Official Soulcalibur V 1.03 Patch Notes!

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The last patch, was just under a month ago and it already looks like we're getting another one this week! From talking with Namco Bandai, I was under the impression that the 1.02 patch added a few "network bugs" into the mix, and since Project Soul spent so much time bringing us the best online netcode ever, they were naturally upset about this.

Well it seems, in addition to fixing the new network issues, Namco has also included a list of various other fixes and balance changes. Be warned though, the patch notes I have been supplied with were completely in Japanese; so I'm doing my best to translate them.

Battle System Adjustments
  • 特定のタイミングでヴィオラ、ツヴァイの攻撃が相手からのダメージを無効化できていた現象について対処しました。
  • Attack phenomenon was addressed where Viola and Z.W.E.I. could reset the damage scaler.
Algol
  • 66A+B: 2段目の空中ヒット時に相手に与える効果を変更し、浮かせ状態の高さを低くしました。
  • :6::6::A+B: - Reduced the height of the launch state on the second hit.
Astaroth
  • 236236A+B+K(アギュル・セステムス): 前回の修正に加え、特殊なしゃがみ操作によっても回避される現象について対処しました。
  • :2::3::6::A+B+K: - Fixed a glitch where the opponent could 1-frame duck the command throw in certain states (such as back-turn)
Ivy
  • 236236A+B+K(流転せよ、奇なる運命): 前回の修正に加え、特殊なしゃがみ操作によっても回避される現象について対処しました。
  • :2::3::6::A+B+K: - Fixed a glitch where the opponent could 1-frame duck the command throw in certain states (such as back-turn)
Leixia
  • クリティカルエッジ: 技自体の硬直時間を増やしました。
  • :2::3::6::A+B+K: - Reduced the hit stun time on Leixia's critical edge so that she can no longer combo from it. (This probably prevents here from doing a critical edge into critical edge)
Mitsurugi
  • 236B(差踏岩戸割): 特定の条件で、通常の236Bと同等の攻撃発生で出せた現象について対処しました。
  • :2::3::6::B: - Glitch fixed... although I have no idea what that was.
Viola
  • オーブ設置時6B+K: ガード時に相手に与える効果を変更し、強制立ち状態にならないようにしました。
  • :6::B+K: - Changed the affect of a guarding opponent so that they are no longer forced to a standing position out of crouch.
  • クリティカルエッジ: ガード時に相手に与える効果を変更し、強制立ち状態にならないようにしました。
  • :2::3::6::A+B+K: - Changed the affect of a guarding opponent so that they are no longer forced to a standing position out of crouch.
Z.W.E.I.
  • 66A+B: 技自体の硬直時間を増やしました。
  • :6::6::A+B: - Recovery time of the move has been increased. Reduced the length of block stun for the opponent.
 
Jason Axelrod

Jason Axelrod

Owner and Operator of 8WAYRUN
I'm glad we could have this conclave of professional game designers give their opinions in a very thoughtful and objective way, in no way tainted or biased by emotions of characters they play, or needless love of SC2.

Thank you all for confirming in full faith I did the right thing by believing in you, the community. =)
 
Honestly, I don't see the reason for all of the complaints. I'm glad that they responded this quickly about glitches that have been brought up by the community. Of course, there are more, but hopefully they get them in the future.

Yes the 1 nerf to Z.W.E.I. and Leixia might be a head scratcher, but it doesn't really change much.

It really doesn't matter what PS does to the game. You'll keep complaining one way or the other, instead of just adapting with the game like most of the fighters in other communities.
 
I like how they nerfed Algol's 66A+B launch height (I'm not sure if you can't connect 3bA+B+K anymore, but..) but they didn't bother nerfing the even better combo..
44B FC 8bA+B+K 3bA+B+K a+bA+B+K 66bA+B+K 4B.A
It does at least 30 more damage than the one they nerfed.. lol
 
I like how they nerfed Algol's 66A+B launch height (I'm not sure if you can't connect 3bA+B+K anymore, but..) but they didn't bother nerfing the even better combo..
44B FC 8bA+B+K 3bA+B+K a+bA+B+K 66bA+B+K 4B.A
It does at least 30 more damage than the one they nerfed.. lol

Actually the nerf hit his absolute best 1 Brave edge combo (this combo did 135 damage with possibility for TWO clean hits)

The combo was:
44B > 66A+B > FC 8B BE > 2A+B > FC 8B

with full meter, he used to do:
44B > 66A+B > FC 8B BE > 2A+B > 3B BE > QI B > 3B BE > QI A+BB BE > FC 8B

This combo used to do 215 damage AT LEAST, he could get more for various quirks of the combo, including two clean hits. With the clean hits and a counter hit starter, and WITHOUT the BE at the end, he got AT LEAST 242 damage (that's 100% GUARANTEED), what's more is that he could land this right after a Guard Burst no problem, so 1 GB = Dead Character!

Besides you can do
44B > 66A+B > FC 8B BE > 3B BE > QI A+BB BE > FC 8B BE > 44B
for 197+ damage because of 2 clean hit opportunities and attack delays in the combo
 
Even with Algol's 66A+B nerf, I still gots a 90-95% combo that combos off a successful certain setup, that if planned properly can win you the round near instantly, and what's amazing is that this setup is real practical.
 
I have a practical, self sustaining ToD combo with Hilde that didn't get patched out. Doesn't change the fact she's still Mid Tier.
 
Really? All 3(B) on block does is create a reverse mix up that can be beaten by a move at TC and TS at the same like (ex. Natsu 66B). Even if it hits you only do about 50 guaranteed damage if you don't have meter, you can AC the second knee on SCV, SCH B won't hit in time, and of course SCH A will whiff. WR (B) Is the nice one. >:D
better than anything Tira has....
 
But Rock's CE would summon Bangoo to snipe you from outside the map after which he would Charge up and launch you with his mace. Which of course could only be followed up with 9B since he still can't airthrow.

Whoever you are, for this, you have my utmost respect.
 
I'm glad we could have this conclave of professional game designers give their opinions in a very thoughtful and objective way, in no way tainted or biased by emotions of characters they play, or needless love of SC2.

Thank you all for confirming in full faith I did the right thing by believing in you, the community. =)

Do you ever have something not shitty to say?
 
I'm glad we could have this conclave of professional game designers give their opinions in a very thoughtful and objective way, in no way tainted or biased by emotions of characters they play, or needless love of SC2.

Thank you all for confirming in full faith I did the right thing by believing in you, the community. =)

I would like to add to this the people who apparently know exactly why Project Soul have made these changes, be it "to please online scrubs" or "to nerf characters that are only good in Japan" and have divulged the information.

Thank you for sharing your insight and allowing us not only to direct our anger at the right problems, but also to inform us about the developers incompetence.

I look forward to the next generation of developers, who will no doubt deliver stellar games.
 
Feedback is feedback
I would like to add to this the people who apparently know exactly why Project Soul have made these changes, be it "to please online scrubs" or "to nerf characters that are only good in Japan" and have divulged the information.

Thank you for sharing your insight and allowing us not only to direct our anger at the right problems, but also to inform us about the developers incompetence.

I look forward to the next generation of developers, who will no doubt deliver stellar games.

This reminds me of when people smugly reply with "can you make a better movie?" when some short sighted nerdlet disagrees with someone else's opinion.
 
I still don't know what you people are angry about. Two nerfs and some bug fixes (and, though Leixia gains meter really fast, I don't even understand how her nerf makes her bad all the sudden). Pretty sure, if anything gamebreaking happens, Namco will patch it.

Honestly, though, a lot of you haven't been out to support the SC community (since sc4 even)...so you all should be rolling with the punches as you have nothing staked in any of these changes but potentially losses to XxAngelSSJSephirothxX; how would you know (or why would it matter...) what's tournament viable if you don't go to tournaments?
 
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