SoulCalibur VI: Impressions from the online Network Test

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I feel like I’ve made this clear before in the past, but let’s reiterate: As SRK’s main 3D-dude, I am hopelessly biased to the SoulCalibur series. I try hard to be as objective as possible, but my love for the SC makes me unsure sometimes as to whether or not I’m falling into the trap of Nostalgia. I never want to do that.

To the point: this weekend, I am certain I had fun. I experienced the emotion of “fun” playing SoulCalibur VI. It was just a network beta, sure, and I certainly would have enjoyed things like a Training Mode a lot more, but I got a lot more out of my experience this weekend than I genuinely thought I would.

soulcalibur vi logo black

Connection Quality

Online gaming means you’re occasionally going to run into horrible monsters torturing you with their wi-fi, so I feel no need to address the worst connections other than to say — Namco has no magic cure for that guy. Outside of that, though: I was genuinely shocked at how good the overall quality of the online connection.

A Geralt 1A traveled from Europe to my doorstep and I was able to block it. I’m an old man and that’s a new move sailing across an ocean, so even if “Snake Edge”-like sweeps have something of a generic feel that makes them easier to block on reaction, the fact I was able to do this against an international delivery felt great. I don’t know how I’m supposed to write anything negative here, frankly. I had incredibly low expectations and Namco far exceeded them. (Full disclosure — my connection is typically 200/20, so your mileage may have varied.)

Geralt of Rivia reveal for Soulcalibur VI featured image

Frequency of Matchmaking

If there’s any single thing Namco should consider addressing publicly, it’s the frequency with which you get matches.

I got to play intermittently every day of the beta, and it always felt like a gamble as to whether I would quickly get matches or have to wait up to 20-30 minutes for a connection. Setting combinations didn’t seem to impact this — I was just as likely to random get someone on “All Bars – All Regions” type settings as I was on limiting what type of connection quality I wanted. For a time it felt like I could get matches quicker if I exited to the main menu and went back in to Ranked, but I am suspecting this is probably a placebo effect.

It’s funny — I think, in a pre-Twitch world, this complaint might not exist. It’s a beta, after-all! But in 2018, with the ability to go on the internet and see that there’s a tidal wave of gamers sitting on the waiting screen not getting matched with each other, there’s something of a worry to be had. I’m optimistic that this was just a careful throttling on Namco’s part to see how much traffic their servers could take. This might also explain why I magically had amazing connections with players overseas — who knows, this might be the last time I’ll get to have that experience once the flood gates are open.

Revisiting Reversal Edge

I was harsh about RE in my initial impressions at TX Showdown and I still don’t like this weird Phone-Game take on SoulCalibur after three days of playing with it. It doesn’t ruin the game for me, because stepping the charge startup of unsuccessful REs is quite easy, and I actually like it a lot more now that I see there are characters with unique actions from it.

For example: Talim being able to Wind Sault during her charge, or Taki being able to “backdash” out of her’s. More of that, please. Let Mitsurugi go into Relic Stance from his. Let Yoshimitsu meditate. Giving REs a character-specific stance synergy is a great idea and makes it more interesting than it otherwise would be. There’s not too many stanceless characters in the Calibur universe so I’m actually a little baffled we don’t see more of this. Giving players creative things to do is fun. Keep doing this, Namco.

The way RE halts the pace of the match and forces me to play a Mobile Game is just so tiring, though, particularly when you get clashes that extend your time in it. It probably doesn’t help any that most people getting to try SoulCalibur for the first time constantly mashed B+G, so dealing with RE became at least half of the online experience at some point. Not fun, and I really can’t blame new players for that. I also, more than once, had situations where the buffer window was so big that it counted what I was doing prior to the RE as my decision. Online problem only? Probably, but it’s still frustrating.

Overall: Eh. I’ll get over it.

soulcalibur_vi_sophitia_mitsurugi_clash

Character Specifics

So I went into the Beta with the goal of trying out as many characters as possible — a decision I think I regret considering how hard it was to actually get matches. Still, I got to spend some quality time with a few of a few characters and had a blast, so I felt like it was worth it to talk about the three I spent the most time with.

These are just my early impressions and not really a guide. There’s an excellent resource for hard data on the full cast that you can find here.

Zasalamel

Zasalamel’s new “Time Stop” mechanic isn’t just one of the best reinventions of a character in SoulCalibur. It’s one of Namco’s best designed concepts in their fighting game library, period.

In short: Zasalamel has a select list of moves (mostly punches- things like 3K, 6K, etc) that put a purple orb stack on the opponent if they hit (and in rare cases, on block.) Once applied, he gets to “stop time” very briefly on certain moves, which gives him additional frame advantage and consumes the orbs. The more orbs applied, the longer Time Stop lasts. The moves that stop time are clearly synergized around this mechanic — 46B and 1B is his mid/low mix-up with this tool, for example, and both gain new combos on hit and additional safety/frame advantage on block when Time Stop triggers.

Speaking nothing of its effectiveness (the game’s not out yet, after all), Zasalamel’s Time Stop is fresh, fun, and allows for considerable creativity from both the player and the opponent. Zasalamel has received the short end of the scythe fairly frequently in past games, so to get such a wild new tool should make players of this character very happy.

soulcalibur vi scvi sc6 zasalamel

Voldo

I feel bad for Voldo players. Not because I think he’s bad or anything, but just because I imagine this sort of character is probably incredibly frustrating to learn in the environment of a beta. Good on you if you stuck with this guy this weekend.

The last time I played as the Money Pit Monster was in SCII, so a lot of his changes (no manual BT transition, mostly) were either foreign to me and likely occurred somewhere between III and V, or I just plain forgot about. Once I got my bearings, I fell in love with the changes to his Mantis Crawl. MC 66 becomes a lethal hit when you’re head-towards — but only if they stand block. So this creates this weird situation where your opponent mashing or stepping doesn’t give you a full combo, but respectfully stand-blocking does. This will make players of all skill levels cry for a while and I love it. MC A gives him a new horizontal slash that switches whether you’re head/feet first in the Crawl. MC B starts combos. Between these three tools Mantis Crawl is an effective and disorienting stance to deal with — as it should be.

voldo sc6

Ivy

And here’s where I feel I might be stepping into a hornet’s nest.

Few characters came out of the beta with as many complaints as Ivy did (purely from her opponents, mind you), and I’m torn on how I personally feel about her. She is very, very, VERY strong at mid/long range right now, and her new tools are giving people a lot of trouble in the pre-training mode environment. Let’s quickly lay these down:

66[A] — this long range step-killer lethal hits crouching opponents, pushes out, and resets ranges for Ivy. As a move on its own it is simply “very good”, but its synergy with the moves below push it over the top in the vocal player base’s eyes. It has its own weaknesses that are worth noting — namely, a dead zone in the middle of the two hits.

2/3A+G — A long range low attack (emphasis on attack — this is blockable) that turns into a throw on hit. Can ring out, start wall combos, does high damage. Its ring out game is massive, and if you hear complaints about anything from Ivy opponents, it will be this. You’re supposed to step this move, but sometimes its large hitbox will catch you anyway.

2/3B+K — A long range vertical mid designed specifically to mixup with 2A+G. Lethal hits on crouchers and can be faked.

These three moves work together to make a new zoning game that most players are simply not comfortable dealing with right now. Technically, you can GI the  2A+G/B+K mix-up… except she has a fake, too. This is all clearly by design, supported by the fact Ivy has been made unusually weaker than she normally is up close. For example: her 2A, what at one time was one of the best pokes of SCII, is now at disadvantage on hit.

Now, to make myself a target… Personally? I like this.

I like that Namco is trying a new zoning idea and while I think it’s a little unfortunate that 2A+G does almost everything you could want a move to do (were it my hand guiding it, I’d either make its hitbox smaller — its size seems a little excessive considering it’s designed to lose to step — or just remove its RO ability all together) I also think it’s going to be something feared a lot less as people get used to these animations/lab against it. Running forward towards the 66A deadzone effectively beats all these options clean, as does GI, Yoshi Teleport, as does Taki’s command vault, on and on… you get the picture. At that point Ivy would have to start dipping into her mid-range library of tools (3B, 6B, 3A, etc) in an effort to keep you out and that range probably feels a lot more familiar to players.

Hey, remember how I said RE > Stance would be a good idea to universally apply, Namco? I’m assuming you gave RE > Wind Sault to Talim specifically so this match-up wouldn’t be 9-1 in Ivy’s favor. It’s a thought…

Now it’s also possible that this game can come out and this set of three moves really does just dominate the world. The reward on all these options are surprisingly high and they change the pace of a match to something I imagine a lot of players don’t expect from Soul Calibur. This is just one of those avenues that only time can deiced. Since I played her a lot and heard a lot of complaints about this character, I felt like I couldn’t write this without talking about her.

In short: I don’t think she’s the best character in the beta, but she’s absolutely the best at making you feel like you don’t know what you’re doing at long range. I also don’t think this zoning game even remotely compares to any of the actual broken stuff from SCIII – SCV, so perhaps I’m just numb to it.

Ivy SoulCalibur VI


Overall, this was the best impression I’ve had from the game thus far, both playing and observing. For me, SCVI is moving in a great direction, but it feels like it’s a house of cards. If it launches with the 20-minute match wait times online, that will unnecessarily and needlessly kill this game in a lot of people’s eyes, regardless of how well the connection is with people in France.

Three weeks also feels like a claustrophobic time frame to fix a networking issue. Good luck with that, Namco.


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CROW BITES: Kinnikuman Muscle Grand Prix 2’s Wrestling Ring spacing and Stun systems

Hello, I’ve got another episode of CROW BITES for you. This is a series for weird trivia and glitches I’ve encountered in my life of fightin’ gamin’. Last time, we talked about an infinite soul charge glitch in Soul Calibur II. Today, we’re looking at another Namco property that’s a little harder to find information on: Kinnikuman Muscle Grand Prix 2.

Specifically, I wanted to spread my love of its stun-building combo system, and the way it ties into the footsies of its wrestling ring stages. There’s a lot of love put into this odd little Namco fighter, and a worthy case study for the ways you can make a “simple” fighting game have real depth.

SRK’s youtube channel features guides, reviews, odd trivia, and more, all circling the world of the FGC. If that sounds like your bag, be sure to check out our back catalog here!

Mikado Arcade expanding to second location in Ikebukuro district

One of Japan’s finest arcades, Mikado, will be opening a new location in the Ikebukuro district tomorrow! This isn’t a relocation — Mikado Arcade, in 2018, is doing well enough to expand.

If Ikebukuro sounds familiar to you (even if you have never been to Japan!), it’s likely because this entertainment district is already the home a few other FGC hotspots.

We have covered a gigantic amount of Mikado Arcade tournaments here at SRK. We’ve chosen to do this not only because of their game selection, but because the quality of play at their events is consistently exceptional. We’re happy to see them succeed and wish them luck at their new location — and, hopefully, many more Mikado run events will come of this.

If you are unfamiliar with Mikado, check out their official YouTube channel for the widest range of arcade FGC titles you can find on this planet.

Source:  babamikado

20 minutes of new gameplay for Kill la Kill the Game: IF features Gamagori, Sanageyama

It wasn’t that long ago that Ira Gamagori and Uzu Sanageyama were confirmed for the Arc System Works published, A+ Games developed 3D fighter Kill la Kill the Game: IF. That’s why it’s a nice surprise that we already have footage of the two in action straight from the floor of Tokyo Game Show 2018.

There’s also additional footage of previously announced characters Satsuki and Ryuko, if you’ve missed footage of them in action up until this point.

Kill la Kill the Game: IF is set coming to PlayStation 4 and PC in 2019.

Source: PS360HD2

VesperArcade discusses possible Crush Counter changes in Street Fighter V: Arcade Edition

What do you want to see in Season 4 of Street Fighter V?

With the announcement of an actual Arcade Edition of Arcade Edition, it’s realistic to think that a new version of the game is just around the corner. With that in mind, it’s important to talk about what could be done to SFV to improve the meta and battle system — and that’s exactly the discussion that VesperArcade wants to have in his latest video:

Crush Counters fiercely divide the Street Fighter community. Most recently, Capcom’s response was to nerf damage scaling — but was this just a band-aid that that ignores the real problem surrounding CCs? Or do you think there’s a more pressing problem in the SFV ecosystem right now?

Source: VesperArcade

Punch Planet gets updated to version 0.3.3.a, features new animations, music, and gameplay adjustments

The in-development sci-fi indie fighter Punch Planet dropped a fairly large update today, both for its game-play and its aesthetic. In addition to adding the 3 new character themes to the soundtrack, there’s considerable game-play/juggle adjustments and improved animation wipes reminiscent of those introduced when Maxx was added to the game.

Punch Planet is an excellent early access, footsie focused 2D fighter on the Steam Platform. You can read the patch notes for the latest version here, and purchase the game here.

Source: PunchPlanet

Stop time with this beginner’s combo guide for Zasalamel in SoulCalibur VI

Are you a fan of Chrono Magic? Or do you just think Zasalamel is cool? You have good taste, either way, and you should be rewarded with some SoulCalibur VI combos. Scallywag 93 and the rest of the Zasalamel FGC Discord have you covered:

Outside of damage, a big part of learning Zasalamel combos is applying your Time Orbs. and cashing them out for big damage in specific confirms. The combo guide above shows the various ways you can apply this unique ability, and some of the truly absurd combo options he gets once he has a few stacks built up.

Source: Scallywag 93


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Tekken 7 Season 2 roundup — Lee Rage Art reset, anti-Geese Howard lessons, and more!

As you may know, we’re trying our best to stay on-top of the mudslide of Tekken 7 content coming out from Season 2. Eventually I’m gonna run out of natural disasters to refer to the amount of videos we get — and that’ll probably happen before the FGC stops finding cool stuff in Season 2. Let’s take a look!

A not-so-commonly-known fact is that female characters can engage in a slap fight with Anna, should she B+22. Eliza can combo off her slaps.

Yaska_LT shows off a potentially unintended side effect of the hitbox buff to Lee’s Rage Art.

AliGul Raza has one of the goofiest-looking cross-up combos I have seen in Tekken 7.

Eq_NightGlider_ shows off a practical Leo tech trap that potentially leads to back turn combos!

Hanihani Mwohani gives us a detailed breakdown of anti-Geese basics. This character is still a problem, so study up!

And closing us out is HurtboxTV, who gives us two beginner friendly combo tutorials for Anna and Lei!

Thanks to everyone that submitted content to us! If you have some Tekken 7 tech you’d like to share with the world, reach out to us through our tipline.

Sources: HurtboxTVYinCrescentHanihani MwohaniYaska_LTAliGul RazaEq_NightGlider_


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The SoulCalibur VI Network Test is now live on PlayStation 4 and Xbox One

The first reports of players getting into the beta are now coming in, and streams are going up on Twitch from NA players and abroad. It’s here, friends. The Stage of History is back.

As with any open beta or network test, you may have difficultly getting in to your first matches. Also, you will need to download the beta from the PlayStation Store, if you have not already done so. If you use MadCatZ sticks, such as the TE+, you’ll want to make sure your buttons are set to Type B in options.

Happy games, my friends!

Source: soulcalibur


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Get ready for the SoulCalibur VI Network Test with these character guides from Bandai Namco

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SoulCalibur VI producer Motohiro Okubo appears in “The Fight is Real” crossover ad with Olympic fencer Miles Chamley-Watson

SoulCalibur VI producer Motohiro Okubo appears in “The Fight is Real” crossover ad with Olympic fencer Miles Chamley-Watson

Producer Motohiro Okbuo appeared in what can begrudgingly be called an advertisement for SoulCalibur VI today. It features him playfully trying to fence with Olympic medalist Miles Chamley-Watson, then not-quite-as-playfully getting destroyed in the game he helped make.

Clearly, an ad showcasing series producer Okubo losing fencing matches both in and out of the SoulCalibur universe is not aimed at the FGC. Nor does it tell anyone, FGC or otherwise, anything new about the game. But if you’re willing to believe that every marketing move is carefully calculated, there is a take-away here — Raphael isn’t the only prominent fencer in SC, and there’s still characters left to be revealed. Perhaps Amy’s debut is on the horizon? If she isn’t, then I guess we can enjoy the fact that we have some new Raphael footage.

Or maybe Namco will pull a fast one and this is all a lead-in to revealing Miles’s Stars-n-Stripes fencing gear is a part of the Season Pass…

Source: Bandai Namco


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