![]() ![]() New characters to the series include the aforementioned Geralt from The Witcher series, who wields his silver and regular swords Azwel, who can conjure magical blades and has a really flashy moveset and Groh, who sports a double-sided blade (think Darth Maul). because games typically make them play like they’re fighting through syrup, Soulcalibur gets the balance just right, not to mention making them powerhouses in the right hands. While I usually have a phobia of characters with massive swords, axes, etc. This was because you aren’t faced with a slew of moves like Tekken or Dead or Alive, and moves generally follow similar executions, so it’s easy to pick up and play with others. I tended to gravitate to the likes of Yoshimitsu, guest character Geralt, Mitsuguri, and Taki - typically close-range fighters. ![]() The game demands you think differently to other fighters on the market and play to your character’s strengths, ensuring each character feels unique. What differentiates Soulcalibur VI, and the series in general, from its peers is still its weapons. In the hands of good players, this can absolutely destroy opponents that were not expecting it. What you have to balance this bar with is the equally useful Soul Charge, allowing characters to transform into more powerful versions of themselves, which opens up new, deadly movesets. As you can imagine, these moves are perfect for finishing off a tricky opponent or evening the odds when you’re taking a beating, quickly changing the tide of battle. A Critical Edge is a powerful and flashy attack capable of shearing off a good portion of health. These fill up as you battle and take damage. Much like Street Fighter and Tekken (and others, I’m sure), you have a bar - Soul Gauge - consisting of 2 stages. What did see more usage against both sets of foes was the Critical Edge first introduced in Soulcalibur V. While I did find it useful if you’re backed against a wall or just need some breathing room, AI opponents tended to spam the attack and human combatants hardly used it. However, you can even choose to dodge their riposte completely, adding another dimension to the mechanic. If you win, you’ll attack leaving them open, and vice versa. In essence, it’s a move that can cut through a foe’s move or guard, invoking a rock-paper-scissors-type standoff where you must tap one of your offensive buttons to attack your opponent. Soulcalibur VI also introduces the Reversal Edge. However, what SC VI does is make circling the environment just as valid (and oftentimes more important) a tactic than simply blocking, opening a new way to think about battle. Over the years, it’s been ingrained in many fighters that, at the very least, you can block an attack, or lunge forward or backwards to avoid it. It’s one of the features that makes the game unique and forces you to change how you approach the battle itself. Typically, in fighters, you’re used to sidestepping attacks, but not actively running/walking in a clockwise/counterclockwise direction. While that may seem familiar, what you need to take into account is SC VI’s eight-way movement system. You can also block enemy attacks - both high and low. In battle, your face-button moves are divided into a horizontal, vertical, and kick attack. There is a fair chunk of narrative concerning how each character in the roster interacts, covets, and is affected by the blades. Taking place in the 16th century, the story follows the eponymous and evilly sentient blade Soul Edge and its counterpart Soul Calibur. Soulcalibur VI is best considered a soft reboot of the series, going all the way back to the events of the first game. ![]()
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