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Soul Calibur 6: THE SOUL STILL BURNS!

Tanno

The Fantasy is the Reality of the Mind
I played this game a bit in the past as a kid. I will try this again in competitive mode. I have only a question, and it's related to gameplay, because my memory doesn't help me at all with this.

Is its gameplay similar to Tekken?

And if I have something to duly note down about this, you guys can tell me ahead before I buy it. Used to play as Ryu Hayabusha.
 

Tanno

The Fantasy is the Reality of the Mind
I'll post this here too, what do you all think of the possibility of 2B from Nier Automata to be SC6's guest character? She's a character from a Sq. Enix game, she fits the game perfectly (multiple different weapons; swords, spears, great swords, etc. which could all be implemented as a stance change mechanic like Siegfried) and Namco already has Noctis for Tekken sssooo...

Glory to Mankind?
She has only 4 weapons in her arsenal: Hands (CQC), swords, spears, and longswords. Problem is that her powers came only from the Pods. They might rule out the Pods, and implement her weaponry and CQC finishers.

And yes, Glory to Mankind. YoRHa out.
 

LiangHuBBB

Warrior
This is really hype for me seeing Soul Calibur finally making it's comeback on PS4 after 5 years.
I've been playing Soul Blade & Calibur games since PS1 and Dreamcast & it's one of my fav fighting game franchises of all time.
Mitsu looks young & got some really cool new moves & stuff.
2018 is gonna be a great year for fighting game fans.

I can't wait to main Mitsurugi for another 5 years. :)

 
The movement isn’t really similar at all lol. Roughly as different as can be possible for 3D fighters.

Tekken and Soul Calibur’s similarities basically start and end at the memorization of frame data being equally as important.
I wasn't saying the movement is similar. Soul Calibur has faster movement. I was saying the two games are similar.

You're looking at Highs, Mids, Lows, special lows, moves that track and in what direction they do so, stances/moves that may let you tech crouch or tech step around certain moves etc.
 

Roy Arkon

I will leave my seal on you!
Okay let's debate this (can do this with your own character too!) I put this tweet thread out consisting of all of Astaroth's playable designs throughout the years. Which is your favorite? How bout for your character!? Https://twitter.com/CrzyFingers/status/939785716564971520
I like all of the designs for Yoshimitsu, but if I have to pick one, it's easily SC1 Yoshimitsu. The good old days :D


My personal favorite Astaroth designs are from SC4 and SC5, they were both awesome.
 

ChoseDeath

Seriously Casual Player.
I've never liked SC. So I'm definitely going to let you all check this out and if it's really good I might give it another shot this time around.
 

CrazyFingers

The Power of Lame Compels You
Aris brings up a lot of valid concerns in this video about certain returning mechanics from SCV to SCVI


It's a bit long but lemme run it down.

Reverse Rage seems to return. For those who dont know this is a mechanic where after reaching a certain low life total any move that does 20 or less damage will do 50% less damage, anything over that will do full damage. This means pokes won't kill, which means to kill someone you need to take more risk. This in general makes momentum very clunky, it doesnt feel good to play and it doesn't feel good to watch. Solution, just do normal rage where the losing character does more damage instead of taking less damage. This makes comebacks more hype and just in general, more fluid.

After losing two matches, you gain full meter. This is yet another odd comeback mechanic implemented when meter was implemented in SCV and the issue with this one is simple. You shouldn't be rewarding players THIS MUCH for losing. Having comeback mechanics is great but it gets to a point where it's just too much. Solution, just remove this one, no need.

8-Run Counter hits having the properties of Attack Counter hits. This shit, probably the worst bit. Essentially, if you dont know, Soul Calibur has a metric ass ton of different counter hits. Attack counter hits, run counters, backdash counters, sidestep counters. However pre-SCV counter hits for mobility never really gave you a ton of reward maybe a bit more damage. In SCV however every counter hit acted the same which is to say, they all acted as a counter hit on an attack. This meant doing an 8-Run and getting hit could accidentally land you into half your health missing for simply using mobility options. This made the game a turtle fest at high play and it was boring. Solution is again, just...dont have this mechanic. It's shitty, no one likes it.

Keep in mind it has been forever since ive played any SC so if I got anything wrong, lemme know but bottom line is, these mechanics aren't great. I dont even want to get into the implications of the Reversal Edge system. I am going to love this game regardless when it comes out but I want the best version of it I can get. Which means not having a ton of useless come back mechanics in it.
 

Aramonde

Kombatant
Aris brings up a lot of valid concerns in this video about certain returning mechanics from SCV to SCVI


It's a bit long but lemme run it down.

Reverse Rage seems to return. For those who dont know this is a mechanic where after reaching a certain low life total any move that does 20 or less damage will do 50% less damage, anything over that will do full damage. This means pokes won't kill, which means to kill someone you need to take more risk. This in general makes momentum very clunky, it doesnt feel good to play and it doesn't feel good to watch. Solution, just do normal rage where the losing character does more damage instead of taking less damage. This makes comebacks more hype and just in general, more fluid.

After losing two matches, you gain full meter. This is yet another odd comeback mechanic implemented when meter was implemented in SCV and the issue with this one is simple. You shouldn't be rewarding players THIS MUCH for losing. Having comeback mechanics is great but it gets to a point where it's just too much. Solution, just remove this one, no need.

8-Run Counter hits having the properties of Attack Counter hits. This shit, probably the worst bit. Essentially, if you dont know, Soul Calibur has a metric ass ton of different counter hits. Attack counter hits, run counters, backdash counters, sidestep counters. However pre-SCV counter hits for mobility never really gave you a ton of reward maybe a bit more damage. In SCV however every counter hit acted the same which is to say, they all acted as a counter hit on an attack. This meant doing an 8-Run and getting hit could accidentally land you into half your health missing for simply using mobility options. This made the game a turtle fest at high play and it was boring. Solution is again, just...dont have this mechanic. It's shitty, no one likes it.

Keep in mind it has been forever since ive played any SC so if I got anything wrong, lemme know but bottom line is, these mechanics aren't great. I dont even want to get into the implications of the Reversal Edge system. I am going to love this game regardless when it comes out but I want the best version of it I can get. Which means not having a ton of useless come back mechanics in it.
Yeah i came to post that video. Son of a bitch why are they adding all stupid shit if people hated it so much? Someone asked me in the other thread why i wanted SC6 to be like SC2, well here's your fucking answer. My hype went 100/10 to 1/10. So fucking disappointing.
 

QueenOmega

Apprentice
Aris brings up a lot of valid concerns in this video about certain returning mechanics from SCV to SCVI


It's a bit long but lemme run it down.

Reverse Rage seems to return. For those who dont know this is a mechanic where after reaching a certain low life total any move that does 20 or less damage will do 50% less damage, anything over that will do full damage. This means pokes won't kill, which means to kill someone you need to take more risk. This in general makes momentum very clunky, it doesnt feel good to play and it doesn't feel good to watch. Solution, just do normal rage where the losing character does more damage instead of taking less damage. This makes comebacks more hype and just in general, more fluid.

After losing two matches, you gain full meter. This is yet another odd comeback mechanic implemented when meter was implemented in SCV and the issue with this one is simple. You shouldn't be rewarding players THIS MUCH for losing. Having comeback mechanics is great but it gets to a point where it's just too much. Solution, just remove this one, no need.

8-Run Counter hits having the properties of Attack Counter hits. This shit, probably the worst bit. Essentially, if you dont know, Soul Calibur has a metric ass ton of different counter hits. Attack counter hits, run counters, backdash counters, sidestep counters. However pre-SCV counter hits for mobility never really gave you a ton of reward maybe a bit more damage. In SCV however every counter hit acted the same which is to say, they all acted as a counter hit on an attack. This meant doing an 8-Run and getting hit could accidentally land you into half your health missing for simply using mobility options. This made the game a turtle fest at high play and it was boring. Solution is again, just...dont have this mechanic. It's shitty, no one likes it.

Keep in mind it has been forever since ive played any SC so if I got anything wrong, lemme know but bottom line is, these mechanics aren't great. I dont even want to get into the implications of the Reversal Edge system. I am going to love this game regardless when it comes out but I want the best version of it I can get. Which means not having a ton of useless come back mechanics in it.
Your opinión mate. I like that when you hit someone in a sidestep they get punished hard, i don't like that free flying in the battlefield.
I like that GI is bound to meter so you have to make them worth it.
The free bar of meter i agree with you.
The slight damage reduction is fine for me.
But if you are one of those people who would like each iteration of the game to be SCII with lil better graphics, that's fine for me. I don't agree, but i respect your choice.
 

CrazyFingers

The Power of Lame Compels You
I just wanna clarify, I'm not sucking Aris's dick here but I legit just don't like these returning mechanics. I'm still gonna love this game as much as if not more than SCV and really my biggest issue is how heavily punished mobility is when that's been a huge staple of the game for awhile. I actually liked some of the things SCV introduced (I like meter being a mechanic. I like guard durability) that some people didnt like. However all of this stuff together makes a bit of an awkward situation. All of these mechanics by themselves imo aren't too big of a deal but shoving them all together in one spot to me can result in some really awkward pacing issues at a decent level. Again, imma love and play the shit out of this regardless, I'm just a bit concerned is all.
 

Gesture Required Ahead

Get on that hook
I saw the Aris video too. some of those points could be moot because we don't know how the rest of the game plays out yet.

Also he's just flat out wrong on some of the mechanics.

I watched the gameplay vid a shitton of times and I came to the conclusion that Reversal Edge is just a really shitty focus attack. The Producer himself said that veteran SC players will probably go back to playing a more traditional playstyle rather than rely on it.

The 2 meter comeback mechanic seems to matter more in SCV because meter gave you access to Brave Edges, GI and CE. In this game, at least it's not tied to GI and we don't know if Brave Edges are making a comeback.

Run Counter is kind of ass, yea. But it's hard to deduce that from what you see in the vid. Also SCV movement was slower and moves tracked really well. The producer said that they're aiming for SCII speed hopefully that means it'll be more reliable than V. This means that even if shitty Run Counter still exists, you won't be completely optionless.

Damage reduction sucks, I agree. But I can live with it. It's not really gamebreaking.