Looks great!! Looking at this moves, it should put any notion that he was going to be like Mitsurugi to rest.
Fight me KingTubb!!
You got it, homie. I’m free tonight and all weekend
Haohmaru made me switch my language to Japanese. I normally do english in SC cause the voice acting is cornball as hell and I like it, but Haohmaru’s japanese voice actor is too good to let it go to waste
You can’t switch individual voices? Haven’t checked but should be standard by now. Anyway, English for me.
Sorry dude, my job has left me so tired for days I haven’t logged in.
s’all good man, and no, you can’t switch do it independently.
We’ll jump on sooner or later, looks like I’ll be working from home for awhile
On the latest DLC pack, there seems to be a hint for Setsuka
https://twitter.com/Tzi10/status/1243216473331556355
https://twitter.com/gondamon/status/1244264147400847365
https://twitter.com/upipon/status/1244536230282313728
Balance adjustments notes: https://cdn-cms.bnea.io/sites/default/files/static-files/SCVI_v2.10_Battle-Adjustment-List.pdf
Buffs and hitbox fixes
https://twitter.com/lks9413/status/1244969779053522944
You can spam A+B during 14 hit combo soul attack and get all the hits. You can mash 2A+B to ring out
Hopefully they release Setsuka very soon.
A video for those who are curious.
Citation: Force_of_Nature
What leakers found
028 is ID assigned to Hilde in SC4.
061 is presumably Haohmaru.
022 is what was given to setsuka in SC3
009 is what was given to hwang in SC1
There’s 2 empty character slots below Tira like in SCIII…
filthy Voldo players
For fans, we prepare background images for videoconferencing and web meetings that can be used in telework. Please enjoy!
Hopefully Bro Hwang will finally return
Words from the SC6 director. DLC still coming
https://twitter.com/masuooyama/status/1277239377391837185
I am personally sorry that we are unable to provide the next DLC info. We are moving to work from home, and fortunately no one has COVID-19 on our team. Development is progressing steadily.We are trying hard to make up for the delay due to the corona. #SoulCalibur #SoulCaliburVI
https://twitter.com/masuooyama/status/1277239558296399872
I also feel frustrated, but I think the new information will be a little ahead. We will continue to develop while adjusting the conditions so as not to deteriorate the quality. We would appreciate if you could wait while taking care of yourself. #SoulCalibur #SoulCaliburVI
The director and art director for SCVI are sharing some interesting material
Old SCII design concepts for Seung-Mina and Sophitia
https://twitter.com/hidero4ca/status/1259310500245958656
Some Ivy SCII concept designs:
https://twitter.com/hidero4ca/status/1261910239353303040
I like the bottom row costumes. The one on the bottom right is from a Namco game PHELIOS:
https://twitter.com/hidero4ca/status/1262043531180249088
https://twitter.com/hidero4ca/status/1263101813919584256
https://twitter.com/hidero4ca/status/1263307531889205248
https://twitter.com/hidero4ca/status/1269990330079703042
The sword loves tigers and on the Soul Edge (Soul Blade) the back is printed and on SC2 the armor is written in Chinese with the word “tiger”.
In SC3, I decided to draw a picture of the tiger itself in a kimono if I liked it so much. Even in SC6, the sword is recommended by Tora.
#Soul Calibur #SOULCALIBUR
https://twitter.com/hidero4ca/status/1270875890654707712
Translation: I remember seeing it before, but I didn’t know it was painted by Passion Republic. I’m not involved in these, it’s fan art, not official concept art.
https://twitter.com/hidero4ca/status/1272447948324892672
Translation:
Toki was a candidate in SC1 as a new character for Iaijutsu. After that, it should have been playable with an iOS app called Unbreakable Soul. The nine-tailed fox looks so cool that it would be nice to consider it again someday.
Tweet preview is back, so reactivating this thread is a-go! Check the past post for some info from SC2 staff ^
tagging souls @darc_requiem @KingTubb @twinblades @bornwinner @shahenzan @thedarkphoenix @edmund can’t remember who else was a SC player. It seems @Yiceman2K also plays SC, so imma invite him here
homemade SC arcade cabinet
https://twitter.com/upipon/status/1280539962333466624
Some thoughts on the current state of the game from players
I have high hopes for SC7 if the dev team generally is retained.
Big props to the SC6 dev team for the following:
• Focus and refinement of each character’s niches (intended strengths and weaknesses) that makes each character play unique and pretty much slayed the “clones” argument in 1 series.
• Lethal hit conditions help cement the “intended” use of certain moves, which help define the characters. Of course you can play without using them, but it shows the dev’s plans. Replacing SC5’s random bonus damage for “clean hit” damage to SC6’s conditional special combos is one of the best decisions in this game’s history.
• certain commands are pretty universal (with some rare exceptions) that help you learn the basics of the characters. The character unique differences seem to branch out from this foundation of basics. It felt like in SC4/5 at least, the basic foundations and character unique traits were sort of arbitrary and good moves were just sort of randomly sprinkled throughout the movelist simply by chance and not intention.
There are exceptions, but most of this is universal
AA - quickest step kill, low risk low damage
BB - low risk mid string, generally fast
K - short range, fast high kick
3A - mid step kill, slower
3B - mid launcher, hits grounded
3K - safe mid short range poke
2K - low fast kick, (-) frame on hit, hits grounded
2A - crouching fast step kill, short range but good frames on hit/block
2B - hits grounded
1A - slower tracking low
1B - linear slower low
1K - slower low kick
8A/8B/8K - jump attacks
A+B - guard break that LH against GI/RE
A+G / 4A+G - grabs
running kick
• Combo paths (for most characters) seem to have a LOT of options compared to SC5. There is almost always one optimal solution, but the other choices may only result in 5% less damage which makes the attack commands seem to “fit together” better. The combo scaling seems to be “carefully” considered rather than just a lucky coincidence, due to the fact how consistent across characters this is.
• RE parry isn’t perfect, but I think its still a better design than SC5’s just guard. There’s actual counter play against RE, being the following:
i) step in anticipation
ii) guard break, especially those with LH on hard reads
iii) RE safe pokes
iv) strings with ambiguous length of hits
Theres no counterplay against JG except hoping the opponent messes up their execution since there is no resource cost or drawback
Suggestions for polishing RE (ie making it disruptive and flow-breaking) could be an entire discussion.
• Despite the movelist pruning in SC5, which the Dev explained as trying to add a purpose to every move and trimming away useless strings, it feels like each character in SC5 had a smaller list of “good useable moves” compared to SC6
• Conditional (move specific or matchup specific) voice quotes are pretty cool and are a fun little touch.
Between Ivy and Hilde, which one is easier to learn the game with
Note that complicated motions are not a problem for me while I am afraid that Hilde’s hold thing could get in the way.
That said I am hoping the answer is Hilde.
I don’t play Hilde but from what I know of her, I’d say Hilde is easier. That said, both are probably not a good option for beginners. Anyone else you like? Sophitia? Mitsurugi?
Ivy is a great character for newbs but using her as a beginner with no fundamental knowledge will create bad habits. The only hard thing about Ivy is her 24 motion grabs.
Rumor time
before i start all the rumors that i have, i will say this:
Take all of this with a grain of salt! , this was rumors that are going around on JP boards and stuff like that, you can’t totally trust them , however its been around for a time so here they are:
With the cancel of EVO Bandai wants nothing more with the company or their tournaments and started developing their own Rollback, the rumors said that in the company that its a movement to swap all their fighting games to rollback and SC6 would be the first one to receive the netcode.
Together with this rumor there was other that said that they where developing a new stage to come out with the new character (no confirmation of who is the character) with that stage they where also working or some customization options.
people are talking about a new patch that’s relatively huge to be released toward the rest of the year.
It’s a thread btw.
調整の要点は次の3つです。 1.ソウルチャージへの対抗策の追加 2.バトル決着後の挙動修正 3.使いづらい技の性能見直し
The 3 main adjustments. 1. add a countermeasure to the soul charge 2. behavior modification after battle 3. review the performance of outstandingly strong moves
①は既存システムの一部変更です。劇的な変化ではありませんが、ソウルチャージの強力な攻めに対する能動的な選択肢になるはずです。
① is a partial change to the existing system. It’s not a big change, but it should give you more active options against a soul charged rushdowns.
②は「OPTIONS」の追加仕様に伴う変更です。バトル終了後の攻撃では、次のラウンドに影響するパラメータ変更が起きなくなります。
② is a change due to the additional specification of “OPTIONS”. Attacks after a battle will no longer have parameter changes that affect the next round.
②の対象はソウルゲージの増減、壁破壊などです。(ティラのジョリーサイド時のクリティカルエッジなど、一部例外あり)
The target of ② is to increase or decrease the soul gauge, wall destruction, etc. (There are a few exceptions, such as Tira’s critical edge during Jolly Side.)
③は遊びの幅を広げるのが目的です。併せて、対策がとりづらい技や、想定以上の強さを発揮していた技の再調整も行っています。
The purpose of ③ is to expand the scope of play. At the same time, we are readjusting moves that were difficult to counteract or stronger than expected.
正式な情報はまだ先ですが、だいぶ近づいてきた……とは思います。もうしばし、お待ちいただければ幸いです。
Sorry if the English is hard to read. No official information yet, but I think it’s getting closer. I hope you’ll wait a little longer.
あ、3は英語が間違ってました……。 正しくは「Adjusting the performance of lesser-used moves」です。まあ、どっちもやります。
Oh, 3 was wrong in English… The correct answer is “Adjusting the performance of lesser-used moves”. Well, we’ll do both.
Defense against Soulcharge rushdown could be interesting.