Soul Calibur 6 @ PSX 2017: A Closer Look, A Few Reasons for Concern
August 26, 2018 1 min read
Aris has a few words to say about the 10m of footage shown at PSX 2017. — Watch live @ https://www.twitch.tv/avoidingthepuddle.
50 thoughts on “Soul Calibur 6 @ PSX 2017: A Closer Look, A Few Reasons for Concern”
I actually really liked soul cal 5, and I liked the meter and super system they had. Supers were not a problem online where someone gets blown out by a super because they for the most part had a long start-up (like 20 frames) and limited use. I’ve played since 2 and 5 I played by far the most and 4 was trash to me
U know as much as i didnt like some of the aspects of soul calibur 5 i feel like aris kind of overstated a lot of its mechanics flaws, like the whole guts thing about the health bar and not being able to poke to end a match is kind of not true. Like yeah it was there but it wasnt as bad as he makes it out to be in this video, I had plenty of matches end with nothing but just the opponent or me pressing 1K or something for a free low poke or just even a standard BB string, he makes it sound like U had to play risky in order to win which isn't true at all. And I know it's semantics but no one got a meter and a half for losing 2 rounds, they only got the one, and its not like u couldnt bait out CE and make ur opponent lose 1 meter+momentum and make them take a free full combo or CE of your own. I'll give him that I liked GI more than just guard, but as far as the being punished for moving and supposedly taking 50% of ur health bar for trying to sidestep or something i think thats a bit of an overstatement, especially considering a lot of characters in that game barely had combos and there were ways of punishing ppl who used horizontal attacks a lot to punish sidesteps or ppl who used slower verticals to cover ppl's backsteps
the major problems i had with the game mechanically was just how powerful certain characters like viola and natsu were, but again that comes down to not being able to patch the characters and the game losing support
Having skimmed some comments to see where I sit, the only thing I'd hope for is that the game moves in a less convoluted direction. I don't think the concepts of "reverse rage" or movement counter hits are necessarily terrible, but when the potential risk becomes too high, you really are restricting how the game is effectively played, rather than adding a new and useful mechanic.
Another thing I think people should note is that despite Aris seeming stuck in the past, he did mention that these things are most easily noticed at high levels of play (and I assume this was his primary perspective on the mechanics). Is some new or casual player going to really give a shit if they're being limited? Probably not, but I really think scalability is important, and with these sorts of restrictions, you're creating a sort of ceiling for what sorts of play styles are effective.
I would much prefer to see gameplay mechanics that provide new possibilities rather than just limiting or removing previous ones. Rage and this "reversal" deal might perform the same function, yes, but the results are different. Giving the loser a damage increase or other buffs causes the aggressor to be more careful, whereas a damage reduction means there's only really an incentive to be less careful with moves (or not, if you'd rather just hit an opponent many more times). It could be a matter of perspective as well; what if the healthbars were just bigger?
Ultimately, it'd be nice if the game offers something that's easy to pick up, but has mechanics that are worth learning to play around, rather than just things that feel like they're in the way. Everyone has various opinions on characters and other stuff, but I think the mechanics ultimately determine the longevity of a game.
This thumbnail is too much
If youre talking in terms of true combat in real life, the reverse rage mechanic gets it half right. Allow me to explain. So, in real life, think boxing or mma for example, when you are toe to toe with your opponent, in the early rounds, both with high stamina etc fighters are more technical, more selective and "safe" or compact with their attacks, therefore not taking as much risks correct? Now, later in the fight, fatigue sets in, etc and a fighter is stunned by a hit…THIS is when the fighter with the advantage usually smells blood and goes in for the kill. Naturally throwing the Bigger, Harder and more "unsafe" moves in order to ensure the fight is ended as quick as possible. In this light, the reverse rage system could be a way of trying to incorporate this realism in aggressive attacks increasing as your opponent is close to death or "knockout" from being stunned….but there in is where they are only HALF right. If their goal was the "realism i explained with a near death opponent, Then the half they didn't consider was in fighting games, regardless of how close an opponent is to death, they still fight exactly the same. As if they had full stamina. Theres no fatigue, no loss of defense, no "stunned" from being hit the entire battle etc. With that being said, having you HAVE to be more aggressive is as Aris mentioned, way more risky for the advantageous fighter, but only because they half assed the concept they may have been going for. In conclusion; if they want that realism, make near death characters get weaker in attack, harder to defend, slower in movement, take MORE damage if you want to be 100. Otherwise, just take that reverse rage shit out completely and call it a day. drops mike, winks at the sexy ass woman in the crowd, and walks off stage
Aris I did not realize you looked like a caveman
36:28 I love how he tears that male feminist apart.
Look, if you're a man-Feminist, I don't hate you. But I will make fun of you for being a he-bitch.
So we have another turd, huh? Another shitty SC that refuses to go back to the smoothness of one and two.
And the graphics look dated as all hell. It looks exactly like SC4. That's an early PS3 game..
They should implement an anti-comback mechanic. If you go under a certain health threshold, your weak attacks should do less damage. Demon Souls Calibur.
lol that reverse rage feature… it looks to be even more heightened than from SCV. I agree with your sentiment on it though, and the argument you put forth is incredibly convincing.
on another note… that armor break system that the one guy was mentioned lol… i also agree with. on an aesthetic level, it just was incredibly displeasing to me to have both my amazing fighters on screen suddenly end up in literally their thongs and bikinis…. can i ask you to be the voice of this coalition too when u complain??? 😛
I can't help but feel a little concern with Soul Calibur 6 because of what going on with other big gaming companies has a big part in it it's hard to trust any company now I hope they don't do what I think they is going to happen and that's making us pay for character that already in the game like the same thing that happened with Tekken 7 making us pay $8 for geese??? and that vampire chick I forgot her name I believe she costed $4 I hope they don't do the same thing with this game because if they do I'm going to be upset I hope it don't come to pass stay faithful to the players creator of Soul Calibur and that's don't make us pay for characters that's already in the game.
Was "Feet" playing Sophitia?
Well said!
I've always hated being punished for correctly blocking shit.
I wish they would remove all the boring cut scene moves and slow mo. Its a fighting game, if you do your job we can see the attacks just fine and can get the point without control being taken off us.
I think it was some kind of charged attack what made Sophi spin, not the run counter itself, idk, most run counters in the match didn't look like they did anything.
Great job by the interviewer. Holy fuck this is one of those few times where you can honestly say that the interviewer genuinely seemed knowledgeable and interested in the topic.
I dont like it when they make bars in fighting games and then not making it so you can tell how much bar you have from just looking at the characters.
i love aris
As soon as I found out that Reverse Rage was in, I stopped giving a shit about this game. It's just gonna be another clusterfuck of dumb ideas. Just wait another decade or two for the next Soul Calibur. This one is already a lost cause.
We all have to keep in mind this is still early development and there is a such thing as over-analyzing too soon.
That being said, I've always been a fan of SC and VF over Tekken. VF is a much deeper technical game BY FAR then both SC and Tekken and is much more balanced then either. Tekken now is almost boiled down to gimmicks to get launchers or counter, launchers themselves and/or shenanigans to get counters and launchers with only a small percentage of characters being used seriously and the meta game tournament wise basically consisting of: The Mishimas (save for Kazumi), Jack, Draganov and a dabble of Hworang, Bryan, the Kazama's, Eddy less so, Steve even less and a few others. That's pretty much it for the "varying" characters in tournament play as far as T7 is concerned. Oh and of course Devil Jin as well, but I feel that only because Qudans gave people hope against JDCR by beating him.
It's also very difficult to compare Tekken to SC as one of them is fist fighting and the other is weapon combat, so naturally the mechanics and foundations of the game must change due to the nature of hand to hand fighting vs. weapons.
Adding meter in SC was not a "bad" idea, most if not all current 2d fighters (and even some older 3d fighters) have absurd amounts of meter and different "EX" moves that can be done based on that meter, it's the implementation of the meter that has to be fine-tuned. The devs are simply trying to bring a new mechanic into SC that wasn't there before. Think of Bloody Roar or even Power Stone (which was more 2.5d). I like the meter and the option to be able to "EX" moves and change the style of battle "on the fly" so to speak. Not to mention that SC is a bit more quicker pace than Tekken. So is VF.
Most fighting games rely on "turn taking", but Tekken seems to take this to another, almost RPG like level added to that the sidestep in Tekken is one of the worst 3d fighter sidesteps in this genre (especially when compared to VF), there are so many inconsistencies with certain characters juggles and wall combos. Furthermore there are certain characters that just cannot output the damage in a juggle scenario that other character can, based solely on Namco's design flaws and limiting factors for those characters.
I apologize to those fan boys for the "Tekken bashing" but I don't like to see games that have clear glaring problems get so much praise while there are other better 3d fighters out there that don't get as much praise. Also, SC looks good for the time being, give it time and try to look at this from a fresh perspective instead of from a rotton SC 5 perspective (which was pretty bad).
this reverse rage is almost as bad as guilty gear xrd's
I don't think there's reverse rage– I think the health bars just cone into a point. Look at those 4 blades on top; they space out exponentially
the guy really talks like a soul calibur junkie. I've played so many of you punkers lol
drawn out vowels, funny-timed cussing, some kind of assumed vocal authority ha
yall is fun to fight with online
People should learn to block if they don't want to die how about that
guilty gear has reverse rage, sort of, and I think it feels very good in that game. I agree with the meter comeback being stupid though.
i hope the next soul caliber has Michael Jordon
It looks fucking GREAT. The end.
I likw reverse rage. Makes matches more intense.
Get with the times. You are living in the past mate.
A dude who hasn't been relevant in the Soul Calibur community since SC2 is talking mad trash about SC6.
So annoying. All these "stuck in the past" elitists think SC2 should be the only Soul calibur game ever. Y'all need to get over yourselves and quit bitching. Be grateful and appreciative that we are getting a new installment in the series!
36:21 for the same reason the Diva's in the WWE have nice looking outfits. It's entertainment and the fighting isn't real therefore, the outfits can be whatever. It's entertainment. If someone teabags me in SFV, my blood pressure cecreases the next match when I watch Juri's intro. Quality of life.
Also, I think revearse rage should have a time limit. I don't think you should be able to sit on that buffed health bar all day.
When you explained about the combat strategies and how "the smallest hit is lethal" I perfectly understand your frustration, since it now takes forever to kill, but is that really a problem? Namco fighting games are known for being very quick in rounds compared to most other fighting games and adding this as a comeback mechanic only makes the rounds slightly longer and a lot more exciting. Not to mention that Soulcalibur isn't the only fighting game that does this, Guilty Gear does it too and the matches in GG are fun to watch and kinda hype. My point is, they could have easily done worse cough Juggernaut Gougi, Fighting EX Layer cough
reverse rage is both horrible for competitive players and casuals. What are they thinking..
I'm just happy Soul Calibur 6 is coming out. I miss playing with Tira!!
Hahahaha funny thumbnail
I think Reverse Rage is a fine mechanic, because you won't see 8/10 fights end with a cheesy low kick. Come to think of it, I didn't notice it much in SC5… but I remember having some ultra-stylish victories in SC5 because I go for the big moves to end a match anyway. I think a match should be won with conviction and style… maybe it's just me. Also, Guard Breaks are fine. Constant blocking/turtling in a real fight of any kind will get you pummeled eventually. Guarding does not work forever. It makes sense to punish too much guarding with a mechanic (a la SFA3), and I think Guard Breaks are fun to plan and perform. I loved Guard Breaks in SC4 and winning a match with a perfectly-timed parry + Guard Break. I'm all about not restricting creativity in Soul Calibur, as SC2 is my all time favorite… but people should be open-minded to change and evolution. I see nothing wrong as is. Hyped for SC6.
The only problem i have with Aris' argument about run counters is that he fails to mention that the reason that they led to such big damage in SC5 is because of the retarded multy stun combo system they had in that game, which would alow people to pull off long big damage combos. THOSE DO NOT BELONG IN SOULCALIBUR, the game has always been about high dmage pokes and not giant combos. thankfully though there has yet to be any evedince something like that existing in this game, which would mean that the potential for giant damage off of counter hits is significantly reduced. But time will tell, they might implement another combo system in which case then we can say this game is officially fucked.
They shoulda made a GOD DAMN HD REMAKE INSTEAD!
talking mad shit
Guts (reverse rage) isnʻt bad, but putting it in a 3D game where they already have multiple defensive mechanics (air control, guard impact, etc.) is. You donʻt want to decrease the sense of urgency and cut the pace of the game when it should be increased towards the end of the round.
Watch the fucking video and listen to the man. He explains the new mechanics and from which soul calibur games they are borrowing from.
Option to turn it off or increase base health of all dudes if they really don't want fights to ending faster
Sophitia is hot.
It looks like whiffing a gurad impact makes it easier to break your guard.
So this is what Hagrid has been up to. My how the might have fallen.
The reason a player gets to rage mode is because they don't defend well. increasing their attack in rage mode isn't as big a help to them because they can't defend the next thing that's coming anyway. Increasing their "defense" with reverse rage mode makes it so the attacker, who is already at advantage, can't keep using the same game plan to win. The loser can take bigger risks because they won't auto lose to the winners low risk move. Reverse rage feels no worse than regular rage it just shifts who has to take more risks. It's not bad just different. Granted in the real world yeah if you can win with little risk that is what you should do but it's cheap in this game.
Rage that raises attack makes it so the player who is wining can play a safe poke game cause the rage of the losing player could easily beat them if they get one big hit. Regular rage makes the player who is wining turtle more to stay safe.
"Reverse Rage" is not that big of a deal. The same shit is in Street Fighter and Guilty Gear, and you don't even have the option of using a big move to get around it. Just pretend the lifebar is a bit bigger than they show.
im new here but why do people hate meter?
This "reverse rage" comeback system is good and bad at the same time because it allows you to win the round even if you are about to lose but for your opponent that was about to win it's a frustrating struggle to finish you off.
I actually really liked soul cal 5, and I liked the meter and super system they had. Supers were not a problem online where someone gets blown out by a super because they for the most part had a long start-up (like 20 frames) and limited use. I’ve played since 2 and 5 I played by far the most and 4 was trash to me
U know as much as i didnt like some of the aspects of soul calibur 5 i feel like aris kind of overstated a lot of its mechanics flaws, like the whole guts thing about the health bar and not being able to poke to end a match is kind of not true. Like yeah it was there but it wasnt as bad as he makes it out to be in this video, I had plenty of matches end with nothing but just the opponent or me pressing 1K or something for a free low poke or just even a standard BB string, he makes it sound like U had to play risky in order to win which isn't true at all. And I know it's semantics but no one got a meter and a half for losing 2 rounds, they only got the one, and its not like u couldnt bait out CE and make ur opponent lose 1 meter+momentum and make them take a free full combo or CE of your own. I'll give him that I liked GI more than just guard, but as far as the being punished for moving and supposedly taking 50% of ur health bar for trying to sidestep or something i think thats a bit of an overstatement, especially considering a lot of characters in that game barely had combos and there were ways of punishing ppl who used horizontal attacks a lot to punish sidesteps or ppl who used slower verticals to cover ppl's backsteps
the major problems i had with the game mechanically was just how powerful certain characters like viola and natsu were, but again that comes down to not being able to patch the characters and the game losing support
Having skimmed some comments to see where I sit, the only thing I'd hope for is that the game moves in a less convoluted direction. I don't think the concepts of "reverse rage" or movement counter hits are necessarily terrible, but when the potential risk becomes too high, you really are restricting how the game is effectively played, rather than adding a new and useful mechanic.
Another thing I think people should note is that despite Aris seeming stuck in the past, he did mention that these things are most easily noticed at high levels of play (and I assume this was his primary perspective on the mechanics). Is some new or casual player going to really give a shit if they're being limited? Probably not, but I really think scalability is important, and with these sorts of restrictions, you're creating a sort of ceiling for what sorts of play styles are effective.
I would much prefer to see gameplay mechanics that provide new possibilities rather than just limiting or removing previous ones. Rage and this "reversal" deal might perform the same function, yes, but the results are different. Giving the loser a damage increase or other buffs causes the aggressor to be more careful, whereas a damage reduction means there's only really an incentive to be less careful with moves (or not, if you'd rather just hit an opponent many more times). It could be a matter of perspective as well; what if the healthbars were just bigger?
Ultimately, it'd be nice if the game offers something that's easy to pick up, but has mechanics that are worth learning to play around, rather than just things that feel like they're in the way. Everyone has various opinions on characters and other stuff, but I think the mechanics ultimately determine the longevity of a game.
This thumbnail is too much
If youre talking in terms of true combat in real life, the reverse rage mechanic gets it half right. Allow me to explain. So, in real life, think boxing or mma for example, when you are toe to toe with your opponent, in the early rounds, both with high stamina etc fighters are more technical, more selective and "safe" or compact with their attacks, therefore not taking as much risks correct? Now, later in the fight, fatigue sets in, etc and a fighter is stunned by a hit…THIS is when the fighter with the advantage usually smells blood and goes in for the kill. Naturally throwing the Bigger, Harder and more "unsafe" moves in order to ensure the fight is ended as quick as possible. In this light, the reverse rage system could be a way of trying to incorporate this realism in aggressive attacks increasing as your opponent is close to death or "knockout" from being stunned….but there in is where they are only HALF right. If their goal was the "realism i explained with a near death opponent, Then the half they didn't consider was in fighting games, regardless of how close an opponent is to death, they still fight exactly the same. As if they had full stamina. Theres no fatigue, no loss of defense, no "stunned" from being hit the entire battle etc. With that being said, having you HAVE to be more aggressive is as Aris mentioned, way more risky for the advantageous fighter, but only because they half assed the concept they may have been going for. In conclusion; if they want that realism, make near death characters get weaker in attack, harder to defend, slower in movement, take MORE damage if you want to be 100. Otherwise, just take that reverse rage shit out completely and call it a day. drops mike, winks at the sexy ass woman in the crowd, and walks off stage
Aris I did not realize you looked like a caveman
36:28 I love how he tears that male feminist apart.
Look, if you're a man-Feminist, I don't hate you. But I will make fun of you for being a he-bitch.
So we have another turd, huh? Another shitty SC that refuses to go back to the smoothness of one and two.
And the graphics look dated as all hell. It looks exactly like SC4. That's an early PS3 game..
They should implement an anti-comback mechanic. If you go under a certain health threshold, your weak attacks should do less damage. Demon Souls Calibur.
lol that reverse rage feature… it looks to be even more heightened than from SCV. I agree with your sentiment on it though, and the argument you put forth is incredibly convincing.
on another note… that armor break system that the one guy was mentioned lol… i also agree with. on an aesthetic level, it just was incredibly displeasing to me to have both my amazing fighters on screen suddenly end up in literally their thongs and bikinis…. can i ask you to be the voice of this coalition too when u complain??? 😛
I can't help but feel a little concern with Soul Calibur 6 because of what going on with other big gaming companies has a big part in it it's hard to trust any company now I hope they don't do what I think they is going to happen and that's making us pay for character that already in the game like the same thing that happened with Tekken 7 making us pay $8 for geese??? and that vampire chick I forgot her name I believe she costed $4 I hope they don't do the same thing with this game because if they do I'm going to be upset I hope it don't come to pass stay faithful to the players creator of Soul Calibur and that's don't make us pay for characters that's already in the game.
Was "Feet" playing Sophitia?
Well said!
I've always hated being punished for correctly blocking shit.
I wish they would remove all the boring cut scene moves and slow mo. Its a fighting game, if you do your job we can see the attacks just fine and can get the point without control being taken off us.
I think it was some kind of charged attack what made Sophi spin, not the run counter itself, idk, most run counters in the match didn't look like they did anything.
Great job by the interviewer. Holy fuck this is one of those few times where you can honestly say that the interviewer genuinely seemed knowledgeable and interested in the topic.
I dont like it when they make bars in fighting games and then not making it so you can tell how much bar you have from just looking at the characters.
i love aris
As soon as I found out that Reverse Rage was in, I stopped giving a shit about this game. It's just gonna be another clusterfuck of dumb ideas. Just wait another decade or two for the next Soul Calibur. This one is already a lost cause.
We all have to keep in mind this is still early development and there is a such thing as over-analyzing too soon.
That being said, I've always been a fan of SC and VF over Tekken. VF is a much deeper technical game BY FAR then both SC and Tekken and is much more balanced then either. Tekken now is almost boiled down to gimmicks to get launchers or counter, launchers themselves and/or shenanigans to get counters and launchers with only a small percentage of characters being used seriously and the meta game tournament wise basically consisting of: The Mishimas (save for Kazumi), Jack, Draganov and a dabble of Hworang, Bryan, the Kazama's, Eddy less so, Steve even less and a few others. That's pretty much it for the "varying" characters in tournament play as far as T7 is concerned. Oh and of course Devil Jin as well, but I feel that only because Qudans gave people hope against JDCR by beating him.
It's also very difficult to compare Tekken to SC as one of them is fist fighting and the other is weapon combat, so naturally the mechanics and foundations of the game must change due to the nature of hand to hand fighting vs. weapons.
Adding meter in SC was not a "bad" idea, most if not all current 2d fighters (and even some older 3d fighters) have absurd amounts of meter and different "EX" moves that can be done based on that meter, it's the implementation of the meter that has to be fine-tuned. The devs are simply trying to bring a new mechanic into SC that wasn't there before. Think of Bloody Roar or even Power Stone (which was more 2.5d). I like the meter and the option to be able to "EX" moves and change the style of battle "on the fly" so to speak. Not to mention that SC is a bit more quicker pace than Tekken. So is VF.
Most fighting games rely on "turn taking", but Tekken seems to take this to another, almost RPG like level added to that the sidestep in Tekken is one of the worst 3d fighter sidesteps in this genre (especially when compared to VF), there are so many inconsistencies with certain characters juggles and wall combos. Furthermore there are certain characters that just cannot output the damage in a juggle scenario that other character can, based solely on Namco's design flaws and limiting factors for those characters.
I apologize to those fan boys for the "Tekken bashing" but I don't like to see games that have clear glaring problems get so much praise while there are other better 3d fighters out there that don't get as much praise. Also, SC looks good for the time being, give it time and try to look at this from a fresh perspective instead of from a rotton SC 5 perspective (which was pretty bad).
this reverse rage is almost as bad as guilty gear xrd's
I don't think there's reverse rage– I think the health bars just cone into a point. Look at those 4 blades on top; they space out exponentially
the guy really talks like a soul calibur junkie. I've played so many of you punkers lol
drawn out vowels, funny-timed cussing, some kind of assumed vocal authority ha
yall is fun to fight with online
People should learn to block if they don't want to die how about that
guilty gear has reverse rage, sort of, and I think it feels very good in that game. I agree with the meter comeback being stupid though.
i hope the next soul caliber has Michael Jordon
It looks fucking GREAT. The end.
I likw reverse rage. Makes matches more intense.
Get with the times. You are living in the past mate.
A dude who hasn't been relevant in the Soul Calibur community since SC2 is talking mad trash about SC6.
So annoying. All these "stuck in the past" elitists think SC2 should be the only Soul calibur game ever. Y'all need to get over yourselves and quit bitching. Be grateful and appreciative that we are getting a new installment in the series!
36:21 for the same reason the Diva's in the WWE have nice looking outfits. It's entertainment and the fighting isn't real therefore, the outfits can be whatever. It's entertainment. If someone teabags me in SFV, my blood pressure cecreases the next match when I watch Juri's intro. Quality of life.
Also, I think revearse rage should have a time limit. I don't think you should be able to sit on that buffed health bar all day.
37:56 lmao @ offend that one gay guy
When you explained about the combat strategies and how "the smallest hit is lethal" I perfectly understand your frustration, since it now takes forever to kill, but is that really a problem?
Namco fighting games are known for being very quick in rounds compared to most other fighting games and adding this as a comeback mechanic only makes the rounds slightly longer and a lot more exciting. Not to mention that Soulcalibur isn't the only fighting game that does this, Guilty Gear does it too and the matches in GG are fun to watch and kinda hype.
My point is, they could have easily done worse cough Juggernaut Gougi, Fighting EX Layer cough
reverse rage is both horrible for competitive players and casuals. What are they thinking..
I'm just happy Soul Calibur 6 is coming out. I miss playing with Tira!!
Hahahaha funny thumbnail
I think Reverse Rage is a fine mechanic, because you won't see 8/10 fights end with a cheesy low kick. Come to think of it, I didn't notice it much in SC5… but I remember having some ultra-stylish victories in SC5 because I go for the big moves to end a match anyway. I think a match should be won with conviction and style… maybe it's just me. Also, Guard Breaks are fine. Constant blocking/turtling in a real fight of any kind will get you pummeled eventually. Guarding does not work forever. It makes sense to punish too much guarding with a mechanic (a la SFA3), and I think Guard Breaks are fun to plan and perform. I loved Guard Breaks in SC4 and winning a match with a perfectly-timed parry + Guard Break. I'm all about not restricting creativity in Soul Calibur, as SC2 is my all time favorite… but people should be open-minded to change and evolution. I see nothing wrong as is. Hyped for SC6.
The only problem i have with Aris' argument about run counters is that he fails to mention that the reason that they led to such big damage in SC5 is because of the retarded multy stun combo system they had in that game, which would alow people to pull off long big damage combos. THOSE DO NOT BELONG IN SOULCALIBUR, the game has always been about high dmage pokes and not giant combos. thankfully though there has yet to be any evedince something like that existing in this game, which would mean that the potential for giant damage off of counter hits is significantly reduced. But time will tell, they might implement another combo system in which case then we can say this game is officially fucked.
They shoulda made a GOD DAMN HD REMAKE INSTEAD!
talking mad shit
Guts (reverse rage) isnʻt bad, but putting it in a 3D game where they already have multiple defensive mechanics (air control, guard impact, etc.) is. You donʻt want to decrease the sense of urgency and cut the pace of the game when it should be increased towards the end of the round.
Watch the fucking video and listen to the man. He explains the new mechanics and from which soul calibur games they are borrowing from.
Option to turn it off or increase base health of all dudes if they really don't want fights to ending faster
Sophitia is hot.
It looks like whiffing a gurad impact makes it easier to break your guard.
So this is what Hagrid has been up to. My how the might have fallen.
The reason a player gets to rage mode is because they don't defend well. increasing their attack in rage mode isn't as big a help to them because they can't defend the next thing that's coming anyway. Increasing their "defense" with reverse rage mode makes it so the attacker, who is already at advantage, can't keep using the same game plan to win. The loser can take bigger risks because they won't auto lose to the winners low risk move. Reverse rage feels no worse than regular rage it just shifts who has to take more risks. It's not bad just different. Granted in the real world yeah if you can win with little risk that is what you should do but it's cheap in this game.
Rage that raises attack makes it so the player who is wining can play a safe poke game cause the rage of the losing player could easily beat them if they get one big hit. Regular rage makes the player who is wining turtle more to stay safe.
"Reverse Rage" is not that big of a deal. The same shit is in Street Fighter and Guilty Gear, and you don't even have the option of using a big move to get around it. Just pretend the lifebar is a bit bigger than they show.
im new here but why do people hate meter?
This "reverse rage" comeback system is good and bad at the same time because it allows you to win the round even if you are about to lose but for your opponent that was about to win it's a frustrating struggle to finish you off.