That is correct. To add insult to injury B+G is the RE Button, Left Trigger is the Super Button, Throws are A+G with directional button, and can be broken with any attack given correct direction (Front, Back, Neutral). This is all from the CES build.
Unlike Guard Impacts of old the one present in Soul Calibur VI parries all levels of attacks (including lows) removing the effectiveness of mix-ups. I was never a fan of throw parrying, but I have made my peace with it.
P.S. In case it is not clear, there is no low GI or back GI, 6G parries all.
I can’t think of any other game that has a parry or counter that literally counters every type of attack. I think true unblockables might be the only thing that won’t be caught by GI. I was also not a fan of throw parry due how many options a high GI would cover.
Ok there’s only so much I can overlook; I really am worried about this game now. No A+K moves really annoys me on top of all the other questionable decisions. They really don’t give a damn about the competitive scene; I thought this dude would’ve at least inherited Harada’s respect for a classic franchise, but nope.
I really wish you could only attain 1 bar (max) of meter; I really wish GI’s would just go back to being how they were (ideally like SCIII because I like red parries); I really wish CE’s weren’t one-button; I wish I wish I wish. I’ll probably still play and I’ve long since given up on fighting games anyway (everything I like has either been put to sleep or changed too much), so whatever…
When a developer manages to make a game really come together early on, and then they want to iterate on that game, the temptation to mess with it a lot is too great. Everyone was pretty much happy with what was going on in SC1and SC2. SC3 had issues with an unpolished release and splitting the community with a botched console/arcade release. In general, it felt like they dumped all their resources into custom characters and single player modes in 3 and 4. Also after 3 they started throwing in major mechanics changes; in 4 they add in the ultra wack armor breaking / critical finish before completely going off the rails in 5.
I think this is one of the core problems for developing a fighting game and marketing it for sale. You put out a great game, then feel like you need to add some junk on top of it that removes what made the game great in the first place.
Eh, there’s clearly a balance somewhere here but it seems lately that developers have been unable to find that balance.