Tomb Raider is one of these games that gets a release every few years that you just have to play. It doesn’t even matter if you can play it all maxed out or on the lowest settings possible – there’s simply something special about it. This one is no different. While it would be nice to realize 60FPS in this video by the optimization of Low Specs Experience, I must disappoint you, because the hardware I was testing the game on was able to pull just around 30-40FPS in this one after the optimization took place. It’s a gorgeous game and it really does require additional hardware power to run properly. But, today I’m going to show you how to improve the performance of Shadow of the Tomb Raider on your system. Before we jump straight into the guide section of this video, the game must be played in windowed mode in order for the optimizations to take effect. One more thing I would like to say is that this will not miraculously make your game run better, but it will help – depending on the hardware configuration. Don’t expect to run Shadow of the Tomb Raider on outdated hardware, because it simply won’t work.
No one can and will never make it a reality. So, before you do anything else, simply head over to my website and download this little software which is called the Low Specs Experience. Download link is posted in the description of this video. Low Specs Experience is a free tool that I developed that will allow you to go above and beyond anything possible in-game video options. After you download it, simply install it and you will get these shortcuts on your Desktop. Start it and then go to the optimization catalog section. Once you find yourself on this page, simply select Shadow of the Tomb Raider from this drop-down menu and then press load the optimization package. Now select the destination folder where your game has been installed.
Simply select the destination folder of your game and then press OK and this window will pop-up. Here select the method of optimization and resolution you would like to run your game on. After you did that simply press the optimize button and then start your game. Feel free to experiment with resolutions and optimization methods to find what suits your system the best. That’s all I had to share with you fine folks for this video.
I’m leaving you now with the rest of this gameplay to enjoy. Please do like and subscribe if you found this video useful. Dislike it if you feel the complete opposite. I’ll see you guys next time with a whole new video. Till next time, take care and fly safely. .
To find the secret crypt in Via Veritas in Mission of San Juan in Shadow of the Tomb Raider go up the stairs and to the back left of the room and destroy the wall. Go back down stairs and up to the wall further down on the same side as the entrance. Go up the the large wall at the front of the room. To find the cross turn around and go to the back of the library.
Hi, my name is Jason Dozois and I’m the Narrative Director on Shadow of the Tomb Raider. In Shadow of the Tomb Raider, Lara Croft races to defeat Trinity and stop a Maya apocalypse. Along the way, she’ll discover a hidden city. Welcome to Paititi, the largest hub ever found in a Tomb Raider game. It’s home to a civilization untouched by modern culture, and filled with challenge tombs and side missions. As Lara makes her way through Paititi, she’ll visit multiple districts, such as the fishing and residential areas. Lara can use her archeologist skills to decipher murals. Doing so increases her translation ability, and unlocks locations for hidden treasure and other secrets. The marketplace is a thriving economy, and introduces a new barter system that allows Lara to trade for a wide variety of items, including crafting materials, outfits, and weapons. By activating an option called ‘Voice-Over Immersion’, you can hear the inhabitants of Paititi speak in their native language, for an even more captivating experience.
If you don’t activate it, they will simply speak in your chosen voice-over language. Will you trade? Please, I have barely made enough to offer in tribute. Tribute to who? The Cult of Kukulkan, of course. The inhabitants of Paititi go about their business, though many have optional information or side quests for Lara to complete. Doing so will not only reward her with experience points, new weapons, and more, it can also yield new information within the narrative. I thought I told you to go! Cualli is safe, and I have the herbs your wife needs. Really? Thank you… for all you’ve done. The town square and religious district are both filled with people, and one of the inhabitants lets Lara know about a challenge tomb outside the city. Lara, I hate to ask you, but– But, would I go and get the Champion’s Bow? Thank you. You will find the entrance directly across from here, up from the shore of the river. Don’t worry… I’ll do my best to get the bow. You can play the way you want by adjusting difficulty independently for puzzles, exploration, and combat, to easy, normal or hard.
Here, exploration difficulty is set to hard, which removes the white paint that usually shows you where to climb. The Paititi hub includes a dense jungle that hides several Challenge tombs. It also has crypts tucked away, though reaching them will require some advanced traversal skills. The reward is great, however, as crypts are now as large as challenge tombs used to be, offering a trap-filled labyrinth to navigate, and rewards for those who can survive them. However, Lara is still looking for the challenge tomb she was told about, and it seems the entrance is hidden underwater. Luckily, one of Lara’s skills is an upgraded breath meter, so she can reach the tomb.
Tombs are brutal, and filled with even more traps and puzzles. They also require new traversal skills such as rappelling and swimming in order to unlock the secrets they hold. We won’t spoil this one, which is known as the Warrior’s Trial. In Shadow of the Tomb Raider, Lara must explore the city of Paititi, survive the deadly jungle that surrounds it, and overcome brutal tombs in order to become the Tomb Raider she’s destined to be. .
To complete the ancient aqueduct tomb in the Hidden City in Shadow of the Tomb Raider jump into the water and use the lever to lower the water level. Kick the raft until it is in front of the door and use a rope arrow to attach the door to the raft. Climb back up to the starting area and use the lever to raise the water level back up. Swim through the now open gate and follow the passage to the next area. Lower the water level using the lever on the wall. Use a rope arrow to clear the rubble. Go back to the first area and kick the raft to the new area. Go back to the start and use the lever to raise the water level and swim back to the new area.
Use the raft to climb up, make your way around to the upper area and use the lever to raise the water level. Wait for the raft to float around a bit then stand on it and use a rope arrow to attach the raft to the turning beam ahead. Sail with the raft to the platform with the turning beam and climb up to it. Use a rope arrow to attach the turning beam to the pulley and jump back down into the water. Swim over to the raft and use it to climb the middle pillar. Jump over to the weight and then to the upper area of the ancient aqueduct. Go around to complete the ancient aqueduct tomb. .
Hey, hello everyone! Welcome to this new Character Quick BreakDown of Soul Calibur VI. Today I’m gonna talk about a popular returning character in the SoulCalibur series : Zasalamel. In this video, I will be helped by a known English player who already played this new Zasalamel when Namco UK invited him to test the game. It’s Andyroo. Hello everyone. Just as all videos in this series, we will first see the changes we have noticed. In the second part, we will talk about the new attacks but also his new mechanics which concerns his curses and timestop mechanic. Finally, we will try to define his gamelan, his strengths & weaknesses. You will have a reminder on the top right corner of your screen, it’s the Soul Calibur notation. Feel free to pause if needed. But now, let’s get into the Abyss. For you, Andyroo, who played Zasalamel a lot, how would you usually define him? Here we have the bad ass scythe user.
Zasalamel was known as a mid range fighter that has the ability to pull the opponent towards him using his strings to apply mix ups. His attacks are on the slower and unsafe side, however Zasalamel is known for his good ability to ring the opponent out behind him. After testing all his moves, we can say that there isn’t much moves missing. His command list is the best version of his Soul Calibur 3 and 4 move list. However, the only good move which seems to be missing is his Soul Calibur 4 6B+K, which was a fast high Guard Break attack that can be followed by a an attack throw on Counter-Hit. Besides that, it’s also worth to mention that he has no more his unique draw mechanic in some moves, which allowed him to choose between a pushback or pull in version. Now all those moves will automatically pull in the opponent. Zasalamel’s frame data has been reworked to compare with the rest of the cast.
Some mention-worthy changes is that his AA and 2A are now i13 and is BB is finally safe on block. Two returning animation that are much better now is his 66A returning from the Abyss moveset and is now a very good range double mid horizontal string which is only -13 on block. His SC4 wrB move has returned but is repurposed to a good range i16 block punish in the form of 46:B. Finally returning from SC3 is Zasalamel’s old 4B+K which is now wrB+K, his old B+K which is now 2A+B. Zasalamel has also been rewarded with some brand new attack animations. First, he has a new 66B, which is a good downward mid attack, also safe on block and catches backdash. It can also lead to a full combo on CH or Lethal Hit.
So it’s definitely a good addition to his mid range offensive game. Then you have his new 1A, which is a very fast and short low. Surprisingly, it hits grounded and becomes a decent pressure option. Finally, he got a new B+K series, most notably his B+KB. This is the fastest release version from B+K. It’s a fast mid attack that is also +2 on block and applies a curse on block. The curse is a new mechanic that we will talk right now with Andyroo. Zasalamel gets his own unique mechanic which is to curse the opponent up to 3 times with moves such 6K, 3K and 6A+GK on hit or even B+KB, RE K and CE on block.
He can from there activate a timestop on hit or block from certain moves such as RE B, 1BB, 66A+BB and 46BB. Depending on the number curses on the opponent and if the timestop move hit or was blocked, It can make him safe, give hvim plus frames or even potentially allow guaranteed follow ups. Once set up this can make Zasalamel extra dangerous for the opponent since this can be used to increase his damage output and put himself into favorable 50/50 situations.
So how do you play Zasalamel in Soul Calibur VI ? Zasalamel is efficient at long to mid range for whiff punishing with 3B, 22B, 6B+KA. Also he can catch his opponent at this range with 6AB, 66A or 4A. Once you managed to pull in with those moves, try putting a curse by mixing 6K, 3K, or B+K B if they respect you and try to block. Stack the curse until you need to release them for combo purpose or safety. In the same time, you need to be constantly aware of you ring positioning and take every opportunity to reverse Ring Out the opponent with 3AB, 44A+B, 4B+K. In Soul Charge, Zasalamel gets enhanced in a lot of ways. First, his ability to pull his opponent becomes even better with his Soul Charge A+B move, which his an Abyss move, the final boss of Soul Calibur 3. The range is unbelievable and it leaves you at +8 frame advantage even on block to force a mixup! Also he gets his mixups improved with an enhanced version of his low attack : 1A, it becomes Soul Charge 1AB.
It’s a natural combo and leaves you at +3 frame advantage. Finally his post-GI game becomes scarier thanks to his Soul Charge 2A+B, which is a Break Attack move and also does an Attack Throw while putting a curse on the opponent. To conclude, Andyroo, what are the strengths and weaknesses of this Zasalamel? The Strengths include : + Excellent Reverse Out Capabilities and improved Front Ring Out tools. + When set up with curses or soul charge he has access to powerful 50/50s. + Can fight well in the mid range game with his spacing tools and new whiff punish option in the form of 46:B. His Weaknesses include : – Being a slower character does mean faster characters can pressure him more easier at close range. – His stronger mix ups may not always be available to you if you wasn’t able to get off curses that round or have meter. – A fair few of his main attacks are still considerably unsafe if blocked. Zasalamel is for patient and sly player who like to trap their opponent after cursing them and bringing them to the edge of the ring.
And that’s all for this Quick Review! I hope you’ve enjoyed discovering the changes and the new mechanics for Zasalamel. This seems to be the best version of the character so far. The time stop mechanic and the inclusion of Abyss move makes him unique and awesome! And for you, Andyroo? Zasalamel is definitely a viable character now. It will take abit of getting used to apply the curse strategy as its such a new concept in SoulCalibur but he doesn’t need to rely on them to win either. I’m confident fans of character will be happy with this new version of Zasalamel. Thank you again Andyroo for the help on that video. You can find him and other UK soulcalibur player in thoses channel that I linked in the description of my video.
if you’ve liked my Quick Breakdown Series and would like to see others, please leave me a thumbs up, share with your friends, especially who might be interested in Zasalamel, and of course subscribe to my channel to support me! Also use the comment section to suggest me the next characters you would like to see. Keep your Soul burning my friends and take care! See you next time! Ciao everyone! .
Hello everyone! And welcome to this 4th Character Quick BreakDown of Soul Calibur VI. Today I’m going to talk about one of the most creative character ever : Maxi. I tested the character during my invitation to Bandai Namco. In this video, I will be helped by someone I have known for 17 years now also my team captain who has won several title in the SoulCalibur Competitive Scene : Saitoh. He has played Maxi a lot in SoulCalibur V and analyzed the character in SoulCalibur VI videos. Hello everyone. Just as all videos in this series, we will first see the changes we have noticed. In the second part, we will talk about the new attacks but also his new mechanics which concerns his stances shifting. Finally, we will try to define his gamelan, his strengths & weaknesses. You will have a reminder on the top right corner of your screen, it’s the Soul Calibur notation.
Feel free to pause if needed. But now, let’s get into the Dragon’s lair. For you, Saitoh, who played Maxi a lot, how would you usually define him? Maxi, the violent nunchunk of the East, is one of the most entertaining character to play in any fighting games, thanks to the endless and creative potential of his stances transitions It’s a very offensive character which can rely on his feints and transitions. It causes problems for both beginners, who will struggle to get rid of his unstoppable sequences that will cause counter-attacks, and experienced players, even if they are more patient and cautious. By analyzing all the attacks we have seen so far in this Soul Calibur VI, we can notice that as for the other characters, Maxi gets a better Command List than in previous Soulcalibur.
It is rich and a mix of old SoulCalibur games. However, our biggest regret will be the absence of Pure Soul Loop 3, which allowed Maxi to transition from Right Outer to Left Outer stances. Apart from that, there are some missing moves such as the low attack follow up after the Right Outer K, as well as other low attacks which are missing in some stances. But a lot of good attacks are back to compensate and Saitoh will make you a list. Indeed, many attacks were missing in SoulCalibur V, making Maxi more basic and much less fun to play Fortunately a lot of them are back this time.
First, the Wavering Lights stance, introduced in Soul Calibur IV, which allows Maxi to access an AutoGI against verticals from any of his other 5 stances. Moreover, he has an additional option since he can do his Critical Edge now! Then, we saw the return of several attacks to reinforce his approach gameplan, like the 44A B from SoulCalibur II, fast tracking move that let him go to his Right Outer stance, 236B which represents a good option to close the gap while jumping and especially the 33bA from SoulCalibur IV, which is the best option to attack from mid range and setup his stance game. Finally, we can also mention his low poke, the former 3B + K, the command is now 1B. More surprisingly, his old Soul Calibur 2 6A + B come back, and should be WS A + B now.’ But we’ve also seen some interesting new things, let’s check that in the next part. Like other characters, Maxi has been rewarded with some new attacks.
His universal Break Attack A + B allows him to make a direct punch with positive frame advantage on block and let him in the Right Outer stance. We also noticed two other promising attacks. His new AA in the Right Cross stance are two middle attacks that prevents sidestepping, plus a Break Attack in the second one, but it also allows Counter-Attack combo with a heavy punch. The other attack is his new 66A+B which helps to approach while preventing sidestepping and end in stance. In addition to the return of the Wavering Light that we mentioned in the previous part, the developers have offered him two new mechanics to improve his stance game and we will see that right away with Saitoh. One of Maxi’s biggest challenge in the previous games was that at a competitive level you often have to play without his Pure Soul Loop transitions because it was risky and easily punishable. So players were often forced to play a “solid” game, with few stances.
To help with that, two new mechanics appear in this Soul Calibur. Firstly, Maxi gets an AutoGI against horizontal attacks when he executes a Pure Soul Loop, completed with his Wavering Lights stance which AutoGI vertical attacks. He is now better armed to protect his transition game. Secondly, when Maxi succeeds in a Pure Soul Loop the next attack has improved properties, which gives a better reward for the the risk taken by using these feints. For example, after a Pure Soul Loop transition to Behind Lower, B option will acquire the Lethal Hit property and open on a combo.
So how do you play him? Maxi can still be played with his very solid poke game, mainly with his BA, A and 4B. At mid range you will have to close the gap with his tools like 33bA or 66A+B. Once in melee, Maxi has to condition the opponent to make him respect his strings. Then he can deploy his stance shifting game. This will allow you to harass your opponent while damaging his guard bar and eventually cause mistakes that will lead in Counter Hit or Lethal Hits thanks to its new Pure Soul Loop mechanics. In Soul Charge, Maxi also has boosted attacks that will initiate his stance game. For example the 6A + B, which is already a very good attack will have a better range in Soul Charge and allow to transition to the stance Behind Lower. He will still have the advantage for a mixup. The Soul Charge also allows Maxi to increase his damage conversions from stance. We have seen in the reveal trailer that Soul Charge unlocks a follow up punch after his Right Outer A.
But also in Behind Lower, his favorite stance to mixup low and middle attack, Soul Charge will unlock a followup to his low kick with a Dragon Kick. To conclude, Saitoh, what are the strengths and weaknesses of this Maxi? Maxi keeps a good range and safe moves to close the gap with good pokes. He still has significant damages combos in Counter Hits. Finally thanks to his new mechanics, his Pure Soul Loop seems even more unpredictable.
On the side of the weaknesses : He has an average punishment game, but his Soul Charge 6A+B can help him. He remains a character with very few tools to zone or create space. It makes him very dependent on his offense. Even if it’s safer than before, each feints and stance shiftings keep some risks. It will also be necessary to see if there are no universal answers to it and if the Critical Edge will not be too efficient against his stances. In conclusion, Maxi is a character made for you if you like to harass the opponent in close range with your creativity. I hope you’ve enjoyed discovering the changes and new mechanics for Maxi.
The character seems to be very rewarding for creative players. It really makes me want to play it! And for you, Saitoh? The battle Director of the game is a big Maxi player. That explains how he found the mechanics to overcome his weaknesses while encouraging players to use more his Stance Shifting mechanic, Maxi’s particularity. If you’ve liked my Quick Breakdown and would like to see others, please leave me a blue thumbs, share with your friends who might be interested in this character, and subscribe to my channel to support me. Also do not hesitate to use the comment section to tell me how I can improve the content for you, and suggest me the characters you would like to see next. I also have other type of video for Soul Calibur VI, but it will comes next days! Take care of you my friends and see you next time! Ciao everyone!
Hello everyone! How are you doing? It’s been a while since I did my last video. I had a lot of personal business to do. I decided to release this quick video of my favorite character since Soul Calibur 2 : Kilik. In this one, I will use some gameplay video, exhibition match and exclusive footage that Kayane did record and give to me with the agreement of Namco. In the first part, we will see the changes compared to previous Soulcalibur. Then in the next part, his new moves and mechanics. And for the last part, I will give my thoughts about his new play style in Soulcalibur VI. I will use classic notation, you will have a reminder in the top right corner of the screen. For beginner, don’t worry, I plan to do some video to explain all of the Soulcalibur Mechanics and Notations. Kilik has always been a polyvalent character. With his decent range, speed, and evasive moves, his only weakness was his punishment and moderate mixups.
However in Soul Calibur VI, he seems to change significantly without losing his strong tools for mid a range warrior. Unfortunately, Kilik lose some of his SCIV best moves : Asura Dance and the special throw Festival of the Damned. These two moves has made him one of the best character in this game. Asura Dance is still in SCVI but has no more his mid auto-gi window. It has to be done for combo or follow-up purpose. Festival of the Damned is no more available without going in Soul Charge mode, and it can’t Ring Out like before. Only the B version of the throw has kept the Ring Out, while the A version now send the opponent at the back. In exchange, Kilik has become more solid, especially in his close range defense. He now have a standard AAA, BBB, and 2A, fast enough to better deal in close range. Some moves are now also easier to do like his 4B (was 46B before) and a very good move 6A (was aA before). He also has recovered some mixups tools with his moves 236A B K from SC3 and also his powerful Legend Rush Unblockable from SC2.
He can also switch to Back Parry stance from Monument stance, opening some new possibility in his stance mixups. Talking to stance and Auto-GI in his defensive ability, these stances have been buffed somehow : the success of his Monument A Auto-GI and Backparry A will cause a Lethal Hit. And he also get a new auto-Gi from his BT K, which launch on hit. But the most interesting part comes with his new moves and mechanics, so let’s jump to the second part of this video. The most important tool Kilik was lacking in previous Soulcalibur games was a fast mid launcher. In Soulcalibur VI, he got gifted with a fresh new 3B which have a decent range and speed, also launching and causing lethal hit. This will buff a lot his offense and mixup potential, also being a very good ranged tool and in some case even a good punisher. You can see here that this launcher can be followed by a good combo. So this new move will be a major improvement for Kilik.
But what changes Kilik the most is his new evil form in SoulCharge. In this state, Kilik’s lose his life quickly but becomes an extremely aggressive character. The most dangerous tool he earn is his free CriticalEdge attempt which his a fast unblockable. You might be able to crouch it on reaction but the range is so good he will be able to whiff or even blockpunish for a heavy amount of damage. The CE is also the only way for Kilik to get out of his Evil form. So it will make him predictable but he also get a lots of good tool if people try to keep him away. In this form, his FOTD can be done only by pressing A+G or 4A+G. If people step, duck or stay on the ground, he will have an heavy and damaging string with Guard Crush property. With all these changes, Kilik seems to be stronger in defense. And with SoulCharge mode he becomes one of the most dangerous character in offense. So let’s try to summarize his new playstyle. Besides the loss of the Auto-GuardImpact Asura Dance and the ring out potential of FOTD.
He still will able to deal at close range with easier and quick command. In addition, his 3B gives him a good mixup and damaging tool which he was lacking previously. However, I don’t think his block punishment has improved, since he still don’t have any heavy and very fast punisher. So in normal mode, his playstyle will not change that much : he will still be able to be very good at close and midrange. His offense and defense still rely a lot on faking and evading moves. It seems that Namco wanted to make him more easier to control, so people may find him stronger at first, but in reality only his 3B is his real improvement. The big change comes with the Malfested form. You will be able to switch his playstyle and strategy. In that form, his playstyle becomes way more predictable because he lose his life very quickly, so you can’t afford wasting your time but your options will also be very rewarding.
That why he might have hard time in that form, dealing with character that are good to keep him away. In other match-ups, he will make his opponent sweat a lot because he will be polyvalent enough in normal mode and becomes a bull if needed in this SoulCharge mode. So in conclusion, Kilik seems very interesting and fun to play in this new Soul Calibur game. He is still a solid mid range character, but now have the ability to becomes a high risk / high reward rushdown character. Using his Soulcharge is not that obvious than other character because it’s not only a buff for him but also radical switch in playstyle and risks. Also you will have to check your life left and round left before going or not in SoulCharge mode. Because you are basically killing yourself at the same time. It is a very interesting mechanic that Namco dared to introduce here. I hope you enjoyed this quick overview. Kilik will be probably my main character and I plan to do a lot of detailed video about him, from beginner to expert level.
In a game like Soul If you like this video please hit the like button or subscribe to my channel. My first motivation has always been to play flashy and create content to entertain. See you guyz in few days for my next video ! And tell me in the comment what character do you want for tutorial & guide before the game release. Keep your soul burning ! .
Hello everyone ! Welcome to this second Quick Breakdown Video about Soul Calibur VI characters. Today I will talk about a brand new character. Groh. First of all, I want to say my thanks to Keysona for the technical help. Like in my previous video, I will be using gameplay footage from exhibition matches and also exclusive footage that Kayane recorded. Let’s see what’s on today’s menu. Since this is a new character, I will be talking in the first part about my first impressions, his basic moves and those I believe to be important. In the second part, I will talk about his stance : Innocent Draw. Then, we’re going to figure out his playstyle, his strong points and weaknesses. You will have a reminder in the top right corner for the Soul Calibur Notation. Are you ready to discover Gr0h ? Let’s get started now. After seeing his first videos, he seems to have a very good range / speed ratio. Gr0h seems to close the gap quickly while having a good space control. Also the core of his gameplay force him to use his stance, which seems very complete and interesting to use.
Let’s start by identifying his basic pokes. These fast attacks, difficult to counter, will help you initiating your game plan. He has a standard AA with a good range that can be extended with a last A, which won’t combo. As for vertical attacks, his BB is pretty much the same, it also can be extended and the last hit won’t combo either. For his kicks, he has a fast 4K which is a tracking mid and can score a ring out. Finally he has several strings of pokes that serve as a transition, like his 6BB 6, but we will see it later. Let’s talk about moves with noticeable properties. First, he has a powerful low attack, 2A + B, which dodge high attacks. It’s also a Break Attack but maybe the opponent can react to it. His 66B + K is a good example of the strengths of the character. He goes far and fast and he can transition into his stance. Another important move is 66K. Gr0h moves forward and dodges high and low attacks after jumping. It also acts as a launcher for big damage while not taking BB attacks punishment on block.
He also seems to have a lot of side step properties built in his moves, such as his 66AA, 66BB and 4B, which have sidesteps integrated into their animation. As for defensive options, his 44A has an Auto-Guard-Impact property against linear mid attacks and will also Lethal Hit! Gr0h can get into Innocent Draw stance by pressing B + K but using his transitions is much more practical. We have seen more than 15 transitions. This highlights the importance of his stance in his core gameplay. Most of the time, you will only need to hold 6, to interrupt a string and enter in stance, like after his 6BB by holding 6 or after 6A by holding 6 too. The transitions can also be done from the crouch position with his WS B then holding 6. It is also noted that once in the stance he can loop back into it after small pokes transitions that we will now be listing. Innocent Draw has 5 different options. It covers most of the opponent’s choices. First, there are 2 pokes that also serve as transitions: ID BB, which will allow to pressure with middle attacks, and ID K, which will do the same but with a low kick attack.
Then, we have ID A, which you can use for its tracking and to hit the opponent with a damaging low attack. ID A + B will also track sidestep with a powerful mid attack, thanks to its integrated throw animation on hit. Finally ID B + K is a linear middle attack but with a Break Attack property and seems to hit grounded. But that’s not all, in Soul Charge he acquires 3 other attacks. All allow Gr0h to teleport. ID 6B teleports into the air and flips to the ground, ID 6K teleports ahead while jumping, while ID 6A is a tracking Break Attack that allows you to loop back into stance.
Important Note: The stance can be canceled quickly by a side step and therefore by any moving attack. It allows him to use many more moves from his stance. On paper, the stance seems quite complete, with good tracking moves that also serve as mixups, and with quick pokes which allow him to remain in stance. After analyzing his attacks, Gr0h seems to be a mid-range offensive character. Thanks to his good range combined to his speed, velocity, and all of his dodges.
He can launch the opponent from afar with a very mobile forward moving attack. In close range, he can follow his basic attacks to enter in stance and pressure the opponent with a low / mid mixups. In Soul Charge, he seems to have the best mobility in the game so far. Many of his attacks are powered up with his impressive teleports which travel across the stage, allowing him to appear in the back of the opponent, aerial dodge or do break attacks.
In this state, it seems difficult to keep Gr0h away. This may prove to be quite difficult for characters whose gameplay is based on their defensive spacing. Gr0h’s main strength is his ability to attack from afar. He can deal with the opponent’s spacing with relative ease, especially in the Soul Charge. But he has his weaknesses. Currently, his Block Punishment doesn’t seem that good. Also, his mixup game relies on his stance too much. We can worry about the viability of it, especially if an opponent figures out a defensive answer which covers several options. Without his stance, his mixups are limited to his launcher, and for now his post 3B combo is laughable. I hope you enjoyed this little overview of Gr0h. On my end, I like that the character is reminiscent of ZWEI’s design, while he has an offensive mobility comparable to Lars in Tekken. Also he could be an excellent counter pick against characters who space and stay away very well, like IVY.
If you liked this analysis video and would like to see others, please spam the blue thumb, share and subscribe to my channel to support me. These are the main ways for me to be known so that other people can discover and join our passion. Also feel free to use the comments section to tell me how I can improve the content for you and suggest characters you would like to see next. I plan on publishing more video in the coming days, which will give you hints about the release date of the game and the next characters that will be revealed.
In the meantime, take care of yourselves my friends, and see you next time! .
Hello everyone! And welcome to this new video guide of Soul Calibur VI characters. Today we will see a character that Tekken players know very well, it is Yoshimitsu. To do this, I have been helped by character specialist, this time it was a well known French Yoshimitsu players named Happy. Let’s move on to the Menu of this video. We will begin with the changes we have seen on the character compared to previous games. Then, in the second part, we will talk about his new attacks and his new mechanic, the Soul Steal. Finally, we will talk about his game plan, his strengths and weaknesses. The classic Soul Calibur notation will be used. You will have a reminder on the top right of your screen.
If you’re not familiar with it, a link is also available in the description. Let’s explore the secrets of the Manji Clan. Yoshimitsu, the wild ninja of the Manji clan has changed a lot since his first appearance in the first SoulCalibur. It’s a versatile character that combines simple and effective pokes with strong mix-ups. Also, he usually has a destabilizing stance game. Finally, his Counter-Attack game and his Ring Out game are often part of his strengths. Let’s look closer at the attacks that seem to have disappeared compared to previous games. First of all, his a~B+K has disappeared, which was used mainly as a tool for combo but was also a good attack for Ring Out. Then we regret the loss of his 22B from SoulCalibur 5, one of few move with decent range that was useful to get in and can go under high attacks.
Finally, the attacks where Yoshimitsu spins, 4AAAAA, 1AAAAA and Full Crouch 1KKKKK have lost the possibility of a precise timing for more reward. To compensate, Yoshimitsu has recovered some attacks from previous games. – 8A comes back from Soul Calibur 4, and can now also Lethal Hit for a combo. – His former 44A from SoulCalibur 4 also returns but is now part of the string AAA. – This is also the case of his old 3B + K SoulCalibur 4, which is now at the end of his string 6AB. Yoshimitsu receives new attacks that will strongly modify his game plan. – The most important is his new 3B. It’s a new launcher that can be followed by 3BB or he go to his DragonFly stance by holding the B button.
The 3BB follow-up helps to intimidate the opponent’s reaction in case 3B gets blocked. – He also gets 2 new low pokes, 1K and 1B, which can also be followed by 1BA, 1BB or can be hold to go in his Meditation stance. – Then his new 22A looks like the animation of his 214A. It’s also a very evasive, going under high attacks and can cause Ring Out or Wall Splat.
– In his stance game, he earns his new Meditation K, which is very effective to put the pressure on, thanks to two tracking kick attacks with decent range, it will also let Yoshimitsu in DragonFly stance. – In that DragonFly stance, his new DragonFly A is now an horizontal middle attack which knocks down on hit but is punishable. – Finally, Yoshimitsu gets a tons of very effective moves in close range with his new 4B, BBB, and the new 6A series with 6AA and 6AB. Most of these moves will also trigger his new unique mechanic : the Soul Steal and Soul Burn that will talk right now. He can steal some meter with his Soul Steal mechanic, and use it with his Soul Burn mechanic. All the attacks that trigger the Soul Steal mechanic will always give more meter to Yoshimitsu than it will take away from the enemy. These attacks are: – 4B and BBB in Counter Attack, – bA slide in Counter Attack, – 66AA, – his Flea stance 66 – his throw A + G 6, even if the opponent break the throw, – his Reversal Edge K, – and finally his Critical Edge, which will also give him a some life.
Yoshimitsu can use this gain by burning a small portion of it, using his Soul Burn, which is similar to the Brave Edge mechanic in SoulCalibur 5. You will have press A + B after some attacks: – 4A A + B to extend a combo, – 6B A + B and AA A+B to convert more damage from counter-attack, – WS A A + B to increase the punishment from the crouching position, – and finally 6K A + B to extend the string. So how to play Yoshimitsu in Soul Calibur 6, with all these new tools? – The best range for Yoshimitsu remains melee, so you need to get close to unleash his potential.
He has very few tools for this, like his 66K which is -10 on block and jump over low attacks. – In melee, Yoshimitsu will be comfortable with the strongest pokes of the game. BBB in Counter Attack, AA A+B, 6B are very fast and hard-hitting. – When you have a bigger advantage, you can use his mixups with his new 3B and its follow-up, also his usual Full Crouch 3K sweep, and his new low attacks 1BA and 1K. – Try holding 3B or 1B to go either in Meditation or DragonFly stances. – You’ll have to constantly be careful of the meter management, and have to steal meter to limit the opponent or use it for yourself to convert more damage. You can also store it to use his Critical Edge or Soul Charge. Talking about his Soul Charge, Yoshimitsu gets improved 3 ways : – First his game to limit the movement with his Soul Charge 3AA which becomes a natural combo and will hurt a lot a sidestepping opponent. – His mixups will also be greatly improved, especially in his DragonFly stance, thanks to his Soul Charge DragonFly B which will become unblocable for a heavy combo.
But his throws will also change and do more damage. – Finally, his pokes will constantly do heavy damage since he will have access to the improved Soul Burns attacks during the Soul Charge without consuming more resources. As we have seen, Yoshimitsu’s strengths are: – his close range punishment and melee priority, thanks to his fast pokes and high damage conversion, like after BBB in Counter-Attack or AA A+B – his melee evasion thanks to his many attacks where he is crouching or jumping, – his mix ups, especially after a knock down, thanks to his new 3B and his new transitions to his Meditation and DragonFly stances. – his control over the opponent meter, thanks to its Soul Steal mechanic, which will allow him to limit the enemy and consuming for his own. But Yoshimitsu’s weaknesses are: – Few tools to get in or punish an opponent spacing, except for his Critical Edge when it is available that will teleport him from anywhere of the screen. – He struggles for spacing or control the ring positioning because of his short range. – He has to take some risk in his mixups because his moves are either unsafe or he will have to commit to their follow-ups by anticipating the opponent reaction.
In conclusion, Yoshimitsu is for you if you are effective at short range, creative enough in his mixups and always aware of the strategy behind meter management during the match. I hope you enjoyed this Quick Guide about Yoshimitsu. The character seems to have changed a lot, his strengths has moved on his poke game while he kept his usual weaknesses like his short range. If you are an old Yoshimitsu player, I suggest you to try him and see if the changes please you. If you liked this video and would like to see more, leave me a thumbs up, share or subscribe to my channel. Also feel free to use the comments to tell me how I can improve the content for you and suggest me the characters you would like to see. Of course I will try to provide as much content as possible for the release of the game, but the work on these videos requires a lot of time.
So do not hesitate to follow me on my Twitch channel since I could help you live directly during my streams! That’s it, take care of yourself, and see you next time! .
Hello my friends! Welcome to this third video of Soul Calibur VI’s Quick Character BreakDown. Today we will talk about the main character in the story of Soul Calibur : Siegfried. I was able to test him in detail during my invitation at Namco’s office. I have a guest again with me today, it’s PantoCrator, a specialist of the character for a long time. Hello everyone, welcome back. After a quick overview of the character, we will talk about the changes we have seen, including what has disappeared and what comes back. In the second part, we will see what’s new, especially his new specific mechanic called Dark Legacy. Finally, we will summarize his game plan, his strengths and weaknesses in this Soul Calibur VI. As in my previous videos, the notation for the game controls will be available on the top right of your screen, feel free to pause occasionally if needed.
Let’s start!. Pantocrator, you know Siegfried very well, how would you usually define him? Siegfried was always a mid range zoning character, He is also characterized by stance game And it’s a principally a hard hitter with slow moves and big recovery. It seems that there isn’t a lot of move missing from previous SoulCalibur. We can only regret the old jump kick and jump B which allowed him to have a quick option to evade lows and throws.The other attack that we would have liked to see again is his SoulCalibur IV 22B which he used to either offensive mixups or defensive options. However a couple of very good attacks are returning and it looks very positive … Yeah, and the very important point is the return of A + B moves in stance So it provides him better combo with wall and RO, interesting guard pressure, better defensive option, and also a true wake up game during the stance transition, so it’s very important.
And also the return of the old 3B and Chief Hold B In addition to being the most complete version of Siegfried, he has some new attacks! His Generic Break Attack is a powerful tracking move. He now has two new low attacks to transition into his stances. 1K which goes in Chief Hold and 22K which goes in Base Hold stance. His new A-to-B slide seems to be a new tool for block punishment and combo. He also has a new auto-GI 6A+B which parries high and middle attack without giving him a real advantage but letting him a chance to switch to his new “Dark Legacy” mode which has been added to remind that Siegfried has just been freed from Soul Edge control. So he acquires some new attacks in this mode that we will see right now with Pantocrator. So yes, for the moment, there is two way to go in Dark Legacy. The first one when Siegfried’s life bar is below 30%, it’s automatic. And the second, like said Hayate its with the autoGI, but for the moment it’s totally random.
We no more information about this. Dark Legacy brings two things. In addition to remind that its Nightmare. It allows him to have Lethal Hit because Siegfried, expect universal ones for the moment, has no Lethal Hit without Dark Legacy. And the second one, it replaces 6A + B AutoGI by an explosion. This explosion allows him some pressure and extra combo. But once you perform it you loss the Dark Legacy.
In addition I would like to add that Dark Legacy is not the Soul Charge mode it has nothing to do with this. So how do you play this Siegfried? Like in other Soul Calibur, by keeping your opponent at mid-range and looking for counterattack for maximum damage. But you will often have to take the risks to be rewarded. And expect to be punished. You can use his stances to mix-up his attacks or to use it as an active defense. Be careful, his defensive moves are still limited to a few tools, once you have created enough space. Then in the Dark Legacy and Soul Charge modes, the rewards get bigger when you commit to fish a Counter-Attack, for example with his 3B which becomes Lethal hit or his 66K B in Or in Soul Charge with his 66KB combo.
He can also improve his combo with Soul Charge Chief Hold K A+B for example. But the risks are still real since you will have to commit them without confirming visually. In conclusion, Pantocrator, what are Siegfried’s strengths and weaknesses in this Soul Calibur VI So, as usual an excellent Range, so the character will be good at mid range. His Counter hit game seems even better than in previous SoulCalibur. You will have to count on this. He also have now very good offensive options : new lows, a new throw, better stance options And of course the Ring out will still be there. For the weaknesses, it’s the same as usual, so the character is slow at close range, vulnerable to pressing, no basic AA, BB, 2A, or fast reliable tech jump. He has big recovery making him unsafe and punishable. He also not that good to punish. And a lot of new tools can’t be confirmed, with very interesting reward but high risk I hope you enjoyed this Quick BreakDown of Siegfried.
I had fun testing the character during my invitation at Namco. I find him impressive, complete and creative. This is perhaps the most exciting version of Siegfried so far. I totally agree with you. On a gameplay point of view, it may be the best version of Siegfried ever. An improved SC4 version. So mind game and creativity will be highly rewarded. I am very impatient to play him. If you liked this analysis video and would like to see others, please show me your support by sharing and subscribing to my channel! You can suggest me the next character you would like to see in this video series.
Keep your Soul Burning my friends, and see you for my next video! Au revoir et rendez vous en final ! .
Hi guys ! How are you doing ? Finally here is my new video,l Where I will review returning & new mechanics, and talk more about reversal edge Let’s quickly review old ones : As we saw you get counter hit when you were running. Also the Chain Stun system seems back. Like in SC6 you can Wall Splat an opponent. And Stage have barricade that you can break to open rings. The old clash system is still here. You can still press a button to wake up quickly. Maybe tech traps will also be there. In certain conditions you can still break armor part like SC4. And like SC5 you can completely break enemies guard with a Guard Burst. You can still cancel your basic attacks with G Like in previous games you can taunt and immediately cancel it with a move. Both Mitsurugi and Sophitia seem to have just frame input moves. The Guard Impact System is back and is meterless but now parry all level of attacks. When you are one round from losing you still get one meter free. And finaly, Critical Edge is back and is way easier to do because it’s mapped on one button.
If you kill your ennemy with it, you get a special pose. With one button press it seems very effective to whiff punish or counter any move. But you can still interrupt it at the starting frame. It also seems weak to Side Step. A lot of moves seem to track less and are weak to Sidestepping. Some people belive that While Landing moves are back but I think it’s a regular Jump.
Now let focus at the new mechanics in Soul Calibur 6. First one is Break Attack : it’s also in one button and does guard damage and can break armor parts. It seems very effective versus Reversal Edge that we will talk later. We saw that each characters have other break attacks. The 2nd new mechanic is SoulCharge and is done by pressing CE+back. For a duration your attacks will be boosted in damage and properties. It does cheap damage even on guard. It also let you access to new follow-ups like Break Attack. On activation it push back everything even Attacks.
The 3rd new mechanic is Lethal Hit. It will stun and break armor part. It seems to only apply on some move under certains conditions. But seems to happens quite often with some moves. Now let’s talk about the last and the biggest new mechanic : the Reversal Edge Pressing one button will do a parry animation followed by an attack. It will parry all attacks even throws and you will enter in slow-motion cinematics phase. It seems easier than Guard Impacts but timing can still fail. In Slow Motion, Players have choose one of 3attacks.
However they will clash is the choose the same. Instead of doing an attack you have also access to five defensive options which Which are : Crouch, Backstep, Guard, Sidestep, and Guard Impact. The Guard Impact will give you advantage over every attacks. An on the other hand, the Guard is the safest option. But will terribly lose versus B attacks. Let’s summarize all of this. You have 3 offensive options which are a A, B, K attacks.
You also have 5 defensive options. Sidestep Crouch, Backstep, Guard & Guard Impact. Each option can win, lose or end in an even situation. An attack will always beats one other one and two defensive options. But all will lose vs Guard Impact. The defensive options will win versus Guard Impact & will give you advantage over each one attack. However don’t forget that in certain condition. Some option can kill you with a ring out. That the end of this video. I hope you learned some new things and had an Happy New Year.
If you have some questions, please use the comments below. If you enjoyed please like & subscribe. Also I wanna say that Namco gives me an invitation to test Soulcalibur 6 in January so I’m preparing a list of questions to give them. If you wanna participate please use the comments below. In the meantime see you at my next video which will focus on characters and story mode. See you for a next time and keep your soul burning. .
Hello everyone! Welcome to this new character guide video for Soul Calibur VI. Today I’m going to talk about one of the iconic female character in SoulCalibur, the Demon Hunter Ninja: Taki. The french players who helped me doing this were Sgt-Jason and R0ck. Let’s see the menu of the day. As usual, first I will talk about the changes we’ve seen on the character. In the second part, I will show her new attacks and new mechanics. Finally, I will explain her game plan, her strengths and weaknesses in this Soul Calibur VI.
The classic Soul Calibur notation will be used. You will have a reminder at the top right of your screen. Feel free to pause if needed. But now, let’s get into the shadows of the FU-MA clan. Taki, the Ninja of the FU-MA Clan, is a short-range offensive character with a lot of fast and evasive moves. She is also characterized by her Possession stance, which help her harass her opponent in close range. Despite having moves with good mobility, they have very short range. She usually had a hard time dealing with good-range characters who recover quickly. Let’s go into the detail of Taki’s move list and start with what she does not have anymore. The biggest loss is without a doubt her usual 66BA which was her best whiff punishing attack. This move is now only available in Possession stance, so it becomes hard to use in this purpose.
She also loses, AB Possession, which was an excellent transition for her stance, 8A which was her most useful while jumping attack, 11A which was one of her best low attack to finish a round. And like other character, she no longer has a low attack in her Possession stance In exchange, some moves returns from older iteration. From Soul Calibur III, her Possession stance A which is a quick attack to stay in the stance, and her Possession 2_8A which allows Taki to dodge on the side of her choice while attacking.
From Soul Calibur II, she recovers her 66AA and her Stalker stance K, both will help her reducing the gap between the opponent.. Her jump A also recovers the animation of her former While Landing A, a very strong low attack which can lead to good damage. Throw in Possession Stance are also back. Taki has received a good number of new attacks, as for the other characters. First, her 44B is a new powerfull blow. She lays an explosive scroll that will explode and becomes a Break Attack. Then, her new 6B+K, which is a new middle attack and prevents sidestepping. She now has new interesting transitions to her Possession Stance, which are 4A4 and 4A K4.
Also, her new 6A+B, allows her to launch a projectile, like a kunaï with energy, which is a high attack that crosses the ring and tracks the opponent. Like many characters she also acquires new follow-up attacks on her close range strings like 6BB, 6AA and 6KK. In Soul Calibur 6, Taki has also an unique mechanic. When she use her dagger named Mekki Maru which is z the lower one behind her, she is now doing damage even if the opponent block the attack ! The damage is pretty low but if used repeatedly can force a passive opponent to adopt an aggressive game plan and thus expose himself to counter-attack damage. Also, her new Critical Edge is completely invincible to attacks, between the beginning of the animation and the strike. This unique feature will make it possible to pass through certain attacks impossible to punish otherwise. Let’s see how these two new mechanics will help Taki in her gameplan. So, how do you play Taki in this SoulCalibur VI? Being a close range character, Taki will have to get close to her opponent to benefit from her incredible offensive game.
For example at long range, she has good moves to close the gap like her 66K, her Wind Rolling stance, and her Jumping Stalker Stance. When you get close, her speed coupled with her many Possession Stance options will allow her to keep the momentum over the opponent. Her new damage mechanic with her dagger Mekki Maru will force the opponent to not remain passive and to take risks. She may then either directly hit them in Counter-Attack or dodge and punish with her A:6 Lethal Hit Combo. Finally, if the opponent uses defensive tools like the Reversal Edge or the Guard Impact, she will be able to counter with her Break Attack Bomb. And the Invulnerability on her Critical Edge should also help her get through a solid defense. In Soul Charge, Taki will be improved on 3 points: – First her close range offensive game will put even more pressure with the enhanced version of Soul Charge Possession B and also Soul Charge 4A+B which will become a Break Attack. – Then, her mobility is going to be improved with her Soul Charge 6A+B which goes further and seems to become invulnerable.
– Finally, she gets enhanced on her chain attacks with additional attacks after 3B, 6A BBB, Possession 6BA and 66AA A+B Let’s sum up the strengths and weaknesses of Taki in this Soul Calibur VI. As we have seen, the strongs points of Taki are : – the melee range, thanks to the speed of her pokes among the fastest in the game – the pressure she will put to counter a defensive strategy, thanks to the damage on block that will push the opponent to make mistakes – and her Counter-Attack and her whiff punishment at close range that will cause heavy damage These strengths come with some Weaknesses that are : – poor ability to mixups low/mid/throw. Taki has few low attacks and does not really force the opponent to crouch while guarding. Only her throws will compensate a little in this point.
– Taki’s range being quite short, she will lose the advantage as soon as she is no longer at close range. – Therefore, she will waste some time by guessing and reducing the gap. – Finally, even if she has some counters to Guard Impacts, she will be very exposed to it. As a conclusion, Taki is for creative player who like pressuring their opponent with top speed attacks and evasive moves at close range. I hope you enjoyed this Quick Guide on Taki. For my part, I loved working on it and I thank again Sgt Jason and R0ck who helped me to understand in depth the character. Taki has a lot of tools in her Possession Stance in Soul Calibur VI and this will help her being very creative. But still, Taki will also take some time to be strong in the competitive scene. If you liked this video and would like to see others, please leave me a thumb up and share or subscribe to my channel to support me! Also feel free to use the comments to tell me how I can improve the content for you and suggest the characters you would like to see.
You can also follow my Twitch channel wear I will play a lot when the games come out, sharing my tips and gameplay live. You have the link in the description of this video. Take care of yourself and see you next time! .
Hi everybody! Welcome back to this Quick BreakDown series for Soul Calibur VI. It will be about the most important and scariest character in the Story of Soul Calibur, Nightmare. To do this, I have been helped by a very important and famous player, who just won his first tournament with Nightmare : Keev, and also by Djo who analyzed a lot the character. Let’s quickly jump into the menu of this video. We will begin with the changes we have seen on the character, then we’ll talk about his new moves, including his own mechanics the Night Terror Charge.
Finally, we will talk about his game plan, his strengths and weaknesses. The notation of Soulcalibur will be used. I made a small infographic about it, the link is in the description. You want to know more about the Azure knight in Soulcalibur VI? Let’s start now! How would you we usually define Nightmare in Soul Calibur games? Nightmare is Siegfrieds dark alter-ego. He is a slow but hard hitting character who play at mid and long range thanks to his big sword. He shares with Siegfried, his capacity to do significant damage on simple combos.
Better than him to whiff punish attacks from far away, he is also more punishable. His ability to push the opponent close to the wall and his Ring Out game are also part of his usual strengths. Let’s go deeper and check what attacks did he lost in this Soul Calibur VI. A significant loss is his former 3K, a fast and safe tracking attack. It was easily one of his best poke in close range before. The move still exists but it has changed a lot. It has become Side-Steppable and does not give as much advantage. Then his Aga which was previously a Guard Break Attack while leaving Nightmare at advantage even when he gets blocked. Now, it’s not a Break Attack anymore and he loses the advantage on guard.
We can also note the disappearance of his standing K, which was his fastest attack being i13 and his former 4K BE which was good as a punishment tool. Finally, as some other character, he has lost some low attacks in Stances. But we can note the return of some good old attacks : First his 11B, which comes back from Soul Calibur 3 & 4. Similar to the old Night Side Stance B, it’s a good ranged low attack. Then his Generic A+B Break Attack has the animation of his 4B in Soul Calibur 3 & 4. It will counter Guard Impacts and Reversal Edge while going into his new Night Behind Stance. His 6BB, also comes back from Soul Calibur 3 & 4, with an additional Armor property. There is also his Night Lower Stance KK, which was his former Grim Step KK from Soul Calibur 3 & 4.
Now it will allow a combo after 3B or 2B by picking an opponent on the ground and can Ring Out or Wall Splat without consuming any resources. Nightmare has gained a lot of new things, including two new stances in this game, which reminds SoulCalibur 2’s Nightmare. They can be accessed via transitions after certain attacks but also go into the other stances. Each one has at least 4 attacks. In the Night Lower Stance, NLS KK as seen previously, NLS B which is his former FC 3B, NLS A which is a new attack that hits low and prevents side-stepping, finally NLS A+B only available in Soul Charge. The Night Behind Stance stance has NBS A which is a long-range tracking low attack, NBS B which is a mid gap closer attack; NBS K which is Siegfried’s knee, and finally NBS A+B only available in Soul Charge.
But that’s not all! Nightmare has also new mechanics, one of them is “Armor Attacks”. These attacks are: 6A, 6B, 6K, 6A+B and of course his Critical Edge that also can be hold to become unblockable. By executing theses moves, Nightmare will be able to tank moderate damage from attacks if they are neither low nor Break Attacks. He will then respond automatically with his big explosion, which will become Break Attack. He will be at advantage even if it is blocked and he will pass to his Night Terror Charge state that we will see right now.
The Night Terror Charge is his other new mechanics in this Soul Calibur 6. This state will let him access to all his Soul Charge moves, without any timer or spending any resources. However, he can only use one of his attacks before returning to his normal state. To access it, he must hit his opponent with attacks like 4KK, 2A+B and Grim Step KK if he is already in this state. However, he will not need to hit the opponent if he does his 6A+B explosion. Because of that he will also automatically switch to Night Terror Charge after a success from Armored Attacks because they will also trigger the explosion.
Thanks to this mechanic, it will be possible to remain constantly in this state by using the right attacks at the right moments and thus be a source of danger as if he were perpetually in Soul Charge. Let’s check that and talk about his Gameplan in our last part. So how do you play Nightmare in this Soul Calibur 6? First, Nightmare has to play at medium and long range, where he can control the space with attacks like Aga, 6A and 3A. At this range, you will punish whiffed attacks with attacks like 33B, 3B or 4kB. When Nightmare gets the turn to attack, he can start his stance game with 2(B)~Night Lower Stance,, one of his best starter in this Soul Calibur 6.
If he loses his turn, he can try to Armor Attacks with 6K, 6A or create distance to take less risk. Finally, in all of his game plan, he must carefully choose his attacks to trigger and maintain his Night Terror Charge and become a source of constant danger. In Soul Charge or Night Terror Charge, he has powerful attacks that improve his game plan on several points: First, his punishment game. Nightmare gets 3 upgraded Soul Charge moves to punish effectively.
The Soul Charge KB and Soul Charge 66KK for close range. But also Soul Charge WS K to punish from blocked low attacks. Then, his combo damage potential is improved. New combos will be accessible thanks to its A+B attacks in Stances like Soul Charge Night Side Stance A+B after 3B. He can also extend combos if he is in Soul Charge with Soul Charge 66KK> Grim Step B> Soul Charge GS KK Finally his Ring Out game and damage on the opponent’s Guard Gauge will be improved thanks to his Soul Charge 6BBB which can break the guard in two times and his Soul Charge Grim Step KK which can ring out the opponent.
As we have seen so far, Nightmare’s strengths are: His whiff punish game and his Ring Out game that remained excellent. His offensive stance game where he wins new stances and new transitions. His damage potential that gets heavier when he trigger the Night Terror Charge. Finally his ability to steal the turn with his Armors Attack vs and trigger his buffs. This will be at the cost of: His slowness, especially in close combat where many attacks leave him at disadvantage or are punishable. Permanent risk taking, especially to trigger his new mechanics where he will have to endure hits with Armor Attacks. Finally, his complexity.
In order to take advantage of its Night Terror Charge mechanics, he will have to constantly choose his combo for each situation. In conclusion, Nightmare is ideal for players who are good to manage their range, ring positioning, and smart enough to constantly take advantage of the potential of his new Night Terror Charge mechanic. I thank again Keev and DJo. Keev is still a big fan of the character. And he think that Namco really did a great job on his design. He really appreciate the fact that they gave him new stances. His Night Terror Charge state also makes the character more technical and even more interesting. If you enjoyed this video, leave me a thumbs up, share, or subscribe to my channel to support me. Feel free to use the comments and suggest me the characters that you would like see next. There will be more content coming, and I would also do live stream on Soul Calibur VI, when the game release in October on my Twitch channel, follow me there to be notified.
Hello again, SoulCalibur fans! SoulCalibur VI will be released in few days and I’am sure you want to have a good start on it. I decided to do this quick video to give you what I think is my 5 essentials tips to start the game! We will use the SoulCalibur notation, you will have a reminder in the top right corner of your screen. Feel free to pause and check out this small guide about it. A link is also available in the description. I’am Hayate, a veteran French player of the SoulCalibur Competitive scene, and I’am here to share my knowledge and help everyone, so Let’s start right now!.
SoulCalibur Franchise have been famous for his core system based on an simple mechanic called 8WAYRUN which lets your character move freely in any 8 directions by holding or double tapping a direction. Compare to other fighting game the 8WAYRUN is way more efficient to make every attack whiffs in the game with nearly no need of timing. It’s so powerful that only Horizontals moves will deal with it consistently. Starting your gameplan by moving in a favorable direction is the first step to setup a good strategy. With character that have long range attacks, start backstepping to make space, by holding the opposite directions to your enemy. We call them back directions if you are at the left side but we also call them 4, 1, or 7 in the SoulCalibur notations. If you are playing a close range character, move forward while evading verticals attacks by holding 3 or 9. Moving is also critical in a game where a wrong ring positioning can be an instant lose due to Ring Outs.
So everytime you can, remember to replace your character to a better position in the Ring. You might be worried about getting hit while moving. There are some fast tracking attacks and horizontals, but you can still press Guard at time if you are not too close. Even if you gets hit, remember that an opponent who deal with your movement is making the choice to go for less damage, since these moves are usually not combo starters. Everything in Soul Calibur VI have its weakness, and that’s why it’s important to know how the basic attack system works.
– Horizontals attacks are usually faster and beats movement, but they do moderate damage and they are often high attacks that can be crouched. – Verticals attacks deals way more damage and hit middle so they can’t be escaped by crouching or jumping. And some of them beats horizontals attack because they make your character crouch at the same time. But their big weakness is that they are extremely weaker to movement and sidesteps. – Kicks are a mix, but they are often useful for low attacks, like the generic 2K. Their big weakness is usually their range, since they are shorter than a weapon. – A lot of characters have a 2A, it’s fast universal tool to interrupt an opponent. They beat sidestep and can’t be crouched. But they are weak to jumps. – Critical Edge (A+B+K) is binded in a button by default, it’s often a fast and damaging attack which will deplete 1 meter.
Use it mostly for combo and whiff punishing. – Soul Charge (Back+The Critical Edge button) will also deplete a meter but will pushback your opponent and gives you access to new powerful moves, mostly with Break Attacks property, but only for a short amount of time. When it’s your turn to defend, guarding by holding the G button is the safest way to recover your turn. However you will have to choose between a standing guard or crouching guard. Also you may have some trouble reacting to all the characters strings at the beginning. That’s why there is two parrying system that can help. The Guard Impact and the new Reversal Edge mechanics both will parry all level of attacks. Guard Impact is done by pressing 6+G and will give you less reward and requires precise timing, but it will interrupt your enemy string and let you in a favorable situation, especially if you parried a fast attack.
Reversal Edge is done by holding and releasing the B+G mapped button. The timing is easier but you will have to release it. Success will give you a lot of meter and it will do instant damage so it’s good to finish an opponent. After that you will enter in a slow motion sequence. B will beat A, A beats K, K beats B. Any clash will start a second QTE sequence where the initiator of the Reversal Edge will not only win any clash but his success will considered Lethal Hits for huge damage. The Guard button is pretty safe, it will block A and K option but will clash versus B, resulting also in a second round. There is two advanced things to know in Reversal Edge, first, if you don’t want to go in the second sequence, you can use advanced evasive maneuvers by pressing 2,4 or 6.
Each beats only one attack but lose to others. The second thing is that all the characters have different reward on their choice, so when you will face better opponent you will have to know if a characters B, A or K will result in a more damaging combo to setup your guessing games. All characters have generic throws when you press A+G or 4A+G. They are short ranged high grabs that can’t be blocked but can be crouched. Performing 4A+G will usually send your opponnent at your back, with a potential Ring Out.
Throws are good when you are at advantage & close enough to an opponent who is standing in guard. They are even better when you are in a situation when one of your throws can potentially ring out the opponent. But throws can be breaked on reaction by pressing either anybutton or back + any button. You will have to guess which throws the opponent is trying to do and won’t be able to recognize it However, if a player abuse throws, try crouching or interrupting if you have enough time with a fast attack like 2A which will also crouch.
Also it’s good to know that Throws can also be parried by Guard Impacts and Reversal Edge. Reversal Edge has proven to be an extremely good defensive option, especially at beginners level. Parring everything, it will be very annoying at first but it has his weakness. First, if you know you opponent abuse it, the most rewarding thing to do is to use your generic Break Attacks by pressing A+B. It will do a Lethal Hit stun effect for a huge combo. This tip will also works versus Guard Impacts for the same effects. However, A+B Break Attacks are slow, and sometimes you want take less risk. And even if sidestepping might an ideal choice for that, giving your turn is not optimal. So here is an advanced tech which will works especially well versus character who have slow reversal edge like Astaroth. When you attack your opponent and expect a reversal edge, try attacking with fast and quick recovery moves like basic AA.
Those moves can’t be fully paried because you will recover fast enough to be able to sidestep and punish while making the Reversal Edge completly whiff. Pro tip: every time you see that you are getting parried by Reversal Edge just try to sidestep by pressing 88 or 22, you will discover all your best moves to beat it easily. And that’s it! That was only a small guide and it can’t cover the complexity of all the mechanics! If you want to know more please keep in touch with this channel! Be sure to subscribe and activate the notification to know when the next video comes out! There is so much to share!. if you liked my video, please share or leave me a thumb up! Feel free to tell me what you thing and you want in the comment section! Also come ask me your question live in my live stream which will start wednesday at 4pm at Paris time CEST and where I will be playing Soul Calibur VI! See you in few hours!
Aphelion’s Rest Ascendant Challenge. It is egg and lore time. Let’s go. I suggest finish the event first and doing the eggs after as I use the exit portal as a reference in this video. First egg is very easy. Looking at the front of the main statue in the center, you’re gonna take a couple of steps to your right, turn around 180 degrees and look slightly down. You should see this egg off in the distance. Second egg is actually down the path that the portal is in front of, so get behind the portal however you can, I just go off to the right. Then, when you’re behind it, you want to be close to a patch of grass, check the video for reference.
When looking at the portal, turn about 90 degrees to your right and look slightly down. You should be able to see it behind some floating rocks. Third egg is to the right if you’re facing the statue towards the outer part of the map. Take this path right and just keep going forward. You’ll jump onto a plate with a little hut on it and then have a very short grass path that leads to a perpendicular path. Go to the right on said path and over the left edge should be the egg right in front of you. The lore is on top of a statue close to the center of the area. If you’re looking at the main statue, look left 90 degrees and slightly up and you can actually see the sparkle of the bones on top of the head of the statue, that is where we are heading. Go towards the big circle plate that THAT statue is on and towards the back right of it will be a little building attached to a staircase.
Go through the building and jump on the rocks at the end, then turn around and jump on the building. Go through the building, jump on a statue’s head, then jump to the next for the lore. We’re done here, thanks. .