PSX SCVI Gameplay Preview Analysis

PSX has revealed the first gameplay of SCVI in motion. I broke down the most notable changes on my twitch stream and I will link the archive below. I will list the changes me and my stream caught. Feel free to post what you have seen below! Here is the raw footage without me talking over it.




Known system mechanics and character changes:
  • Reversal Edge and Guard Impact will cause the user to take guard damage when they fail to connect it.
  • Reversal Edge post hit causes a guessing game where verticals beat horizontals, horizontals beat sidestep, and sidestep beats verticals. You can potentially receive a ringout when it connects. It also automatically parries strings, but some moves have fast enough recovery to where you can block the automatic attack.
  • Soul Charge (the mechanic similar to V-trigger) causes the opponent to receive chip damage. It costs 1 bar of meter and is set on a timer that's similar to max mode from KoF. Large push back on activation.
  • Lethal Hits are hits that cause the character's clothing to break. When you hit them, the move properties change into combo starters. You can see Mitsurugi's 1A as well as Sophitia's 22B do this in the footage.
  • Guts is still in the game as well as meter. You still gain a bar of meter for losing two rounds.
  • Movement can be cancelled like in games pre-SCV. Run counter for backwards movement has been removed, but remains for side movement. (Hey guys, it looks like the mechanic might be that backdash can be run countered. It seems that verticals cant run counter in general. Only horizontals and tracking kicks.)
  • Throws still can catch side movement.
  • Mitsurugi has gained a running tackle that resembles an Arthur move from SC3. He has a new low mid option. 1aB has a new animation and 4KB causes severe knock back on hit. MST KB is NCC and his MST B+K causes an attack throw on normal hit. MST B string has a new follow up that resembles his 4B without the backdash.
That's all of the new information I could find in the video. Let me know if you find other things!

Changes found by 8wayrun:
  • No damage on throw escape. They can also build meter.
  • Meterless Guard Impact.
  • Sophitia 1AA doesn't trip on first hit.

  • Mitsurugi 1A doesn't trip on normal hit. Relic is in the game again.
 
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Michael Stabile

Michael Stabile

Let's battle!
New and returning mechanics

  • Unblockable attacks seem to be a bit faster, maybe not as useless as they’ve always been.
  • GI is meterless.
  • Grabs build meter even when broken.
  • Free bar of meter on game point is returning from SCV.
  • There’s something called “Soul Charge” which seems to give certain moves different properties and costs meter.
  • There’s a new mechanic called “Lethal Hits,” which seems to convert certain moves into launchers on Counter Hit. Sophitia’s 22B and Mitsu’s 1A are both seen doing this. Possibly a replacement for Clean Hits, e.g. a means of informing players which moves they should be using. Hopefully doesn’t have randomness baked in.
  • Critical Edge is returning as a mechanic.
  • Guard Crushes are called “Break Attacks.”
  • Reversal Edge seems to be initiated by landing certain special attacks, which then force both players into a canned mix-up, à la rock-paper-scissors. Hopefully not as terrible as it sounds. Might be replacing aGIs and/or JG. [EDIT: aGIs are still in.]

Mitsurugi

  • Is is the producer’s favorite character so loltoptier
  • Relic stance is back.
  • Relic B is a guard crush. Possibly an unsafe one?
  • Throw did nothing against Mitsu when he was in MST
  • 1A no longer knocks down in NH, despite appearing to be ~i34 (based on frame-by-frame analysis of the 30FPS video, assuming the game itself is running at 60). Looks as though it can ring out in the same way Algol’s 11K does in SCV.
  • Has some crazy-fast mid, could be i12–16 depending on when the animation starts.
  • Has a new, fast, high horizontal, possibly his new 66A, which has a second hit (which only comes out on CH?).
  • The second hit of Mitsu’s new low/mid combo is part of a string, not some special JF despite the blue flash it had when it broke Sophitia’s Reversal Edge. The blue flash might’ve been a GC variant. He can also do a tackle similar to the one out of Relic.
  • 2KB still doesn’t knock down, and no longer seems to be a NH combo.

Sophitia

  • AA seems to be i11–12.
  • 1AA doesn’t KD on its first hit. Looks to be ~i28.
  • 1K looks to be i18 and KDs on CH. Goddamnit.
  • BB still has stupid left-side tracking and looks to be i14.
  • 3A+B looks to be i18, still stuns when only the 2nd hit connects.
  • CE is horizontal, has short to medium range.

Miscellaneous observations

  • The aesthetic is different, and not just due to the transition to Unreal Engine 4. Judging from the in-game HUD and Sophitia’s character artwork, they’re going for some sort of dollar-bill-esque engraving/woodcut style.
  • Health bars have segments; maybe meaningful?
  • Combo counter doesn’t seem to work in the builds we’ve seen; just says “Hits” with no number.
 
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I think they add a changing weather on open stages... cool
And, thanks to all gods, they did the name fonts RIGHT!
I'm getting sick of this Sans fonts on there names in IV and V
 

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