Soulcalibur VI DLC Discussion Thread

Dissidia

Premium Member
QFT. We're not even officially done with SC6, why would Bandai Namco sacrifice the current momentum just because 9th gen is just around the corner. If anything, it will probably be better for fighting game devs to release their sequels mid generation due to a console player base being adequate in size by that time.
Tekken 7 didnt release on arcades til 2015....no console til 2017. The fifth year (or fourth) that the PS4/xbone was out... we aren't getting a sequel for years....
 

Klimat

[12] Conqueror
That's why I said just balance them accordingly. A lot of these Soul Charge moves have been normal moves in past games, it's just a case of making them do less damage overall and change the frame data so you're minus on hit or punishable on block.
Well, what's the point then? You'll just end up with a bunch of underwhelming moves you don't really need and a useless Soul Charge.
 

sytus

[14] Master
I want Soul Charge to be more interesting, not less.
Thing is though, that doesn't make Soul Charge more interesting, it just makes normal play less interesting. There are characters that have a middle ground like Nightmare, Cassandra and Hilde, but you don't want that across the board otherwise you dilute their unique feature. Come up with some ideas that don't involve gimping movesets if what I've suggested isn't to your liking.
 

Klimat

[12] Conqueror
Thing is though, that doesn't make Soul Charge more interesting, it just makes normal play less interesting. There are characters that have a middle ground like Nightmare, Cassandra and Hilde, but you don't want that across the board otherwise you dilute their unique feature. Come up with some ideas that don't involve gimping movesets if what I've suggested isn't to your liking.
I think we'll have to agree to disagree here.
 

mokamoka827

[13] Hero
As a guest for a possible Season 3, I would like Ghost of Tsushima's Jin Sakai. That. would. sell.
While a cool character, he doesn't really have a single fighting style, since you can choose between playing him as a samurai or take a more ninja-like approach, so they'd have to settle on one for Soulcalibur
Though I suppose they could go for a kind of middleground style, since if memory serves, you can also do that in Ghost of Tsushima.
 

Byros

[10] Knight
Thing is though, that doesn't make Soul Charge more interesting, it just makes normal play less interesting. There are characters that have a middle ground like Nightmare, Cassandra and Hilde, but you don't want that across the board otherwise you dilute their unique feature. Come up with some ideas that don't involve gimping movesets if what I've suggested isn't to your liking.
So I ju
In comparison to past games, the basics are even more universal. I personally find this to be one of the crowning changes in SC6 as you're no longer scratching your head when using a new character, trying to remember what command does a low (for example) as they are all universally 1A, 1B, 1K across all characters.


Some thoughts on what I would like to see implemented and removed when it comes to mechanics.

RE has got to go. It was a decent experiment and while it's no longer the tedious bitch it was in season 1, it's still a mini game in a competitive fighting game which is never going to match the main mechanics.

More delay attack moves. What I mean by that is having moves or strings where you hold down a button and delay the swing. Some characters in game even buff those delay attacks to a Break Attacks. This is where I think SC7 really needs to focus on. It would add tons of mind games and would allow players have more freedom with their character. I don't think I'm alone with the opinion that it's great to see players play the same character in different ways (I'm still butt mad that Taki's neutral was butchered in SC6, let alone the shit lows which makes her ridgid as fuck to play).

Make Soul Charge moves normal moves. I like SC6's Soul Charge but I don't like having moves locked behind it. Just balance them accordingly. Soul Charge already buffs moves with chip damage and there are other ways to buff moves like turning certain moves into Break Attacks, Just Frames or extend the reach of some moves while in Soul Charge (Maxi's 6A+B is a great example).

Bring back advance step guard. It would give people the option to shuffle away from an opponent who is applying pressure. No idea why this was removed.

You just nailed it, if Namco implements what you have expressed in this post, the game will dramatically improve in terms of gameplay.

  • Just get rid of reversal edge for good, I would gladly pay full price again to see this ill conceived cinematic blunder go away forever.
  • Full movesets shouldn't be locked behind an energy gauge soul mechanic, it ends up watering down matches, unlock those moves & rebalance them.
 

Heniek

[13] Hero
I wish SC (and fighting games in general) would go back to the era where there are no gimmicks like CF, CE and RE.
Yeah I really dislike some of those, especially super ultra duper specials that are easy to do, deal tons of damage and their animation lasts for ten seconds plus. Also comeback mechanics. I think MK 11 is the worst offender in that regard but SC has RE which is one of the worst mechanics in the series
 

sytus

[14] Master
Fun fact:

Comeback mechanics have been a staple of fighting games since the original Street Fighter 2. When the tempo of the music changes and the KO icon starts to flash, that means a character has gone into what is effectively Tekken 7 rage mode where you do more damage the lower your health is. And don't forget the gimmicks in Soul Blade, which you could say SC6 based a lot of it's new mechanics off that game. Soul Blade has meter, but it's weapon meter that can be used to unleash a devastating combo much like a CE. There's also the weapon clash that results in a rock/paper/scissors scenario that I would say is the predecessor of RE.

I don't disagree that they have become excessive in recent years, but fighting games have for the most part had gimmicks embedded in them throughout the genre's history.