Soul Calibur VI: General discussion

There is something i think they should really, like reaaaaaaaaaaaaaaaaaaaaaaally implement


VS screen dialogue depending on each button, i mean C'mooooooooooooooooooooon, that always been a huge a part of Soul Calibur, and it's not even that hard to implement, C'moooooooooooooooooooooooooooooooon
 
likely I don't have to wait until the 19th to play again, the demo will be available during Milan Games Week on the 5th. I still don't know what built they are bringing though
 
JG as is SCV isn't in the game, Okubo said it in an interview (I can't search which one now).

The only thing that needs to be changed is aGI on CE... the property should trigger later and not right await, 'cause it forces you to play defensively rather than pressuring the opponent. And especially when the opponent hits like a beast (I'm looking at you Sieg and Night).
 
Seems too easy to break a throw, don't you think? I'd like to know how do it works.

It's 50:50. Most people easily break regular A+G but 4A+G worked much better for me. I think old system was more intuitive but they needed input space for RE.
 
It's 50:50. Most people easily break regular A+G but 4A+G worked much better for me. I think old system was more intuitive but they needed input space for RE.
"A" button to break A+G and "B" button to break 4A+G?
So many people broke my regular A+G throw... :(
 
"A" button to break A+G and "B" button to break 4A+G?
So many people broke my regular A+G throw... :(
Any attack button to break A+G. 4 + any attack button to break 4A+G. At this stage of the game, 4A+G catches out a lot of people.
 
Something I've noticed is it's hard to interrupt somebody's flow with a critical edge if they are spamming strings on you. That timing / spacing has gotta be right. The amount of times I hit the critical edge button to see nothing happen but the meter got spent anyway while somebody was pressuring me up close.

This is probably a good thing, because it means critical edges aren't as cheap or safe as it might have first seemed, and harder to abuse than we thought.
 
Something I've noticed is it's hard to interrupt somebody's flow with a critical edge if they are spamming strings on you. That timing / spacing has gotta be right. The amount of times I hit the critical edge button to see nothing happen but the meter got spent anyway while somebody was pressuring me up close.

This is probably a good thing, because it means critical edges aren't as cheap or safe as it might have first seemed, and harder to abuse than we thought.

Unless it's a GI critical edge :P

But yeah, most of the critical edges are better to combo into or use as whiff punishers.
 
- I'm sorry to say this but, if you honestly can't counter RE you really need to get better, I'm not saying this as a elitist, I'm saying this as a casual who had 0 issue punishing people who tried to RE for the entire match.

-The netcode was pretty good, I find weird how many people were having issues, most my matches were much more playable than anything back in SC V days and much more stable as well. There were stuttering, but nothing that made it unplayable.

-The game is super fun, 10/10 great beta.
 
I thought the beta was actually really good:
Balance for the most part was fine, though NM and Ivy make me salty I do believe that's just because i'm trash at the game and not because they are crazy overpowered.
RE was a little annoying at first but after I got used to it, it just became another mechanic to use and work around, I definitely like it overall though.
Net code was a bit wack but seemed to work fine after swapping to an ethernet cable.
Character wise I only played Tira but she was super fun.
Matchmaking was the only kinda negative as on the first day getting a match took forever but that said... network test.

Overall opinion of the beta is 9/10. Tira is so good that it's worth the season pass after all.
ggs to any of you i bumped into.
 
Oh. I loved the beta.

-Looks so much better in person than it does on youtube and other media platforms.

-I didn't have problems for the most part but when I did it was annoying as hell cause I KNOW i blocked that low but it didn't register. Or when I choose K in RE but I block instead.

-Breaking grabs felt super easy. But I read on here on why that is. So grabs is neutral for me now.

-Soul Charge is REALLY fun and exciting mechanic and I think the only drawback from it is trying to get it going. Which I like about it a lot andI think they designed this part well. I found the most success with it when my opponent is close to the wall. The gap doesn't widen and I can do my mixups and damage immediately.

-I do miss my brave edges though. Lord knows I do. =(

-RE was a hit and miss. Some aspects I like and some I don't. I'll leave it at that. Its in so people will assess and make the best of it. Whether it is useful or not we'll find out after the game is released.
 
Oh. I loved the beta.

-Looks so much better in person than it does on youtube and other media platforms.

I found the opposite tbh. Are you using a ps4 Pro?

On my standard ps4 I definitely found the visuals not on par with most online footage I've seen (which was probably ps4 pro mostly or xbox one plus)

I saw a lot of jaggies around characters on vs screen and even distant stage details too.
 
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II found the opposite tbh. Are you using a ps4 Pro?

On my standard ps4 I definitely found the visuals not on par with most online footage I've seen (which was probably ps4 pro mostly or xbox one plus)

I saw a lot of jaggies around characters on vs screen and even distant stage details too.

im playing on ps4. videos (mostly on youtube) are for some reason fuzzy to me and pixelated. and this is even happens when i max out the resolution of the video. i remember someone saying this is due to compression though
 
I feel like that may be because outside 8wayrun people tend to forget about the 8 way run mechanic. I imagining it would be really annoying if you keep forgetting about the main way to punish it.
 
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