZWEI a bunch of buffs? Unless 3A is advantage on block, that buff doesn't really do much for him. The 3B BE buff doesn't do much, and unless B+K reaches across the screen, that's a useless buff as well. So arguably the worst character in the game gets 3 useless buffs, while Ivy (who won the first major) gets a ton of buffs... WTF?!
 
How does PS not give ZWEI a bunch of buffs?
because, namco dr.dogg, because namco.

although i am never for a game getting patched this early (look at what all the patches did to mk9 scene). this patch isnt too bad, i feel leixia and tira were hit a little too hard . but those are the break with namco when they nerf/buff chars...... still feel the game is lacking until i see some patch note that in big neon lights ALL HITBOX ISSUES FIXED . but coming from namco that is a fantasy i will never see imagined. oh well
 
Like I've said elsewhere on the site, I'm really surprised that Pyrrha got off so lightly. Apart from making the stab and CE more unsafe on block, she is still the same. I can say that I'm happy with that.

I can't say the Natsu nerfs were undeserved, she was a bit too strong imo. However, I really feel bad for Tira players, she was nerfed needlessly. It wasn't like she was that strong to begin with, imo.
 
People need to take the time to read this for themselves before complaining; and really think about the implications of all this.

I see people in here literally crying "wtf, they nerfed Yoshi!?" when the only *nerf* Yoshi received was tweaking the damage of ONE of his abilities by a whopping SIX damage! We have no idea how many frames they tacked on to it.

Mitsu took some hits to his guard break game, and a hit to damage on one of his abilities (that remains unspecified), but are you going to see me whining like a little bitch!? NO! Because they're relatively small changes, that I can actually agree with.

It looks like most of the cast has been balanced / tweaked out how I would have imagined. This is actually looking like a solid patch. There are a few things that worry me, but I'll tell you what; I'll adapt and move on. You all should plan on doing the same.

Im pretty sure I just said LOL @ Yoshi nerf Awesome. Im also pretty sure Im the only one to talk about yoshi in here before your post.

So I really hope you arent calling me a whiny little bitch for 3 words?

As Dr. Dogg said nerfing a character that was already hugly nerfed from previous versions and buffing other characters yet Yoshi gets even more nerfed is pretty stupid...

There was no need to even nerf med A as everything he does out of that damn stance is useless except against SCRUBS that cant defend against it and whine to namco because they cant push G:7 or B,B on reaction to that dumbass stance.

Please dont talk about not crying about Mitsurugi you cant even compare Mitsu to Yoshi in this game, usually they are close to each other but Mitsu is WELL Above yoshi even with his Nerfs.

There were plenty more comments to pick out of here so why you picked the yoshi one when you really didnt understand why we would even be upset from one simple nerf is beyond me... We were expecting buffs, PERIOD.

Next time single out the Leixia, Maxi, and Natsu players whining about shit that shouldve been patched from the beginning... Instead of the one thats actually justified.

and be prepared for Viola... that bitch about to get nasty.
 
The patch isnt that bad. Though, Dr Dogg did make some good points. The only rational explanation is that PS mostly got the "data" for this patch from the late pre release matches where Kayane was fucking everybody up. I don't think they took the last three majors into account for this patch. The patch was most likely turned in before Winter Brawl. Next patch will have Nightmare nerfs if this pattern continues. But that still doesn't explain the Tira nerfs :(. Ultimately, we should be happy that the team cares enough to tweak the game. Lets all stop complaining and just adjust and adapt to the changes because there a lot of viable characters in this game.
 
Aeon: Gotta see how those play out. BBBs change could potentially make it viable...maybe. And all that other shit kinda doesnt tell me anything since ithas no numbers in the patchnotes. 66A better frames, 1B better frames - nice.
4B better frames and kdn(?) on CH - nice. Maybe even combo after CH, cant tell by the notes. If its a kdn-stun then Aeon can bite.
Also grabrange was a much needed buff.
Bit salty about his only usefull meter spender being nerfed to oblivion - kinda dont get that?! Not being able to do anything usefull with meter and FLY being useless were the biggest issues and they are still there, so not sure how these changes will play out.

Algol: Buffs. That alone makes me wonder what game they were fixing...but hey I wont complain, I play him occassionally. But I was sure he was getting hit by the nerfbat lol. 6BBB: no idea if this change does anything. Being closer for the follow-up is cool, but I doubt that they made the recovery fast enough that a sidestep cant punish you anymore. In which case this change simply does nothing.

Nightmares avg. grab damage got reduced to kindergarden-league. Weird.

Most nerfs seem fine to me. Maxi belonged in the dumpster and thats where he finally is.
Disappointed about the lack of ZWEI and siggi buffs. At least they cudda fixed the hitbox issues, but maybe they did and it isnt in the notes.

One thing though about the crybabies OH NOES MY MAIN GOT NERFED.
Those balances are made for the asian market. What makes you guys think they give a flying fuck about anyone here. 95% of the people here couldnt beat a top-lvl asian player if he was blindfolded. It doesnt matter if you think Tira or Maxi or whoever shouldnt be nerfed because YOU feel its unfair. Chances are, theres one or more very good Tira player in asia and chances are thats the reason why she gets nerfed.
Luckily Namco doesnt care about low-mid-tier play and balances according to actual tournament high-level gameplay.
Not saying all those changes are perfect. But what Im saying is is that im not in the position to judge em in the first place and neither are...well most of the people posting here.
 

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