Everything we know about SoulCalibur VI — from a tournament player’s perspective

Hi. I’m Crow, a dedicated SoulCalibur tournament player since around 2002. I want to tell you about my hopes for SoulCalibur VI.

soulcalibur6trailer

In the middle of 2017’s The Game Awards, legendary Bandai Namco producer Katsuhiro Harada marched out on stage with a man I did not recognize. I had a lot of anxiety about Harada’s appearance, because of the various Calibur rumors floating around before the show. My first thought upon seeing Harada: “Can these rumors even be true? Is this Calibur-related?” My second came when I saw he was accompanying someone: “Who is this man, and what is he (very clearly) about to sell me?”

Based on past experience, I wasn’t sure who would be tapped to lead a theoretical new SoulCalibur game. Before Harada’s counterpart spoke, I only knew who this new man wasn’tPokkén Tournament producer Masaaki Hoshino, the man I had been expecting to see. Hoshino has worked on multiple Calibur games in the past as a programmer, and proved to be a successful producer with the very experimental Pokémon title. He was also SoulCalibur V‘s head producer post-launch, after Hisaharu Tago stepped down. He was the safest bet to announce a new Calibur, and there’s still the possibility he’s involved with Project Soul.

Anyone that has followed SoulCalibur’s trajectory over the years knows that Namco can’t be accused of playing it safe. For better or worse, everything is subject to change, and that can (and almost always does) include staff and leadership. There’s little to say about the resume of the gentleman with Mr. Harada: this stranger, Motohiro Okubo, worked as a producer for Tekken 7, and has received special thanks in credits for various odd titles at Namco.

Mr. Okubo taking over as lead producer for Soul Calibur VI indicates a fresh start for Project Soul, at least on the surface. With little to go on other than his few credits and a trailer, we have virtually no indication of his vision or intentions for the new title.

I want to tell you about my hopes.

But to do that, I also have to tell you about my fears.


If you somehow haven’t seen the first trailer yet, here you go!

What do we know right now? In SoulCalibur VI‘s premiere trailer, Mitsurugi and Sophitia clash in an exciting spectacle of parries that’s impressive looking, on first glance. There’s also this bizarre moment where Mitsurugi blocks the 2nd hit of Sophitia’s 4AAA string without crouching:

mitsu

This move has hit low for over a decade, but Mitsu ain’t duckin’ for NOBODY.

This was an immediate worry. Compare the above with this snippit of game info dropped over at Gematsu:

■ New System: Reversal Edge

In SoulCalibur VI, “Reversal Edge” is a new battle system that integrates both offense and defense. Once a Reversal Edge is activated, you can continuously defend against the opponent’s techniques to clash against each other and follow-up with powerful counterattacks based on the opponent’s actions. When a Reversal Edge hits, you can enjoy a powerful production like a scene from an action movie highlighted by a dynamic camera.

While trying to parse out what this exactly means, PSX gameplay surfaced that, frankly, left me even more confused:

Here, we know that meter is back, since we get to see supers, a new “Powered Up” state, and what looks almost like SCV’s riff on EX moves, the “Brave Edge” mechanic. There’s a particularly odd exchange where Sophie is clearly in the “Reversal Edge” state and uses it to block what looks like a low (despite clearly standing), but then gets guard-broken immediately afterwards into a cinematic. Mitsu uses that to go into Relic stance. (Also, Mitsu has both of his stances back, by the way.)

sophie

I finally think I’ve started to piece together what’s going on with Reversal Edge after reviewing Mr. Okuba’s interview at PSX:

After doing my best insane Charlie Day impression with this footage, I believe I have a better grip on what’s happening with “Reversal Edge.” Please check out this timestamp: we see Mitsurugi’s Reversal Edge whiff, then hit. This is what it looks like without any of the odd parry aspects we’ve seen from the trailers. Now compare that with the Reversal Edge here. Mitsurugi parries Sophie’s BB during the startup, but is sort of frozen in a parry animation while doing so. Sophie only gets hit by the RE because she followed up her BB with what looks like her old 3A+B. Why point this out? Because she could have just blocked.

So, basically, “Reversal Edge” is to Soul Calibur as “Power Crush” is to Tekken. It’s an auto-parry attack that you can bait it out with fast, safe pokes, it would seem, and there’s no telling what the frame data of REs are on block. On re-review of the original PSX trailer, we can also see that the “Reversal Edge” cannot parry Guard Breaks.


Mr. Okuba looks to be well-rehearsed at giving interviews that speak directly to Calibur players:

And going a little more in-depth, what we wanted to recreate was some of that fast responsiveness that you would see in SoulCalibur II, as well as what we believe is kind of the completed form of balance in character interactions and mechanics that you saw in SoulCalibur V.

Wisely sidestepping any discussion of SC3 and SC4’s gameplay, Mr. Okuba directly points out SCII’s movement and SCV’s refinement as inspirations. That’s a very straightforward, unbiased takeaway of both titles mechanically, and is the most optimistic moment for me in these very early advertisements.

This is also by far the most enlightening footage of SCVI we have. Guard Impacting has returned to a meterless state, but whiffing it does reduce your guard gauge. (Also, yeah. SCV’s guard crush system is back.) Movement seems very fast a la SCII speeds, but to what extent it truly borrows from SCII remains to be seen. These decisions indicate a developer that has paid attention to tournament play. I’m concerned about tying GI to the guard gauge (is whiffing a GI not enough of a punishment?) but it’s certainly a better decision than tying it to your super meter.

“Soul Charge” returns in an unexpected form:- it now costs one bar to perform, and you enter a powered-up state until the bar drains. That’s certainly an interesting take on this classic mechanic. It also appears to cause a damage-less hitbox to push the opponent away. That should sound familiar to anyone that’s played Pokkén Tournament.

SCII had some fancy Soul Charge cancel states, such as Kilik’s 6AA SCC and Raph’s FC 3A SCC — I wonder if this will be cleverly implemented to allow new ways to combo? As a big fan of Soul Charging in SCII, this is an interesting new twist on the concept. Do I like it more than the old form of SCC? Not yet, but I’m excited to see what they do with it. There seem to be a lot of possibilities with this “new” mechanic, but we won’t know without more time.

A feature I can’t imagine anyone wanted to return from SCV is back: “Reverse Rage.” When you get your opponent low on health, “chip” moves that deal less then a certain amount of damage suffer additional damage scaling,making them basically worthless. This forces a winning player to take even bigger risks with stronger moves in order to win at the end of a round, and it’s one of SCV’s most disparaged mechanics — both within and outside its community. SCVI is still very early in development, and a lot of what is in the engine right now probably is just directly ported over from SCV; I am more then happy to use this space to denounce this mechanic while there’s still time. This was a bad idea conceptually, and it needn’t ruin another game.

Outside of the mechanical breakdown above? We know this:

darthmaul

The first new character is aaparently Purple Darth Maul.

I’m kidding, please stop emailing me and my family.


What we know about the game’s mechanics thus far is very promising, excluding the baggage of “Reverse Rage.” There’s still something very important to talk about, and it’s likely going to make me a punching bag for a few of you.

The SoulCalibur series, beloved as it is, has been battered critically both as a casual experience and as a tournament title. As someone deeply entrenched in the scene of the latter, I say the following with a certain sense of grief: it has deserved everything negative that’s been thrown its way over the years. I don’t want that to be true of my favorite fighting game series of all time, but it is. I’m not in the business of denying reality.

From a casual standpoint, SoulCalibur V was a bad misstep. It offered a comically small cast, axed some characters (and their movesets), and offered a dry and bland single player experience. Tekken Tag Tournament 2 came out a few months before SCV, and looked like it was made with three times the budget, both visually and in terms of content offered. It didn’t help any that insipid, amateur designs like Pyrrha, Alpha Patroklos, and Natsu were (rightfully) panned by the gaming community at large.

Which is why SCVI’s initial trailer is very interesting. If Mr. Okubo wanted to make a statement about the place of legacy characters in SCVI, then having Sophitia appear was the wisest choice. He wasn’t content with just that: we also get to see an apparent Young Mitsurugi, which raises a wild amount of questions: is this a prequel? A reboot? Alternate timeline? Based on some the details already dropped, it is almost certainly the former: Sophitia’s bio, for example, lacks information on Patroklos and Pyrrha, her controversial children that served as protagonists of the maligned SCV.

But the negative connotation with the Calibur name wasn’t just because of the single-player experience of SCV. Frankly, if that were the only problem with SCV, the tone of this section would be very different. But the real problems that have plagued Calibur for years, and the problems readers within the FGC need to be aware of, predate SCV.


I don’t think it’s necessary, or fair to Project Soul, to give you an exhaustive, detailed history of every bug and misstep that the series has suffered. I say this for a couple of reasons:

  1. I don’t want this to be a 10,000-word rant about past glitches, particularly over a few short trailers. That probably deserves its own article.
  2. The entire fighting game genre was founded on combos, which was famously the result of a bug in Street Fighter.
  3. It would be wildly dishonest of me, considering I already have written an article that was almost exclusively about how SoulCalibur II was made better by a bug.

But that won’t stop me from pointing out SCIII as the start of Calibur’s decay as a conceptually-sound fighting game. It is, also, directly relevant to SCVI’s fate to do so, as they both share a frightening similarity.

I am calling out SCIII because this is the game where Namco altered their development cycle for the series. Gone was the two-year, sculpture-like process of arcade development. (A process that most recently, I’d like to note, Tekken 7 and Pokkén Tournament both enjoyed, and a process of which absolutely resulted in superior games then their original releases.) For whatever reason, ever since SCIII, Namco has decided the Calibur series doesn’t deserve the same careful touch and feedback that their other fighters get. It baffles me, because everything I dreaded was revealed at the end of the first trailer:

calibur

Dear readers. Help me out here. SCIII was released in 2005. It has been over a decade, and the same horrifically short scheduling that marred three games in a row is being used again. I cannot, in good faith, tell you that this bodes well for SCVI when we have demonstrable evidence to the contrary.

I know you want your new SoulCalibur right now. So do I.

I also want it to be a good game.

All of the worst stuff in the last few iterations’ competitive meta (SCIII VC, SCIV Hilde, SCV Alpha Pat/Viola balance as just a few examples) were found instantly by the player base, and should have been caught in development by anyone that knows the pace and mental game of a Calibur match. This isn’t an argument about arcades being dead in the US or anywhere else — it’s about the fact that Project Soul (and Namco) had a formula that worked, and discarded it for one that hasn’t yet. And they are stubbornly sticking with it, even after all these years.

I feel like if there were a tournament-level Calibur player consulted in any way during this development process (and I have also felt this way about all previous Caliburs) then someone would have said something to Project Soul or Namco about this. Tekken has MarkMan and Michael Murray. Capcom has had a list of players in that capacity, from Seth Killian to Combofiend. As it stands, any fear I possess right now about SCVI is only because of past mistakes, and I have no idea what outreach Namco has ever attempted for Calibur. Namco has a wonderful opportunity from here on out to make the best Calibur ever, but as someone that has seen Namco try to cram a game out three times in a row with a formula that just doesn’t seem to work, “Coming 2018” is a giant red flag.

But — this is pure speculation on my part — I have to point this out because I want to believe:

We are working very hard to get this game out, and I would like to say “As soon as we can.” “Within the 2018 year” is the best answer I can give you right now.

This came from Mr. Okuba at the trailing end of his PSX interview, when asked when players would get to buy SCVI. This fills me with hope that they perhaps realize that the release date they have is a little absurd given the history of the franchise. I have never wished for a game to be delayed more until this very moment. I see too much good potential here for it to be ruined by bad habits.


And to a certain extent, I know that’s a point of view not shared by most consumers. It has been about five seconds since the trailer came out, and Mr. Okuba has had a brutally short amount of time to show what his vision is about. All system mechanic breakdowns above, while done with the best of intentions, must be taken with a grain of salt since things can change during development. We don’t know what frame data on lows will be like (if that makes no sense to you, check out my breakdown of Raph’s 2K over the years.) There’s so much still up in the air. All we really know is: this exists. It’s certainly a thing that will happen now. And Mr. Okuba is at least playing the part of someone that has looked into tournament Calibur.

My hope? My hope is that Calibur is a great game for everyone, but that it’s a great game first. We don’t know enough about the game as it stands now to say much else, though the PSX footage is certainly optimistic.

My fear? My fear is that history will repeat itself. That Calibur’s battle engine won’t be given enough time to develop or breath in the hands of players. No one wants to go back to vanilla Tekken 7 in the arcades when they have the superior game at home, if you know what I mean. But we also have a new producer involved, someone of whom is likely hungry to prove themselves with this project. He can still surprise us.

However, I will not give this game a free pass just because it’s Calibur, or just because it’s Namco. I will, also, not try to judge it on the mistakes of its predecessors. I want SCVI to succeed, but I (and many others from the splintered Calibur community) have been burned before. SCVI will have to prove itself. Here’s hoping it can do just that.

SCVI’s tagline says that it “marks a new era of the historic franchise.” I really hope that’s true, and will be the first to point it out, if I see evidence of it.

Dragon Ball Super’s Beerus, Hit, and Goku Black potentially leaked for Dragon Ball FighterZ, ahead of Jump Festa

With Dragon Ball FighterZ only about six weeks away from release, fan anticipation is reaching fever pitch. After receiving character trailers for the Buu Saga trio of Gotenks, Ultimate Gohan, and Kid Buu, the roster’s really beginning to fill up with Z Warriors.

Now our eyes are turned towards Jump Festa 2018 — taking place this weekend, December 15-17 at the Makuhari Messe in Chiba, Japan… where we’re confirmed to be seeing a new trailer for the game. A tournament is even being held on Sunday, the 17th, at 20:00 JST, though it is unknown if they will be using the closed beta/Gamescom build that’s been brought to past public events, or if it will be an updated build with all of the currently-announced characters.

With speculation rising that their could only be four slots remaining on the base roster, (one of which would likely belong to a playable version of Android 21) one portion of the franchise has yet to receive direct representation, despite the title’s story clearly taking place within its bounds: Dragon Ball Super.

During the last V-Jump reveals, the article talked a bit about DBFZ‘s Arcade Mode, which in contrast to most modern fighters will take a non-linear path: your Team’s direction — and opponents — will change depending upon whether you win or lose each battle. Enemy squads are represented by character portraits, as if they were pieces on a game board — a nice callback to Dragon Ball Z: Budokai 2‘s Dragon World. However, the screenshot provided appears to be from a later build of the game, featuring a trio of characters who have not yet been announced.

Recently, the V-Jump Archives Twitter account was able to clean up the image — which, as pointed out by Dragon Ball YouTuber Rhymestyle — appears to reveal the faces of Universe 7’s God of Destruction Beerus, Universe 6’s Legendary Assassin Hit, and the darkly sadistic Goku Black, in his Super Saiyan Rosé transformation. To further add to the intrigue, Bandai Namco Entertainment removed these three slots from the much-clearer image they added to the DBFZ Official Japanese Website, as if they were deliberately trying to cover their tracks… You can see the full video and tweet below.

In the meantime, why not check out IKevinX’s character concept videos for the trio here? Dragon Ball FighterZ will be released in most countries on January 26th, 2018, on PlayStation 4, Xbox One and PC, with a Japanese release following on February 1st.

Sources: Rhymestyle; VJump_Archives (Twitter)

Death combos, balcony fireballs, cross-unders & more in HurtboxTV’s latest Tekken 7 Geese Howard combo video

While the jury may still be out on exactly how good Geese is in the overall environment of Tekken 7, one thing is undeniable: SNK’s most iconic boss pumps out great damage off of some surprising tools.

Things like his 14-frame launcher B+32 give him unique punishment options among the cast, but force him to rely on meter for those big, explosive moments. And while this is common knowledge, perhaps getting 4 B+3’s in a row for wall carry isn’t — that’s where HurtboxTV‘s latest combo video comes in! HurtboxTV has some entertaining cross-unders, stage-specific oddities, and more to show off with the King of South Town.

Source: HurtboxTV

BlazBlue Cross Tag Battle’s PSX trailer reveals new gameplay changes; next character reveals scheduled for Dec. 15

Amidst all of the insane hype for the newly-announced SoulCalibur VI and Street Fighter V: Arcade Edition over the weekend, one thing that may have slipped under the radar during Sony’s PSX presentation was a new trailer for the upcoming BlazBlue Cross Tag Battle. Though overall it was just an alternate cut of the title’s announcement trailer we saw at Evo 2017, there were multiple notable differences.

Firstly, the cuts of gameplay clips come from the latest build of the game, as we see recently-announced characters like Persona 4 Arena‘s Chie Satonaka and Yukiko Amagi (who has her Fire Break from Ultimax as one of her three Assists), BlazBlue’s Noel Vermillion, Under Night In-Birth‘s Waldstein, and RWBY‘s Weiss Schnee in action, complete with the now-maximum 5 bars of Cross Gauge.

We also see BlazBlue’s Jin Kisaragi unleash a third Distortion Skill, Yukikase, a move he did not have in the earlier Toushinsai build. Though we’ve also seen Chie packing all three of her previous Distortion Skills (God Hand, Agneyastra and Power Charge), it will be interesting to see what input the Counter Distortion will take, as all revealed so far use either double quarter-circle forward or double quarter-circle back motions to be executed. It should be noted that he was called in for a Crash Assault following Hyde’s Gyre Vortex, and only performed the attacking portion of the move, seemingly replacing Hiyoku Getsumei as his pre-determined DHC option. Ruby Rose is briefly spotlighted, comboing into her Petal Burst Distortion Skill on Yosuke Hanamura.

Finally, though the previous English reveal trailer for Gordeau, Yukiko and Azrael left the date of the next reveals ambiguous, Arc System Works has confirmed they’ll be holding their December Arc Nama stream this Friday, December 15th at 5:00 AM CT (3:00 AM PT, 6:00 AM ET; 20:00 JST on Thursday). You can catch the full trailer and tweet below.

Going off of previous teases and established patterns, I’m calling my shot of Tsubaki Yayoi, Kanji Tatsumi, Carmine and possibly either Makoto Nanaya or Blake Belladonna, though Yang Xiao Long may be saved for RTX Sydney the weekend of February 3rd. Let us know whom you’re expecting this round in the comments below. BlazBlue Cross Tag Battle will be released for PlayStation 4, Nintendo Switch and PC sometime in 2018.

Sources: PlayStation; bk2128 (Twitter)

Groove to Sakura’s theme from her Street Fighter V reveal trailer

Sakura’s definitive theme has been updated for Street Fighter V: Arcade Edition.

We were all waiting to hear it: Sakura’s classic theme from her Street Fighter Alpha 2 debut has followed her through her appearances in other titles, and her reveal for Street Fighter V proves to be no different. Have a listen below, courtesy of Xuses, and keep the hype fires stoked for her arrival in-game in 2018.

Street Fighter V: Arcade Edition — and Sakura — are coming January 16, 2018.

Source: XusesGB

Red Bull TV’s “Away from Keyboard” returns for another season of esports players pushing their limits

See prominent players take on challenges outside of the game!

Red Bull TV’s series Away from Keyboard is back for a second season; in this next batch of episodes, you can watch esports competitors Darryl “Snake Eyez” Lewis, Lil Chen of the Smash Sisters, Cloud9’s Mang0, and members of Tempo Storm take on a variety of limit-pushing activities — from whitewater kayaking to swimming with sharks. Comfort zones will be left behind.

“Binge releasing” today on Red Bull TV, you can see the following four episodes:

  • Episode 1 – Mang0 with female wakeboarder of the year, Meagan Ethell (swimming with sharks)

  • Episode 2 – Lil Chen of Smash Sisters and World Champion climber, Sasha DiGiulian (rock climbing)

  • Episode 3 – Tempo Storm’s Frodan and Reynad with professional cliff diver, David Colturi (cliff diving)

  • Episode 4 – Darryl “Snake Eyez” Lewis and expedition kayaker, Rafa Ortiz  (kayaking)

Watch all of this season’s Away from Keyboard episodes on Red Bull TV.

Source: Red Bull Esports

SoulCalibur VI is a callback to SoulCalibur II and an improvement over V, says producer in extended interview

After an exciting announcement and two SoulCalibur VI trailers, we can finally get a longer look at the game itself; though we’ve seen snippets of Mitsurugi versus Sophitia, we haven’t had a chance to see live gameplay. So, it’s all the more exciting to see a 10-minute interview with producer Motohiro Okubo that displays plenty of live gameplay.

There’s one sentence in particular from later on in the interview that should really please venerated fans of the series:

SoulCalibur is definitely going to feel very familiar for those who have played and experienced the franchise in the past. And going into a little more depth, what we wanted to recreate was some of that fast responsiveness that you would see in SoulCalibur II, as well as what we believe is kind of the completed form of balance in character interactions and mechanics that you saw in SoulCalibur V.

We also hear a better explanation of the Reversal Edge mechanic, which first involves parrying and counter-attacking, and then forces a rock-paper-scissor game of sorts. Characters can pick from a horizontal or vertical attack or a dodge. The initial parries work on high, mid, and low attacks. It’s also good to see that Guard Impacts seem to be back in their more traditional form (though Misturugi tries many times, he hasn’t properly landed any Guard Impacts. But it appears that they don’t cost meter, like in V.)

Overall, there’s many gameplay elements show, and the the interview gives a lot of insight into the ongoing development of the game, which is slated for sometime in 2018 for PlayStation 4, Xbox One, and PC platforms. Check it out below:

Source: PlayStation

New “Ready Player One” trailer has cameos from Street Fighter’s Ryu and Chun-Li

Over the weekend, Warner Bros. dropped a new trailer for Steven Spielberg’s upcoming adaptation of Ernest Cline’s videogame-themed novel. Previous trailers for the film already showcased a number of pop culture and video game references, and this one had even more — and something special for fighting game fans.

Among the many cameos in the trailer are some from the granddaddy of all fighting games, Street Fighter II. The most prominent has to be none other than the first lady of female fighting game characters, Chun-Li, who can be spotted as part of a charge of other characters at around 2 minutes and 5 seconds into the trailer.

However, in addition to this, Ryu also makes a cameo appearance. The eternal wanderer can be seen continuing his wandering journey walking alongside race cars at the start of a race at around 43 seconds in the trailer.

Of course, the Street Fighter cameos are just two of the dozens of cameos in the trailer below. Check it out, and see who else is in the trailer.

Ready Player One hits theatres on March 30, 2018.

Source: Warner Bros.

Here’s the entire launch roster for Dissidia Final Fantasy NT

With the launch of Dissidia Final Fantasy NT just over a month away, Square Enix is going into overdrive to entice both Final Fantasy fans and FGC members to try out this 3v3 arena brawler. Along with the upcoming and snappily named Dissidia Final Fantasy NT Fantasy Finals to showcase the game, Square Enix have released a new trailer to show off the 28 character launch roster.

There are plans to bring new characters and summons to Dissidia NT, with updates coming to the arcade version first before they reach PS4. If you need remind of the 28 character roster, it is as follows:

  • Final Fantasy I – Warrior of Light and Garland
  • Final Fantasy II – Firion and The Emperor
  • Final Fantasy III – Onion Knight and Cloud of Darkness
  • Final Fantasy IV – Cecil, Kain and Golbez
  • Final Fantasy V – Bartz and Exdeath
  • Final Fantasy VI – Terra and Kefka
  • Final Fantasy VII – Cloud Strife and Sephiroth
  • Final Fantasy VIII – Squall and Ultimecia
  • Final Fantasy IX – Zidane and Kuja
  • Final Fantasy X – Tidus and Jecht
  • Final Fantasy XI – Shantotto
  • Final Fantasy XII – Vaan
  • Final Fantasy XIII – Lightning
  • Final Fantasy XIV – Y’shtola
  • Final Fantasy XV – Noctis
  • Final Fantasy Type-0 – Ace
  • Final Fantasy Tactics – Ramza

Dissidia Final Fantasy NT launches for PS4 on January 30th, so start gathering your Materia in readiness.

Source: PlayStation Europe