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
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!) 1. Adjusted Tracking & Hitbox Sizes 2. Adjusted Post-Hit Hitbox Sizes for Certain Characters 3. Fixed Unintentional Behaviors Related to Hold Inputs and Simultaneous Inputs |
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 |
↑ |
・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range. |
|
Balance Adjustment |
↑↓ |
The following balance adjustments were made. |
Seong Mi-na |
|||
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 |
– |
changelog. The change was as follows: |
|
Behavior Adjustment |
↑ |
・Adjusted the move’s tracking in order to reduce instances in which the attack would miss at close range. |
|
Behavior Adjustment |
↑ |
・Fixed an issue in which ring-out behavior was exhibited after the attack, even when the battle was still ongoing. |
|
Behavior Adjustment |
↑ |
・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 |
↑ |
・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 |
↓ |
・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 |
|||
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 |
– |
||
Behavior Adjustment |
↑ |
・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range. |
|
Behavior Adjustment |
↑↓ |
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. |
|||
Category |
Nerf/buff |
Move (EN) |
Description (EN) |
Behavior Adjustment |
– |
・Holding the input now triggers a screen-darkening effect upon completion. |
|
Behavior Adjustment |
– |
Seven Stars Rebirth |
・Fixed an issue in which effects would not display after a successful guard impact. |
Behavior Adjustment |
↑ |
・Fixed an issue in which ring-out behavior was exhibited after the attack, even when the battle was still ongoing. |
|
Behavior Adjustment |
↑ |
・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. |
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 |
– |
・Lengthened the input window for the move on the left because the timing of the simultaneous input had previously been severely difficult. performed. |
|
Behavior Adjustment |
↑ |
・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range. |
|
Behavior Adjustment |
↑ |
・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. |
Behavior Adjustment |
↑↓ |
・Adjusted the move so the 2nd attack will be guarded in succession once the 1st attack is guarded. |
Sophitia |
|||
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 |
– |
・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. |
|
Behavior Adjustment |
↑ |
・Adjusted the move’s tracking in order to reduce instances in which the attack would miss at close range. |
|
Behavior Adjustment |
↑ |
・Enlarged the vertical hitbox to prevent the attack from missing against enemies in low stances. |
Siegfried |
|||
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 |
– |
||
Behavior Adjustment |
– |
・Fixed an issue in which special inputs would cause the character to become slow. |
|
Behavior Adjustment |
↑ |
・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 |
|||
Category |
Nerf/buff |
Move (EN) |
Description (EN) |
Behavior Adjustment |
↑ |
・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 |
↑ |
・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range. |
|
Behavior Adjustment |
↑ |
・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 |
↑ |
combos than the soul charged version. |
Kilik |
|||
buttons. |
|||
Category |
Nerf/buff |
Move (EN) |
Description (EN) |
Behavior Adjustment |
– |
・Fixed an issue in which the move did not have increased tracking against opponents who missed an attack, which was different from |
|
Behavior Adjustment |
↑ |
・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 |
↑ |
・Adjusted the move’s tracking in order to reduce instances in which the attack would miss at close range. |
Xianghua |
|||
characters taking a low stance. |
|||
Category |
Nerf/buff |
Move (EN) |
Description (EN) |
Behavior Adjustment |
↑ |
・Fixed an issue in which ring-out behavior was exhibited after the attack, even when the battle was still ongoing. |
|
Behavior Adjustment |
↑ |
・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range. |
Yoshimitsu |
|||
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 |
– |
This has been clarified on the move list. |
|
Behavior Adjustment |
↑ |
・Fixed an issue in which ring-out behavior was exhibited after the attack, even when the battle was still ongoing. |
|
Behavior Adjustment |
↑ |
・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. |
|||
Category |
Nerf/buff |
Move (EN) |
Description (EN) |
Text fix |
– |
・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 |
– |
・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 |
↑ |
・Adjusted the move’s tracking in order to reduce instances in which the attack would miss at close range. |
|
Behavior Adjustment |
↓ |
・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 |
– |
・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 |
– |
・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 |
|
Behavior Adjustment |
↑ |
・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. |
|||
Category |
Nerf/buff |
Move (EN) |
Description (EN) |
Behavior Adjustment |
↑ |
・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range. |
|
Behavior Adjustment |
↑ |
・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 |
↓ |
・Fixed an issue in which the attack’s start-up could be sped up using certain inputs. |
Raphael |
|||
high striking point. |
|||
Category |
Nerf/buff |
Move (EN) |
Description (EN) |
Behavior Adjustment |
– |
||
Behavior Adjustment |
↑ |
・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range. |
Talim |
|||
Category |
Nerf/buff |
Move (EN) |
Description (EN) |
Behavior Adjustment |
– |
・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 |
– |
certain situations. |
|
Behavior Adjustment |
↑ |
・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. |
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 |
|||
Category |
Nerf/buff |
Move (EN) |
Description (EN) |
Behavior Adjustment |
– |
||
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 |
↑ |
・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range. |
|
Behavior Adjustment |
↑ |
・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 |
↑ |
・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 |
|||
character would no longer slide when performing a stun combo near the wall. |
|||
Category |
Nerf/buff |
Move (EN) |
Description (EN) |
Behavior Adjustment |
↑ |
・Adjusted the attack’s tracking to prevent it from missing during a combo. |
|
Behavior Adjustment |
↑ |
・Adjusted the move’s tracking in order to reduce instances in which the attack would miss at close range. |
|
Behavior Adjustment |
↑ |
・Fixed an issue in which ring-out behavior was exhibited after the attack, even when the battle was still ongoing. |
Grøh |
|||
the weapon slashes upward and diagonally. |
|||
Category |
Nerf/buff |
Move (EN) |
Description (EN) |
Behavior Adjustment |
– |
||
Behavior Adjustment |
↑ |
・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range. |
|
Behavior Adjustment |
↑ |
・Fixed an issue in which ring-out behavior was exhibited after the attack, even when the battle was still ongoing. |
|
Behavior Adjustment |
↑ |
・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 |
|||
would occasionally result in unintended behavior, so we fixed it with this patch. |
|||
Category |
Nerf/buff |
Move (EN) |
Description (EN) |
Text added |
– |
・Added text to the move list, as the description of the command seen in the left column was lacking. |
|
Behavior Adjustment |
– |
We’ve made the following adjustments to certain command inputs. |
|
Behavior Adjustment |
↑ |
(While in sword mode or Almighty mode) |
・Enlarged the lower hitbox so the attack would hit enemies in low stances. |
Behavior Adjustment |
↑ |
・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range. |
|
Behavior Adjustment |
↓ |
・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. |
Behavior Adjustment |
↑ |
・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range. |
|
Behavior Adjustment |
↑ |
・Fixed an issue in which the attack’s properties were not enhanced, despite the opponent being soul charged. |
2B |
|||
that can only hit the opponent in a limited number of situations. |
|||
Category |
Nerf/buff |
Move (EN) |
Description (EN) |
Behavior Adjustment |
– |
||
Behavior Adjustment |
– |
・Adjusted the input window to make the move easier to perform. |
|
Behavior Adjustment |
– |
・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 |
↑ |
・Enlarged the hitbox in order to make it easier to hit an opponent in the air. |
|
Balance Adjustment |
↑ |
・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. |
|||
Category |
Nerf/buff |
Move (EN) |
Description (EN) |
Behavior Adjustment |
– |
・Adjusted the knockback distance when the kick portion of the attack knocks out the opponent. |
|
Behavior Adjustment |
– |
||
Behavior Adjustment |
– |
・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 |
↑ |
While soul charged & with White Rose Perception at |
|
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)