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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.

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ANNOUNCEMENTS
25 Mar 19
This update includes compatibility support of the paid DLC4 “Amy”, as well as improvements and modifications to address some issues.
SOULCALIBUR VI – EVO Japan 2019 Community Q&A
NEWS
15 Mar 19
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. Read on to find out more about future developments!
SOULCALIBUR VI – Gameplay Adjustments
ANNOUNCEMENTS
25 Apr 19
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 […]