Soul Calibur VI: General discussion

DanteSC3

[14] Master
Did anyone ever find out why so many moves were removed from the entire cast?
They trimmed down everyone to essentials in an attempt to make every move viable instead of having “useless” moves, I’m pretty sure that was the motivation. It was a design decision intentionally, not a budgetary restriction.

After watching those videos I remember what it was about Ezio’s theme in 5 that I disliked so much. It’s so damn underwhelming in comparison to Bipolar Nightmare (the song in the first Setsuka video) and Innocent Vision, not to mention almost every other Soul Calibur song.
I disagree a lot. As a fan of Assassin’s Creed music already, and as someone who already loved Venice Rooftops, I liked what they did to it in SoulCalibur V. It has a booming presence that makes it feel more appropriate for a fighting game, rather than the more adventurous feel in the original track.
 

DanteSC3

[14] Master
I’m really hoping that Hwang’s stage is the interior of Seong Dojang, since it seems pretty likely that Setsuka’s stage would be the relatively open air Jyurakudai Villa, very possibly a summer variant to come full circle, since we’ve had spring in SoulCalibur III, winter in SoulCalibur IV, and autumn in Broken Destiny. A relatively normal but nice fully interior stage is something that we’re lacking.
 

Crash X

[14] Master
They trimmed down everyone to essentials in an attempt to make every move viable instead of having “useless” moves, I’m pretty sure that was the motivation. It was a design decision intentionally, not a budgetary restriction.
I feel it would have been a bit better executed if some moves still had a purpose or weren’t completely outclassed by another that already does that but better. Aeon for example, there was no point to using his 3A when his 66A existed. Or for Voldo where trying to use WR/CR AA was a death wish compared to using WR/CR K which was a horizontal mid hitting kick that was safe with a Blindstance transition. Not to mention Just Guard also limited your selection even further with it’s frame advantage.
 

DanteSC3

[14] Master
I feel it would have been a bit better executed if some moves still had a purpose or weren’t completely outclassed by another that already does that but better. Aeon for example, there was no point to using his 3A when his 66A existed. Or for Voldo where trying to use WR/CR AA was a death wish compared to using WR/CR K which was a horizontal mid hitting kick that was safe with a Blindstance transition. Not to mention Just Guard also limited your selection even further with it’s frame advantage.
Well yeah, the game still needed a good bit of work to bring everything into balance. Z.W.E.I. never got the buffs he desperately needed, and there were a good number of moves that weren’t really practical, despite that intention I listed above. They tried, didn’t quite nail it, then dropped the game before fixing it. But either way, I’m glad they realized this wasn’t really the direction the movesets needed to go, though I still think they went too far in the other direction, with the flashiness factor being too damn high in SoulCalibur VI. It is nice to have the variety of options back, at any rate.
 

WuHT

Premium Moderator
They trimmed down everyone to essentials in an attempt to make every move viable instead of having “useless” moves, I’m pretty sure that was the motivation. It was a design decision intentionally, not a budgetary restriction.
yeah I agree but I don't recall if it was a community liason or the developers said it themselves.
SC2, while it has a healthy moveset list, undeniably had a lot of useless strings. Some may look cool but if you spend a bit of time you'll quickly trim the moveset out.

Regarding SC5, maybe they had to focus on streamlining the movesets because they KNEW they could not patch the game as much as they wanted to.
In SC5, you literally feel like you only had one combo path after any launcher / stun move so the game felt more stale to me (and I ended up basically only wanting to play my main and not branch out).

In SC6 you can have like 4-5 different combo followups for any launcher/stun, and due to clever dmg scaling, you usually end up with 2-3 sequences that end up with similar total damage so you have a lot of variety of playstyle (trade a bit of combo damage for oki /ro /splat / tech trap opportunity / character specific powerups). When attacks can string together successfully so you have a wide variety of guarnateed followups, then there's successful game design.
Maybe i'm not articulating it as well as I should, but SC6 gives each player a lot of individuality when using the same character, This may not be universal for all characters, but should fit the majority of the roster
 

sytus

[14] Master

SC3では定番衣装のキャラも見た目に過去作との差別化が欲しいとプロデューサーから要望があり、色々なパターンを試しました。 タキは今まで2Pなどで使われていた青を1Pカラーにして「宵闇の多喜」と呼んでいましたね。 #ソウルキャリバー #SOULCALIBUR

At SC3, the producer requested that the characters in the classic costumes look different from the previous ones, and I tried various patterns. Taki changed the blue color used in 2P to 1P color and called it "Taki of Twilight". #ソウルキャリバー#SOULCALIBUR
https://twitter.com/hashtag/SOULCALIBUR?src=hashtag_click


Always knew Taki was a thirsty one. Now we have confirmation she does moonlighting. :P