Soul Calibur Thread

Leifang

Well-Known Member
That's exactly why they don't show us the PS4 version, lol. We would be seeing what the game actually looks like (for the majority of buyers of this game.)

Anyway, they also revealed the box art of the game:

91Vy4B2wRoL._SL1500_.jpg


Visually cool looking cover, but I do have a problem with Geralt being featured this prominently on it. It feels cheap. As if they need Geralt for this game to succeed. As if they completely lack vision beside making this game popular to the masses. :/
I do realize that guest characters were featured on SC covers since SC2 though...
Thanks goodness I’ve already Pre-Ordered the game. My Jian Sword is ready.
4F8F487D-2A30-44A4-AA78-0AE30D2FA208.png
 

Shirataki Tsume

Well-Known Member
I'm still skeptical about the game because of what happened with Tekken 7. If they're gonna make this game have little content with paid DLC just to get the rest of 'em while letting us pay full price to buy the game, they ain't getting my money.

I still have hopes for the game though.
 

XZero264

FSD | Nichol
Premium Donor
So I noticed in the trailer he did switch swords at the 1:17 mark as well as during his Critical Edge.
 

XxNoriakixX

Well-Known Member
Gerald needs some badass just frame moves~ I am already happy to see that Xianghua is back and Gerald is the most fitting guest character so far. Now Bamco needs to deliver after letting infinite input lag Tekken die and verbally fighting with the fanbase on Twitter.
 

T..J. Bernard

Well-Known Member
Having played the demo at FR, I can say SC VI is in good hands. I'll list out my Pros and Cons (Considering I haven't played SC since 2)

Pros:
-Movement is so good. I can see Soul Calibur along with other 3d fighters prioritizing footsies and such.
-I like the vertical & horizontal attacks. Also show the aspects of movement and such as you don't want to continuously SS as there are horizontal moves that deny that.
-Ring out's still fun as always. I even got ringed out with the wall on me.
-I'm actually a fan of how there's a meter that builds up that can end up with you getting a Critical Edge instead of waiting til one's in low health and then try to utilize it to even the score or whatever.
-Reversal Edge is intriguing. I didn't land one but I saw it in action. It's another good addition.
-Neutral & Poking seems to be an important factor (Also a con, I like juggles and stuff).
-Slow motion clash scenes are pretty interesting and fun.


Cons:
-Only 6 characters (None of them I really used in II).
-Even though I'm a fan of the meter aspect, I'm not a fan of it going up to two fills. I think with this, People could possibly whiff the Critical Edge by accident for example, but then use it again to catch someone who's trying to punish.
-Having played DOA & Tekken where there's a lot of fancy juggling, I didn't really see it much in Soul Calibur. That will probably take some getting use to for me. (Also a pro, since now neutral and poking game can possibly be an important factor compared to someone who can look at combos and do that without knowing the game fully).
-Didn't really understand the Soul charge aspect. But I'll understand it in due time or even soon.

I think that's the most I can say for now. I got to play it twice. While everyone else were running like ft30's on that. But from my two mini sets playing SC VI, I'll say it's a really solid game.
 

Shirataki Tsume

Well-Known Member
Having played the demo at FR, I can say SC VI is in good hands. I'll list out my Pros and Cons (Considering I haven't played SC since 2)

Pros:
-Movement is so good. I can see Soul Calibur along with other 3d fighters prioritizing footsies and such.
-I like the vertical & horizontal attacks. Also show the aspects of movement and such as you don't want to continuously SS as there are horizontal moves that deny that.
-Ring out's still fun as always. I even got ringed out with the wall on me.
-I'm actually a fan of how there's a meter that builds up that can end up with you getting a Critical Edge instead of waiting til one's in low health and then try to utilize it to even the score or whatever.
-Reversal Edge is intriguing. I didn't land one but I saw it in action. It's another good addition.
-Neutral & Poking seems to be an important factor (Also a con, I like juggles and stuff).
-Slow motion clash scenes are pretty interesting and fun.

I wanted to know if the legacy mechanics of the game were brought back to the way it was:
-Is the Guard Impact system the same way as Soul Calibur II that it had 2 types or was it like III and IV where it had 5 types (Just Impact included)?
-Can the 8 way run moves be done instantly again like the way it was in Soul Calibur IV and previous games? In Soul Calibur V, they made 8 way run moves take a longer time to come out.
-Can throws be Guard Impacted again like in pre-SCIV games?
-Are throws horizontal or vertical/can be sidestepped or still get caught when sidestepping?
-Are stuns from movement counters gone?
-Does the wall jump exist?
If you get another chance of playing the game, I wish you could try these out.
 

XxNoriakixX

Well-Known Member
Having played the demo at FR, I can say SC VI is in good hands. I'll list out my Pros and Cons (Considering I haven't played SC since 2)

Pros:
-Movement is so good. I can see Soul Calibur along with other 3d fighters prioritizing footsies and such.
-I like the vertical & horizontal attacks. Also show the aspects of movement and such as you don't want to continuously SS as there are horizontal moves that deny that.
-Ring out's still fun as always. I even got ringed out with the wall on me.
-I'm actually a fan of how there's a meter that builds up that can end up with you getting a Critical Edge instead of waiting til one's in low health and then try to utilize it to even the score or whatever.
-Reversal Edge is intriguing. I didn't land one but I saw it in action. It's another good addition.
-Neutral & Poking seems to be an important factor (Also a con, I like juggles and stuff).
-Slow motion clash scenes are pretty interesting and fun.


Cons:
-Only 6 characters (None of them I really used in II).
-Even though I'm a fan of the meter aspect, I'm not a fan of it going up to two fills. I think with this, People could possibly whiff the Critical Edge by accident for example, but then use it again to catch someone who's trying to punish.
-Having played DOA & Tekken where there's a lot of fancy juggling, I didn't really see it much in Soul Calibur. That will probably take some getting use to for me. (Also a pro, since now neutral and poking game can possibly be an important factor compared to someone who can look at combos and do that without knowing the game fully).
-Didn't really understand the Soul charge aspect. But I'll understand it in due time or even soon.

I think that's the most I can say for now. I got to play it twice. While everyone else were running like ft30's on that. But from my two mini sets playing SC VI, I'll say it's a really solid game.

Hey, SC always was the least combo heavy game. But I think that's great since you really can see who is good at neutral. I often trap myself in combo challenges or only learning fancy stuff, so having to focus on the neutral game is a great way to level up for every 3D fighter out there. I am already having a character crisis before the game is even out.. What to do without knees and shoulders :eek:
 

T..J. Bernard

Well-Known Member
I wanted to know if the legacy mechanics of the game were brought back to the way it was:
-Is the Guard Impact system the same way as Soul Calibur II that it had 2 types or was it like III and IV where it had 5 types (Just Impact included)?
-Can the 8 way run moves be done instantly again like the way it was in Soul Calibur IV and previous games? In Soul Calibur V, they made 8 way run moves take a longer time to come out.
-Can throws be Guard Impacted again like in pre-SCIV games?
-Are throws horizontal or vertical/can be sidestepped or still get caught when sidestepping?
-Are stuns from movement counters gone?
-Does the wall jump exist?
If you get another chance of playing the game, I wish you could try these out.

I didn't really consider all those other aspects. I kinda played to see similarities and differences between DOA, Tekken, & Soul Calibur and what each excels in based off my FR experience. If I can get another shot, which I'm not banking on. The next possible tournament I can maybe, and BIG MAYBE attend is Summer Jam (I might try to pull for EVO), and I don't know if Soul Calibur would come out by then (I'm still banking on September-November). I apologize if I can't really answer those questions right away. Still really new to Soul Calibur and it's been 16 years (Longer than my Tekken & DOA gaps) since I last played a Soul Calibur. But I'll see if I can answer at least two of them:

-Are throws horizontal or vertical/can be sidestepped or still get caught when sidestepping? I think you can SS throws. Having watched a exhibition tournament and from my experience trying to utilize throws in my game, the throws were at times whiffed from SS and left a good gap for punishment.

-Is the Guard Impact system the same way as Soul Calibur II that it had 2 types or was it like III and IV where it had 5 types (Just Impact included)? From what I got on a website, there's only one guard impact which is the forward guard impact. Makes things more simple I guess.

Here is the Final Round Exhibition Tournament that took place. I hope this gives better clarity than what I said. But I'll definitely look to those things in the future if I can.

 

J.D.E.

Well-Known Member
Standard Donor
So. I played it at Final Round this weekend. It feels really good especially in movement. Guard Impact is really good in the game, but of course if you miss, then it's bad news for you. I didn't get around to playing all of the characters. I spent the most time on Sophitia & went off some of the basics that I picked up just reading some of the stuff on 8wayrun & in the SC discord.

Sophitia feels like a character who has good mid range, decent mixups, & relatively fast horizontal moves. 236B, 236A, 2A, 5A, 1K, 6K, 1A, 6A. These are imo her go to buttons from what I picked up. 236236A is a really good move as well. I would recommend her for people who either want a character who's well-rounded in mid range, but can also do really good things up close. She has just frames too, but I didn't really spend time learning them. It was like 3 to 5 matches then pass the sticks.

Nightmare hurts. Although I can't really specify his go to buttons off the top of my head, you can look at some of the videos recorded to give you some ideas. He's got very long range on his buttons & a really strong ground game it seems. The people that I played with including 2 of my homeboys picked up on his go to buttons quick. Playing against him, you have to be very cautious about how you tech roll. He has a button for each situation. Recommended for people who like range, damage, & whiff punishment

Groh has nice range & good mixups. He's nasty & has mad potential.
He also has a transformation much like Kilik. Tim Fennessey and Wolf found some dirty stuff with him as we were all playing. I think a lot of people will pick him up. He's a cool looking character. I do think just as well as a lot of people will play him, some of his hype could possibly die off depending on how hard he is to learn. He seems like he will take some time. When people hit that wall while trying to grind him out & can't find anything cool or redeeming about him like we all are now first hand, some people will stir away from him while the people who really like him will be specialists. My biggest fear for him is having to play him online in bad netplay. As I say that he has nasty mixups & setups, he seems he'll be like one of those characters who's good on paper, but extremely gimmicky & unpunishable online. I hope that's not the case & no one will get completely robbed of that or him being unjustfully nerfed because of silly complaints about not being able to really deal with him based on netplay issues.


Xianghua is quick & evasive. She has Ling Xiaoyu's AOP or Helena's BKO (if you're not familiar with Tekken) stances & can really pop people for whiffing buttons. Out of all the characters that are in right now, her & Sophitia are the most offensive oriented with the shortest range. With her, you have to be really active. She's really strong at counter poking. There should be some videos of her being played as well. I played her I think once or twice, but I didn't really go deep into her progression the same way that I did for Sophitia since I wanted to give everyone a chance to try the game. Plus, there were people already typing out her notes for me to read elsewhere.

Kilik has nice range, good pokes, & good whiff punishing. I don't have much to say about him nor Mitsurugi. He's good at ringing you out too. They're both accessible characters that everyone will feel comfortable with & good in the right hands. I didn't get to really get a look at him. No one I fought played him & I didn't get around to using him. I seen a lot of others using him. So, this is going off past experience & then watching people play him while I was there.

I'll explain some of the mechanics in the next post. I didn't want to post a TLDR post.
 
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Force_of_Nature

Well-Known Member
Standard Donor
Having played the demo at FR, I can say SC VI is in good hands. I'll list out my Pros and Cons (Considering I haven't played SC since 2)

Pros:
-Movement is so good. I can see Soul Calibur along with other 3d fighters prioritizing footsies and such.
-I like the vertical & horizontal attacks. Also show the aspects of movement and such as you don't want to continuously SS as there are horizontal moves that deny that.
-Ring out's still fun as always. I even got ringed out with the wall on me.
-I'm actually a fan of how there's a meter that builds up that can end up with you getting a Critical Edge instead of waiting til one's in low health and then try to utilize it to even the score or whatever.
-Reversal Edge is intriguing. I didn't land one but I saw it in action. It's another good addition.
-Neutral & Poking seems to be an important factor (Also a con, I like juggles and stuff).
-Slow motion clash scenes are pretty interesting and fun.


Cons:
-Only 6 characters (None of them I really used in II).
-Even though I'm a fan of the meter aspect, I'm not a fan of it going up to two fills. I think with this, People could possibly whiff the Critical Edge by accident for example, but then use it again to catch someone who's trying to punish.
-Having played DOA & Tekken where there's a lot of fancy juggling, I didn't really see it much in Soul Calibur. That will probably take some getting use to for me. (Also a pro, since now neutral and poking game can possibly be an important factor compared to someone who can look at combos and do that without knowing the game fully).
-Didn't really understand the Soul charge aspect. But I'll understand it in due time or even soon.

I think that's the most I can say for now. I got to play it twice. While everyone else were running like ft30's on that. But from my two mini sets playing SC VI, I'll say it's a really solid game.

There's two bars for meter because some Critical Edges can be "combo'ed" into each other and Brave Edges took up half a bar in SCV. It allows for more creativity/mind games with your meter usage.

SoulCalibur is more focused around okizeme pressure and controlling the neutral since the ranges of characters can vary a lot compared to the other 3D fighters. There are still big combos in SC but they're not necessarily your typical air juggles. More like stun/bound-like combos. (Which is also a bit of appeal to SC for people that hate the endless juggles of something like Tekken Tag Tournament 2.)

J.D.E. said:
Nightmare hurts.

Good.

Day one buy.
 

Shirataki Tsume

Well-Known Member
Recent fighting games are becoming more combo oriented. Soul Calibur II didn't have those chain of stun combos, it was more focused on ground game. I think Virtua Fighter is the only one that didn't stoop into that level.

Juggles in Soul Calibur can be escaped by using air control.
 

J.D.E.

Well-Known Member
Standard Donor
Juggling in Soul Calibur isn't as important. You can get some juggles, but you mainly beat players off buttons. You mainly go for stuff that leads to a hard knockdown in a guaranteed follow up while grounded or setup. The game revolves around movement, reads, and positioning more than anything. Either you have neutral or you don't. Can't worry about combos until you've understood your character. Juggling in this game is made for tech rather than just outright damage or general flash. Of course, they might add more launch height to where you can become more creative, but it's not like what some are wanting.

As I said in my last post, guard impact is really good, but it's something that you definitely can't spam because you can be thrown or whiff punished.

- No one performed a wall jump from what I've seen.
- No one tried to use guard impact with the throws, but from what I've found from Sophitia, she had like 2 guard impacts. One high and one mid.
- Movement is very fluid in the game. You don't need to learn a certain mechanic or tool to have fluid movement. SSing and freestepping are both useful.
- I tried using the parry system for a bit. It's pretty unique, but I need more time with it to see how you can really use it to your disposal.
 
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