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. .
The reason Overwatch is being enjoyed by over 40 million players is its low system requirements. This is probably one of a few games that you can enjoy with anyone. It’s very appealing for a younger and older audience. But, many of you probably can’t run it very well. Hence the reason you’re watching this video right now. I’ve covered Overwatch two years ago, but that video is kind of outdated so here I am doing it all over again. So, without any further ado, let’s see how to improve the performance of Overwatch. Better gaming performance is all it’s about on this channel. 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 Overwatch 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.
– The info we have right now is brighter screen, thinner and more energy efficient. That inside of itself is very interesting being a contrast to what a lot were suggesting Nintendo would do and go Switch XL on us. – Now I have heard at potentially this will not be a Switch Mini but from a business perspective, it makes more sense because you want to get as many Switch units in to as many homes as you can. – Now, some the rumors that heard was kind of pointing to things like games being specific to that Switch as opposed to the Switch system that are out now. It doesn’t seem to be, I would think, correct. – And then if they will make a push towards streaming software like Netflix and all of that, obviously they have Hulu on it. – Mm-hmm. – The current Switch can output 4K streaming, right? – Yeah. – No problem through HDMI, obviously can’t display it. Uh, I don’t know if it’s much of a selling factor to say now the display is 1080p or anything like that. (television white noise whirring) – I didn’t really want to talk about this mostly because I didn’t think it was that big of a deal but the Wall Street Journal claims that Nintendo will be releasing a new version of the Switch in late 2019.
Now I’m late on the topic but enough of you guys asked me to talk about it and after hearing other people’s opinions on it, I realized I really did have a lot to say about it. Take your expectations and reel them in a little bit. And if you were thinking of waiting until 2019 to buy a Switch? Maybe go get your parent’s credit cards. (rock music) (video game beeping) Hey remember that time people wrote articles about me because I predicted the Switch back in 2015? Oh man, you guys better listen to me. The Wall Street Journal got their information from suppliers that claim to have insider knowledge so not Nintendo themselves but maybe somebody like Nvidia or one of the companies that puts the Switch units together. The report also claims that there will be improvements to the screen in order to make it brighter, thinner and more energy efficient. The Wall Street Journal also claims that these plans are most likely due to the Switch’s diminishing sales. I’m sorry, diminishing in terms of what, exactly? They also mention that Nintendo’s stock rose sharply last year and has been trailing behind.
I don’t think that a new unit is gonna help that much. It seems like shareholders buy and sell shares over the dumbest (censored). I don’t think Nintendo needs new hardware at all. They just need a lot of new games, which they’re working on. First and foremost this new Switch will not be a completely new system with proprietary games. Whatever you play on your Switch currently will work on the new Switch unit and vice versa. Looking back at Nintendo’s history, it’s not usual for them to release a mid generation iteration of a current console, especially a handheld one. Most recently we’ve seen iterations of the 3DS that improved the processor and RAM performance and even included an additional analog stick that looks like a little nub. There was also a cheaper version that got ride of the 3D that nobody was using. This allowed the games to be able to run on cheaper hardware.
There are people who are claiming that we’ll be getting a 4K version or a dock that upscales to 4K. There’s not a chance in hell of that happening. Nintendo does not need to compete against the likes of Microsoft or Sony with their 4K iterations. In Japan they already sell a slightly cheaper Switch bundle that doesn’t come with a dock or a power adapter. This is great for people who already have a Switch in their household but this is very bad for people who just want to play portably. Nothing wrong with getting rid of the dock but you gotta at least include that power adapter because that power adapter is a very hot commodity. You can’t use any other power adapter with your Switch.
I think if they’re looking to refine the Switch, they’re obviously going to try to fix the issues that the Switch has had since around launch time, most notably battery life, which was a really huge deal before the Switch even came out. Once we heard that the battery life was only gonna be around three hours, but it’s not something we really hear too much about anymore because we realized that that’s not that big of a deal. Three hours is a long ass time to be playing your Zeldas in your hands. Also the battery life is way longer if you play anything that’s not one of the big budget triple A games. I’d be willing to bet a whole bunch of money that the new Switch iteration will have a better processor not for more power but for more energy efficiency, similar to what they did with the 3DS. A better example is actually what Apple did with the newest iPhone. The iPhone Xs has a smaller battery than the iPhone X, it just has a much better processor that’s a lot more energy efficient. The actual Switch unit itself can’t really be any smaller or bigger or thinner because it’s size is directly influenced by the Joy-Con.
They could have a new version of the Joy-Con but that would be a horrible idea because then you’d have more than one version of Joy-Con floating around the universe that are proprietary to each version of the Switch, it’d be very confusing. They could bake the Joy-Con into the device itself, making it a portable only device, kind of like a mix between the dockless Switch and a 2DS but I think the most plausible thing Nintendo will do is, of course, give a slight upgrade to the processor but also make the screen a little bit bigger. The entire Switch unit can remain the same size but there’s a lot of room in that bezel to make the screen a little bit bigger and if the processor performance is improved enough they can even throw in a 1080p screen instead of the 720p screen we have now but I really don’t think a lot of people will notice this change or even care that much.
But the size of the screen, the size is definitely somethin’ they could market. That’s something that’s gonna be eye catching and different. So, that’s about all that I think they’re gonna do if they make a new iteration of the Switch in 2019. It’s not gonna be very different, just minor changes. So keep your expectations very low. If you’re holding off on buying a Switch right now because you’re afraid that it’s gonna be upgraded in a whole year, you might want to reconsider.
You’re already missing out on Super Mario Odyssey and Breath of the Wild and you’re gonna be missing out on Pokemon and Smash Brothers and look at how cool this Pokemon bundle is. The only fair argument I’ll give you is that next year’s Pokemon is probably gonna be really cool too, but like anything that hasn’t been confirmed by the company itself, this whole thing could be delayed, it could be canceled or it could never have been a thing at all.
But come on, could you at least fix this kickstand? Mine’s all flop– There it goes, there it goes. What do you guys think about this new iteration of the Switch? What would you like to see different in a new Switch version and put your predictions in the comments below, at me on Twitter and any of this social media garbage. Of course we got new videos and live streams all the time. Our schedule’s in a pinned Tweet over on our Twitter. We got live streams here on YouTube on Sundays and on Wednesdays we got Wulff Den Live, our live Podcast and on Twitch.TV/WulffDen we have gameplay streams on Tuesday and Thursday nights.
I’ve been slowly making my way through Pokemon Hard Gold in preparation of Pokemon Let’s Go. And if you’re a member here on YouTube, meaning that you clicked that join button underneath this video or even if you support us on Twitch, using Twitch Prime, which is free, make sure you link your YouTube or Twitch account to your Discord account and join our Discord. Get in our supporters only Discord and then you get videos like this early, so you can comment first, just like Burgundy Burnouts. Other ways to support us, you could buy a cool shirt like this, link is in the description for that but also, you could support us for free. All you gotta do, is just subscribe. That’s the most important thing that you could do and share this video with a friend, another friend who’s as in to the Switch as you are, and can contribute to this conversation. Maybe somebody who wants to get a Switch and is afraid to. Tell ’em not to be so much of a (censored), thank you guys very much.
To find out which gun is the best and call of duty black ops for its first discussive few weapon classes that can be dismissed these shotguns and sniper rifles can be fun to use but are too specialized to consider any of them to be the best gun in Call of Duty Black Ops for tactical rifles can be powerful in the right hands but are limited in their usability too for example push a close-range objective the best gun and call of duty black ops 4 must then either be an assault rifle or submachine gun most of the time you will encounter enemies at medium and close range and both weapon classes have guns that are strong or good and a deranged submachine guns are more suited to close-range engagements and flanking enemies to take them by surprise assault rifles are better suited to medium range and taking on enemies head-on in the thick of the fight the main weakness of submachine guns is that in competitive matches you’ll often face enemies behind cover that have entrenched themselves you can take them on with some machine guns but you often have to spend a lot of time flanking with the risk of being spotted and taking out having wasted a time it took to flank with assault rifles you can simply shoot the enemies behind cover and push forward having established assault rifles as the source of the best gun in full of duty black ops 4 it is easy to pick the best gun of the assault rifle Steve vapor xkg with its minimum recall and good damage stands out as the best therefore the vapor xkg is the best gun in call of duty black ops 4
There are five submachine guns in call of duty black ops for to consider to find out which one is the best the mx9 is a strong early unlock that is well suited to flanking enemies and taking them by surprise the gks is a lower fire rate ayuh damage submachine gun that is competitive with assault rifles at medium range and can be used to push an objective head-on the Spitfire is the highest vibrates a machine gun with controllable recoil it is very strong at close range and can be used at medium range to a degree the cordite submachine gun has the largest ammo supply and can be used to go it alone behind enemy lines as a result of its versatility the SOG nine-millimeter is the last submachine gun you unlock and is best suited to thank the enemies and taking them by surprise the main weaknesses of this old 9-millimeter are the low damage at medium range that means you have little chance against the sole foibles and allow immersive like the gks is good at competing against assault rifles that doesn’t fit Beast submachine gun ball of close range superiority due to its low fire rate the mx9 is a well balanced submachine gun but it doesn’t stand out in any way that makes it better than the other submachine guns the cordite is a close second due to its versatility which led to use it to attack an objective or flank enemies without having to worry about running out of ammo or being out fast play assault rifles however the Spitfire with its high fire rate and quick time to death stands out as a very powerful gun with it enemies have little chance at first range as an added bonus the whampire operator mod is a lot of fun and makes you near unbeatable at first range although it does make the Spitfire difficult to control at medium range therefore the Spitfire is the best submachine gun in call of duty black ops port
The salk nine-millimeter submachine gun in full of duty black ops 4 is the last submachine gun you unlock it has excellent handling and a high fire rate it is best used with blank and take it amiss by surprise you have to be careful with the low ammo supply and high fire rate be sure to time your reloads when you are in safe areas due to its low damage it is difficult to use this old 9 millimeter at medium range instead of taking those enemies head-on try to get around them and into a range where you have the advantage the best attachments for assault 9-millimeter are those that help you with its mo problems and then build on your close-range superiority the stock lets you move faster was aiming down the sights and quick corner to bring up the assault 9-millimeter faster buzz thanks that you reload faster helping you out when you are facing many enemies in a row the best year for assault 9-millimeter helps you be aggressive use the slingshot to increase the healing be charged and to let you heal whilst firing from the hip the best perks for assault and millimeter are dose that help you flank and refill your ammunition use scavenger to replenish um a supply from dead enemies and grants use light weight to help you move faster making an even harder target to hit use ghosts to stay off enemy UAVs letting you flank in secret here is the complete best class setup for the sold 9-millimeter submachine gun in call of duty black ops 4
Armor perks are back on armor which I think is just great. But what perks should you be looking out for? And what do some of them even do? That’s what we’re gonna be finding out today in this video with information more dense than a dying sun. We’re going to be going slot by slot and just kind of talking about what the perks are, what they do and the trends of each armor slot, then in the second half, we’re going to make 2 example god roll armor sets, so if you don’t care about what the perks are or what they do, you can just skip there. But first, let’s talk perk tiers: There are 3 tiers of perks. Tier 1 will say “slightly increases,” which is the smallest effect, tier 2 will not have an adjective and tier 3 is the enhanced version of a perk, which gives the greatest effect. Enhanced perks at the moment only come on Dreaming City armor and raid armor, along with exotics.
While I haven’t tested every single combination of perk against it’s enhanced and only slightly increased counterparts, I have no reason to believe that you shouldn’t try to get the enhanced version of any perk that can roll enhanced. That being said, there has been a case where the enhanced version of part of a perk wasn’t as good as a tier 2 version, but for the most part, you probably don’t need to worry about these fringe cases. The helm slot resolves around targeting perks, super energy perks, special weapon reserves and power weapon reserves. The helm slot can roll any individual weapon targeting perks, literally every type of weapon, not to mention that it can roll enhanced targeting on some weapons as well or it can roll a clustered targeting perk, like “all precision weapons.” Targeting perks improve accuracy, target acquisition and aim down sight speed on that weapon.
Target acquisition is more relevant on console than on PC, or rather those on controller compared to mouse and keyboard, it’s essentially the “stick” factor on a weapon. That’s not to say targeting perks are worthless on PC, they do have some other values like bullet magnetism. Accuracy is mainly a hip fire based bonus, but again, also has other slight benefits for aim down sights. The enhanced targeting perks that can roll on a helm are: hand cannon, bow, sniper, and linear fusion. Next, we have super energy perks where you get bonus super energy on grenade, melee, shotgun, sniper, or heavy weapon kills. Heavy weapon and grenade kills can roll the enhanced perk on the helm slot. So how much energy are we talking here? Well, a normal super with no mods takes 5 minutes to charge if you are idle.
Pump Action reduces this by 5-6 seconds, or 1.7% cooldown reduction per kill, with Remote Connection, aka sniper kills, giving a 7 second reduction. Ashes to assets is approximately the same thing, with Enhanced Ashes to Assets being about 9 seconds. Hands-On is about 9-10 seconds reduction, with 2 kills back to back giving us a super is 4:42. Heavy Lifting was also approximately 9 seconds. Keep in mind all of these reductions include the energy gained from a kill as well as the bonus. Some of this seems kinda off to me, like why is grenade the weakest when it takes the longest to regenerate. Heavy Lifting is ANY weapon, but then again, I guess it is power weapon which is ammo limited.
Hands-On seems really good, but maybe that’s the risk factor of it? Anyway, moving on.\par Then we have the reserves perk, these perks increase the maximum size of your reserves for that particular weapon. In the helm slot, we can roll fusion, sword, rockets, grenade launcher, linear fusion, shotgun, and sniper reserves, so, basically non-primary weapons. You can also roll special or heavy ammo finder, increasing the frequency of which you find those bricks of ammo on the ground. However some research was done recently on reddit by user u/BoxofRingsAndNails (and u/KrystallAnn) and their friends that showed that stacking more than one heavy ammo finder perk may actually have no impact or even a negative impact on the drop rates of heavy ammo. Bungie knows about this post and say they are investigating, so for now, I can’t recommend stacking this beyond 1 and even then, it may be difficult to notice a large difference in drops.
This perk isn’t Ruin Wings. Moving to the arm slot, this is all about reload speed, a couple more energy perks, and scavenging ammo. Arms can roll many types of reload speed type perks, individual weapons, groups of weapons, specific groups, and grenade launcher, hand cannon, rockets and shotguns have the possibility of enhanced reload perks . For example, the difference between enhanced rocket reload and regular isn’t too crazy, but ANY bonus makes quite a noticeable difference compared to a default reload. Then we have some energy based perks, Impact Induction and Momentum Transfer, of which both of these perks can roll the enhanced versions. Momentum gives melee energy on grenade hits and impact gives grenade energy on melee attack. Testing Momentum Transfer showed that 1 tick of grenade reduced the cooldown of my melee attack by about 1 to seconds. Yup. That’s it. The effect is on an internal cooldown as well. Fortunately, Enhanced Momentum Transfer was a reduction of 5 seconds, which is a bit better. I think the internal cooldown of the effect is mainly for grenades that have a damage over time effect, but uh…
Feel like this would be ok for a buff, or maybe it’s just broken and needs a fix. Impact Induction has an internal cooldown of about 8 seconds which makes sense since you actually have the ability to punch things whenever you want. However, UNLIKE momentum transfer, the DEFAULT impact induction gives you 7 seconds worth of cooldown reduction, which leads me to believe that Momentum Transfer is just not even working correctly. Then we just have Fastball, which increases grenade throw distance. Scavenger is not the same as reserves, surprising to say the least, I know. Scavenger increases the amount of ammo you get for a particular weapon when you pick up a brick, whereas reserves increases the total amount of ammo you can hold.
On the arms, you can roll a scavenger perk for any non-primary weapon and I believe this perk works in PvP except for normal fusion rifles. You can also roll a special or heavy ammo finder perk, works the same way as the helm. Moving onto the chest armor, this is all about your unflinching perk, where you flinch less when being shot at. Every weapon type is featured here, individual weapons, groups of weapons, with bows, snipers, linear fusions and scouts able to roll the enhanced versions of unflinching. Unflinching is the ONLY thing that can roll in the middle slot by the way, so don’t bother looking for anything else in this column. Then in the right slot we have reserve perks for primary weapons, along with primary ammo and special ammo finders. The legs feature dexterity perks and class ability based perks.
Dexterity increases ready and stow speed of weapons, very important and I think undervalued by the general population in PvP, whereas for PvE, not as big of a deal. Weapons that can roll enhanced dexterity are: hand cannons, shotguns, snipers and rocket launchers. In the same column are class ability perks that generate energy of some kind. Perpetuation will generate class ability energy when you use your class ability, bomber generates grenade on class ability use, outreach is melee energy and dynamo will generate super energy. Bomber can also roll enhanced and Distribution is the other “enhanced” perk which actually gives energy to all abilities. Note that Dynamo is currently being looked at by Bungie for being too strong when combined with other super energy generating… things in PvP. So how much energy are we talking? Let’s start with Dynamo.
A super takes 5 minutes to charge with no activity, Dynamo will reduce the cooldown by 10 seconds or about 3.33, repeating of course, percent of your super. Bomber will reduce a grenade cooldown from to 1:17, so 4 seconds, and Outreach will do the same for your melee cooldown, to 1:17, with Hunters getting a 4 second reduction as well. Perpetuation reduced Titan wall cooldown by about 3 seconds, with Rift being about 5-6 seconds and Hunter about 1 second. In the right side column, we have have scavenger perks for primary weapons and then we have primary ammo and special ammo finders.
The class item revolves around energy when you pick up an orb of light. There are 5 perks that can get you the following: health regen starts on orb pick up, chunk of health on orb pick up, class ability, grenade, or melee energy, with Absolution being the enhanced perk generating energy everywhere. In the other column, it’s just everything, reserves and scavenger perks, all ammo finders, it’s a mess. This brings us to the question: what the hell should I actually get on my armor? WELL, that is going to depend on the weapons you’re using, your playstyle and what you’re doing, but let’s try to come up with some example god roll armor sets. Note that we will not be including exotics when coming up with this list. The first thing you’re going to want to do is have some form of a weapon loadout so you know what perks to look out for, then figure out if you can roll any enhanced perks for those weapons. I’m going to take my most common loadouts and try to make some god roll armor sets. In PvP, it’s a pulse rifle, shotgun and grenade launcher and in PvE, we’ll say I’m doing the raid, so it’s pulse rifle, shotgun and sniper rifle and I’ll be on my Titan.
Unfortunately, there isn’t a single enhanced pulse rifle perk in the entire game, so we’re off to a bad start. We have two enhanced shotgun perks arms and legs, we’ll look at legs first, which also have some other good perks on them. In PvE, I don’t really value stow and ready speed at all, whereas in PvP, I value it a lot. So, for PvP, we’d look at the enhanced shotgun ready speed, but for PvE, we’d be looking for an energy generation perk instead. Which one? Depends on how you play. Maybe you have enhanced ashes to assets where you’d want grenade energy a lot, thus you’d want enhanced Bomber, just an example. We’ll just go to the helm next, we’re probably going to be looking for pulse rifle targetting for PvP, but something like targetting may not have as much value to you in the PvE experience, so we’d look for an energy perk instead. Again, depends on the situation you’re in. In the raid, I’m not really using my special or power weapons to actually kill things very often, I use them for damage on bosses, meaning ashes to assets or hands-on would be the play.
In a strike using a rocket launcher, heavy lifting may be the way to go if you’re going for add clear. Your reserve perk would be for whatever special or heavy you’re using. Moving to arms, we’re looking at reload speed perks and melee/grenade perks. Now reload speeds are pretty universally good, but I’m the kind of person who values ability energy over reload speed in a PvE setting, so for my arms, I’d want enhanced impact induction or momentum transfer. In PvP, my pulse rifle has outlaw on it, so I don’t really need another reload speed perk on top of that, but my shotgun could use some help, so we’d grab enhanced shotgun reload speed. The scavenger perk would likely be shotgun, I don’t really run into ammo problems with my pulse rifle, but maybe you’re a hand cannon user and do have some ammo problems, all depends. Chest armor is ONLY unflinching, so we’re looking for pusle rifle unflinching here, but if I’m in the raid using a sniper, maybe I grab enhanced unflinching sniper rifle for safety purposes or if I’m sniping in PvP.
On chest armor or maybe leg armor, this is where I’d grab the special ammo finder. I think primary scavenger, reserves and ammo finder are all not really that important, but if you find them important, then go for it. Class item is where you maybe pick the heavy ammo finder, since the helm and arms have non-primary reserves and scavenger that you MAY want to utilize, but you’re not gonna get a TON of ammo from an individual reserve perk, so maybe you don’t care that much, but if you stack 2 reserves, you get a little more, meaning you could use the heavy ammo finder on gloves, you see how fluid this situation is? I personally like chunks of health for orb pick up, or a health based perk in general, so I’m looking for recuperation or better already.
So, my PvP god roll armor would look like this, going from top down: helm has pulse targetting and shotgun reserves, arms with enhanced shotgun reload and shotgun scavenger, chest with unflinching pulse and insert whatever for the other, boots are enhanced shotgun dexterity and whatever scavenger, with the class item having recuperation and maybe shotgun scavenger.\par My PvE raid god roll armor would look like this, going from top down: helm has enhanced ashes to assets with shotgun reserves, arms are enhanced impact induction with shotgun scavenger, chest is enhanced unflinching sniper with special ammo finder, legs are Distribution with pulse scavenger, with the class item being recuperation and heavy ammo finder. Again, these are just examples with my loadouts, they don’t include exotics and they’re just ONE example. Your god roll armor will not be the same as mine and you need to decide on loadouts that you use for X activity, then build armor sets around those loadouts.
Should heavy ammo finder ever be affected to the point where stacking 3 of them gives a noticeable increase in power ammo bricks found, then things may change again, where you could stack power ammo based perks as much as possible for a super energy build, stuff like that. Anyway, hope this was helpful in your search for the perfect armor set. We’ll explore the issue of weapon rolls in the near future. Thanks for watching, I’ll see you next time. .
With new players coming in trying Azur Lane NA, I wanted to give a shot in making a basic ship guide for players getting in the game. I don’t claim to know everything about this game, so everything in this guide is to help players choose ships. (I deleted the first post to change the title)
Starting out you will be able to choose between 3 starter ships, Z23, Laffey, and Javelin. It doesn’t matter who you choose since they’re all great. But, if you want a recommendation I would choose Javelin only because her remodel comes out earlier than the Z23 and Laffey.
After choosing your starter, you can continue with the tutorial and try to get a feel for the game. This is a sidescrolling bullet hell game similar to Touhou.
IMPORTANT INFORMATION: YOU DO NOT HAVE TO REROLL IN THIS GAME. IN FACT IT IS NOT RECOMMENDED AS IT IS A WASTE OF TIME! THE SSR RATE IN AZUR LANE IS 7% If you have played Kancolle and Girls Frontline you will be familiar with the gacha system of this game. You will get a lot of cubes later on that you don’t have to worry about not getting SSRs (most of the time).
We’ll start off with hull classification codes, which help you understand what type a ship is. If you’ve played Kancolle or World of Warships this should be familiar for you. Each fill a specific role in your fleet.
Hull Classification Codes / Ship Classes:
DD – Destroyer (Ex: Starter ships – Z23, Laffey, Javelin) (High speed and your main source of torpedo damage) They are denoted by a blue torpedo symbol
CL – Light Cruiser (Ex: Helena) (Balanced class that has higher speed that Heavy cruisers at the cost of lower armor. Can use torpedoes if equip-able) They are denoted by an orange gun symbol
CA – Heavy Cruisers (Ex: Prinz Eugen, Admiral Hipper) (Like Light Cruisers, but slower and can carry larger guns. Can use torpedoes if equip-able) They use a similar symbol like light cruisers but CA symbols have a plus.
BB – Battleship/Battlecruisers (Ex: Hood – BC) (Boast heavy armor and firepower, they allow you to use artillery) (Ex:Rodney – BB) Battleships/Battlecruisers use a red gun symbol
CV – Aircraft Carrier (Ex: Enterprise, Illustrious)(Your main source of your air power and can provide bombing runs, each Carrier can carry x2 Air Strikes) Aircraft carriers use a purple plane symbol
CVL – Light Aircraft Carrier (Ex: Unicorn, Langley)(Similar to Aircraft Carriers, but they carry less planes and have a slightly smaller health pool than your standard carrier. They are also faster than aircraft carriers) CVLs use the same symbol as your standard Aircraft Carrier.
Other Hull Classifications: (These are ship types not in the game yet or there are not a lot of them. As a new player you can disregard these until a later date.)
AR – Repair Ships (Ex: Vestal, Akashi) (Their main purpose is to give +1 to your ammo and repair your ship in battle. They also provide Anti-Air.) They use a green cog symbol
SS – Submarine (Ex: U-81, U-47) Support Fleet *Not in NA yet so I won’t be covering them. They use a green torpedo symbol
BM – Monitor – (Ex: Terror, Erebus) (They have the fire power of a battleship, but lack battleship tier armor) They use the same symbol as battleships.
BBV – Aviation Battleships – (Ex: Fusou and Yamashiro) (These battleships can launch planes and replaces one slot in their equipment to equip planes.) They use a red plane symbol .
These are important to know since they can affect your combat efficiency. There are 3 damage types in this game, Standard, High Explosives (HE), and Armor Piercing (AP). If someone can help me with the colors I would gladly change them.
Standard (Yellow shots) – Your basic shell type. These do not do anything special but damage the enemy when the shell hits.
High Explosive (HE) ( Orange/Red colored shots) – These perform similarly to standard shells, but they have the added bonus of dealing fire damage to enemy ships. When a ship is on fire, they take damage over time. HEs also deal area of effect damage when it strikes a target. Note that these type of shells fly slower than the other 2 types.
Armor Piercing (AP) (Purple/Blue shots) – These specialize in piercing heavily armored enemies such as battleships and carriers. When the shots pierce they pass the unit it hits and have a chance to hit allied enemies behind it. AP shells travel faster than the other 2 shell types.
Note that this list will also contain ships that are not usually recommended to players as I am trying to cover even the normal rarity ships. Most ships in Azur Lane are worth using even up to late game if you put in the time to invest in them. I’m trying to recommend ships that are currently in the game so please tell me if I recommend ships not implemented yet. These are in no order. Rarities are next to the ship name.
All SR Starter Trio and Ayanami, when these four ships get their remodels they can be useful in your fleet even during level 90-100 sorties. They are all worth investing in.
N Cygnet – Decent survivability as she has a 15% (30% max) chance of activating a skill evading all attacks for 6 six seconds. Her remodel gives her smokescreen which is useful since it gives your escort fleet evasion. Think of her as a budget Belfast. Her sisters Crescent and Comet also get similar remodels
R Juno – Also has smokescreen and close stats to Cygnet. Another plus is that she doesn’t need remodeling for smokescreen.
R Fletcher – Buffs destroyer torpedo, firepower, and reload. Also increase evasion and firepower of Fletcher class ships. Recommended if you use Fletcher class destroyers.
N Leander – Similar skill like Brooklyn, but also gains a remodel down the line that gives her smokescreen.
SR Edinburgh – Self Buffs AP (armor piercing shots). Better stats except for firepower than Belfast, but more selfish as she doesn’t buff the team.
R Juneau – Good ship to use for pvp since her skill War Martyr heals the fleet when she is sunk.
SSR San Diego – Might be a meme ship, but her anti-air can be useful if you lack it. SSR version Naka in Azur Lane.
SRs Ning Hai/Ping Hai/Yat Sen – Yat Sen is not released yet, so Ping Hai And Ning Hai together still works. They both deal extra damage to Japanese ships which are ships you will fight against most of the time. They get even better when they both get their remodels. Yat sen does not have a remodel but provides Ning Hai and Ping Hai survivability.
R Portland – Great ship, grants damage reduction to your whole fleet. Pair her up with Indianapolis to make use of her First skill. Her remodel allows her to stand on her own even without Indianapolis in the fleet.
SR Indianapolis – Her skill provides your escort fleet with 2 shields that block 8 shots and explode dealing damage to enemies.
SSR Prinz Eugen – 7 day login reward. Great tank and her First skill is an upgraded version of Indianapolis’ shield skill giving 3 shields instead of 2.
SSR Atago – Self buffs HE damage burn and ignition chance. Chain torpedo is a nice skill that gives a chance to fire another torpedo salvo when you activate your torpedo salvo. *Not yet in NA
SSR Takao – Has a chance to deal double damage from main cannons, she also has Chain torpedo.
SR Exeter – Has a future remodel and has Defense Order like Portland which fleet damage reduction.
R Suffolk – Nothing special, but she has Chain cannon which gives a chance to fire another round. Remodel is out on NA.
R Chicago – Has a chance to deal double damage from main guns like Takao.
SSR Hood – One of the best battlecruisers in the game. Her skill Glory of the Royal Navy gives a chance to buff your back row reload. This affects the reload time of your Carrier air strikes allowing them to pump out more planes. She also boasts one of the highest damages dealt with her main guns and barrage which can clear waves of enemies.
SR Arizona – The only battleship that I know of that can heal your front line.
SR Queen Elizabeth – Must have battleship if you are running an HMS fleet composition. Buffs FP, Torp, Air Power, AA, Reload, and Evasion of all HMS in your fleet.
SR Rodney – Fires a frontal barrage that hits enemy ships. Main difference between her and Nelson is that she has a summer skin.
SR Nelson – Same skill as Rodney, but tsundere. Though she is better at destroying suicide boats than Rodney.
SR Erebus – Monitor class ship meaning she has lower armor than Battleships, but her skill Infinite Darkness fires a barrage that fills up a lane depending on where you place her.
SR Terror – Monitor class ship and shares Infinite Darkness.
SSR Warspite – Divine Marksman targets the furthest enemy ship with the shots having 100% critical chance. Leveling this skill to level 6 changes the shells to AP allowing higher armor penetration against heavily armor targets.
R Fusou – Decent skill and stat. Future remodel changes her from a Battleship to an Aviation cruiser. This allows her to equip certain planes. Remodel is not recommend since she loses firepower in exchange to a plane slot.
R Yamashiro – Same comment as Fusou, future remodel.
Light Aircraft Carriers:
N Ranger – First skill gives a chance for her air strike cool down to reset immediately. Also has a future remodel.
R Long Island – Your first carrier and has a similar skill that ranger has. Has a remodel. Not the best stats, but better than nothing.
SR Unicorn – Launching an airstrike heals your escort fleet and has a skill that increases reload time of escort fleet.
R Shouhou – Similar healing skill that Unicorn has. Has a future remodel that gives a skill that buffs Both types of Aircraft Carriers.
N Langley – Useful for leveling carriers while grinding 3-4 since she gives a 5% (15% max) exp gained. Otherwise not recommended for general use. Has a future remodel.
SR Houshou – Same role as Langley except she can buff Aircraft carrier air power. Like Langely, not recommended for general use.
SSR Enterprise – Lucky E is one of the best skills a carrier can have allowing for your airstrike to deal double damage and allows her to evade all attacks for 8 seconds. This allows her to be tanky and high amounts of damage at the same time.
SSR Illustrious – Her skill Armored Carrier gives your escort fleet a shield scaling with her health.
SR Saratoga – Buffs escort fleet damage and provides supporting cannon fire. Also has a future remodel.
SR Lexington – Increases escort fleet damage, similar skills with Saratoga, but no remodel as of now.
SR Hornet – Has a skill that procs when you launch an airstrike which allows her to launch a secondary airstrike consisting of B-25s.
SSRs Akagi/Kaga – If put together, they both buff their air power. They can also use airstrike earlier than other carriers because of their first skill. Drops at 3-4 with around 0.75% drop rate.
SR Ark Royal – Has a chance to launch swordfish bombers with your airstrikes. These can slow down enemies when it hits.
SR Yorktown – Given to new NA players, first skill heals her when her hp gets low. Second skill buffs escort fleet damage.
Auxiliary Repair Ships:
SSR Akashi – Best repair ship in the game. Can only be crafted after completing her questline. Next to no combat firepower. Can heal your team during battle and gives emergency repair. *Not yet in NA
SR Vestal – Does what Akashi does, but lacks the skill that buffs escort fleet reload.