@maximilian_ Breaks Down the Latest Famitsu Article

Maximilian Dood reports the newest information that was learned from yesterday's Famitsu article about SoulCalibur VI. Motohiro Okubo talks to Famitsu about returning mechanics and the goals the development team has for the gameplay. Max also speculates what guest characters may be coming into the game. Check out Max's reaction to the news in the video below!


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Michael Stabile

Michael Stabile

Let's battle!
70% doesn't mean the game will come out mid 2018. Even if the old programmer maxim didn't hold, if the game took two years to make, 70% done would mean about another year before completion. If the game took four years, that would mean they need another two years. Simple math ppl
 
Of course stepping should be punishable.

If you back- or sidestep a move successfully, you get free launchers. For the fundamental rock-paper-scissors system of the game to even work, step cannot be safe.

That being said, it'd be nice if they figured out how to do that without forcing the quickstep animation on buffered 8WR moves.
 
I totally agree with his point about 8wr. It'll be quite a bummer if they keep that whole *if you 8wr and get hit there will be a huge punish* mechanic

We don't know how punishing horizontals on CH will be. But we do know if you successfully sidestep you'll get a CE or some other big whiff punish.

And even if you could step without CH horizontals, I'd just discourage your step in other ways. You're still not moving against me as much as it sounds like players like you want to unless you're spacing properly, just like in any other SC.
 
70% doesn't mean the game will come out mid 2018. Even if the old programmer maxim didn't hold, if the game took two years to make, 70% done would mean about another year before completion. If the game took four years, that would mean they need another two years. Simple math ppl
That's only if you're assuming each task created takes the same amount of time. If they need to wrap up several small projects or put the finishing touches on lighting effects or localize languages that doesn't take the same as character moveset development or somethjng that takes lots of sit down effort
 
That's only if you're assuming each task created takes the same amount of time. If they need to wrap up several small projects or put the finishing touches on lighting effects or localize languages that doesn't take the same as character moveset development or somethjng that takes lots of sit down effort
They were doing Mocap in March.

Balancing takes a while and that can introduce a lot of unintended bugs etc as well.
 

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