Soul Calibur VI: General discussion

So since this is the thread everyone seems to read and post in, I'm going to go ahead and post in here some stuff.

Based on my findings over the Network beta test and some input from various forums and web sources this is how the tier list seems to fall under. No particular order and it's just based on impressions.

Top Tier: Nightmare, Ivy, Tira, Talim and Voldo.
Nightmare - Largely seems to be a lot of power behind some very basic moves (BB and AA both knockdown), Revenge Moves like 6K, 66AA, and power-ups through 2A+B, 4KK, RE K make moves like 33B and 6B into ridiculous powerful pressure and/or damage. Universal basic tracking through 66AA and 66B make him a lot less linear than before. Very good scrub killer

Ivy - Absurd damage off 2B+K not to mention strong ring-out potential. Inescapable throws and unseeable lows and long-range horizontals also make her nasty. The biggest complaints seem to be her range and keepaway power, though.

Tira - Harder to get information on this one, but it seems like everyone loves her RE follow-ups, her damage and general evasiveness. A lot of players continued to mash through her crouching or WS game plan and in general just find her a dominating force. Though, to that end, I find Tira the least understood character that fans played with and against her. And I don't think she's quite top-tier material.

Talim - A lot of this seems to be her basic, never ending strings led to mashing combined with lag and Wind Dancer (2B+K) B to be the main culprit of her power. Others mentioned that she tracks really well despite short reach while others mentioned that it was really difficult to push her away or keep her at their optimum distance.

Voldo - Either because of bugs or lag, some players mentioned that Voldo had some semi-infinite pressure in one of his stances that leads to free low-hitting lethal hits. Much like Talim (and to another extent, Taki), players had trouble pushing Voldo out to optimal range and an inability to punish. There may be something here, but it also could just be latency issues and laggy matches that allowed Voldo to dominate.

Now some basic system stuff that's been noticed through the Network Test Beta.

8wayrun - 8wayrun is indeed less powerful here than it was in SC5. Yeah, it's true. Part of this is because of a rework through several character movelists; there's fewer moves out of 8WR and because every character in the game now has a least one move that has 100% tracking on 8WR'ers. Usually bound to 66AA. Some characters, like Nightmare and Siegfried, have at least two as 66B has even better tracking that before. Good for them, bad for a lot of other characters.

Auto-Evades - Instead of 8WR and step being the main avoidance tools, there's a slew of new auto-evades that a number of characters have. Even big beefy guys Zasalamel and Nightmare have them. Auto-evades are basically built into moves and will automatically overpower certain attacks. There's some bugs here that people ran into with characters teleporting all over the place. This is likely due to issues with the Auto-Evade system and latency losing track of where characters should be.

An example of some auto-evades include characters like Groh, who can dodge vertical attacks with 66AA and 4B. If Siegfried tries to use 66B at the same time Groh uses 66AA, Groh wins. This is kind of counter to previous games in the series where verticals tended to beat out horizontals and stronger attacks beat out weaker ones. On an interesting note, Xianghua seems to have lost a lot of her built-in evasiveness. Many of her older moves (that still remain) no longer crouch early and FC3B seems to have lost its Tech Crouch properties. Meanwhile Siegfried still has his on 6.

16-frame punishers are absent (probably) - Either because of lag, or perhaps general safety of many moves, it appears many of the classic 16-frame punishers are gone, or have been slowed downed. Sophitia's 236B doesn't punish nearly as much crap as it used to, and it's either because it's been slowed down; lag is bad enough that she can't punish; or everything's a little more safer than before. Won't really know until the final game comes out and we can check for ourselves, however.

Soul Charge times are NOT universal - This is actually easy to see when playing multiple characters and running through each one's Soul Charge buff timers. Everyone's seems to vary by a few seconds to near infinite time as is the case with Kilik (his health is lost instead). Nightmare, ironically has one of the shortest Soul Charge buff times while Talim, Groh, Xianghua and Sophitia seems to have the longest.

Not all Critical Edges are safe - This is actually pretty easy to see too. Several characters may appear have safe critical edges, but many do not. Off the top of my head, Kilik, Tira, Voldo, Talim, Taki, and Nightmare do not have safe CEs and can be punished with other CEs. Other characers were a little difficult to check. Pretty sure Ivy does not have a safe CE, either.

A+B is a Universal Break Attack - I mentioned this before, but here it is again. All characters now have a universal break attack on A+B. Though they vary in speed, range and damage, they all have one on A+B. Some can be cancelled too. And of course, all break attacks can break RE and CEs with GI components (ala Nightmare, Ivy, Zas)

Guard Impact restores a lot of Guard Meter - So guarding attacks will weaken your guard meter and performing break attacks and reversal edges will also weaken the meter, but successful clean hits, lethal hits and guard impacts will restore the guard meter. Specific "flash" guarding also seems to restore meter, or at least doesn't cause damage to the guard meter. Note that guard impacts only restore meter if the guard impact is successful. And likewise, aGIs will also restore meter without the chance of damage it if there's a miss.
Very good post.
 
biggest question now is

WHO ARE THE 3 MISSING CHARACTERS NAMCO
THE GAME IS ONLY 2 WEEKS FROM LAUNCH

Capturar.PNG
 

I hope someone make this kind "how to punish (insert character name)" for SCVI. It's much easier if you have visual image for punishable move. This channel make the video for every VF5FS character.
 
Next folks will make it so devs will make a toggle for wallsplats, damage reduction, and automatic throw breaks. It's not even a matter of hand holding, folks are going to play an entirely different game. Ring outs are meant to happen.
Don’t give them any ideas on those. After all, Wallsplats are like ROs, they make you interact with the environment you’re currently in.

Though, I don’t think I’m the only one who’d laugh if an Astaroth user disabled wallsplats and Ring Outs lol.
 
Thank god that shit was mad annoying and obnoxious
Dude he is op as fuck idc what nobody says every other move has armor. I can be in the middle of a string and he either red orbs me power armor shit he does or the fucker ce my fuckn ce with his. Lol im like wtf hes like a wild wilda beast on a rampage then on top of that the nm players dont give a fuck they dont even block no more bc all of there moves have armor properties.
 
Wow the tournament and online scene must be boring as hell to complain about the "option" to do no ring outs... I mean seriously, having options to change things up a bit is... bad? WTH? Options... that... you... can... use... or... not... use... are... bad?

I mean you'd think having more options and being able to set up new matches with different rules and restrictions would be a good thing... I mean isn't that what Team Battle is, the thing everyone is crying about wanting returned? I'd think the same tournament or matches with the same exact rules would get boring as hell after awhile. Why in the world is the ability to change it up and create whole new ways to play and challenge each other a bad thing? When did the ability to adapt to new rules and scenarios stop being a skill we promoted?
 
There is a disclaimer at the bottom of his splash screen that says he's not allowed to be used in online multiplayer. That probably already says a lot about how he plays as a character beyond all the crazy shit we can see in that trailer. Though the fact that they cleared it up by saying "the fighting style of those under his control" is a nice little hand wave for why he's not the mimic and only uses a heavily modified version of Nightmare's moveset.
 
Back