#

Step 1 of 2

  • Get the latest news delivered straight to your inbox.

By clicking “Subscribe” you are agreeing to BANDAI NAMCO Entertainment Asia’s Privacy Policy and Terms of Service. By opting in for email notifications you are providing consent for us to contact you with offers and updates using email marketing services.

SOUL CALIBUR VI 2nd Character Creation Contest Winner and Patch V2.12 Details

Thank you for submitting your works to the 2nd SOULCALIBUR VI Character Creation Contest! We’ve had more than 6000 works this time time, andthe three best prize-winning works have been selected!

For more information: https://sc6.soularchive.jp/special/characreation_2nd_result.php

Matthew Conolly (@Mattb3rt)
@akaaka_2588X
@nob_matrix

Special ‘Mastel Award’ from SOULCALIBUR VI Director Takahashi “Mastel” Ryoji !

@minomusidesu

PATCH V2.12 DETAILS

Battle Adjustment List

Patch Notes

SOULCALIBUR VI Update Ver. 2.12 Patch Notes for PlayStation4®/Xbox One/STEAM®

The following changes and improvements will be part of the Version 2.12 update available on 4/14 for the PS4®, Xbox One, and Steam® versions of the game.

Please note that after updating the game, replay data for older versions will no longer be viewable due to adjustments made to battle mechanics.

Game System Adjustments (PS4®/Xbox One/STEAM®)

– Fixed behavior of characters and stages, and adjusted skill performance.

You can view more information here.

We are continuously checking and investigating other unexpected issues. Thank you for your understanding and continued support.


SOULCALIBUR VI – Cassandra

The shield-wielding Cassandra, who first debuted in SOULCALIBUR II, is set to bring her Athenian fighting style to the stage of SOULCALIBUR VI as the last character of the Season Pass 1 on 06 August, 2019.

Additionally, SOULCALIBUR VI’s Season Pass 2 was announced, which will contain four fighters including the guest-character Haohmaru from SNK’s Samurai Shodown and four Creation Sets allowing never seen before customisation!

SOULCALIBUR VI – Character Creation Contest

SOULCALIBUR VI Character Creation Contest

BANDAI NAMCO Entertainment Inc. is organising a SOULCALIBUR VI character creation contest that is open to all who reside outside of Japan. Winners will have their usernames credited in the end credits of SoulCalibur VI.

Think you have the best creation to impress the development team? Then take part now for a chance to have your name go down in the annals of SoulCalibur VI history!

 


Terms and Conditions of Entry for SOULCALIBUR VI Character Creation Contest

BANDAI NAMCO Entertainment Inc. (hereinafter referred to as “The Company”) shall launch “SOULCALIBUR VI Character Creation Contest” (“The Campaign”) in the console video game “SOULCALIBUR VI” (“The Game”).

Should you wish to enter The Campaign, please read and agree to the terms and conditions.

  • The terms and conditions apply to people living in areas other than Japan. 

 

 

Return to Top


The Campaign Overview

In The Campaign, we select a few entrants who have submitted excellent screenshots of The Game (“The Winners”) from all submitted screenshots taken according to the description below, and award The Winners.

 

Return to Top


Campaign Period

The entry period for The Campaign is:

  • Start: 26 June, 2019 @ 22:00 UTC+8
  • End: 21 July, 2019 @ 22:59 UTC+8

 

Return to Top


How to Enter 

  • Follow the official “SOULCALIBUR” Twitter account (@soulcalibur) operated by The Company during The Campaign period.
  • Tweet a screenshot of the character created in “SOULCALIBUR VI” (“Submitted Work“) with a special hashtag (#SC6_ccc).

The entry is completed by following the above procedure 1 and 2.

The formats for a valid Submitted Work shall meet the following requirements:

  • It shall be a screenshot of one scene in The Game, and no change or alteration shall be made to its contents.
  • The image size and the file type of a Submitted Work shall be pursuant to the image size and the file type that can be uploaded to a tweet in Twitter.

 

Return to Top


How the Winners are Selected

From the Submitted Works, the development team of The Game selects the works they deem imaginative and original, and announces them as The Winners.

 

Return to Top


Awarding of The Winners

 

  • The Twitter usernames of one to three entrants who submitted excellent screenshots (“The Winners”) will be credited in the end credit of “SOULCALIBUR VI” (“The Game”) as “Creation Master”.
* The names that appear in the end credit will be the Twitter usernames at the time of sending direct messages to announce the award.
  • The Winners will be notified via Twitter direct message (hereinafter, such direct message is called as “Award Notification”).
  • Award Notifications shall not be resent under any circumstance.
  • If we do not receive a reply even after the deadline stated in the Award Notification, the award will be terminated.
  • Award Notifications will be sent in the end of July 2019 or later; provided, this may be subject to change depending on circumstances.
Return to Top

 


Common Terms & Conditions

The Campaign is conducted in accordance with the following terms and conditions of The Company.

https://legal.bandainamcoent.co.jp/terms/

Return to Top

SOULCALIBUR VI – Developer Diary “Story Mode”

Join Producer Motohiro Okubo and Game Director Yoshinori Takahashi as they share their insights and take you through the intricacies of Story Mode in SoulCalibur VI.

SOULCALIBUR VI – DLC2 Battle Adjustment List

DLC2 Battle Adjustment List

The version 1.10 update includes improvements and modifications that addresses some known issues. Read on for the detailed list of battle adjustments.

[Battle System] 

Reversal Edges

  • Enlarged the upper hitbox for enemies in midair.

Critical Edges

  • Fixed an issue which allowed the enemy to move by performing certain actions during the opening sequence of a Critical Edge, even though time was stopped.
  • Fixed an issue in which there a difference would arise between the timing at which 1P and 2P could input again after a CE opening sequence ended.
  • Fixed an issue in which certain characters were able to instantly initiate a CE from unexpected positions using specific inputs.
  • Fixed an issue in which both characters would be moved to unexpected positions upon hit during a CE.

Soul Charges

  • Fixed an issue in which 2P could move first when 1P and 2P used a soul charge at the same time.
  • Fixed an issue in which certain characters were able to instantly initiate a soul charge from unexpected positions using specific inputs.

Lethal Hits

  • Fixed an issue in which certain lethal hit moves effective against low attacks and misses would also be effective against some non-low attacks.

Stepping, Running Backward

  • Fixed an issue in which run counters would not register during the motion.

Revenge Attacks

  • Fixed an issue in which soul charge time would decrease more than expected when damaged by a revenge attack. In conjunction with this change, damage from revenge attacks now only decreases soul charge time by a very small amount.

Voice, Sounds, Effects, Animations

  • Adjusted certain timings and behaviors.

[Character Adjustment] 


ASTAROTH

6A+K (Training mode only)

  • Added the exclusive training mode command 6A+B, which can be used to perform a lethal hit when lethal hit conditions are met. This was done because it was previously difficult to execute a lethal hit during training mode.

Against downed opponent 3A+G
While soul charged11or44or77A+G

  • Fixed an issue in which the character’s soul gauge time would not stop decreasing when hitting the opponent while soul charged.

Against midair opponent A+G
Against midair opponent 4A+G

  • Fixed an issue in which the character would not properly shift to the throwing animation.

33or66or99A+G
11or44or77A+G

  • Adjusted the input window to reduce cases in which the move would accidentally be performed.

214A.A.A.A.A.A

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

33or66or99A+G.2
11or44or77A+G.2

  • Fixed an issue in which the character’s damage would decrease when shifting to a back throw.

b6.B

  • Made adjustments to limit the distance created between the character and the opponent.

33or66or99K (hold)
When hit while soul charged & performing 33or66or99K (holding)

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

Revenge Attacks

  • Successful revenge attacks will now increase the soul gauge (except while soul charged).

22or88B
66A+G
While soul charged 66A+G
236A+G
236A+G (fast)
While soul charged 236A+G
While soul charged 236A+G (fast)
After reversal edge hits A

  • Increased the move’s base damage.

1K 11or44or77A

  • Increased the attack’s move level.

33or66or99A+B
2or8A+B
22or88A+B

  • Increased the attack’s move level, making it usable as a guard crush.

AZWEL

33or66or99A
11or44or77B
11or44or77B (hold)
During Comedy of Errors B.B

  • Getting hit with a guard impact no longer throws the character back.

During Comedy of Errors Bs6

  • Getting hit with a guard impact no longer throws the character back.
  • Fixed an issue in which the character’s arm would be part of the attack’s hitbox even after shooting.

Weapon Arts

  • Fixed an issue in which hitting the opponent after the match ended would count toward the lethal hit conditions of March of Humanity, etc.

B.B.B
While soul charged B.B.B
6A+B
While soul charged 6A+B
After reversal edge hits B.B

  • Fixed an issue in which the hitbox would become larger to prevent from clipping into the enemy, and then remain enlarged even after the attack was over.

A+B,B+K,4B+K,6B+K

  • Adjusted the input window because the simultaneous input was harder to perform than other moves.

While in spear mode B+K or while in Almighty mode 4B+K

  • Fixed an issue in which the characters’ block stun could easily change depending on the distance.

4A+B

  • Decreased the length of stun inflicted when the attack hits.
  • Reduced the opening after the attack is guarded.

During Comedy of Errors A.B

  • Increased the length of stun inflicted when the 1st hit is guarded.

During Comedy of Errors 4K

  • Changed hit behavior to enable different types of follow-up attacks. Added scaling to the move’s combo damage.

Character Movement Speed

  • Slowed the speed at which the character moves backward.

6A.A

  • Decreased the length of stun inflicted when the attack is guarded.
  • Made adjustments to limit the distance created between the character and the opponent when the attack is blocked.

1A

  • Adjusted the tracking of the attack to prevent it from missing at close range.
  • Increased the opening after the attack is guarded.

6B.A

  • Reduced the 1st hit’s tracking and knockback.
  • Changed the size of the motion when deflecting the 2nd hit with a reversal edge to “small”.

6B.B

  • Increased the opening after the attack.

While crouching 1B

  • Decreased the attack’s tracking.

A+B

  • Delayed the timing at which the move can be canceled, as well as the timing at which the character can move again after canceling.
  • Fixed an issue in which the attack’s duration would be lengthened in Almighty mode.

While soul charged 6A+B
While soul charged during 8-way run A+B

  • Increased the amount of time the soul charge is reduced when using this move while soul charged.

A+B during 8-way run

  • Increased the opening after the attack is guarded, and reduced the distance between the character and the opponent.

While in sword mode or Almighty mode B+K

  • Updated the move to guard consecutive hits. Made the move immune to guard crushing.
  • Added scaling to the move’s combo damage.

While in ax mode B+K or while in Almighty mode 6B+K

  • Added scaling to the move’s combo damage.
  • Increased the opening after the attack is guarded.

During Beauty of Balance A.A.A

  • Decreased the length of stun inflicted when the attack hits.

CERVANTES

A.A.A

  • Fixed an issue in which the opponent could crouch and evade the 2nd hit after guarding the 1st hit of A.A.A.

2A 1A Crouching A

  • Fixed an issue in which the attack could miss against opponents at close range.

33or66or99A+G

  • Adjusted the input window to reduce cases in which the move would accidentally be performed.

214B (fast)

  • Fixed an issue in which the powered-up version of the move, performed by pressing 4+B at exactly the same time, would sometimes trigger more easily than expected using a certain input.
  • Made both the normal and powered-up versions of 214B (fast) launch enemies high up when hitting them in midair.
  • Adjusted both the move’s base damage and combo damage scaling.

Dread Charge

  • Fixed an issue in which the character would accidentally change to a stance when pressing A or K after certain inputs.

During Dread Charge B

  • Reduced the width of the hitbox to make it harder to hit an enemy during an 8-way run.

While soul charged 3B.B

  • Fixed an issue in which hitting an enemy from the side would prevent the move from striking multiple times.

1aB

  • Adjusted the 1st hit to make it harder to miss.
  • Fixed an issue that prevented an enemy from performing a standing guard against the 2nd hit after guarding the 1st hit.

6A

  • Increased the attack’s tracking.

A+B

  • Increased the length of stun inflicted when guarded.
  • Sped up the timing at which Dread Charge could be canceled with G
  • Sped up the timing at which you could shift to “During Dread Charge B+K” and “During Dread Charge 6”

2A+B

  • Increased the length of stun inflicted when guarded.

22or88A.A

  • Increased the attack’s tracking.
  • Made it harder for the 2nd attack to miss if the 1st attack connected.

22or88K (Hold)

  • Increased the attack’s opening when it’s not a lethal hit.
  • Added scaling to the move’s combo damage.

GERALT

While rising A

  • Enlarged the hitbox in order to prevent the attack from missing at close range.

A.A.A

  • Reduced the opening after the second hit.

6A+B

  • Sped up the timing at which the move’s defensive properties became active.

1A.A

  • Increased the opening after the attack is guarded.

8A+B

  • Increased the amount of time the soul charge is reduced when using this move while soul charged.

4A+B

  • Increased the amount of soul gauge that is consumed when using this move.

GROH

While rising B

  • Fixed an issue in which inputting B.6 while soul charged and rising would automatically shift to Steed of the Night, making it difficult to pull off an attack during Avenger.
  • Reduced the distance between the character and the opponent when the move hits.

While soul charged & in Avenger stance 6B

  • Made attacks less likely to miss mid-combo after hitting an opponent near a wall or from the back.

After reversal edge hits K

  • Adjusted opponent behavior after getting hit in order to make it easier to land a follow-up attack.

6B.B

  • Reduced the opening after the attack.

3B
66A.A
66B.B

  • Reduced the opening after the attack is guarded.

While rising A

  • Changed hit behavior to make it easier to down the opponent. Increased the move’s base damage.

22or88bA

  • Reduced the opening after the attack. Changed the direction the enemy is pushed when guarding the move.

While in Avenger stance B

  • Enlarged the hitbox in order to increase stability when attacking at close range.

6B+K

  • Made it harder for the 2nd hit to miss when hitting the enemy with the tip of the weapon.
  • Added scaling to the move’s combo damage when the 1st hit is a normal hit.

IVY

Bs6
B+G.6

  • Enlarged the upper hitbox for enemies in midair.

22or88A+B

  • Fixed an issue in which guard impacts did not work against kick attacks, contrary to the move list description.

1A.A

  • Enlarged the hitbox in order to reduce instances in which the attack would miss at close range.
  • Changed the size of the motion when deflecting with a reversal edge to “small”.

After reversal edge hits K

  • Fixed an issue in which the attack could miss when it is a lethal hit.

Against downed opponent 1K

  • Fixed an issue in which hitting the enemy would cause their soul gauge time to decrease unexpectedly.

2or3A+G

  • Fixed an issue in which the character would stay crouching for longer than expected after the attack.

1A+G

  • Changed the input for the attack from 2A+G to 4A+G.

33or66or99A (Hold)

  • Fixed an issue in which the 2nd hit would hit the opponent if they released the G button after guarding the 1st attack.
  • Reduced the opening when the 2nd hit misses after the 1st hit is guarded at close range.

3746916A+G
3746916A+G (fast)

  • Increased the move’s base damage.

Facing away B+K

  • Mitigated scaling to the move’s combo damage.

2or3A+G

  • Reduced the tracking of the attack and changed its type to “vertical”. Increased the move’s base damage.
  • Fixed an issue in which the attack would miss even when the opponent was within range.
  • Changed the size of the motion when deflecting with a reversal edge to “small”.

Critical Edge

  • Changed the attack type for enemies’ guard impacts to “vertical”.
  • Sped up the timing for the guard impact type to take effect.

While crouching 3B
22or88K

  • Added scaling to the move’s combo damage.

While crouching 1B

  • Added scaling to combo damage.
  • Added scaling to the move’s guard crush combo damage.

During Serpent’s Embrace 4A

  • Changed the size of the motion when deflecting with a reversal edge to “small”.
  • The enemy can now perform an ukemi [out of the move].
  • Decreased the move’s base damage.

KILIK

3A+K (Training mode only)

  • Added the exclusive training mode command 3B, which can be used to perform a lethal hit when lethal hit conditions are met. This was done because it was previously difficult to execute a lethal hit during training mode.

A+B

  • Fixed an issue in which kick attacks would not be evaded, contrary to the move list description.

During Back Parry B

  • Enlarged the upper hitbox for enemies in midair.

11or44or77A+B

  • Fixed an issue in which the tracking would become extremely heightened in certain circumstances.

While soul charged 33hor66hor99hB

  • Increased the move’s base damage.

4A
3B

  • Increased the opening after the attack is guarded.

MAXI

1B

  • Fixed an issue in which the opponent would stand up after guarding.

During Right Cross A.B

  • Fixed an issue in which an opponent who guarded the 1st hit and crouched could still perform a standing guard against the 2nd hit.

While in a special stance 6or4

  • Fixed an issue in which guard impacts did not work against kick attacks, contrary to the move list description.

88A/22A

  • Adjusted the breadth and tracking of the attack to make it easier to hit opponents who side step at close range.

During Behind Lower B

  • Adjusted the tracking to make it harder to hit an enemy during an 8-way run.

During Right Outer K

  • Added scaling to the move’s combo damage.

MITSURUGI

While soul charged 3B.B

  • Fixed an issue in which the 2nd launching attack would launch the opponent as high as a lethal hit, even when a lethal hit had not been made.

While rising B.2B

  • Fixed an issue in which a lethal hit would not trigger depending on the type of counter hit used. (Note that a lethal hit will still not trigger with a stun counter; this is intentional.)

A.A.A

  • Adjusted the breadth and tracking of the attack to make it easier to hit opponents who side step at close range.

While soul charged 1K.B.B

  • Improved tracking under certain conditions in order to reduce the instances in which the combo misses partway through after the first hit connects near a wall.

33or66or99B (Hold)

  • Adjusted the input window to reduce cases in which “Duck” and jumps would accidentally be performed while Relic was active.

1B

  • Fixed an issue in which the attack would miss when in range.

22or88A

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

While soul charged 22or88B.B

  • Equalized damage settings, which had been different depending on the direction run.

6B.B

  • Made it harder to escape the attack’s range after being hit in order to make follow-up attacks easier to land.

66K

  • Increased the length of stun inflicted when hit or guarded.

During Mist B

  • Enlarged the lower hitbox to make it harder for the move to miss during a combo.

During Relic K

  • Reduced the opening after the attack. Added scaling to the move’s combo damage.

NIGHTMARE

6K

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

While soul charged 33hor66hor99hK.K

  • Fixed an issue in which the 2nd attack would miss after the 1st was deflected by a reversal edge.

During Grim Stride while soul charged A+B

  • Enlarged the hitbox in order to reduce instances in which the follow-up attack would miss downed opponents.

2A+B

  • Increased the amount the soul gauge gets filled upon hit during Terror Charge.

Critical Edge

  • Reduced the opening after the attack is guarded.
  • Reduced the distance between the character and the opponent when the move is guarded.

During Night Lower Stance B

  • Decreased the base damage of the 1st hit, and added scaling to the move’s combo damage.
  • Increased the base damage of the attack throw.

1A After reversal edge hits B

  • Decreased the move’s base damage, and added scaling to the move’s combo damage.

During Night Lower Stance A+B

  • Added scaling to the move’s guard crush combo damage.
  • Added combo damage scaling to follow-up combos performed during the opening created when this attack is blocked.
  • Changed the size of the motion when deflecting the 1st hit with a reversal edge to “large”.

While crouching 1A+G

  • Removed the move’s ability to knock the enemy out of the ring.

RAPHAEL

3A

  • Fixed an issue in which hitting the opponent after the round ended would increase the count for a lethal hit. Fixed an issue in which lethal hits could no longer be performed in battle.

6A+B

  • Fixed an issue in which a certain input would change the timing of the attack, causing the move to not hit.

During Preparation 6K

  • Enlarged the lower hitbox in order to make it harder to miss when using this move in a combo.

After reversal edge hits B

  • Fixed an issue in which the attack directly after a guard crush would be performed in the opposite direction.

During Preparation B+G
During Preparation B+K
During Preparation A+B+K

  • Adjusted the input window to make the move easier to perform.

During jump A

  • Increased the attack’s tracking.

During Shadow Evade A

  • Increased the attack’s tracking.
  • Changed the midair-hit and counter-hit behaviors to enable follow-up attacks.

6B.B.B
6B.B.B (exact timing)

  • Added combo damage scaling to hits after the 1st.
  • Increased the base damage of the 3rd hit.

During Preparation B.K

  • Changed the hit and counter-hit behaviors.
  • Increased the tracking of the 2nd hit against grounded enemies.

While soul charged & jumping A.B

  • Increased the length of stun inflicted when guarded.
  • Changed the hit behavior to enable different types of follow-up attacks. Added scaling to the move’s combo damage.

While rising B.B

  • Reduced the tracking of the first hit.
  • Added scaling to the move’s combo damage.

33or66or99B+K

  • Added scaling to the move’s combo damage.

After successfully form-dodging B

  • Decreased the base damage, and added scaling to the move’s combo damage.
  • Reduced the tracking to make it harder to hit an enemy during an 8-way run.

During Quick Parade B.B

  • Reduced the tracking to make it harder to hit an enemy during an 8-way run.

During Preparation K

  • Increased the opening after the attack is guarded.

SEONG MI-NA

Critical Edge

  • Enlarged the upper hitbox for enemies in midair.

While rising B+K

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

46A+G

  • Adjusted the input window to reduce cases in which the move would accidentally be performed.

44A

  • Fixed an issue in which the attack would miss when going for a hit with the weapon’s tip, even though the attack was in range.

During jump A

  • Reduced the opening after the attack is guarded, and fixed an issue in which the opponent would stand up after guarding.

6A+B

  • Reduced the opening after the attack.

11or44or77B+K

  • Increased the move’s base damage, but added scaling to the move’s combo damage.

11or44or77B+K (hold)
While soul charged 11or44or77B+K
While soul charged11or44or77B+K (hold)

  • Added scaling to the move’s combo damage.

SIEGFRIED

Reversal Edge

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

A+B
During Chief Hold A+B

  • Adjusted the breadth and tracking of the attack to make it easier to hit opponents who side step at close range.

During Base Hold while soul charged K

  • Decreased the amount of guard stamina the attack reduces.
  • Added scaling to the move’s guard crush combo damage.

While crouching 1A+G

  • Removed the move’s ability to knock the enemy out of the ring.

SOPHITIA

33or66or99A+G

  • Adjusted the input window to reduce cases in which the move would accidentally be performed.

33or66or99A+G
44B
22or88or11or44or77B+K

  • Increased the amount the soul gauge is filled by a lethal hit.

1K
236236A.A

  • Decreased the move’s base damage, and added scaling to the move’s combo damage.

Guard impact vs. opponent’s middle horizontal attack with 6A+B
During Angel Step B during hit B
During Angel Step while soul charged B during hit B
During Twin Angel Step while soul charged B during hit B

  • Added scaling to the move’s combo damage.

4B

  • Decreased the attack’s move level, making it unusable as a guard crush.

Critical Edge

  • Made the attack unusable as a guard crush.

1K (Hold)

  • Added scaling to the move’s guard crush combo damage.

TAKI

3B

  • Adjusted opponent behavior after getting hit in order to make it easier to land a follow-up attack.

During Possession A

  • Fixed an issue in which the attack could hit the opponent when they’re behind the character.

aG,bG,kG

  • Fixed an issue in which there was no opening before the character became able to guard.

After reversal edge hits B

  • Fixed an issue in which the attack would sometimes miss depending on the opponent’s size when the move was used by a custom character.

33or66or99A+G

  • Adjusted the input window to reduce cases in which the move would accidentally be performed.

During Wind Roll A
After reversal edge hits A.A.A

  • Increased the attack’s move level, making it usable as a guard crush.
  • Increased both the amount of chip damage and the length of stun inflicted by the attack when guarded. Made the attack type “special middle attack” x2.

During Distorted Breeze B

  • Increased the attack’s move level, raising the amount of chip damage it deals. Reduced the opening after the attack is guarded.

During Possession 6A

  • Reduced the opening after the attack. Reduced the distance between the character and the opponent when the move is guarded.

While soul charged 6A+B

  • Sped up the start of the attack. Changed hit behavior to enable follow-up attacks.

TALIM

After running 6 some distance A+K (Training mode only)

  • Added an exclusive training mode command that can be used because it was previously difficult to perform “After running 6 some distance K when at low health”.

A.A.B

  • Fixed an issue in which certain inputs would cause the 1st hit to strike multiple times when used as a counter hit.

3B

  • Fixed an issue in which the attack could miss a downed opponent.

Wind Sault K

  • Follow-up attacks you can shift to upon hit can now be input before the attack makes contact. Fixed an issue in which you could use certain inputs to shift to a Wind Sault regardless of whether the attack made contact.

A.A.A+B

  • Increased the move’s base damage.

6A.K Reduced the distance between the character and the opponent when the 1st hit is guarded.

  • Reduced the opening after the 2nd hit is guarded.
  • Granted the attack the ability to down the opponent when used as a normal hit.
  • Added scaling to the move’s combo damage.

6B.B

  • Changed the move to strike multiple times when used as a normal hit.
  • Increased the length of stun inflicted when guarded.
  • Reduced the distance between the character and the opponent when the move is guarded.
  • Added scaling to the move’s combo damage.

4B.A

  • Changed hit behavior to make it harder to miss when hitting with the tip of the weapon.

3A
1A+B
During Wind Charmer B.B
During Wind Charmer K
Facing away B

  • Reduced the opening after the attack is guarded.

During Wind Charmer B delayed B

  • Increased the length of stun inflicted when guarded.

During Wind Sault A

  • Increased the attack’s tracking.

6A+B (Hold)

  • Added scaling to the move’s combo damage.

During Wind Sault B

  • Changed midair hit behavior.

TIRA

While Gloomy 6A+K (Training mode only)

  • Added the exclusive training mode command 6B, which can be used to perform a lethal hit when lethal hit conditions are met (while Gloomy). This was done because it was previously difficult to execute a lethal hit during training mode.

Personality Change

  • Fixed an issue in which a personality change would be triggered due to a change in health even before health dropped below 30%.

While Gloomy

  • Fixed an issue in which getting hit by certain break attacks would not trigger a change to Jolly. However, getting hit by the shockwave of a soul charge will not trigger a change to Jolly; this is intended.

While Jolly A+B

  • Fixed an issue in which the attack could hit the opponent when they’re behind the character.

While Jolly 236K

  • Fixed an issue in which the move could be performed while Gloomy by using certain inputs.

After reversal edge hits A.A
After reversal edge hits A.A (hold)

  • Fixed an issue in which the attack could miss against opponents at close range.

VOLDO

During Mantis Crawl B+K
During Mantis Crawl while soul charged B+K

  • Fixed an issue in which guard impacts worked against horizontal attacks, contrary to the move list description.

B+G.4

  • Enlarged the upper hitbox for enemies in midair.

During Caliostro Rush 4A+G
During Mantis Crawl 66

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

Facing away 33or66or99A+G

  • Adjusted the input window to reduce cases in which the move would accidentally be performed.

4B+K (hold)
Facing away B+K
Facing away 4B+K (hold)

  • Fixed an issue in which it was possible to shift to Mantis Crawl faster than expected.

Facing away A+B

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

During Mantis Crawl A+B

  • Sped up the timing at which the character entered a jumping state.

Jumping while facing away A

  • Changed the direction the character flies when hit in midair.

During Mantis Crawl with feet toward opponent 4K

  • Changed midair hit behavior.

Critical Edge

  • Enlarged the upper hitbox for enemies in midair.
  • Fixed an issue in which the characters’ block stun could easily change depending on the distance. Made the attack unusable as a guard crush.

XIANGHUA

4A

  • Fixed an issue in which guard impacts did not work against kick attacks, contrary to the move list description.

A+B

  • Enlarged the front hitbox, and fixed an issue in which the attack would not hit an enemy’s reverse impact.

2A+G
1A+G

  • Reduced cases in which the attack would be difficult to connect depending on the enemy character’s size.

During Silent Xia Sheng A+B
During Playful Xia Sheng A+B

  • Increased tracking against enemy reversal edges.

3A

  • Adjusted the breadth and tracking of the attack to make it easier to hit opponents who side step at close range.

6B.A

    • Decreased the length of stun inflicted upon hit.

  • Decreased the move’s base damage.

66A+B

  • Changed the damage distribution among the 1st, 2nd, and 3rd hits.

During Silent Xia Sheng B
During Silent Xia Sheng B (hold)
During Silent Xia Sheng while soul charged B During Silent Xia Sheng while soul charged B (hold)

  • Decreased the move’s base damage against downed opponents.

YOSHIMITSU

Health Consuming Techniques

  • Adjusted the soul gauge so it will no longer increase from the moment the opponent’s body is detected to be outside the ring.

bG,kG

  • Fixed an issue in which there was no opening before the character became able to guard.

6A.A

  • Sped up the start of the 2nd attack.

After reversal edge hits B

  • Changed hit behavior, making wall hits easier to perform.

After reversal edge hits K

  • Increased the amount the soul gauge is filled, as well as the amount of soul gauge drained from the opponent.

4B+K.B.B.B.B.B.B

  • Adjusted the amount the soul gauge is filled, as well as the amount of health that is lost.

11or44or77B+K

  • Enlarged the front hitbox to make the attack easier to use in combos.
  • Added scaling to the move’s combo damage.

4A+B

  • Added scaling to the move’s combo damage.

While rising B

  • Decreased the move’s base damage, and added scaling to the move’s combo damage.

ZASALAMEL

33or66or99A

  • Fixed an issue in which special inputs would unintentionally cause one character’s stun to last longer than the other’s, or the character would become slow.

33or66or99B

  • Fixed an issue in which a lethal hit would not trigger depending on the type of counter hit used. (Note that a lethal hit will still not trigger with a stun counter; this is intentional.)

After inflicting a curse 33hor66hor99hA+B during hit/guard B

  • The character now guards until the sorcery activates in order to avoid unstable/unexpected behavior during its activation.

After inflicting a curse & reversal edge hits B.B

  • Increased the length of stun inflicted when sorcery is activated.

Critical Edge

  • Delayed the beginning of the attack and thinned out its horizontal range.
  • Increased the length of stun inflicted when guarded.

SOULCALIBUR VI – EVO Japan 2019 Community Q&A

The SoulCalibur VI development team answers some burning questions from the community that they didn’t manage to get to during the Q&A session that took place during EVO Japan 2019.

We’ve compiled them here for your reading pleasure. If you’re interested to find out more about future developments, be sure to give it a read!


[GENERAL QUESTIONS]

Q1.) We need you to share more information with us about DLC and upcoming characters!

Creation Parts Set A has been released on February 19. Amy is planned for the next DLC. We would like to release as quickly as possible in the future. Amy’s development is at the final stages. We are planning to release the remaining 3 DLCs by end of this Summer.

Q2.) Please put the controller setups on the character select screen for offline modes.

The internal implementation and testing are underway. We are doing our best to implement it as quickly as possible.

Q3.) Please balance the difficulty of the Libra of Soul mode.

Partial adjustment has been done on February 18. We will consider other adjustments if necessary in the future.

Q4.) The rate at which Soul Points are earned is too slow. This is especially detrimental for players who do not play online.

Partial adjustment has already been done on February 18, Version 1.20. We will consider other adjustments as necessary in the future.

Q5.) Please bring back modes and features that were included in previous entries such as “Team Battle”, “Battle Theatre” and “Voice Test”.

As fans of the series, we understand your request. At the moment, we would like to prioritise the improvement of other features.

Q6.) Please give us more single-player content as DLC. We want additional Soul Chronicle episodes for already existing characters.  

There are still many unexplored story lines in the world of SOULCALIBUR and as developers we are grateful to receive this request. But for now, we would like to focus on developing the story mode for paid DLCs, and consider this request in the future.

Q7.) Please make the game compatible with Nvidia Ansel.

Adding this feature might take some time, but we are planning for its implementation.

Q8.) Please improve the training mode. We would like to see more options regarding the commands display and the replays. Additionally, it would be great to have an infinite stage exclusive to this mode.

Partial improvement has already been made with the Version 1.20 Patch that went live on February 18. Further improvements are yet to come. Because it is the game mode that almost everyone goes back frequently to study or understand various characters and/or moves, it is a priority for us to improve this mode. Although the infinite stage might be difficult to implement at this moment, we will look into it.


[GAMEPLAY QUESTION (BATTLE)]

Q9.) The amount of changes brought by the Version 1.10 and Version 1.11 Updates are quite extraordinary. Isn’t it detrimental for the game to make this many changes this frequently?

The changes brought about by the Version 1.10 and Version 1.11 were quite extraordinary even for us. Frequent updates have the potential risk to disturb users’ play experience. The release of the next update relating to battle balance will be announced in the near future, but we are currently planning to focus on improvements such as implementing the changes that were not in time for Version 1.11 patch after DLC 4, resolving problems caused by update patches, and other small fixes.

We will thoroughly look into users’ requests and implement into the game if it makes sense.

Q10.) When fine-tuning the gameplay, were you favouring a balance that is more geared for online play rather than offline play?

The purpose of the updates implemented in Version 1.11 was to let casual players understand the details more easily, but that instead caused confusion or misunderstandings among a lot of players.

As our update policy, we believe that basing updates on either offline or online is not a good option.

The intention of Version 1.11 update is to adjust certain moves in which performance has been greatly changed between offline or online.

Q11.) What is the criteria used for game balancing? Hopefully, the game balancing is based on competitive play.

High level matches are referenced when adjusting the balance of the game, but elements such one-sided matches or why beginners or intermediate players are defeated are monitored as well. When balancing the gameplay, we always consider multiple types of players and various point of views. We want all players to be included and to enjoy our fighting game.

Q12.) We keep hearing explanations such as “character concept” or “developer intent” but more specifically, how do you come up with characters’ fighting styles?

Each character’s concept is defined in-game in the Fighting Style Handbook, the texts displayed in the fighting style selection screen of character creation or the parameter chart. We have taken into consideration of not having overlapping personalities so as to avoid characters that are too similar.

However, after the game’s launch, we felt that we should not discourage players from exploring strategies within the community by being protective of our initial vision by saying that “It’s different from the character concept” or “it’s different from the development team’s idea”.

Q13.) A change for Siegfried in the Version 1.11 update describes his fighting style as defensive, but isn’t it wrong to enforce such an impression on players?

As mentioned above, when developing characters, we make sure that characters are developed to match multiple players’ needs and that they are not just different from one another by a couple of minor parameters. In the case of Siegfried,  he was described as “a character who plays defensively at mid-range” in the patch notes to explain his fighting style in an easy-to-understand manner to players who don’t use him, but that intention was misconstrued. It was by no means to deny offensive play for him.

All characters will be adjusted with features to compliment their personalities in the coming update patches.

Q14.) Shouldn’t Reversal Edge be nerfed? People are abusing its game mechanic.

We mainly received this feedback from advanced players. In the previous entries, players had to memorise moves in order to guard, but with Reversal Edge, more players are now able to counter moves in battle regardless of the difference in players’ skill levels.

This was our purpose and we believe it is effective.

Reversal Edge was designed to lower the entry for the game so new players could pick it up more easily, but seeing this move abused is not something that we want. Updates such as charging Soul Gauge easily without Reversal Edge or assuaging input mistakes during Reversal Edge are being considered for future updates.

Q15.) Ring outs in general are too easy in this game, especially even midway into the stage. It’s far too easy to ring out or be ringed out by chance, whereas in previous entries it required a bit more planning.

While SOULCALIBUR VI has the biggest stage size in the SoulCalibur series, the distance of which you can push the opponent away was longer than we expected. Rather than adjusting the character moves to limit ring out, we are considering to make the smaller stages bigger in the future.

Q16.) Why did/ didn’t you nerf some characters?

When first released, the perception of various characters’ strengths was not established yet. The perception also depends on each community or the individual’s battle environment.

Balancing the game with updates is not a simple act of nerfing or buffing characters. We will continue to do our best to release information regarding these changes in a transparent way so that the community can be on the same page.

There is also a possibility to readjust or undo a change, if better conditions are found. For example, Siegfried’s Over Toss was changed in Version 1.11 to no longer have the ring out mechanic, and this resulted in some players feeling that the move was not interesting to play with anymore. We are considering to reevaluate that adjustment and also update some common elements such as increasing the buffer time for throws and making smaller stages larger.

Q17.) Please fix the following:

  1. Instances in which players are unable to hit their opponents when they are positioned too close to them.
  2. Instances in which players are unable to counter attack after dodging their opponents’ attacks.

The hit detection in SOULCALIBUR games is designed to be accurate by taking into account the hit motion, the length and form of weapons used, and the opponent’s character’s posture and form. That is why in some instances when the opponent is out of reach or too close to hit, players will not be able to hit their opponents. However, there are some cases in which a player correctly predicts the movement of their opponent and attacks the right place at the right moment but still the attack fails to connect. This will be fixed in the update following Version 1.10. We are also planning to gather further data and fix any potential problems.

Q18.) Improve the input buffering system. Currently it is inconsistent where inputs are held a long time after certain attacks and not allowed at all after others. I think it also affects attempts to side step in either direction while releasing the block button, causing a jump or crouch instead.

The more we narrow the window during which the input is recognised, the more difficult inputting moves become. The input buffering window of SOULCALIBUR VI is a bit wider than in previous entries. Changing the length of that window would strongly affect the controls and how the game is to the player. That is why we need to be extremely careful with any changes that we make. The input buffering that happens while being hit by opponents may become the cause of the unintentional moves. We will keep investigating the matter.

The player’s character jumping unintentionally is not caused by the input buffering. It’s another matter altogether and an issue that we are keen on fixing.

Q19.) Please provide us the frame data for each character and make it available for browsing in the Training Mode.

As Project Soul, not releasing frame data is part of our policy. There are 2 main reasons for this.

The first reason is that the act of figuring out frame data and sharing it within the community is fun and part of the game experience. If we released the data officially, we would be undermining this experience many enjoy.

The second reason is that it might put off newcomers to the series by giving the impression that the frame data must be studied closely for the game to be enjoyable, which is not what we are aiming for.

Having said that, we are also aware that the fighting game scene is becoming more and more competitive each passing day and that many players would like the frame data to study for competitions. If we were to provide the data, it should be done properly with all the necessary information and explanations. We are not sure if we will be releasing it, but we are open to the idea and are looking into it.


[QUESTIONS PERTAINING TO ONLINE PLAY]

Q20.) In Casual Match, please give us the option to directly do a rematch without having to return to the lobby menu when only 2 people are connected to the lobby.

We are currently looking into the feasibility of this improvement.

Q21.) Please increase the maximum number of possible rematches in Ranked Match.

The internal implementation and testing are underway. We are doing our best to implement it as quickly as possible.

Q22.) Please change the matchmaking  system in Ranked Match so as to avoid matching players with a huge gap in rank against each other. If this is unavoidable, at least make it such that it matches the players with a great difference in rank only when there is no other opponent to be matched against.

The matchmaking system has been improved and this issue resolved with the addition of various rank thresholds in the previous update (Version 1.20). The chances of finding an opponent close to the player’s rank is now much higher. But depending on the number of players online, there might still be some cases in which searches for an opponent close to the player’s rank fails and this results in them being matched to an opponent with a considerable rank gap.

We will continuously monitor the active users and rank distribution, and look into matchmaking adjustments.

Q23.) Please do away with region segregation ‘All Regions’ and ‘Same Region’ in online matching, or just better explain the difference between the settings.

With the previous update (Version 1.20), “All” has been changed to “Other” in the search filters. It was a source of misunderstanding as when the filter was set to “All”, it gave players the impression that this would allow them to match with all players. In reality, players who set their filter to “All/Other” will only be matched with other players who also picked “All/Other”. A player who selected “All/Other” region/ language and another who selected “Same” area/ language will not be matched together.

The current version contains only UI updates, so a “Same” area/ language player will still not be matched against another “Other” area/ language player. However, the next upcoming patch will allow players to use only one search filter “Connection”, thereby improving the game matching feature.

Q24.) Please change the current points allocation system in Ranked Match. Currently, winning a match allocates points to the character that was used during the match but not to any other characters that the player might use. With this system, it is hard to tell whether a low level character is really a novice or the alt-character of a seasoned veteran.

We are looking into a solution to reduce the frequency of an experienced player’s alt-character being matched against a new player. The solution might be to have an additional indicator that takes into account mains and alts. We are looking to improve the current mechanics in the game.

Q25.) In Online Play, using an alphabet and a number to represent player rank looks pretty bland. Please redesign the UI so as to have a slick way of displaying that information (for example, a cool-looking nameplate).

We are aware that a lot of our fans would really like UI elements that goes well with the series’ general aesthetics, so when an opportunity presents itself, we will look into reworking the UI.


[CHARACTER CREATION]

Q26.) Would it be possible to have an option to enable/ disable the equipment/ clothes destruction feature?

We will look into this setting.

Q27.) Please add more creation parts to the game.

Character creation quickly became the series staple after its introduction. Anyone can express their creativity openly as it is a tool that is wonderfully easy to use. Therefore, we would like to add more creation parts.

We have overshot our goal and designed more creation parts than initially intended in our DLC plans. Additionally, some creation parts will be added as free DLC. We sincerely hope that you will be looking forward to trying out these new parts.


[QUESTIONS RAISED DURING PUBLIC TALK EVENT ON FEBRUARY 16] 

Q28.) Please buff Siegfried. Although the information in Version 1.11 described him as “defensive”, it seems wrong to call him a defensive player because Siegfried has few effective counter attacks.

Siegfried is not great at counter attacks, however we feel that Siegfried can fight with lesser risk when counter attacking the approaching opponent with Aggressive Onrush, or triggering a combo while dodging a vertical slash or overhead attack with Rising Splitter after side stepping etc. This is to illustrate the difference between a defensive fighting style and Nightmare’s high-risk, high rewards offensive style.

The difference between Nightmare and Siegfried will be more emphasised in the future updates, so that Siegfried’s strengths can be demonstrated more clearly in battles.

Q29.) Taki can trigger two kinds of throws during Possession. However, both grapple breaks are triggered by the same input. Why?

Prior to Version 1.11, a throw from Possession was built in such a way that there was only one kind of grapple break since the throw was made in between a succession of swift, continuous attacks and difficult to avoid. Since a throw during Possession is treated as a special command throw, Taki can start moving first even if the throw was unsuccessful.

In the next update, it will become easier for all characters to grapple break. With this change, Taki will lose an advantage which is why we are planning to divide the grapple break into 2 distinct types.

Q30.) Opponents are pushed away when using Soul Charge. Is it possible to pull them in so that the close-range characters can use it more easily?

In SOULCALIBUR VI, the Soul Charge is designed to thrust away opponents. Counter elements such as power increase, temporary pause of the battle timer have been added on top of the the thrust. A fundamental revision of the entire system is necessary if we were to change this behaviour.

Soul Charge gives the player various ways to fight. It could be used defensively to thrust the enemy away or offensively if activated on the edge of the stage. We will continue to update the game to expand the various Soul Charge tactics.

Q31.) I would like to be able to do warm up training while searching for a RANKED MATCH opponent.

Please set the ‘Standby Settings’ to ‘ON’ in Arcade or Training Mode.

Q32.) Prior to Version 1.10, Xianghua was known to have a high capability to ring out opponents. Since her ring out capability was nerfed, please buff something else. 

The ring out ability of Xianghua was not a main focus during development. However, after the launch of the game, we realised that players had fun with this ring out ability.

Even if we had to nerf other characters during balance adjustments, we would compensate by adding another interesting element. We are currently considering to accommodate this request in the next update.

Q33.) How do you decide the character line-ups?

Weapon usage is unique to, and considered the identity of SOULCALIBUR among fighting game genres. The weapons, variations of fighting styles and composition are first considered, then we look at how the character would integrate into the storyline and if it would appeal to the player.

Q34.) I would like to return directly to the stage selection screen after finishing a battle.

We are aware of the demand for this and currently looking into it.

Q35.) Please increase the number of stages.

We understand that fans are strongly requesting the stages from previous entries to be brought back in SOULCALIBUR VI. Each stage has its own strategies and tactics, thus we understand that there is a strong demand for more variety and fun. Within the team, we are considering this request.

Q36.) When Voldo’s Scarecrow (Facing away & during 8WAY-RUN  A) triggers a Lethal Hit during a specific stun combo, Lethal Hit effects are shown but follow up attacks are not possible. Why is that?

This is related to the mechanics of the game’s combo system where it doesn’t allow for the same stun effect to occur twice within a combo.  As we feel that the current behaviour is not ideal, we are currently looking into better solutions.

Q37.) I hear that the objective of adjustments is to fill in the gaps between Online and Offline Modes. In that case, will effects triggering timing or chaining speed (elements that require reacting to the movements of your opponent) be adjusted? What’s your take on input lag?

In fighting games where matches are held in real time and requires you to make judgments instantaneously, then input the next course of action, we realised that the existence of the input lag difference cannot be overlooked.

We understand the importance of observing the opponent’s movements and then deciding your next move, so we will continue to study and adjust the timings of various attack animations and character movements.

 Q38.) What I found fun from the previous titles was the online in-game chat in ‘Player Match’. It’s a pity the game does not have this function now as it will make communication easier. Will it be added in upcoming updates?

We really hesitated on how to proceed with the online related elements which existed in the previous title, including “Global Colosseo”.

For in-game chat, having both a chat feature and emotes would be ideal, but we ended up only implementing emotes during development.

Since this is a highly requested feature, we are considering it.

39.) Are there any plans for a future SOULCALIBUR World Tour?

We truly appreciate your request for a SOULCALIBUR World Tour. Even for titles like TEKKEN 7, organising a World Tour requires various adjustments and coordination among many parties. We will need a considerable amount of time for a SOULCALIBUR World Tour to happen.  At this point, we are unable to give a definite answer.

Q40.) I understand that Character Creation is an important element, however, attacks are sometimes hard to see. Can you add an option to remove custom characters from Ranked Match?

Separating the player base with this option would increase the matchmaking time and possibly give way to being matched against an opponent with a bigger difference in rank because the number of opponents that fit the search criteria would decrease. We regard Ranked Match as the place to showcase your character creations, so we are not planning on adding an option to remove custom characters from Ranked Match at the moment.

However, we are looking into a solution to players using custom characters to gain unfair advantages.

Q41.) In Offline battle, there are only two kinds of regular colors, P1 and P2, so the player’s personality can’t be expressed. Can you add more colours?  

We are currently looking into a way for players to express their personality even in Offline mode. Weapon selection is available in Update Version 1.20 and colour addition is being considered for future updates.

Q42.) When applying a sticker rotation in Character Creation, it is not possible to apply it to cover 360 degrees or the line remains on the joint. Is there any possibility to cover all around?

We have done the best we could during SOULCALIBUR VI’s development, but we will continue making an effort for further improvements.

Q43.) Is it possible to see how many people have downloaded and used the character I’ve created and shared online? 

Thank you for this very interesting question. We will consider its implementation when an opportunity arises.

Q44.) What kind of information is used as reference when making battle adjustments? 

We look at tournament battles from various locations as well as online battles between players, and use the information gathered to make adjustments and improvements. When doing so, we don’t refer only to the experienced players. We would like all players with different skills to continuously enjoy this title.

Q45.) Appeal is unintentionally triggered during battle.

Regarding this issue with Appeal unintentionally triggering when guarding or attacking, we will look into the input reception and commands.

Q46.) Maxi’s Neutral Guard (Alkaid) has a Guard Impact ability. However, even if I repel the opponent’s attack, I receive Reverse Impact and can’t follow up attacking. Why is that?

The fact that the opponent can trigger Reverse Impact when you repel the vertical slash with Neutral Guard (Alkaid) is an expected behaviour. It doesn’t mean that Maxi’s attack is guaranteed upon successful repelling. There is one more struggle against the opponent, and the counter is only guaranteed when Maxi has the Soul Gauge.

Q47.) Why don’t you ask the public to contribute character designs?

Thank you for the interesting suggestion! We will consider this.

Q48.) Could you tell us the DLC release timing? 

We plan to release the remaining 3 DLCs including Amy by end of this summer.

Q49.) Although Reversal Edge is a common system, the wind-up speed varies by character. Why are some easier to dodge than others?

Reversal Edge was designed as a general system to avoid all upper/ mid/ low attacks by triggering a “special guard”. Besides that, each character’s characteristics are strongly reflected. We will continue to adjust Reversal Edge and other common battle systems but will keep these character’s characteristics.

Q50.) Who is the strongest staff among the battle adjustment team?

Our battle adjustment team includes well known “Oosaka” or Mr “Shining Decopon” but other team members also possess deep knowledge and skills. It is difficult to say who is the strongest. We can’t share too much of the development team’s internal information but our members sometimes research the market trends through online. You might already have battled against them!

SOULCALIBUR VI – Gameplay Adjustments

PS4/ Xbox One/ STEAM Version Gameplay Adjustments

A patch will be released for the PS4®/ Xbox One/ STEAM® versions to make the following gameplay improvements and adjustments.

[GAMEPLAY FIXES]

 

  • Yoshimitsu: The opening after Tobi Ushiwaka can be reduced by entering certain inputs.
  • Yoshimitsu: Deathcopter Trick has been adjusted to not ring out during a match however there are certain situations where it still rings out.
  • Geralt: Certain lethal hit conditions for Crippling Strike is not working.
  • Camera: The camera angle becomes awkward during certain throws such as Astaroth’s Ride of the Wicked.

 

Re-adjustments will also be made to the battle system updated in Version 1.30, such as Guard Impact.

 


[MISSING INFORMATION IN CHARACTER PATCH NOTES]

The following information were missing from the Version 1.30 character patch notes.

  • Maxi: Special effects have been added when Critical Edge is activated during Seven Stars Severance to express the increase in damage.
  • Nightmare: The weapon effect’s lighting for attacks exclusive to his Soul Charge has been reduced to improve visibility.

 


[INCORRECT TEXT]

In Amy’s Combat Lessons under Reversal Edges, it is written that when Reversal Edge’s A attack hits, it can be followed up with Dark Abyss and Rouge Stratagème, but this is actually not the case.

This text will be fixed in the next update.

SOULCALIBUR VI – Nier: Automata’s Combat Android, 2B, Brings Her Blades to SoulCalibur VI

Released just barely over a week ago on 19 October, SoulCalibur VI has already been lighting up the internet thanks to the brilliance of innovative players and their masterfully crafted characters. Just when you thought that the fun stops there, a new character entry will be adding on to the hype and promises more hours of enjoyment within the game.

Fans of Nier: Automata will be pleased to know that 2B will be joining the battle of souls and swords in SOULCALIBUR VI – out now for PlayStation®4, Xbox One and PC Digital.

2B will be a playable fighter in Versus mode, Arcade mode and Online matches – and comes with her own stage, background music and character customisation elements. She’ll come as part of the SOULCALIBUR VI Season Pass or to download as a standalone character.

More information on the release date to be revealed soon.

PROFILE

Name: 2B (Official Designation: YoRHa No. 2 Type B)
Sex: Android (Female)
Birthplace: The Bunker
Height: 168cm (including heels)
Weight: 148.8kg
Date of Birth: Unknown
Blood Type: N/A
Weapon: Small Sword & Large Sword
Weapon Name: Virtuous Contract & Virtuous Treaty
Fighting Style: Autonomous Anti-Machine Combat Android
Companions: Tactical Support Unit Pod 042, Maintenance Unit 9S

STORY

It was a peculiar mission.

Destination: Confidential.
Duration: Indefinite.
Objective: To be delivered upon arrival.

The location 2B arrived in was unlike any she had seen before. A search of her language database for an appropriate term returned the words “ancient castle” and this one appeared to have been abandoned long ago. Her sensors detected no machine lifeforms.

“Communication received from Bunker” spoke the robotic voice from 2B’s tactical support pod. “Mission received. Objective: Destroy the hostile entity, Soul Edge.”

“Hostile entity? Not a machine lifeform?” 2B thought aloud. “Not that it matters. If that is the mission, I must complete it.”

Her pod piped up again. “Proposal: Search for target.”

Suddenly, she felt a strange sensation—a twinge—on the back of her neck. She dismissed it as a small glitch in her sensors, but if androids could feel unease, that would be the best description for what she was feeling.

WEAPON

Virtuous Contract is a white blade used by samurai of the East. Virtuous Treaty bears similar patterns to Virtuous Contract on its grip, but is imbued with a deeper, more formal meaning. Both have been carefully tuned for maximum efficiency in the hands of a YoRHa android.

Virtuous Contract has been 2B’s constant companion through countless battles, and she places a great deal of trust in the sturdy sword. Even when forced to abandon her body and activate a new one, she always seeks to recover it.

In truth, there is another reason why she is so loathe to part with her blade: Recorded in the memory circuits of Virtuous Contract is the data from all her battles and missions. It is said this is related to a secret mission entrusted to her, but this theory has not been verified.

YoRHa

YoRHa fighting techniques are designed for combat against machine lifeforms. Installed in exquisitely deadly bodies specially built for the annihilation of their mechanical foes, they employ acrobatic leaps and midair slashes, lightning-fast evasions, and perfectly coordinated strikes with tactical support pods in a complex and flexible combat style.

YoRHa combat androids are capable of wielding multiple weapons at any given time, smoothly switching from one to the other to best suit the situation. Although generally equipped with one small sword and one large sword, they are also adept with spears and other martial weapons.

Combat androids are constantly updated with battle data analysed by YoRHa operators; however, differences in individual units’ abilities do exist. A YoRHa model’s fighting style and skill varies greatly depending on their experience and the missions they’ve completed. 2B, in particular, possesses ability far above that of her Type-B peers.

As a deadly last resort, 2B can also destabilise her reactor core to self-destruct, causing her black box to explode if her situation becomes dire.

[smartslider3 slider=3]

SOULCALIBUR VI – Patch Notes Version 1.02

Patch 1.02 for SOULCALIBUR VI is live for all platforms. We are adding improvements and modifications that addresses some issues introduced with the previous version 1.01 update. The details can be found on the official site.


PS4/ Xbox One/ STEAM Version 1.02 Update Notes (As of November 14th, 2018)

Please note the release schedule for each platform below:

  • PlayStation 4 : This update was released on November 14th 2018.
  • Xbox One: This update was released on November 16th 2018.
  • Steam : This update was released on November 16th 2018.

The version 1.02 update includes improvements and modifications that addresses the following issues.

  • Issues fixed regarding some of the characters (PS4®, Xbox One, STEAM)
    • Fixed instances in which Voldo and Tira were able to activate moves that require a certain amount of their Soul Gauge to be filled while not meeting that condition.
    • Adjusted the range Geralt’s and Tira’s unguardable moves’ range to the intended amount.
  • Adjustments regarding the RANKINGS (STEAM)
    • Fixed displaying inaccurate/erroneous information in the RANKINGS menu.

SOULCALIBUR VI – Project Soul Panel Session (EVO 2019)

MESSAGE FROM THE PRODUCER

Dear SOULCALIBUR fans,

Since its release in October, SOULCALIBUR VI has been embraced by many players all over the world. Whether it’s all the community tournaments held around the globe or all the character creations profusely shared by fans on social media, every single member of PROJECT SOUL is overwhelmed by your response to the game. We are very grateful for your attention and continued support.

As we are fully committed to continuously improving the gameplay experience, we are constantly monitoring the community as we tweak and improve the game’s balance as best as possible. On top of watching various tournaments across the globe, the team also monitors and takes into account comments and opinions from players.

It must be said that it is very difficult for us to reply to each and every one of your enquiries due to the sheer amount that we receive on a daily-basis. That is why we are always ready to jump at every opportunity to communicate with you. This is one of the reasons we have decided to hold a community panel session for SOULCALIBUR VI during the upcoming EVO Japan.

We truly hope that with this community panel session, we will be able to actively join the community discourse surrounding the game and exchange opinions and ideas with SOULCALIBUR VI players from all over the world. We invite any and all players who are able to make it to attend our panel regardless of their level or experience regarding the game (just to be clear competing at EVO Japan is not a prerequisite to attending the panel).

Our aim is to provide an outlet for healthy discussion within our community and hope that we will all be having fun while doing that.

Lastly, as this event was announced without much notice, many of you might not be able to attend in person. We just want say that you can participate to the community discourse regardless by giving us your feedback on the link below.

We are very excited to the prospect of meeting you in Fukuoka. As SOULCALIBUR VI players compete for supremacy, let your SOUL burn for EVO Japan.

SOULCALIBUR VI Producer
Motohiro Okubo

*Please note specifics regarding the panel may be subject to change.

Project Soul Panel Session (EVO 2019)

Members of the development team, including Motohiro Okubo (Producer) and Masteru Takahashi (Director), will be on stage to answer fan’s inquiries in a Q&A session to actively join the community discourse surrounding the game.

Date & Time:
February 16, 2019 (Saturday)
15:00-17:00 JST

Venue:
FUKUOKA CONVENTION CENTER 502 (5F International Conference Rooms)
https://www.marinemesse.or.jp/eng/congress/facilities/facilities5.html

Entrance Fee:
None (Free)

*First come, first-served basis.

*Access to event is subject to availability and not guaranteed due to the limited capacity of the venue. Entrance might be refused once full capacity is attained. Thank you for your understanding and cooperation.

SOULCALIBUR VI – Version 1.10/ 1.11 Update Notes

PS4/ Xbox One/ STEAM Version 1.10 Update Note (As of December 20, 2018)

We will be releasing the 2nd playable DLC character, 2B (YoRha No.2TypeB) on December 18, 2018. For more information about this character, please check out our official site.

The Version 1.10 update includes improvements and modifications that addresses the following issues.

Gameplay Adjustments (PS4/ Xbox One/ STEAM) 

  • Adjusted some aspects of the battle mechanics and special moves. Please go to this page for a detailed list of the adjustments.
  • Corrected some of the in-game text.
  • Improved the general stability and polish.

Network Related Issues (PS4/ Xbox One/ STEAM)

  • Fixed instances in which in Casual Match, the match would suddenly end due to unintended circumstances such as when a spectator leaves the session.
  • Improved the Ranked Match’s matching system and made the experience smoother. Choosing 4+ bars in the search filters has an effect matching on the PS4 and STEAM versions.
  • Improved the general stability and polish.

Creation Related Issues (PS4/ Xbox One/ STEAM)

  • Fixed errors pertaining to the usage of the CREATION mode such as:
    • Fixed the instance in which players could not equip “Astaroth” with the “Cataclysm Set”.
    • Fixed the instance in which players couldn’t change the eye colour of Colossus type characters.
    • Fixed the instance in which when players tried to have their characters with the “Haunted Long” hairstyle wear a hat, the game would apply the “Wild Tail” hairstyle to the character.
  • Fixed graphical errors.
  • Improved the general stability and polish.

Addition of Creation Parts (PS4/ Xbox One/ STEAM)

  • Added various CREATION PARTS that may be used by anyone who owns the base game:
    • Halter Top Bikini
    • Service Cap
    • Short-Sleeve Shirt
    • School Swimsuit (with Name Tag)

Fixed Issues for the Xbox One Version (Xbox One)

  • Fixed some cases in which a lengthy loading time would occur while navigating the game menus.

Fixed Issues for the STEAM version (STEAM)

  • Fixed some cases in which players could not equip certain creation parts while customising their characters on the “Creation Mode”.
  • Fixed instances in which players could not play the game after choosing specific keyboard settings.
  • Added keyboard functionalities such as auto-detection and menu navigation for AZERTY keyboard.

PS4/ Xbox One/ STEAM Version 1.11 Update Note (As of December 20, 2018)

The Version 1.11 update, which will be released in January 2019, includes improvements and modifications that addresses the following issues that were introduced with the previous Version 1.10 update.

Gameplay Adjustments 

    • Adjusted some aspects of the battle gameplay. Example: Fixed instances in which Astaroth was able to stay in Soul Charge mode beyond the fixed amount of time. Or instances in which some vertical attacks were not hitting opponents moving in 8WAY-RUN.
      • Azwel: Guard crush is available by “Plunder the Depths”.
      • Talim: “Rolling Storm” gets a combo from the 2nd hit of “Air Blade Thrust”.
      • Maxi: Some combos gets unstable with homing function updates of “Black Serpent”.
      • Tira: Jolly side arts are available even on Gloomy side during Training Mode.

 

  • Adjusted certain characters and moves that ended up being more powerful than intended. Example: Raphael’s Reversal Edge, Azwel’s stance change, Voldo’s various special stances.

 

  • Corrected some inaccurate/ erroneous information displayed on 2B’s movement list:
    • The tip that specified that activating the following move would result in a continuous combo is inaccurate/ erroneous – “During Aggression Shift while soul charged B.B ~ During Aerial Leap B+K”. To correct this, we have added information that stipulates the above mentioned move does not result in a continuous combo in all but some of the characters.

 

Network Issues (PS4/ Xbox/ STEAM)

  • The game would get stuck on either the character selection screen or the stage selection screen. This issue will be fixed with the next patch. Temporary fix instructions until the patch: Wait for a few seconds on the stage selection screen.

Thank you for your patience and understanding as we continue to work on finding and fixing various issues surrounding the game.

SOULCALIBUR VI – Version 1.11 Update Notes

Version 1.11 Update Notes (As of January 15, 2019)

Gameplay Adjustments (PS4/ Xbox One/ STEAM)

  • Adjusted some aspects of the battle gameplay. Please go to this page for a detailed list of the adjustments.
  • Corrected some of the in-game text.

Fixed NETWORK related issues (PS4/ Xbox One/ STEAM)

  • Fixed the instance in which the game would get stuck on either the character selection screen or the stage selection screen.

 

SOULCALIBUR VI – Version 1.12 Update Notes

Version 1.12 Update Notes (As of January 29, 2019)

The Version 1.12 update includes improvements and modifications that addresses the following issues.

Fixed NETWORK related issues (PS4/ Xbox One/ STEAM)

  • Fixed crash bug that would occur after choosing “Battle Log” or “My List” in the REPLAY Menu when incompatible replay data is present.

Thank you for your patience and understanding as we continue to work on finding and fixing various issues surrounding the game.

 

SOULCALIBUR VI – Version 1.20 Update Notes

Version 1.20 Update Notes

The Version 1.20 for PS4®/ Xbox One/ STEAM® update includes improvements and modifications that addresses the following issues.

Version 1.20 Update (scheduled for February 19, 2019)

This update includes compatibility support of the paid DLC3 Creation Parts Set A: “Armour Pack 1” that is available for PS4®, Xbox One and STEAM®. Please check here for details.

Additional Creation Parts (PS4/ Xbox One/ STEAM)

The following Creation Parts will be added for everyone after applying this update.

  • Sailor Shirt
  • Boy’s blazer
  • Girl’s blazer
  • Student’s Coat
  • Student’s Slacks
  • Student’s Cap
  • Duffel Bag
  • Leather Loafers

Additional Functions (PS4/ Xbox One/ STEAM)

  • Weapons can be selected by pressing the □ button while the cursor is set on the regular character in the character selection screen.
*The aforementioned button refers to the PlayStation®4 version.
*The different weapons are cosmetic in nature as they do not provide any changes in weapon performances.
  • In the VS screen before the battle, the stage name will be displayed on the upper screen center. If “RANDOM” is selected in the stage selection, “RANDOM” will be displayed instead of the stage name.

Additional Functions (PS4/ Xbox One/ STEAM)

  • When the creation character frame is selected in the character selection screen, the cursor’s previous position is memorised.
  • Fixed the instance in which when a “RANKED MATCH” is found while in standby mode in TRAINING”, the command input would still be active during the match.
  • When using the command record in the “TRAINING”, the recording can be started by pushing the “R3” button and can be stopped with the “L3” button.
*The aforementioned button refers to the PlayStation®4 version.
  • Some of the texts has been corrected.
  • General stability has been improved.

CHARACTER CREATION Adjustments (PS4/ Xbox One/ STEAM)

  • The appearance of “Partial Shadow Leg Guards” and some pants parts (“Arabian Slacks”, “Slacks”, “Slops”, “Cropped Pants”, “Prayer Pants”) will be modified. This is to avoid parts clipping through each other.
  • Fixed instances in which the discrepancy between the creation screen and actual gameplay screen regarding the “Haunted Long” hair color selection. Parts that can be assigned the “Haunted Long” hair color will be increased to 2.
  • Fixed instances in which the discrepancy between the creation screen and actual gameplay screen regarding the “Bad Boy Grunge” hair color selection.
  • Fixed the appearance of the chest area when “Fetching Leotard” and “Parlour Blouse” are both equipped at the same time.
  • Fixed the appearance of the back of the head when “YoRHa No.2 Hair” and “Wizard’s Hat” are equipped at the same time.
  • When “Cyclone Bikini” and “Raven Leather Leggings” are both equipped at the same time, “Cyclone Bikini” was partially cut off. Changing the creation system so that these parts cannot be equipped at the same time.
  • Fixed the unintended change of Xianghua’s head skin color when her hair is removed.

LIBRA OF SOUL Adjustments (PS4/ Xbox One/ STEAM)

  • In “Currency Exchange”, the exchange rate from G to SP will be changed from “5000G ⇒ 100SP” to “1000G ⇒ 100SP”.
  • The amount of gold consumed via “Exploration” will be changed from “30G every 100km” to “20G every 100km”. The amount necessary to go through the obstacles (ocean, dessert, mountains, etc.) will also be lowered.
  • The amount of gold obtained when clearing the following missions will be increased.
    • The main story fight against Berserker.
    • The request for sealing the Astral Fissure.
    • “All That Glitters” (random encounter during exploration)
    • “The Duel” (triggered randomly on the world map)
  • The strength of the following enemies will be reduced:
    • NPC bosses
    • Strong NPCs that appear during the request for sealing the Astral Fissure.
  • Fixed instance in which the character’s hair changes when performing a Soul Charge during battle if “Lost Soul (Winged): Male” is chosen as with the default hairstyle.

Adjustments for the PlayStation®4 version (PS4/ Xbox One/ STEAM)

The “button confirmation screen” in the OPTION menu’s controller settings can be closed with the “Touchpad” or the “OPTIONS” button. This is to avoid a problem that occurs in some of the arcade sticks, in which players would get stuck on the “button confirmation” screen being unable to quit without closing the application.

NETWORK Adjustments (PS4/ Xbox One/ STEAM)

  • Fixed instances in which the game would crash if older unsupported replay data was found in the “REPLAY” list when selecting “Battle Log” or “Favourites”.
  • The matching system will be improved by adding various rank thresholds. If an opponent is not found when searching for an opponent in “RANKED MATCH”, an opponent with a similar rank will be searched. If no one is found, the search restrictions will be relaxed gradually until someone is found. First, the system will search for an opponent with a small gap in rank. If the search is still negative, the system will look for an opponent with a medium gap in rank and so forth until an opponent can be found. This way, the chances of finding someone at the player’s rank or close becomes much higher.
*This is only relevant to the PlayStation®4 and STEAM® versions.
*For Xbox One, there is no change as the search is done on the constructor side.
  • The obtained RP will be increased when the rank is lower than “G1” and winning against an opponent with a rank difference.
  • For battles in which players are between “C5” and “B1”, the amount of RP gained will be increased when fighting against an opponent lower than a certain rank.
  • The upper rank limit of the consecutive bonus application will be augmented from “G1” to “E1”. The scale factor to RP caused by the consecutive win will be increased. This is to allow players who have the capability to win consecutively in the current rank to rise up faster to the rank with players of similar skills.
  • In the “RANKED MATCH” and “CASUAL MATCH”, the filter “All” in the language and the area settings will be changed to “Other Regions”. This is a text correction only to give a better understanding of the filter without a change in its usage.
  • Before this update, even if the filter is set to “All”, this does not mean that all players become eligible for matchmaking. It means that all matchmaking is done among the players who selected the filter “All”.  As this is a source of misunderstanding, with this update we have changed the name of the filter.

We are investigating any other unexpected issues in an orderly fashion. We apologise for any inconvenience caused. Thank you for your understanding and continued support.

Online Violation

Providing a safe and fun gaming experience for players all around the world is one of our core pillars which why we follow strictly our company policy which is to BAN players that violated the agreed upon rules. We will continue to enforce this policy.

[Regarding the Future Update]

NETWORK Adjustments (PS4/ Xbox One/ STEAM)

  • The following corrections will be made in order to improve the matching quality of “RANKED MATCH” by enhancing the network stability and the match making process as to reduce the rank gap between opponents.
    1. The removal of “language” and “area” filters.
    2. Setting the “ping/connection” filter to “more than 4 bars” by default.
  • In “RANKED MATCH”, we are planning to remove the limits of the rematch option in order for players to continue playing against an opponent they enjoyed matching against the first time.
  • Fixing the instance in which players would be unable to progress if a player leaves the lobby in “CASUAL MATCH”.
  • In “REPLAY”, we will be adding the function of deleting old replay data which is no longer supported.

We are continuously checking and investigating any other potential issues.

SOULCALIBUR VI – Version 1.30 Update Notes

PS4/ Xbox One/ STEAM Version 1.30 Update Notes (As of 25 March, 2019)

The Version 1.30 update includes improvements and modifications that addresses the following issues.

THE 4TH DLC, PLAYABLE CHARACTER “AMY” (PS4®/ XBOX ONE/ STEAM)

This update includes compatibility support of the paid DLC4 “Amy”.

Please note that “Amy” will be released on the 26 March, 2019. For more information about this new playable character, please refer here.


ADDITIONAL CREATION PARTS (PS4®/ XBOX ONE/ STEAM)

The following Creation Parts have been added:

  • Night Butterfly Dress
  • Night Butterfly Lace
  • Night Butterfly Boots
  • Night Butterfly Socks


ADDITIONAL FEATURES (PS4®/ XBOX ONE/ STEAM)

The following features have been added:

  1. Controller settings can be accessed from the character selection screen of “Versus” by pressing the “Option” button.
    *The aforementioned button refers to the PlayStation®4 version.
    *This additional feature cannot be used in “Casual Match” or “Training” modes.
  2. Added additional options pertaining to the activation of the “Pause Menu”. The following options can be selected from the “Versus” regulation settings screen:
    • “Standard”: Pushing the “Options” button opens the pause menu, as per usual.
    • “Hold”: The game can only be paused by holding the “Options” button. This will reduce the risk of players pausing the game by accident.
      *The aforementioned button refers to the PlayStation®4 version.
  3. The following options have been added to the menu screen at the end of fights in “Versus” mode.
    • “Rematch on a random stage”: Rematch with the same opponent on a randomly selected stage.
    • “Stage Selection”: Return the player to the stage selection screen while keeping the already chosen characters and rematch with the same opponent.
  4. In “Replay”, an erase feature has been added which can be used to delete all the old replay at once.

GAMEPLAY ADJUSTMENTS (PS4®/ XBOX ONE/ STEAM)

  1.  Adjusted some aspects of the battle mechanics and special moves. Please go to this page for a detailed list of the adjustments.
  2. Corrected some of the in-game text.
  3. Improved the general stability and polish.


TRAINING MODE ADJUSTMENTS (PS4®/ XBOX ONE/ STEAM)

  1. Adjustments have been made so that the game remembers part of the settings and options within “Training” during the same game session. Please note that this additional feature does not pertain to the cursor position within the fighting style guides.
  1. The “random” option has been added to the display system of the command input replay feature.
  1. If players use the “touchpad” + “□ button” while using the command input replay feature within “Training”, they can change the replay modes.
*The aforementioned button refers to the PlayStation®4 version.
  1. Fix the instance in which slowdowns occur during “Training”.
  1. Fixed the instance in which the game would unpause with open menus if players press the OPTIONS button while the “Move Settings” window is open.
 *The aforementioned button refers to the PlayStation®4 version.


CREATION PARTS ADJUSTMENT (PS4®/ XBOX ONE/ STEAM)

  • “Arcane Knight Armour”, “Female Pirate Coat” have been changed not to get damaged during the battles.
  • Adjusted the customisation settings not to allow the use of some of the other headgears when “Hermit’s Hood” is equipped.
*This change only concerns creation parts that are not visible when “Hermit’s Hood” is equipped. There this does not affect the number of customisation pertaining to the aforementioned item.
  • Fixed the instance in which the character’s body does not render properly when equipping armour for the arms while already wearing the “Baihu Coat” and the “Samurai’s Haori”.
  • Fixed the chest area display bug that occurred while “Fetching Leotard” and “Parlour Blouse” are both equipped.
  • Changed the customisation as to let both female and male characters equip the “Sanctified Cuisses” and “Arabian Slacks” at the same time.
  • Fixed display bugs that would occur when “Gym Shorts” is equipped.
  • Fixed instances in which the sticker would not display properly when applying it at the front face of the “Gym Shorts”.
  • Fixed instances in which machine lifeforms would appear on the “Character Viewing Screen” after selecting the “2B” fighting style
  • Fixed various bugs pertaining to customisation parts.


LIBRA OF SOUL ADJUSTMENTS (PS4®/ XBOX ONE/ STEAM)

The conditions under which the title “Azure Nightmare” can be obtained during the “In Father’s Name” mission will be softened.

After the changes, the title will be obtainable by meeting the following conditions:

  1. Completing the following mission: “Schwarzwind: Feelings Shared”
  2. Completing the following mission: “Unsung Hero”.

For players who are already meeting the required conditions, the “In Father’s Name” mission will be automatically available.


NETWORK ADJUSTMENTS (PS4®/ Xbox One/ STEAM)

  1. The following corrections were made in order to improve the matchmaking quality of “Ranked Match” and enhance general network stability.
    • Removed the “Language” and “Region” filters from the search option.
    • The “ping/ connection” filter has been set to “more than 4 Bars” by default.
  2. In “RANKED MATCH”, the limits of the rematch option have been removed.
  3. Fixing the instance in which the players would be unable to move after the start of the round in “Casual Match”.
  4. Added “ping/ connection” indicator which is displayed in the lower-middle part of the screen during fights both in “Ranked Match” and “Casual Match”.

REGARDING USERS WHO ARE IN VIOLATION OF THE EULA (THE SOFTWARE LICENSE AGREEMENT)

Providing a safe and fun gaming experience for players all around the world is one of our core pillars which is why we are following strictly our company policy which is to BAN players that have violated the agreed upon rules. As we will continue to enforce this policy, please understand that being in violation of the EULA can result in a BAN.

We are continuously investigating any and all other potential issues. Please understand that we are proceeding in an orderly fashion. We apologise for any inconvenience caused.

Thank you for your understanding and continued support.