SoulCalibur VI gameplay impressions from Combo Breaker 2018: Another perspective on the title and mechanics

At last, I’ve revisited the latest Stage of History for Bandai Namco’s upcoming SoulCalibur VI. An enthusiast of the series since Soul Edge, I’m not particularly competitive in the game, nor have I played in many tournaments. Nonetheless, I’m passionate for this title, and have high hopes that the developers will reclaim the spirit that once dwelt in the series — and at least so far, they seem to be on the right track.

Unfortunately, even though more characters are ready (as evidenced by the trailers for Yoshimitsu and Taki, and the latest one for Maxi), Combo Breaker 2018 featured only the “base” demo cast we’ve seen in prior builds. I don’t particularly gravitate to any of the characters in this build (Sophitia, Mitsurugi, Nightmare, Grøh, Kilik, and Xianghua) and though I tried each one at least a little bit, I mostly stuck with Mitsurugi and Grøh. I’m awaiting the chance to play as my favorites: Setuska (not yet confirmed), Yoshimitsu, and Taki!

My first impression: this game isn’t quite as fast as it looks. Having watched hours of footage up to this point, I kept expecting the crispness of SoulCalibur II. Granted, it’s not quite as fast — however, you won’t be disappointed. Movement, finally, is relevant again, and actually surprisingly strong. It’s really easy to avoid vertical attacks; as long as you didn’t start the movement too late, you should be able to dodge anything. I noticed that my first opponent defaulted to moving around, dodging even quick BB slashes, so I had to make a very conscious commitment to spam horizontal strikes (despite wanting to try out various moves). The overall pace feels close to SoulCalibur V, with heavy, impactful swings, but quicker and with more explosive gameplay than before.

soulcalibur vi xianghua trailer

What’s great for those returning to the game is that most of the movelists for the characters are callbacks to their previous incarnations, but not without additions. It’s great to see stances return to Mitsurugi’s repertoire; I really enjoyed just sitting in Relic stance and then using the forward G counter to surprise the opponent. His B strike is also a Guard Break, and so is AA. He’s really looking like a strong character; he has most of his old tricks back. I tried doing the just-slide move, bA, but failed at triggering it. Maybe there’s a different function. He even has 9+A+B back, that high-jump move, with a Guard Break attached as well — and as I learned, there is a reason why characters have so many Guard Break moves.

Grøh stands out with his teleportation attacks. I aimed to go into Soul Charge just to see more of them. It’s really easy to pull them off, too – I’m fairly sure 3 BB automatically pulled one off. He’s both accessible and flashy, which seems to be exactly what Bandai Namco is going for. The cinematic Soul Charge and Critical Edge moves are incredibly easy to pull off, and I happily mashed away and discovered moves despite the inability to customize buttons or view the command list. Can’t wait to be able to see the full command lists to discover the expansive potential of Soul Charged moves.

A few words about balance and mechanics. I don’t think I share Crow_Spaceboy’s critical opinion of the Reversal Edge mechanic. I do see how it’s mostly a “guessing game,” but there are some factors to it that are in favor of the one who used it. The one who activated it does have a few advantages: they receive meter (though in this case, the enemy does as well), hit the opponent, break up the opponent’s offensive momentum, and win if the characters clash twice (select the same options two times). Again, I think the most significant thing here is turning the tide against an opponent who keeps assaulting with unpredictable attacks. It is possible to out-think the opponent in the guessing game. If the one who started using Reversal Edge had a bigger advantage, the mechanic would be too strong, I believe. I’m not going to completely disagree that it doesn’t need work — or that it high-level players may not use it much — but I don’t think it’s that bad.

Similarly, Guard Impacts do seem very powerful, but trying to Guard Impact too much made my lifebar flash very quickly, drawing me nearer and nearer the Guard Burst — a free punish after blocking. I also didn’t initially realize that neither GI nor Reversal Edge work against Guard Breaking moves, which are plentiful in every fighter’s arsenal this time around. That’s a good deterrent to the stronger-than-ever Guard Impact, and the fact that Reversal Edge works on moves of any level.

That’s it for now; I can’t really go into much more depth, because Combo Breaker featured only two setups, limiting my time with the game. I have learned, though, that we will see the new build very soon, so make sure to stay tuned to Shoryuken for the latest SoulCalibur VI news.

soulcalibur vi logo black

Under Night In-Birth EXE:Late[st], Marvel vs. Capcom: Infinite, SNK classics, & other fighting titles currently discounted for PlayStation Plus subscribers

Grab some great games at lower prices this week.

psn-store

If you play fighting games on a PlayStation 4, you almost certainly are a PlayStation Plus member — as you can’t do much online without that membership anyway. Fortunately, it also opens up the occasional good deal from the PlayStation Store… and this week, a number of fighting titles are among the games that are on special discount for PS Plus subscribers.

Fighting games on sale as part of the current PS Plus Specials selection are:

  • Art of Fighting Anthology – $7.49 (reg. $14.99)
  • The King of Fighters ’98 Ultimate Match – $10.49 (reg. $14.99)
  • Marvel vs. Capcom: Infinite [standard edition] – $19.99 (reg. $39.99)
  • Marvel vs. Capcom: Infinite [deluxe edition] – $29.99 (reg. $59.99)
  • Marvel vs. Capcom: Infinite Character Pass – $14.99 (reg. $29.99)
    [other assorted MvC:I DLC is also discounted]
  • Street Fighter V: Arcade Edition [standard edition] – $27.99 (reg. $39.99)
  • Street Fighter V: Arcade Edition [deluxe edition] – $48.99 (reg. $69.99)
  • Under Night In-Birth EXE:Late[st] – $29.99 (reg. $49.99)

There are many other cool games on sale too, so go check it out on PSN. If you want to grab any of these titles while they’re discounted, you’ll need to act before June 5th.

Under Night In-Birth Exe Late(st) promo UNIST
marvel vs. capcom infinite
SFV AE Splash Art
art_of_fighting_boxart_snes

Source: PlayStation Store

BlazBlue titans Fenritti and SKD clash in climatic Central Fiction Combo Breaker finals

The moment has come at last. One of America’s best BlazBlue: Central Fiction players, PG|SKD, faced off against Japan’s Jin master, CAG|Fenritti. It’s hard to put into words how exciting this match was; it’s simply a must-see for any BlazBlue fans and even any fighting game fan.

The energy between SKD and Fenritti was palpable as they were sitting down for grand finals. SKD was fairly close to beating the Jin player in Winners Finals, even using his Astral Heat against him, but lost 3-2. In this set, SKD adapted even more to Fenritti, but it seems like the same can be said about the Japanese player. Fenritti pulls out some deeper tricks from his bag in the first match, doing two non-Overdrive Ice Fang supers in a corner combo, as well as finishing SKD off with a Rapid Cancelled Crush Trigger for the kill.

SKD does make the adjustments for a comeback, despite a crushing Perfect round from Fenritti. Both players give it all in a titanic clash, ultimately giving a performance comparable to Evolution 2017 finals.

Check out this must-see set below:

Source: FunkyP

Crowfall – Wildcrafting Allows Resource Gathering on the Run

If you’re in a hurry and don’t always have the time to conduct proper harvesting, Crowfall has you covered. Wildcrafting is a way to gather plants that can literally be done on the run. “You see a spawned resource and you can run up and grab it with a single button press”, the blog reads. This is considered a second-to-second loop as compare to, for instance, combat that is a minute-to-minute loop.

Tekken 7 receives its first anniversary DLC update today, adds numerous customization items

New costumes, colors, and NJPW items abound.

Tekken 7 is updating to version 1.14 today, and the one-year anniversary customization items should be available now (for free) on your platform of choice. Here is the list of the new goodies you’ll be able to use on your favorite characters:

Story Mode Costume Set

  • Blood Vengeance Outfit
  • Final Battle Outfit
  • The Evil Eye
  • Vagabond

Aura Set

  • Arm Aura
  • Leg Aura

Female Hairstyle Set

  • Wave Ponytail
  • Bob Hairstyle

New Japan Pro-Wrestling Set

  • T-shirt (BULLET CLUB x Heihachi)
  • T-shirt (Kazuchika Okada x King)
  • T-shirt (Kenny Omega x Bryan)
  • Hiroshi Tanahashi x Lars costume, health gauge, panel, and plate

Kuma and Panda Set

  • Assorted costumes for both characters

Metallic Item Set (Silver)

  • Assorted silver accessory items for characters

tekken 7 anniversary update breakdown

Click to view slideshow.

Source: Bandai Namco Entertainment

TERA – Hero’s Oath Coming to PC Players on June 7th

The next TERA update, Hero’s Oath, will be heading out the gate to PC players on June 7th. It includes a brand new dungeon called Antaroth’s Abyss for level 65 characters and features some awesome rewards. In addition, Hero’s Oath will include dungeon leaderboards, the Heroic Oath gear set and a new mask.