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We’re back with another behind the scenes video with producer Okubo-san. Learn more about Grøh, the agent in black and SOULCALIBUR’s newest character!
SOULCALIBUR VI represents the latest entry in the premier weapons-based, head-to-head fighting series and continues the epic struggle of warriors searching for the legendary Soul Swords. Taking place in the 16th century, revisit the events of the original SOULCALIBUR to uncover hidden truths. The heroic battles transpire in a beautiful and fluid world, with eye-popping graphics and visual appeal. SOULCALIBUR VI tunes the battle, movement, and visual systems so players can execute visceral and dynamic attacks with ease. SOULCALIBUR VI marks a new era of the historic franchise and its legendary struggle between the mighty Soul Swords!
Learn more about returning character Nightmare in SoulCalibur VI straight from the game’s producer, Okubo-san!
Sharpen your swords, put on your armour and get ready to fight. SoulCalibur, the game that defined weapon-based 3D fighting games is back!
Two decades after its first iteration, SoulCalibur VI returns to its roots while bringing brand-new gameplay features to the fight. Travel through the signature 16th century stages and experience the struggle for the two legendary swords using a complete roster of returning iconic SoulCalibur characters, along with some newcomers!
SoulCalibur has never looked more dynamic or dramatic, intensified with eye-popping graphics powered by Unreal Engine 4.
• The legendary weapon-based 3D fighting game returns to its roots
• A complete roster of returning characters and newcomers
• An epic story mode of the struggle for the two swords
• Revamped gameplay mechanics for intense showdowns
• Dynamic fights enhanced by cinematic-styled combat
Soul Chronicle Mode:
• SC6 main story mode
• A ‘reboot’ of the SoulCalibur timeline, featuring events from the original SoulCalibur games in a new ‘canon’ version of the storyline / the true stories of these iconic characters
• Players unlock new characters timelines to play as by playing through other characters interlocking timelines, revealing more story each time
Libra of Souls Mode:
• SC6 ‘secondary story mode’
• Take your own custom character into the SOULCALIBUR world
• Gather & earn new weapons & customizable elements to create YOUR fighter.
• Be wise through choices, interactive cutscenes & missions and write YOUR story.
• As well as a cast of returning favourites, this year there are brand new characters Azwel and Groh for players to fight with, or with guest character Geralt of Rivia, aka The Witcher
• Players who choose to fight as Geralt will utilise the witcher’s signature fighting style — a combination of swordplay, ability-enhancing potions, and combat magic. Doug Cockle — the English voice of Geralt of Rivia — returns to reprise the role
Key gameplay mechanics:
THE SUPREME DEFENSE: REVERSAL EDGE
• Read the opponent’s move and deliver a counter attack while guarding, then take control of the battle by quickly linking to your next attack
THE ULTIMATE ATTACK: CRITICAL EDGE
• A trademark move unique to each character, capable of delivering great damage to their opponent
A CHANCE TO TURN THE TABLES: SOUL CHARGE
• A temporary power-up taking place after pushing away the opponent with a shockwave
PROOF OF SKILL: LETHAL HIT
• A special effect which destroys your opponent’s armour once a certain set of conditions are met
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
Special ‘Mastel Award’ from SOULCALIBUR VI Director Takahashi “Mastel” Ryoji !
PATCH V2.12 DETAILS
Battle Adjustment List
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
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!
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 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.
The entry period for The Campaign is:
How to Enter
The entry is completed by following the above procedure 1 and 2.
The formats for a valid Submitted Work shall meet the following requirements:
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.
Awarding of The Winners
Common Terms & Conditions
The Campaign is conducted in accordance with the following terms and conditions of The Company.
Ivy Valentine returns to SOULCALIBUR VI to whip out those who get in the way of her revenge. Watch this video in which Motohiro Okubo, producer of the game, shares some insight into the development of this fan favorite. Will she be your main?
Taki, everyone’s favorite Ninja warrior, makes a dazzling comeback in SOULCALIBUR VI. In this exclusive interview, Producer Motohiro Okubo sheds some light on her unique fighting techniques.
The Last Priestess of the Winds is back for a new dance: in this Dev Diary video, producer Motohiro Okubo talks about Talim’s long-awaited return to SOULCALIBUR VI!
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.
The version 1.10 update includes improvements and modifications that addresses some known issues. Read on for the detailed list of battle adjustments.
Stepping, Running Backward
Voice, Sounds, Effects, Animations
6A+K (Training mode only)
Against downed opponent 3A+G
While soul charged11or44or77A+G
Against midair opponent A+G
Against midair opponent 4A+G
When hit while soul charged & performing 33or66or99K (holding)
While soul charged 66A+G
While soul charged 236A+G
While soul charged 236A+G (fast)
After reversal edge hits A
During Comedy of Errors B.B
During Comedy of Errors Bs6
While soul charged B.B.B
While soul charged 6A+B
After reversal edge hits B.B
While in spear mode B+K or while in Almighty mode 4B+K
During Comedy of Errors A.B
During Comedy of Errors 4K
Character Movement Speed
While crouching 1B
While soul charged 6A+B
While soul charged during 8-way run A+B
A+B during 8-way run
While in sword mode or Almighty mode B+K
While in ax mode B+K or while in Almighty mode 6B+K
During Beauty of Balance A.A.A
2A 1A Crouching A
During Dread Charge B
While soul charged 3B.B
While rising A
While rising B
While soul charged & in Avenger stance 6B
After reversal edge hits K
While in Avenger stance B
Against downed opponent 1K
Facing away B+K
While crouching 3B
During Serpent’s Embrace 4A
3A+K (Training mode only)
During Back Parry B
While soul charged 33hor66hor99hB
During Right Cross A.B
While in a special stance 6or4
During Behind Lower B
During Right Outer K
While rising B.2B
While soul charged 1K.B.B
While soul charged 22or88B.B
During Mist B
During Relic K
While soul charged 33hor66hor99hK.K
During Grim Stride while soul charged A+B
During Night Lower Stance B
1A After reversal edge hits B
During Night Lower Stance A+B
While crouching 1A+G
During Preparation 6K
After reversal edge hits B
During Preparation B+G
During Preparation B+K
During Preparation A+B+K
During jump A
During Shadow Evade A
6B.B.B (exact timing)
During Preparation B.K
While soul charged & jumping A.B
While rising B.B
After successfully form-dodging B
During Quick Parade B.B
During Preparation K
While rising B+K
While soul charged 11or44or77B+K
While soul charged11or44or77B+K (hold)
During Chief Hold A+B
During Base Hold while soul charged K
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
During Possession A
During Wind Roll A
After reversal edge hits A.A.A
During Distorted Breeze B
During Possession 6A
While soul charged 6A+B
After running 6 some distance A+K (Training mode only)
Wind Sault K
6A.K Reduced the distance between the character and the opponent when the 1st hit is guarded.
During Wind Charmer B.B
During Wind Charmer K
Facing away B
During Wind Charmer B delayed B
During Wind Sault A
During Wind Sault B
While Gloomy 6A+K (Training mode only)
While Jolly A+B
While Jolly 236K
After reversal edge hits A.A
After reversal edge hits A.A (hold)
During Mantis Crawl B+K
During Mantis Crawl while soul charged B+K
During Caliostro Rush 4A+G
During Mantis Crawl 66
Facing away 33or66or99A+G
Facing away B+K
Facing away 4B+K (hold)
Facing away A+B
During Mantis Crawl A+B
Jumping while facing away A
During Mantis Crawl with feet toward opponent 4K
During Silent Xia Sheng A+B
During Playful Xia Sheng A+B
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)
Health Consuming Techniques
After inflicting a curse 33hor66hor99hA+B during hit/guard B
After inflicting a curse & reversal edge hits B.B
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!
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.
Reference: In the case of Siegfried, Grief Impact motion was delayed but the move level was enhanced instead. Indeed, Grief Impact has not worked well to open up an opponent’s guard if the opponent could guard after seeing your moves, or in a position in which you could guard by seeing their moves, which limited the uses of Grief Impact. This update is to fill in those gaps and re-define the roles of moves. Although the move could be guarded against easily, it’s able to greatly reduce the durability gauge and enable you to keep attacking.
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.
Reference: For Siegfried, the new move Base Hold triggered from Aggressive Onrush was enhanced but there are many scenarios where players are defeated from not being able to stand up once they fall down. It could be a big issue if this were to become the main strategy for Siegfried: defeating opponents by incapacitating them using only Base Hold.
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:
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.
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.
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!
A patch will be released for the PS4®/ Xbox One/ STEAM® versions to make the following gameplay improvements and adjustments.
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.
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.
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.
Name: 2B (Official Designation: YoRHa No. 2 Type B)
Sex: Android (Female)
Birthplace: The Bunker
Height: 168cm (including heels)
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
It was a peculiar mission.
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.
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 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.