

Much like Tekken 5 did for the Tekken series, Namco has put in an effort to eliminate some of the bizarre wackiness that happened a bit too often in SC2 where moves would hit that shouldn't have, or would whiff when they should have hit for no apparent reason. The range of throws seems to be shorter than it was in SC2.Ĭleaner system overall. It is possible to actually gain frame advantage from a throw break. Throws now have variable recovery when broken, depending on how good the timing of the throw break was. The overall frame window for pulling off a GI felt smaller than it did in SC2, but there is no 2G crap here (in SC2 you could hit 2G when someone GI'd your attack and it would allow you to block during the GI stun even though you shouldn't have been able to).

The red GI does not allow the opponent to re-GI, and leaves them stunned and knocked back long enough to guarantee some follow up hits. There are two different types of GIs now as well, the standard green one that works the same as how it did in the previous Soul Caliburs, and a new red GI that seems to be based on perfectly timing the GI. 6G is a high/mid parry, 3G is a low/mid parry, 4G is a high/mid-repel, and 1G is a low/mid repel. Guard Impacts (GIs) have been switched back to the original SC1's style, where there are four different types. K~B means hit K then immediately hit B right afterwards The easiest way to think of this is to pretend you were using a keypad to control your character, and your character is facing towards the right. Numbers are used to represent directions.
A TALE OF SWORDS AND SOULS ETERNALLY RETOLD FREE
What I can talk about here are my impressions of the game from one hardcore gamer to another (and even you more casual guys might get something from this as well, so feel free to join us for this conversation).įor those who don't know, I'll make a quick note about Soul Calibur naming conventions here:ħ 8 9 u/b u u/f 4 5 6 = b n f 1 2 3 d/b d d/f I played the previous games a lot (first place SC2 MLG Seattle, second place SC2 VGames New York, among other tourneys), and feel fairly knowledgeable about the game system in general.

I'll admit it, playing SC3 was possibly my greatest motivation for attending this year's show, and I, for one, am not disappointed.īy way of introduction, I'll say that my handle on the official Soul Calibur forums is Reldan, and I've been an avid Soul Calibur fan (Ivy, Yoshi, Cervantes) since a bit before Soul Calibur II came out. Pretty standard stuff."Transcending history and the world, a tale of swords and souls, eternally retold … Soul Calibur 3!" Hearing those words almost brought me to squeal with glee in the midst of the thousands of people brought together by the twin loves of gaming and profit at this year's E3. Of course, as with most fighting games, you can combine these various buttons for combos and stronger attacks. If you aren’t, you have light and heavy attacks, as well as kicks, and within these you can perform low, medium, and high strikes. If you’re familiar with the series, you’ll be able to jump right into SoulCalibur VI with no problem.
A TALE OF SWORDS AND SOULS ETERNALLY RETOLD SERIES
All the core mechanics of the series are present in SoulCalibur VI, but there are some serious strides made to make things more accessible to newcomers than past entries. SoulCalibur VI works as a soft reboot of the series, rebooting the main story and timeline, but leaving the gameplay and characters mostly intact. The six years since SoulCalibur V has clearly allowed the team to re-examine the series, and double down on providing a robust fighting game experience. It’s a game that feels altogether familiar but different at the same time, and it’s the biggest and boldest that SoulCalibur has been in years. The SoulCalibur series’ tagline has always a been “A tale of swords and souls eternally retold,” and that seems a fitting saying for SoulCalibur VI.
