Catching up with SoulCalibur VI – Cassandra now available along with Version 1.50 and 1.51 balance patches

Season 2 was also announced, featuring Haohmaru from Samurai Shodown!

Last month at Evo 2019, Bandai Namco Entertainment and SoulCalibur VI Producer Motohiro Okubo, finally revealed the final DLC character for the game’s first Season Pass, the Warring Maiden, Cassandra Alexandra, who is finally joining her sister Sophitia on the Stage of History.

In addition to her arrival, the game was also updated to Version 1.50, which saw some minor balance changes and behavioral adjustments for Azwel, Mitsurugi, Seong Mi-Na, Taki, Maxi, Voldo, Sophitia, Siegfried, Ivy, Kilik, Xianghua, Yoshimitsu, Nightmare, Astaroth, Cervantes, Raphael, Talim, Tira, Zasalamel, Grøh, Geralt of Rivia, 2B, and Amy.

A new stage was also added that is exclusive to Cassandra’s Soul Chronicle, as well as improvements to Training Mode, Network functions, Character Select, and Character Creation modes.

Most notably, we now have the option to turn off the ability to see an option’s Custom characters in Ranked and Casual Matches, so no more being forced to look at inappropriate Lizardmen or other various distracting forms of Customization during online battles.

Additionally, Patch 1.51 was announced earlier today, which will see some balance adjustments made to Cassandra to address various unintentional behaviors and properties on a variety of her moves, as well as a slight reduction in tracking for Azwel’s No More Naysayer attack, as the previous improvement made to its tracking last month in Version 1.50 made it occasionally and unintentionally unavoidable by sideways-moving opponents.

Finally, it was announced to much joy and fanfare from the arena crowd that SoulCalibur VI will be seeing a Season 2 of additional content, which will include what appear to be new mechanics, balance changes, new attacks for certain fighters, and most importantly, four new characters will be added to the roster, with each also bringing Character Creation parts with them.

It seems now it’s time for the Souls of the Stage of History to….embrace death!? SNK’s Haohmaru, the protagonist of Samurai Shodown will be making the jump into the 3D plane, not unlike Street Fighter’s Akuma and King Of Fighters’s Geese Howard have successfully done with Tekken 7, as the second character in the Season 2 Character Pass, as he’ll now finally be able to cross blades with the likes of Mitsurugi, Geralt, Yoshimitsu, Siegfried, Raphael, Nightmare, and more in the 16th Century.

You can the full patch notes for both updates, as well as trailers for Cassandra and Season 2, below.

SOULCALIBUR VI Update Ver. 1.50 Patch Notes

5 August 2019

Cassandra the Warring Maiden joins her sister on the Stage of History today! Unlock her with the SOULCALIBUR VI Season Pass or get her as a standalone DLC.

 

Along with Cassandra, we’ve released patch 1.50, which includes the following content:

 

Story

Temple stage with the evening in the background is added.

Note: This stage is limited to Cassandra’s story.

 

Training

– Cursor remembers previous selection when selecting Combat Lessons.

– Soul Charge remains after reset position in Training Mode. Positioning and Soul Charge will be reset by pressing left stick (L3) + L1 + R1 at the same time.

– Action adjustments: If CPU is crouching when shifting “Action1” to “Action2”, make him stand up first and then do action 2. At the end of “Action1” after selecting “Play Command Record” as “Action2”, have been changed.

Note: When action setting system in Training Mode (including Play Command Record) is being used, action speed would be fast as possible.

– Change the default display to “Return to Previous Mode” when return from Rank match.

Note: Change selection to “Return to Previous Mode” at result screen after Rank match battle.

 

Network

– Soul charge remains after reset position.

Note: Added consecutive battle in Casual match.

– Added ON/OFF option for opponent’s creation character in Rank match and Casual match. When it’s “OFF”, opponent’s costume will be displayed as default.

 

Creation

– Names for custom-created characters can now be input in Japanese (2 byte letters)

– Color selection of extra parts “Butterfly Antennas” is added.

 

Casual match

– Able to see host player’s license when room searching in Casual match.

– Added sound effect when matching in Arcade mode or Training mode.

 

Character selection

– Cursor remembers the previous position for each players when selecting creation character.

– Cursor remembers the previous position when selecting character’s weapon.

Battle System

Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

Guard Stamina

Fixed an issue in which the health gauge display would not update even after there had been a change to a player’s guard stamina.

Update for all characters

Version 1.50 sees Cassandra joining the Soulcalibur VI roster. Now that all the Season Pass 1 characters have been added, we think it’s a good time to try out a character you’ve never used before. (You might just find your next main!)
The changes we’re implementing in 1.50 do not have a direct impact on the balance of power between the characters; rather, they address issues such as the following.

1. Adjusted Tracking & Hitbox Sizes
We’ve always tried to keep a close eye on moves’ behavior, and in version 1.50 we went back and checked a lot of techniques to make sure they weren’t missing when they should be hitting, and to fix them if theywere.
One of horizontal attacks’ basic properties in the game is that their tracking will terminate immediately before they hit. However, there are certain attacks that we wanted to be more accurate against 8-way running, sowe enhanced their tracking.

2. Adjusted Post-Hit Hitbox Sizes for Certain Characters
Tira and Amy’s hurtbox sizes are proportionally larger than other characters’ hurtboxes. However, this would occasionally result in being unable to evade attacks that should have been evadable, so we shrank thethickness of some of the hurtboxes.
These changes may have an effect on certain combos against Tira and Amy, and while we took great care to ensure it has a minimal impact on the balance of battle, we still plan on carefully watching how these changes play out.

3. Fixed Unintentional Behaviors Related to Hold Inputs and Simultaneous Inputs
We made fixes to inputs that could safely be fixed, focusing on those that have the greatest effect on battle. We plan on continuing to monitor behavior and implement adjustments.

Mitsurugi

In version 1.50, we have made behavioral adjustments that improve the tracking of horizontal attacks (and kick attacks with properties similar to horizontal attacks). These adjustments are to reduce cases in which opponents can evade these attacks simply by sidestepping at the right timing.

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Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

Balance Adjustment

↑↓

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The following balance adjustments were made.
・Delayed the timing at which the move receives revenge properties by 1 frame. This changed was made because it was possible to perform a revenge attack after seeing the critical edge sequence for some characters.
・Added guard impact properties (vs. high, middle, low attacks) to the motion after a successful revenge attack.

Seong Mi-na

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readjusted the hitbox size to a degree that is still in line with the intended adjustment in 1.40.

Category

Nerf/buff

Move (EN)

Description (EN)

Notice

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changelog. The change was as follows:
・Decreased the length of stun inflicted by 4 frames when the attack is guarded at close range. (This is not a change that was made this time, in version 1.50.)

Behavior Adjustment

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・Adjusted the move’s tracking in order to reduce instances in which the attack would miss at close range.

Behavior Adjustment

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・Fixed an issue in which ring-out behavior was exhibited after the attack, even when the battle was still ongoing.

Behavior Adjustment

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・Adjusted the opponent’s behavior upon hit and the distance between the characters after a hit in order to reduce cases in which the move would miss partway through.

Behavior Adjustment

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・Enlarged the lower hitbox to prevent the attack from missing against enemies in low stances when used in a combo. In version 1.40, we reduced the horizontal hitbox to prevent it from hitting opponents during an 8-way run, so we have not enlarged the hitbox horizontally.

Behavior Adjustment

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・Reduced the size of the move’s horizontal hitbox to reduce cases in which it would hit opponents moving behind or to the side of you.

Taki

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Together with this change, we adjusted their tracking so they are harder to dodge with a well-timed sidestep.

Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

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Behavior Adjustment

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

Behavior Adjustment

↑↓

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Maxi

In addition to stabilizing the behaviors of certain moves, we also fixed issues with effects displaying.

list. Apart from that, we addressed an issue in which the effects signaling a successful guard impact would not display when you would deflect an opponent’s attack with Seven Stars Rebirth at a certain timing.

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Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

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・Holding the input now triggers a screen-darkening effect upon completion.
・Added a line to the move list stating that the 2nd attack will hit when the 1st hit is guarded.

Behavior Adjustment

Seven Stars Rebirth

・Fixed an issue in which effects would not display after a successful guard impact.

Behavior Adjustment

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・Fixed an issue in which ring-out behavior was exhibited after the attack, even when the battle was still ongoing.

Behavior Adjustment

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range. order to reduce instances in which the 2nd hit would miss.

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Voldo

We adjusted the hitbox sizes and behaviors of certain moves, as well as the input windows for moves with simultaneous inputs that were difficult to perform.

Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

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・Lengthened the input window for the move on the left because the timing of the simultaneous input had previously been severely difficult.

performed.

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Behavior Adjustment

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

Behavior Adjustment

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・Fixed an issue in which ring-out behavior was exhibited after the attack, even when the battle was still ongoing.

Behavior Adjustment

↑↓

Critical Edge

・Adjusted the hitbox in order to reduce instances in which the attack would miss at close range.
・Fixed an issue where the timing at which the attack would be triggered after the start-up animation ended was 1 frame later than other characters, making it possible to perform a guard impact against it after watching the start-up animation.
・With this adjustment, the timing until you become invincible is also 1 frame later.

Behavior Adjustment

↑↓

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・Adjusted the move so the 2nd attack will be guarded in succession once the 1st attack is guarded.
・Adjusted the distance between the characters after the 1st attack hits in order to make it easier to hit with the 2nd attack. (This only applies to when the 2nd attack is already input before the 1st attack hits.)
・Enlarged the lower hitbox of the 1st attack to prevent it from unintentionally missing against enemies in low stances.

Sophitia

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the latter, this adjustment was made to reduce instances in which the move would miss what should have been a guaranteed opportunity to punish the opponent after they had guarded the low-stanced attack and were left wide open.

Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

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・Fixed the move to display a ground-shaking shockwave effect when the special middle attack portion of the move would hit or be guarded at close range.
(This is a cosmetic change to increase recognition to the move, and does not affect the move’s properties.)

Behavior Adjustment

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・Adjusted the move’s tracking in order to reduce instances in which the attack would miss at close range.

Behavior Adjustment

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・Enlarged the vertical hitbox to prevent the attack from missing against enemies in low stances.

Siegfried

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slow motion if a certain input was made. We also adjusted the move’s hitbox in order to prevent it from missing opponents at close range when they had taken a low stance.

Category

Nerf/buff

Move (EN)

Description (EN)

Text added

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Behavior Adjustment

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・Fixed an issue in which special inputs would cause the character to become slow.

Behavior Adjustment

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

Ivy

In version 1.50, we increased the stability of hits against opponents that were in irregular positions such as above the character’s head or against the wall. Attack options of Spiral Lust moves such as after “While

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Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

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・Enlarged the size of the overhead hitbox in order to reduce instances in which the 2nd attack would miss after the 1st attack hit the opponent in the air.

Behavior Adjustment

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

Behavior Adjustment

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・Increased the attack’s tracking upon hit until it shifts to Spiral Lust. This is to fix an issue in which attacks after shifting to Spiral Lust would miss if the opponent had been pushed against the wall at a diagonal angle.

Behavior Adjustment

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combos than the soul charged version.

Kilik

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buttons.

Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

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・Fixed an issue in which the move did not have increased tracking against opponents who missed an attack, which was different from

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Behavior Adjustment

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・Fixed an issue in which the move would take the properties of the unheld version, even when you had fully held the buttons.

Behavior Adjustment

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・Adjusted the move’s tracking in order to reduce instances in which the attack would miss at close range.

Xianghua

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characters taking a low stance.

Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

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・Fixed an issue in which ring-out behavior was exhibited after the attack, even when the battle was still ongoing.

Behavior Adjustment

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

Yoshimitsu

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You will no longer be able to fall out of the ring in these cases during a battle.

Category

Nerf/buff

Move (EN)

Description (EN)

Text fix

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This has been clarified on the move list.

Behavior Adjustment

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・Fixed an issue in which ring-out behavior was exhibited after the attack, even when the battle was still ongoing.

Behavior Adjustment

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・Adjusted the move’s tracking in order to reduce instances in which the attack would miss at close range.

Nightmare

We focused on adjusting attacks’ tracking and fixing unintended behaviors.

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Category

Nerf/buff

Move (EN)

Description (EN)

Text fix

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・Fixed the text regarding this attack’s lethal hit conditions in order to more correctly explain them. No changes were made to the properties of the move.

Behavior Adjustment

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・Fixed an issue in which the action for shifting to Night Lower Stance would unintentionally be performed immediately after shifting to Night Side Stance.

Behavior Adjustment

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・Adjusted the move’s tracking in order to reduce instances in which the attack would miss at close range.

Behavior Adjustment

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・Fixed an issue in which a Terror Charge would not be consumed after this attack, which enabled you to use Terror Charge techniques without having a charge.

Astaroth

We focused on adjusting attacks’ tracking, and also fixed issues in which missing a throw or a critical edge would result in unintended behavior.

Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

Throw Attacks Critical Edge

・Fixed an issue in which the system would fail to reset the character’s state of “having performed a throw,” which would carry over to the next attack that could then be counted toward the “missed throw” conditions for a lethal hit.

Behavior Adjustment

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・Fixed an issue in which the attack would sometimes not become a lethal hit even if you grabbed an opponent during a jump attack.

Behavior Adjustment

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・Fixed an issue in which attack would not count as a lethal hit after a guard impact had thrown the opponent off their guard, which

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Behavior Adjustment

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・Adjusted the move’s tracking in order to reduce instances in which the attack would miss at close range.

Cervantes

We adjusted attacks’ tracking and hitboxes in order to reduce instances in which attacks would miss partway through a combo, or attacks meant to hit the opponent after you read their movements would miss. they should have been able to dodge. To avoid this, we fixed the move’s inputs so the start-up cannot be sped up.

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Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

Behavior Adjustment

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・Increased the tracking after the 1st attack had connected with the opponent in order to reduce instances in which the 2nd attack would miss. This adjustment was made because it was easy for the 2nd attack to miss when near the wall.

Behavior Adjustment

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・Fixed an issue in which the attack’s start-up could be sped up using certain inputs.

Raphael

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high striking point.

Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

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Behavior Adjustment

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

Talim

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Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

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・Fixed an issue in which the move would not be treated as having been held, even when you had fully held the buttons.

Behavior Adjustment

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certain situations.

Behavior Adjustment

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

Behavior Adjustment

↑↓

Critical Edge

・Fixed an issue where the timing at which the attack would be triggered after the start-up animation ended was 1 frame later than other characters, making it possible to perform a guard impact against it after watching the start-up animation.
・With this adjustment, the timing until you become invincible is also 1 frame later.

Tira

The hurtbox size for Tira was slightly larger in proportion to her body, which resulted in vertical attacks unnaturally striking her during an 8-way run in some cases, so in version 1.50 we reduced the thickness of her hurtbox. In order to reduce this adjustment from having an effect on combos against her, we did not change the size of the hurtbox vertically. Also, in order to more clearly differentiate between her Jolly and Gloomy

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Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

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Behavior Adjustment

Hurtbox Size

・Tira’s hurtbox size is proportionally larger than other characters’ hurtboxes. This would occasionally result in certain attacks being difficult to evade, so we shrank the thickness of some of the hurtboxes.

Behavior Adjustment

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

Behavior Adjustment

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・Fixed the tracking after the attack hits to address an issue in which the opponent would fly up and be difficult to hit with a follow-up attack depending on the angle at which the move landed.

Balance Adjustment

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・Gave the attack soul-gauge increasing properties in order to more fully establish Tira’s Jolly personality as being better able to fill your soul gauge.

Zasalamel

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character would no longer slide when performing a stun combo near the wall.

Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

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・Adjusted the attack’s tracking to prevent it from missing during a combo.

Behavior Adjustment

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・Adjusted the move’s tracking in order to reduce instances in which the attack would miss at close range.

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Behavior Adjustment

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・Fixed an issue in which ring-out behavior was exhibited after the attack, even when the battle was still ongoing.

Grøh

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the weapon slashes upward and diagonally.

Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

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Behavior Adjustment

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

Behavior Adjustment

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・Fixed an issue in which ring-out behavior was exhibited after the attack, even when the battle was still ongoing.

Behavior Adjustment

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・Enlarged the lower hitbox to prevent the attack from missing against enemies in low stances. ・Increased the 2nd attack’s tracking to prevent it from missing partway through.

Azwel

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would occasionally result in unintended behavior, so we fixed it with this patch.

Category

Nerf/buff

Move (EN)

Description (EN)

Text added

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・Added text to the move list, as the description of the command seen in the left column was lacking.

Behavior Adjustment

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We’ve made the following adjustments to certain command inputs.

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Behavior Adjustment

(While in sword mode or Almighty mode)

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・Enlarged the lower hitbox so the attack would hit enemies in low stances.
・Fixed an issue in which hitting an opponent who is facing away would cause them to fall faster than an opponent who is facing forward, which made follow-up attacks difficult.

Behavior Adjustment

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

Behavior Adjustment

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・Fixed an issue in which the attack’s start-up could be sped up using certain inputs.

Geralt

We increased tracking for several attacks that could previously be dodged by moving to the side just before the attack hit. Silver sword attacks’ properties change when attacking a soul charged opponent, but sometimes those effects would not trigger against an opponent just about to exit their soul charged state. This issue has been fixed.

Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

Advance Input for 8-way Run Moves

・Fixed an issue in which performing advance inputs for the following commands would cause them to behave different from normal 8- way run moves.

but rather to slightly move to the side first. This has been fixed.

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Behavior Adjustment

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

Behavior Adjustment

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・Fixed an issue in which the attack’s properties were not enhanced, despite the opponent being soul charged.

2B

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that can only hit the opponent in a limited number of situations.

Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

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Behavior Adjustment

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・Adjusted the input window to make the move easier to perform.
・Fixed an issue in which the move did not have increased tracking against opponents in the air, which was different from the normal

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Behavior Adjustment

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・Adjusted the move so it will no longer shift to an attack throw if the opponent’s body is detected to be outside the ring.

Behavior Adjustment

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・Enlarged the hitbox in order to make it easier to hit an opponent in the air.

Balance Adjustment

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・Increased analysis points gained upon hit from 3 to 4.

Amy

In addition to making adjustments to attacks’ tracking and hurtbox sizes, we also changed the character’s hurtbox.
The hurtbox size for Amy was slightly larger in proportion to her body so that an opponent’s high attacks and follow-up hits in a combo would not unintentionally miss only her. However, this resulted in vertical attacks unnaturally striking her during an 8-way run in some cases, so in version 1.50 we reduced the thickness of her hurtbox. In order to reduce this adjustment from having an effect on combos against her, we did not change the size of the hurtbox vertically.

Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

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・Adjusted the knockback distance when the kick portion of the attack knocks out the opponent.
We fixed an issue in which Amy’s roses would not appear to hit the enemy. (Hitting an opponent with a rose is meant to raise her Perception.)

Behavior Adjustment

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Behavior Adjustment

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・Fixed an issue in which the attack would not be a lethal hit against opponents who were thrown off their guard with a guard impact.

Behavior Adjustment

Hurtbox Size

・Amy’s hurtbox size is proportionally larger than other characters’ hurtboxes. This would occasionally result in certain attacks being difficult to evade, so we shrank the thickness of some of the hurtboxes.

Behavior Adjustment

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While soul charged & with White Rose Perception at

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  • Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

SOULCALIBUR VI – Update Ver. 1.51

3 September 2019
Game System Adjustments
We fixed unexpected issues that may affect battles in Update Ver. 1.50 Patch Notes, released on August 5th, 2019.
(Please note that once the patch is applied, the replay data from previous versions can no longer be replayed due to the game system adjustment)

Some attacks that give chip damage to guarding opponents
We fixed an issue where, despite the fact that chip damage cannot knock-out opponents even when their HP gauge is reduced to zero, this was not the case for Cassandra’s “Keraunos Finisher” or “Shield Big Bang”.

Force Act
Cassandra can now only restore the guard stamina by performing Force Act during battles.

Cassandra: “Admonishing Angel”
As its tracking performance when hitting an opponent in the air was much higher than expected, sometimes the opponent could not avoid the attack by aerial control. Therefore, the tracking performance in this scenario and also the height the opponent flies in the air with the second attack are now decreased.

Cassandra: “Angel Kick-off”
We fixed an issue where an opponent rolling on the ground in downed position sometimes fell off the stage when hit by this attack.

Cassandra: “Guardian’s Knee”/”Seraphim Cyclone”
We fixed an issue where these throws were sometimes successful to opponents in the air instead of crouching opponents.

Cassandra: “Shield Super Nova”/”Shield Big Bang”
We fixed an issue where an attack to Cassandra when she is starting up these attacks were not judged as counter attacks.

Azwel: “No More Naysayer”
As its tracking performance was increased in Ver.1.50 update, sometimes an opponent could not avoid the attack by moving sideway. Therefore, the tracking performance is now decreased.Let us know if your souls still burn in the Comments section, as well as the other three characters you’d like to see in Season 2 of SCVI! Cassandara can be purchased standalone for $5.99, or as part of the SoulCalibur VI Season Pass, which also includes Tira, 2B, Amy, and Character Creation Sets A and B for $29.99.

Source: Bandai Namco Entertainment; Bandai Namco Entertainment America (YouTube)

CYG Interview Series Part One: PR Balrog discusses the current state of SFV: Arcade Edition, the Capcom Pro Tour, Mortal Kombat 11, and more

The Cybeast crew opens up at Evo 2019

Cygames‘ Eduardo Perez-Frangie a.k.a. “PR Balrog” has been taking names in various titles throughout his prolific fighting game career. Hailing from Puerto Rico, PR Balrog had been playing fighting games for many years in his native homeland. The world truly got to know Eduardo when he placed 5th in Street Fighter IV at Evo 2009 in its debut tournament.

He’s been a household name with numerous high placings and major tournament victories not only in SFIV, but in various fighting games like Ultimate Marvel vs. Capcom 3, Killer Instinct (Xbox One), Injustice: Gods Among Us, Mortal Kombat 9, and Super Turbo. Eduardo is currently competing in Street Fighter V and Mortal Kombat 11.

I sat down with Eduardo the day before Evo 2019 to talk about the current state of SFV and the Capcom Pro Tour and their future. We also discussed his focused mindset and game plan going into Evo 2019 as well as other fighting game-related subjects.


Marcos Blanco: You’ve been mainly a Street Fighter player since before Street Fighter IV. What is your current view on competitive SFV and the CPT in 2019?

PR Balrog: My general view is that everything is growing. I’m happy to see that. I feel they should change the structure, but the thing is it’s so hard because it’s an open bracket. I’m not sure how they can change everything. Normal tournaments that have points–if you don’t get top two, you don’t get that many points.

I think Problem X was saying that he had double the points he had last year. He said something [along those lines] that made absolutely no sense.

Overall, I’m happy that the scene is growing, but I’m also very disappointed that their structure is still kind of like a baby.

MB: I’ve been hearing that some tournaments overseas have been doing round-robin tournaments.

PR Balrog: To be honest Europe has always done round-robin in their pools. Which is pretty cool because you get to play everyone in your pool.

That is actually how StarCraft used to do it and I think it’s one of the best ways. I think it’s just one of those things that you just have to do trial and error, but they just don’t seem to want to change their format.

MB: Do you think it might be too big of a risk financially or maybe it’s time-consuming just setting it up?

PR Balrog: Maybe it’s time-consuming. I don’t think it’s monetarily different because it’s the same tournament and Europe has been doing it way too long. They’ve never had a problem.

MB: What did you think of the three characters that were leaked and then announced? What were your initial impressions of E. Honda, Poison, and Lucia just based on the trailers?

PR Balrog: I did like Honda. I played Honda for a bit in Street Fighter IV and I used him at Evo 2009. I’m not going to say he looks cool. I’m not going to say that he looks like a good or bad character because every time that I say that and I touch the character I’m like ‘Oh, this sucks.’ (laughs)

I did not know who the heck Lucia was. She looks like Ken so I’m probably not going to use her. I do like her fireball. It looks like K’s fireball from King of Fighters. I’ve never been a Poison fan. She looks cool, but not my cup of tea.

MB: There’s a lot of mixed reactions to the characters being leaked. Do you think that was all they were going to show?

PR Balrog: I think they’re going to announce two more characters.

MB: Before or after Capcom Cup 2019?

PR Balrog: It has to be before. Either way, I still think that this year we’re going to hear about a new game. Street Fighter VI or Street Fighter whatever they want to call it, but I think we’re going to hear that at Capcom Cup and we’re also going to hear about new characters for the next season. I think we have one or two more years left of this game.

MB: I know you’ve been very vocal about issues with Street Fighter V on social media.

PR Balrog: I’ve always said that if you can’t take criticism of your game especially if you’re a developer…I understand like sponsors and all that stuff they don’t like when people bash a game because they’re paying you to play that game, but if I don’t like something, why wouldn’t I express my concern?

People know when I go to a tournament that I don’t feel happy when I play Street Fighter V. I do like playing, but to me even though the same people who keep being good at it and getting top eight, the game is still random to me. Nobody is going to change my mind.

MB: So then what would you like to see in Street Fighter VI?

PR Balrog: Something more creative. I would like more combos and stuff like that. I grew up in an era where execution was really important. They took that out from us. Every combo is simple now. I would rather have a combo system.

FADC was awesome just because of that. I don’t think Focus Attack was a good mechanic, but I also think it was good because it let you create new combos. If custom combos come back that would be cool, too.

There’s a lot of things that they can do. I would like at least some execution. It doesn’t have to be execution so heavy that people don’t want to play. Something creative and combos, please (laughs). I wish that you can also react to throws. Have a very small window, but you can react to it.

MB: You’ve played past Mortal Kombat titles and now you’re playing Mortal Kombat 11. What are your thoughts on it?

PR Balrog: Overall it’s pretty good. I think it has way too many comeback mechanics. That’s another thing that I dislike about new games now. Every single fighting game has like at least three comeback mechanics.

They need to lower that.

What’s the point of being a pro gamer if you can literally lose to anybody? It’s avoidable most of the time, but I think Mortal Kombat 11 needs to at least fix their Krushing Blows.

It seems like a lot of times I don’t know when they’re coming or not. (laughs)

MB: You think they do too much damage at times?

PR Balrog: No I mean it’s ok if they do a lot of damage, but just there should be a cue saying “Krushing Blow” or something.

MB: Who’s in your bracket for Mortal Kombat 11 at Evo 2019?

PR Balrog: I do not know. I don’t check brackets. I’m old school with that type of stuff. Whoever comes, whoever I beat, whoever beats me, and that is all. It’s Evo, right? It’s a huge bracket for every game. So to me, there could be upsets on each side.

Preparing for players, I don’t think it’s a priority that people should have. Maybe matchups should be more important at Evo or in an open bracket that’s huge like that. For me to prepare, I need to know who I’m facing.

At an invitational, I will practice specifically for players, but at a big event like this, I don’t think there’s a point. Maybe that’s why I suck now (laughs).

I mean I cannot change my mind with that. I feel like it’s a waste of time if I prepare specifically for players.

MB: In my eyes, you’ve always been a read-heavy based player. Do you think sometimes that can be detrimental to your overall game plan or mentality?

PR Balrog: Oh, yeah. In the new games, that’s bad. Just like I said before, there are so many comeback mechanics and there’s only so many reads that person can make. I’m going to be wrong. (laughs)

MB: You play Akuma almost exclusively now in SFV, but a lot of people like you for your Balrog/Boxer. How do you consider Balrog in SFV now? He has issues for sure, but if you were to pick up Balrog again for SFV, or even Street Fighter VI. How would you want him to be a contender again?

PR Balrog: Give him a reversal. I don’t understand why you take a reversal off of a character. So to me, that turned me off from the whole character. Yeah, he does big damage, but I don’t think he’s good at all. I only play him against Guile and other fireball characters. I think he’s a waste of time.

MB: How serious are you about competitive Street Fighter V currently?

PR Balrog: Well I always try my best. I do practice. I do play at home with Rom and Keith. They’re not super top players, but I think they’re good enough and we invite people so it’s not like I don’t practice.

Akuma is a character where if you get hit twice you die. You make one mistake and it can be your tournament life. This is how I see myself: I can make top eight and win a tournament.

There are just so many barriers whenever you keep going up, up, and up. A random player might do something amazing and they beat you. You have a bad matchup or a bad matchup with a player specifically.

I mean I’m very serious about SFV, but the fact that there are so many people that are good at it, it doesn’t matter that I’m good at it. (laughs) Do you understand?

MB: Do you attribute that to the lower skill ceiling in SFV?

PR Balrog: Oh, of course. That’s fine and I’m happy that that’s happening. I also think that a lot of the players whenever they get off of Street Fighter V, they’re not going to be good at anything else.

MB: You know a lot of people said that about Street Fighter IV. At least when if you came in late to SFIV, you might not be good at Street Fighter V because it’s a different game.

PR Balrog: Actually I think it would be better if you came in late into Street Fighter IV going into Street Fighter V. I think it’s harder for an OG like a Super Turbo player or Street Fighter IV player from the start transition into Street Fighter V. It’s not hard, but it’s just the mentality has to change completely. It’s like a complete 180.

MB: Yeah. It seems like at times you can’t play at your own pace.

PR Balrog: The game has no personality. I’ve said this from the start. The players, the moves, everything. It seems like everyone plays the same and that’s boring to me at least.

Street Fighter V is one of the games I cannot watch. I will play for a whole day, but I cannot watch it. If you put Smug and Brain F. both playing Balrog, I cannot see who’s who. That’s a really bad thing to happen in my opinion.

MB: Going into Evo 2019, if you don’t win, who else do you see winning or making it far?

PR Balrog: I want Punk to win. He would be the first American to win Street Fighter in a long time. This is the top eight that I see: Punk, Tokido, Fuudo…I want to say Daigo, but he always gets ninth at Evo (laughs).

I think he’s gotten ninth in the last six or seven years. I want Bonchan to make it. He’s always been good. That guy is my demon and will always be. Who else do I want to see?

MB: Maybe Fujimura?

PR Balrog: No, I’m tired of Fujimura. (laughs) He gets top eight every time! He’s an awesome guy, but stay away man! (laughs)

MB: Any Rashid players?

PR Balrog: If there’s one Rashid I want to see it would be Big Bird. I like that guy. He’s good, he’s young, and he can play. Also his training partner, AngryBird and Infexcious. Once he got sponsored he’s been on fire. It’s very hard to stop the momentum.

MB: You said Bonchan is one of your demons. Are there any other players you consider a big obstacle in a tournament for SFV?

PR Balrog: I feel like I lose to a different person all the time.

MB: Or maybe a character matchup?

PR Balrog: I mean I’m horrible against Menat. That doesn’t mean I haven’t practiced the matchup. That’s another thing about this game. I feel like there are not enough players playing every character. Practicing for a low tier character is not easy. Especially because online is not very good.

MB: You’ve been vocal about that as well.

PR Balrog: Oh, yeah. If you have no good net code, you’re going to be hearing from me…..because I stay home, bro! (laughs) But yeah I don’t think aside from Bonchan there is anybody that I would be scared of.

MB: Throughout your career as a pro gamer, what are some of the biggest hurdles that you’ve had to overcome? What do you consider your strengths and how did you improve on them?

PR Balrog: I think I’m very charismatic, aggressive, and spontaneous in games. I like that type of style because I used to watch Combofiend. He was always very explosive. That type of style makes me happy. I think my strength is my explosive and spontaneous playstyle, but I feel like nowadays that doesn’t work. It can also be a weakness.

Aside from the games, it was really hard to get a sponsor at the beginning. It was not in the dark era of the FGC, but it was an era where you had people like Justin Wong, Ricki Ortiz, and only four Japanese players dominating and if it wasn’t them, nobody else would sponsor you.

So I think….passing that hurdle of actually being good as I became, getting sponsored was a big relief. It made me happy in my heart and after that, you could only go up. It’s one of those things that….you try something for so long and I moved here [to the states] just to get sponsored and I stayed a whole year without it. So yeah that’s the biggest hurdle that I had to pass.

I think now the biggest hurdle that I have right now is that I don’t find the means to practice. The games don’t appeal to me. I do want to practice, but whenever I start playing a game I can’t play more than five matches and then take a break.

Back in Street Fighter IV, I could play for a whole day. With Ultimate Marvel vs. Capcom 3, it was the same thing. I could keep going and going. In these new games, I just can’t. I don’t know what it is. Maybe I’m getting old. (laughs)

MB: Getting burnt out maybe?

PR Balrog: No I don’t think I’m burnt out. I stopped playing for eight months and then I came back and it was the same. Maybe it’s just my fire that’s not there. But that doesn’t take away that I want to do good so that’s why I keep coming and want to stay relevant. Maybe in the future when there’s Street Fighter VI or a new Mortal Kombat, I might be good at it.

MB: Anything you want to say to your fans?

PR Balrog: To all followers and subscribers, thank you very much for your continued support. To the new followers that don’t know me, I am very vocal so don’t get mad at me.

If you come to me at Evo I’m always very welcoming. You don’t want to see me when I lose and then don’t be beside me. Please stay away from me and then I when come back and you see me again, you can approach me. (laughs)