SOULCALIBUR VI FEEDBACK at NAMCO [EN]
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ABCD
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HayateKayaneKeysonaKeev
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KilikGeraltGr0hIvy
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MaxiXianghuaMitsurugiNightmare
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SiegfriedTakiYoshimitsuSophitia
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GENERALS
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Characters FeelingFirst build (Mitsu, Sophi) characters seem basic, without special mechanics, fewer moves and options, and were balanced (rewarding moves are frequently unsafe on block).
The Evo Japan build characters (Grøh, Nightmare, Xianghua, Kilik), have special mechanics for some but were also balanced compared to newer characters. Maybe it's because most were our mains, but they seem to lack some cancels and mixups options (intended?).
The E3 build characters seem more complete, they have more options with special and exciting mechanics (like Zasalamel Time stop). Some seem to do quite heavy damage (maybe not balanced yet?)
Geralt seems very strong both on speed, range and options by spending his meter for Signs, CriticalEdge or SoulCharge.
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MovementsThe game feels very fast, its a little disturbing at first, especially sidestepping will turn the camera so fast. It's hard to lock the opponent down and force him in a mid/low mixup (Intented? maybe the game is more oriented in spacing and blockstun/counter/gi mixup). It's was not easy to defend on reaction vs runs (maybe this feeling was also due to the lag on the TV). Overall it feels very refreshing and fun to be so free. But at the same time I don't know how it will impact the precision for spacing/zoning, also we saw some moves whiffing due to how fast some characters were. Sidesteps are definitely very efficient.
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Damage & ComboSeems high. Maybe the intention is to have a more casual and spectacular game or maybe some combos have to be balanced. I don't know. It was fun enough still.
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Reversal EdgeIt's a good mechanic for beginners. Easy to do and counters a lot of things. But I feel that it may be repetitive because of the slow motion effect. I don't know how to fix this. As for competitive play, it's useful in order to build meter or end a round, otherwise it's risky vs sidestep. Also some characters' RE seem a bit safer, that can be a problem if giving them that advantage isn't intended.
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Guard ImpactGuard Impact feels very powerful at first. But we did see that it doesn't give a big reward. Guard Impacts have bigger windows and parry all level of attacks but not slow Break Attacks moves. We mostly get a guaranteed hit with i13 to i16 speed moves if the opponent doesn't Re-GI afterwards. However, when the opponent Re-GIs, it seems that he gets more, he will be able to do i20 speed moves before you get your guard back.
Weird Thing : vs Grøh's BBB, when you GI the last B, only an i12 speed move will be guaranteed, Evil Kilik's CE (i13) consistenly whiffs in that situation. Why?
After checking some information on 8wayrun, it seems that in theory GI rewards depending on the move you just GIed. It would explain why we get a lesser reward on some situations and high reward on others.
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Soul ChargeThe frustating part of SoulCharge is that it doesn't last very long for some characters. You merely have 2 or 3 attempts to make use of it before it ends. Maybe reducing the reward (damage?) of SC moves a little but letting it last longer would be a thing to experiment.
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Critical EdgeHaving it bound on a single button seems very dangerous at first glance, especially vs Stance characters. I'm not really sure yet. But Critical Edges damage is definitely high sometimes. Maybe it can be a little toned down. However building meter wasn't easy and choosing between CE or SC was sometime a dilema. So it wasn't a big issue in our tests.
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Lethal HitThis is considered the best and most exciting added mechanic by all players, along with specific special characters mechanics (Nightmare, Evil Kilik, Zasalamel, Maxi, Yoshimitsu, Geralt). It's a good way to teach and reward the use of a move in a specific context and condition.
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Armor Part breakingAs we said, a lot of players asked for an option to deactivate the visual effect of armor breaks, because some characters end up looking laughable in the eyes of some.
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Throw breaking / old B+G throws remappingIt seems like some characters are missing the B version of their throws after remapping them (Mitsurugi Mist A+G and 4A+G missing, intended?). I'am not sure if it will be better understood by beginners that they have to break throw with a button or a button + BACK.
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A+K moves remappedIt's not a bad idea to remap A+K moves which can be hard to execute for beginners. But some players didn't like losing some of their moves because of the remapping in other commands.
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RunningWhen running you build a small chunk of meter every 3 or 5 steps. It's an interesting feature.
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Just GuardWhen you block at the right timing, you get quick white flash, and it builds a small chunk of meter as well as negating chip damage. We didn't find this very efficient or couldn't really see it in the long term.
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Clash StunWhen a clash occurs (white visual effect), the player with the most powerful move will not be stunned, and can do free damage up to i15 speed moves.
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2K pokes (crouch kick)There is no difference between normal or counter hit on crouch kicks. You will be at a slight disadvantage (-2 frames). It's too bad they didn't keep the SC4 style mechanic that gave better frames on CH.
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OptionsThere is an options to activate or deactivate "Dynamic Camera". It gives a different camera angle when fighting, more focussed on one character.
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CHARACTERS OVERVIEW
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Mitsurugi- Seems to be missing some important tools like 4B, 2KB (doesn't KND without SC...), the weird thing is Mist A+G, why isn't there a variation for a throw break mixup?
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- He seems generally weaker on Low/Mid mixups compared to previous games.
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- We didn't fully grasp the changes in Relic Stance & Mist stances yet. They clearly aren't mixup focused anymore.
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+ He still seems strong at long range. Especially in SoulCharge where he gets very damaging combos.
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SophitiaWe didn't test her too much.
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She feels pretty basic.
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No special mechanics.
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+ Strong Lethal Hits.
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Grøh - Grøh's stance seems universally interruptable by i13 moves, even highs when he transitions after a blocked move. I don't know if it's intended (maybe to balance him and force him to guess right) but it would be cool if he had at least a risky option like a slow TC move or an AutoGI to not consistenly get punished.
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It seems that he got balanced a bit. Range of 2A got reduced, 4A+G doesn't ring out behind him etc
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+ The teleport in SC seems powerful, but SC doesn't last very long (see above)
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+ He is good to crush characters that are trying to defend or play keep out. Stance works well on hit, he is efficient.
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Nightmare - Lots of unsafe moves. Important step killing moves are missing or with less advantage (aGa ) and 3K doesn't track
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- NightTerror mechanics are very exciting but hard too use. Also the Armor mechanics feel not very consistent, he gets hit by a lot of things (throws and low). Critical Edge got interrupted too much.
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+ Very fun to play and watch
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+ With the new moves and stance he got from Siegfried, he has some new mixups and variations to mess with the opponent. Also good range on these moves.
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XianghuaShe is very similar to SC4. She doesn't have a specific mechanic like the other characters.
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+ Very strong throw game both with and without stance (she can follow up with CriticalEdge for damage and she can mix the special throw break. However normal throws are rendered somewhat useless by that)
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+ A lot of Guard Breaking moves in SoulCharge
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Kilik - Quite similar to SC4 but lost some feints (Legend Rush cancel, 22AB~G..) or mixups/variations (Monument has no lows, no throw anymore)
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+ More solid with a very powerful 3B. Evil mode is very powerful but a little boring because you loop beetween 3 powerful moves and the Critical Edge.
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IvyNew character so we couldn't fully test her.
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+ Good combo potential, she has a full autoGI Critical Edge !
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+ Non breakable special throws (intended?). Heavy Damage on combo. Very powerful long range tools!
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ZasalamelNew character so we couldn't fully test him.
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+ Very stylish and powerful timestop mechanic, lots of returning moves, it may be the best version of this character.
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TakiNew character so we couldn't fully test her.
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+ Many options and mixups in her stance.
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+ She also has a lot of damaging combo potential with easy lethal hits. Also Teleports and projectile in SoulCharge
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SiegfriedNew character so we couldn't fully test him.
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- The Dark Legacy mechanic seems confusing. (he gets stronger with Lethal Hit when he has less than 30% hp left). The dark legacy activation on 6A+B seems quite random.
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+ The character is strong even outside of Dark Legacy, thanks to his A+B and the returning SCH A+B BreakAttack.
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+ The damage in SoulCharge or Dark Legacy is strong. He also has the majority of his SC4 stances moves and low/mid mixups.
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MaxiNew character so we couldn't fully test him.
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- He seems to have fewer lows in stance. Still no PSL3 (A+K) or Sidewinder (8_2 A+K).
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+ He now has good tools to let him switch between stances with 3 different autoGIs ! Plus he is enhanced when switching stances.
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+ He also has very good tools in Soul Charge, and two versions of his Critical Edge, one being a Break Attack !
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YoshimitsuNew character so we couldn't fully test him.
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- Seems to have fewer low/mid mixups on wakeups in stance. But FC 3K has a very good combo potential.
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+ his pokes are very damaging because of his "Brave Edge" mechanic
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+ he can steal some meter and build a lot for him, he also has a BreakAttack Critical Edge
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GeraltNew character so we couldn't fully test him.
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+ he seems very strong, with a very good range and very good speed. his 2A range is insane. 6BB has good range and does damage with Brave Edge. Combo potential is heavy.
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+ he can win a match by spending all of his meter to play with his sign mechanic, which was very powerful.
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