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.

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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

SoulCalibur expert Hayate goes over Kilik’s gameplay changes in SoulCalibur VI

We’ve seen a fair amount of SoulCalibur VI gameplay, but it’s difficult to study up on strategy or command lists. However, you can get a leg up on competition if you plan on playing the staff-wielder, Kilik: French SoulCalibur expert and YouTuber Hayate put together a tutorial that takes into account the fighter’s previous incarnations, and compares them to his newest iteration.

Hayate begins by bringing up some of the bigger Kilik changes, like modifications to his popular moves, Asura Dance (it loses the Guard Impact) and Festival of the Damned throw (only in Soul Charge now). His playstyle has slightly changed; now he has an easier time attacking with close range attacks thanks to a faster 2A poke and streamlining of some inputs. He has regained some mix-up options from a 236 stance, which also parries attacks. Both 236A and 214A, which parry attacks, lead into Lethal Hits (powerful counter hits).

Kilik has been blessed with a “true” 3B launcher, which is relatively quick and starts big combos. Hayate goes on to cover Kilik’s unique Soul Charge, which alters his playstyle pretty significantly, turning him into a rushdown beast at the cost of health. The YouTuber predicts that Kilik will feel like a strong character at first, but he may not necessarily be top tier. Nonetheless, he’s very fun to play.

Source: Hayate EIN

Shoryuken interview: Daru, the Korean I-no who’s conquering international Guilty Gear tournaments

Combo Breaker 2018 had many spectacular moments. The event is truly garnering international attention, as we’re seeing more and more players from Canada, Japan, and even Korea attending the St. Charles, IL tournament. Among them is an incredibly talented Guilty Gear player from Korea.

Shoryuken took the opportunity to interview Daru for the first time shortly after his victory in the Guilty Gear Xrd REV 2 tournament, after an emotional set with Teresa in the grand finals. Although Daru is Korean, he tied his fighting game craft to Japan and went toe-to-toe at Mikado, the premiere arcade of the competitive elite, and garnered the respect and attention of Ogawa. He also made effort to popularize his favorite game in Korea and gained the appreciation of the international fighting game scene as evidenced by his r/Kappa sponsorships.

Big thanks to BjornSonOfBear for providing Korean translation for the following interview.


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Woocash: Congratulations! What did you think of playing against Hamad and Teresa?

Daru: I did play a lot against Hamad at Anime Ascension, and I feel that out of people like UYU|Kizzie Kay, KidViper, and Hamad, Hamad definitely has been investing the most into Guilty Gear. I think he’s come really far even in the space of a single month.

I don’t really lose to Teresa much at Mikado; Teresa is sort of infamous for choking pretty hard in tournaments. But today, Teresa was playing really well, not just in tournament, but in general. It was very unfortunate about what happened during grand finals [a stick malfunction].

Woocash: Guilty Gear isn’t really as big in Korea, how did you first become interested in the game?

Daru: [Laughs] I didn’t think about the popularity or anything. But back when Guilty Gear XX first came out, I-no was the boss character back then, and she was featured on the PS2 back cover. I saw her on the box art, and I was like, “I gotta play this character.”

Woocash: How did your play progress? Did you move to Japan mostly for games or was it other reasons?

Daru: In 2009, I took a sabbatical for a year, and I went to Japan, not just to play Guilty Gear, but that was a significant reason. Afterward, I received a job offer at a trade company that works with Japan, so I started to work in the country. I don’t work there anymore, but I still take the time to come over to Japan to practice there.

Woocash: When you want back to Korea, you started to build a Guilty Gear scene there, tell us about that.

Daru: There’s a monthly event in Korea, obviously since Korea is not that big of a country, a monthly event is sort of like a “national.” There’s one every month, and I try to make it out there every time I can. Outside of that, I write guides to help beginners. I also take chances like this [coming to Combo Breaker] to make Koreans realize that there’s a game called Guilty Gear. That Koreans are good at it. It’s not just Street Fighter, or their favored Tekken. There’s also this game.

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Woocash: I’m curious about your thoughts on the state of the game and game balance.

Daru: Although, of course, there are definitely S tiers and C tier characters in this game, I feel that the state of the game is such that anyone can win, even though it may be harder for some. As for I-no, I’ve been playing the game for 15 years, since #Reload, and I think that her current version is the strongest she’s ever been.

Woocash: I’m curious about ArcRevo; how did you become teammates with Ogawa?

Daru: In the months before ArcRevo, there was KSB in May. Right after KSB, people head over to the arcade because there were no setups at the venue. We went to the arcade in Osaka called Hills. Ogawa first came to me, and said, “the next time we do a 3v3, let’s make a team.” I said yes, and ArcRevo was announced sometime in May/June, Ogawa sent me a message.

Woocash: Is that because Ogawa saw you as a very strong player?

Daru: Ogawa thought that I am the strongest of all the foreign players, and he thought it was about time that a foreign player rose to the very top and won a tournament. And he said, if that’s going to happen, I want that player with me.

Woocash: Any other comments you’d like to make to viewers or our readers?

Daru: Right now, I noticed that there’s a bit of drama about perceived game balance, in the international scene even. As a result, the momentum might have fallen off a bit. Considering though that Guilty Gear is still an Evo main event, it would be great if you guys would still take an interest in the game and keep playing it.


Don’t forget to check out our Combo Breaker 2018 results page for more information about the event.

Teresa from Japan and Daru from Korea clash at the Combo Breaker 2018 Guilty Gear Xrd REV 2 grand finals

It was an emotional finish for both viewers and participants of this year’s Guilty Gear Xrd REV 2 competition at Combo Breaker 2018. The Illinois tournament attracted a rich assortment of personalities, from local players, to casual competitors, to sponsored and international players. The Korean sensation, Daru I-no, was definitely one of the players expected to rise to the top. He met Teresa — a player he often meets at Japan’s Mikado arcade — in a tenacious grand finals set.

Teresa, who mains Jam, was playing incredibly well that day. He beat Daru in the Winners Semifinals, popping off, and sending him to the losers’ side. He doesn’t normally beat the I-no master. Teresa continued this hot streak in the grand finals, playing at his very best. This set turned out to be a grueling and emotional battle, as Daru reset the bracket. Teresa dropped a key combo, which didn’t help his confidence. Later on, post the reset, Teresa felt the momentum break as his stick malfunctioned.

It’s a must-see set. Look forward to our interviews with both players this week, and don’t forget to check out the Combo Breaker 2018 results page to see how other tournaments ended.

Source: Team Sp00ky

Climax of Night, a new French Bread-themed tournament, announced at Combo Breaker 2018

Fans of fighting games from French Bread, rejoice! An event dedicated to games from that studio (and more) is coming soon. At the end of the Under Night In-Birth Exe:Late[st] tournament at Combo Breaker 2018, Climax of Night was announced. It’s a brand-new event that will take place in Atlanta, GA, later this year.

The event will include four games:

  • Under Night In-Birth Exe:Late[st]
  • Dengeki Bunko Fighting Climax Ignition
  • Melty Blood Actress Again: Current Code
  • BlazBlue: Cross Tag Battle

More details are yet to be announced, but we know that Climax of Night will happen in November this year. Stay tuned to Shoryuken, and also give the new Climax of Night Twitter account a follow to find out more about the event as details are revealed.

Source: Climax of Night

Let’s learn about Ky Kiske, the thunder-wielder of Guilty Gear Xrd REV 2

It’s time to take a closer look at the secondary protagonist of the Guilty Gear series, the lightning-wielding Ky Kiske. The white knight has a more elegant and refined approach to things than Sol Badguy, but nonetheless, is a similarly well-rounded fighter excellent for beginners and experts alike. Apolo Lousallier takes a look at Ky’s pros and cons in his latest video.

As usual, the video starts out covering Ky’s pokes and normal attacks, which are just as privileged as his royalty status. Ky can win a lot of poke wars, even if he won’t necessarily convert into a damaging combo. He’s difficult to approach from the air, as his 2HS anti-air can work against cross-ups, hits twice, and gives a big combo on counter hit. A meticulous Ky player can set up strong frame traps where mashing buttons ends up costing the opponent a lot of life.

Ky’s trademark attacks include a variety of projectiles which he can modify with Grinders. He can zone a lot of the cast with them, and he uses them to set up okizeme. The video doesn’t list too many cons, mentioning that Ky can lose if he doesn’t condition the opponent properly, so I would add that using his special moves unwisely can lead to quick death. Greed Sever (the overhead) is very unsafe on block, and good players will counter it properly; similarly, Stun Dipper (the slide) is also very unsafe. Generally, most Ky players wait until they have 50 meter to commit to the more risky moves, unless they are sure about their call.

Source: Apolo Loussalier

Tutorial presents the pros and cons of the flagship Guilty Gear Xrd REV 2 character, Sol Badguy

If you’ve ever played a Guilty Gear game before, surely you’ve seen its main character, Sol Badguy. But if you’ve never had a chance to try the game out, Sol is an excellent starting character who embodies the spirit of the game. Apolo Loussalier takes a closer look at the flagship character to examine his flaws and strengths in Guilty Gear Xrd REV 2.

Sol remains a strong pick in this version, with tools that can match most situations. His normals are among the best in the game. His trademark 2D sweep low profiles not just projectiles, but many other pokes in the game. Similarly, his anti-air, 6P, is also a good ground counter-poke, allowing for a combo on counter-hit, since it wallbounces. His 5K kick isn’t as fast as it used to be in the glory days, but it’s still a quick anti-air.

He wouldn’t be Sol Badguy without his signature Gunflame, however. It’s great for setting up okizeme, especially in the corner, and Sol is great at trapping the enemy, leading into strong combos. He’s also versatile on the defense as he has multiple reversal options, among them the infamous Grand Viper. On the weaker side, Sol can get outzoned, and if he can’t properly condition the opponent, his offense can be countered somewhat easily.

Check it out below, and if you’re more curious about another character, watch this REV 2 Ramlethal overview.

Source: Apolo Loussalier

BlazBlue: Cross Tag Battle roundup: Blake match footage, Tager and Ruby combo guides

It’s time for more BlazBlue: Cross Tag Battle footage! As we get nearer the official release of the game, more and more competitive opportunities will appear. If you are planning on at least trying out Ruby or Iron Tager, you’re in good hands. Also, we’re still waiting to properly try out the last two members of team RWBY: Blake and Yang.

A newer build of BBTAG that included Kanji, Orie, Platinum, and Blake showed up at ACEN, Chicago’s anime convention. Community member ShinSin was there and captured some match footage that focuses on Blake. Check it out in the playlist above!

Many fans of the RWBY show are bound to pick up the game. If you haven’t played an anime fighter before, rooflemonger made a very good introductory video to the character that covers basic combos. Check out the video’s description on YouTube to see notation.

Tager has never felt in better condition than in this game. The opponent is always magnetized, and Spark Bolt is an EX move that costs one bar. rooflemonger shows how to take advantage of the powerful projectile to extend combos in tandem with a partner. But if all else fails, stick to the simpler combos and just throw the opponent around.

For more strategy, check out our previous BBTAG video roundup.

Sources: MrShinSin; rooflemonger

Capcom’s financial report displays growth and a greater emphasis on esports

A healthy profit is tying in with a greater focus on esports in the future.

Capcom’s fiscal year ended on March 31st, 2018, and the company is doing well. The Japanese game developer cites an overall profit increase of 8.4 percent in comparison to last year, reaching about 94 million yen (compared to 87 million last year). Among the good video game sales, Capcom points to the growth of esports as one of the reasons.

Capcom’s flagship esports title is, of course, Street Fighter V. “This is driven by games coming to be recognized as a new sport, following esports’ adoption as an official event at the 2022 Asian Games,” the report states. The developer wants to capitalize on this further by fully shaping their esports strategy with a new Capcom Esports Club in Japan. They’re dubbing 2018 as “esports year one” for the company, so expect an even greater focus on esports in the coming years.

The report briefly mentions the other recent fighting game title from Capcom, Marvel vs. Capcom: Infinite, which isn’t part of the Capcom Cup, nor saw a return of its “Battle for the Stones” circuit from last year. It didn’t mention specific numbers for the game, saying that sales (which were targeting the US and European markets) were “soft” around the world. Other than that, the company owes a lot of its current profits to Monster Hunter: World, which has been very successful around the globe, reaching 7.5 million copies sold.

Overall, Capcom’s strongest market right now is home consoles.

Source: Capcom