Since you guys seemed to like it, ya boi Nycto is here with the sequel you’ve been waiting for: the offence guide!
1. FBI OPEN UP
As shit hits the fort, the match begins. First thing you’re gonna want to see is the really big rammy boi you brought along to politely knock on their door. You just wanted some sugar, but the boys in blue refused, so now you’re gonna huff and puff and fuck their shit up.
An important thing to do here is go take those archer points, because they’re practicing their FaZe montages on your men. Clear the point of all enemies and stand in it for a bit, and it’ll be yours. They’ll fire on the defenders minions, which’ll really help clearing them out. Speaking of clearing, be sure to have at least one person always on the Ram to clear those bad-touch pikemen out, so they won’t stop your ram.
Really, the attackers are the ones who control the flow of the game. The Ram moves and doesn’t move based on how well you can play the objective. That’s right, Breach isn’t Skirmish! Stick by the Ram to move it to the door, so it can open em up like an FBI raid.
2. I COULD’NT THINK OF A JOKE
The door breaks open and you realize “Awh fuck, we have to do it again!” Second verse same as the first, bring the Rammy Boi over to their door. Four minutes after breaking it down, the tribute will spawn. Go grab that bad boi and plug it into the back of your Ram. Just like adding one more toothpick to your sixth-grade diorama, it’ll make it stronger. Each addition adds one quarter of a shield, good enough for one splash of spicy soup.
The second phase is more likely where you’ll shit the bed, so you best play it smart. You shouldn’t go around looking to pad your KD. Attackers only have a set number of respawn tickets, and I’m sure your team would love to skin you alive for wasting them. My preference is usually splitting into groups of two, one for zone capping and the other for the Ram. Use this chance to get to know your ally, have some nice talks, maybe get married.
Once you get the downtime, go after the Guardian. Ya know, the big fuck who sits off to the side like the anti-social dood he is. I’d suggest bring you and two others, so the last guy can watch the Ram. His attacks are slow, but they are unblockable, so I hope you are at least competent at parrying. Sending that bitch to the shadow realm will earn you a shield, speed buff and damage buff. It’s really helpful in wiping the enemy team away.
3. BOSS FIGHT BOSS FIGHT
The Ram hits the door and it crumbles. As you walk in, you shout “DAUBENY! SHOW YOURSELF!” At the top of your lungs, eyes resting on the Biggus Dickus, the lord of the fort. Before you quell your bloodlust, you realize you have to go do more of the same first. While it isn’t necessary to go cap the archer zone, but it will help in dealing with those pike fuckers.
Another useful tip is using the ballista. That baby can fit so much damage. Well, not as much as the ones on Sentinel, but you get my drift. They deal a bar or so on the lord, however he is normally positioned behind a protective statue. Because fuck you. Smart coordination will allow you to get some hits on him, because you’re either a coward or not confident with your gankbusting. The ballista also 2-3 shots players, so be sure to make them into pincushions.
Much like the Guardian, Biggus Dickus can get revenge and throws enough bombs to make Lawbringers jealous. Due to his explosive personality, he’s immune to his own bombs (man LBs, you should learn a thing or two from him). His revenge doesn’t come often, and his attacks are usually too slow to benefit from knocking you on your ass, but you never know who’s lurking, waiting to Incredibilis the shit out of you. One tip I have for the Lord is to utilize your feats. Popping damage buffs on yourself and debuffs on him can allow for some good damage, with a good combo even letting you heavy for one bar of his health (and I managed to pull that off by myself). Kill him, and the castle is free for you to pillage, finally giving you that chest piece you opened thirty crates for and never got.
Welcome back to Rock Paper Shotgun. This is Matthew, but for the last few days I’ve been pretending to be Lara Croft in Shadow Of The Tomb Raider. And she’s quite a fun person to pretend to be. It means I get to climb around and almost break my neck a lot… Get to drop on people’s heads like an incredibly violent rain drop… And occasionally stare deep into a llamas eyes. I mean look at the chewing animation – it was someone’s job to animate that jawline.
Almost makes me feel bad when I later set his friend on fire so I can turn him into some new shoes. But enough about them – llamas are only a tiny bit of a big game. Steam tells me I’ve played for 25 hours, and my map is still covered with things to pick up. Having spent all this time in Lara’s shoes – both the llama variety and not – I thought I’d offer some thoughts on what did and didn’t work for me.
If you watched my earlier preview video you’ll know that I hoped this was a return to a more classic style of tomb raiding – one more interested in archaeological puzzles and getting Lara’s hands dirty in the mud. I am less interested in exploring the psychology of an adventurer in the making, so I’m not going to talk about the story. Of course, before we wade into the critical mud – pardon the visual metaphor – a few things to point out: I played the game on PC, but without the day one patch, so I can’t say for sure if any graphical kinks in this footage have been ironed out.
And secondly, if you find yourself enjoying this video as you go along, why not subscribe the channel for more like it. Because when you hit that sub button it makes me pull this face… And when you don’t, I pull this face… So let’s get on with it… I spent an unhealthy amount of my 25 hours doing what you can see right now: standing in front of ancient structures and panning the camera over their grand designs. Sometimes I did it hanging from a rope, because Lara can do that now and it affords you a pleasant 360 degree freedom. It might chafe a bit, though. For me, discovering vast historical buildings is what Tomb Raider is all about. I want to emerge from a dank cave to see a giant structure looming above me. I want to be filled with a sense of awe and wonder. I mean, that’s what these things were built for.
To fill us with the fear of whatever gods they were built to honour. And it’s something the series hasn’t totally delivered on since the reboot. The last two games featured a lot of military installations and boring concrete bunkers. And who wants to be exploring a bunker when they could be looking at something built out of fire and spikes and giant pendulums? Man, there is a lot of history out to kill you in Shadow Of The Tomb Raider. One minute you’re cracking codes inside a fiery chamber and minutes later you’re standing on this mad creation, trying to work out which one of its hundred pointy bits is going to impale you next. What was the ancient civilization trying to achieve by building this incredibly dangerous thing? Just to play the numbers game for a second, setting the adventure in the Peruvian jungle puts us deep in tomb country – there are probably more ancient buildings in this game than the first two combined.
I love how the story takes Lara through proper Indiana Jones-style Inca death traps before taking a detour into Dan Brown territory – but I won’t spoil that though. Then there are the challenge tombs, which are still as comically obvious as they always were. Nothing says ‘nothing to see here’ like a giant golden skull. But they’re great – covering a huge range of styles and puzzle types – and give you powerful character upgrades for beating them. They’re allegedly optional, but they’re the thing I make a b-line for when I rock up in a new area – if only to see what the art team have magicked into creation. Pleasingly, the optional crypts get some love, too – in Rise these were quite boring caves you scrabble about in to find treasure, but here they’re more like mini challenge tombs, each with an idea of its own.Er, even if that idea is: Lara gets killed by a giant stapler. I’m impressed at how often the simple path from A to B takes Lara through a new gauntlet.
Much has been said about the new trilogy being a origins story for Croft, how she became the Tomb Raider we know and love. Now, whether she has grown as a character over three games is up for debate, but there’s no doubt that the people who make these games have grown as Tomb Builders. I loved the worlds Crystal Dynamics made in Legend, Anniversary and Underworld; and Shadow is the closest the new trilogy has come to those. That’s intended as high praise. Of course, the level designers have a few more tools at their disposal – namely water, thanks to the reintroduction of proper swimming, and a burst of height from Lara’s climbing rope.
The grapple axe got a brief showcase in Rise, but gets a better outing here, weaving into Lara’s usual mix of rock climbing, wall scrambles and ledge shimmying. It also allows for preposterously dangerous bits like this, which is definitely where I would have turned around and let Trinity take over the world. It serves more of a role in the drama than anything else, allowing for these cinematic reveals where you lower Lara into evil looking pits to find horrors at the bottom. It’s solid, but I’d like to have seen more rappelling outside the obvious platforming – maybe used to find more hidden areas, which doesn’t happen that often. Failing that, more bits where Lara falls, because it reminds me of Alan Rickman at the end of Die Hard. I was more nervous about the reintroduction of swimming, as I really don’t like drowning in games. In fact, here’s a statue of me finding out that a game has a swimming bit. Shadow of The Tomb Raider’s diving is mainly about the stress of trying to reach that next pocket of air, but the game is gentle with its demands, and the skill tree lets you buy bigger lungs, or something equally dumb, to last even longer.
Without the threat of seeing Lara go blue in the face you’re free to appreciate what swimming does add – namely, scenes of staggering underwater beauty. Shadow of the Tomb raider is a great looking game as standard, but the sight of light slicing through the watery murk really makes me want to go oooh. Which is a terrible idea when you’re underwater. The game also has this magic bit of world design that means most journeys tend to end with a huge swan dive, which is probably the most iconic move Lara Croft ever had. It feels like a nod to the fans, as well as giving you an excuse to splash into lovely lagoons. I wasn’t as sold on underwater stealth sections, where you hide in weeds to avoid piranhas or moray eels.
Hilariously, if piranhas find you it’s game over, making them more deadly than any human enemy you meet in the game. At least you’ve got a button-mashing chance against the moray eels. If the price of enjoying the wet world is sharing it with fish bastards, I can live with that. If fish are the deadliest creature in the game, what of those that walk on two legs? Let’s talk about combat. One of the side effects of focusing so much on puzzles and platforming in the tombs is that you spend more time using grey matter instead of shooting it out. This is a weirdly combat-light game. Especially as so much of the lead-up focused on Lara as this supreme predator – I mean, look at all the explosions and exciting violence in the trailer… I appreciate that you’re not going to make a trailer where Lara very slowly turns a dial set to exciting music, but it still came as a surprise at how little fighting she actually does. Combat maybe accounts for 10 percent of the game – which is a big step down from the 2013 reboot and Rise.
Part of this is down to the story – you’re pushing into unoccupied territory, so it doesn’t make sense for loads of goons to be waiting. But even so, the fights that are here are often hours apart. For large portions of the game Lara doesn’t have weapons – she puts them away when she’s in the hub areas where most of the game takes place. When fights do happen they’re contained in fixed arenas. You know when you’re in one because suddenly there are boxes of shotgun ammo everywhere. Just don’t ask how they got into this untouched tomb. Having spent the last two games complaining about how much action there was, I’d actually like a bit more in this one, as the combat is fun in a very pulpy, cartoon-y way. Lara is ludicrously overpowered, letting her vanish into muddy walls and bushes and then wipe out people with a really generous instant-kill attack. Look at the reach on this thing… And there are so many ways to instantly kill someone. You can stroll up and stab them. You can pull them into water. You can jump from a rooftop.
You can hang them from a tree. You can stab them from a tree. You can kill one of them and then kill any friend standing near them – a move Eidos Montreal have clearly borrowed from their Deus Ex reboots. And that’s before you start factoring in the abilities to fire poison lure arrows or booby trap bodies with explosives or fire off fear arrows that make enemies turn on each other – by the final third of the game you have so many ways to kill people there isn’t any question about whether you can win, but whether you can make your mind up about what horrible thing to do next.
It’s probably the easiest stealth game I’ve ever played, but I don’t mean that as a criticism. I love running circles around these idiots – wiping out one guy here, vanishing up into the trees and grabbing his friends as they come to look for him. Lara feels like the apex predator, and after two games where she was beaten and bruised, it’s big empowering change.
Just don’t come to the game expecting your trigger finger to be tested. The downside to shifting away from regular combat is that it undermines the importance of the skill tree and character development. When I initially cast an eye over Lara’s upgrades I couldn’t see many differences from those in Rise – I know a lot of sequels repeat themselves like this, but it feels particularly bland as we’re once against asked to buy dodge counters, the ability to see animal hearts and loads of powers that give you more resources when looting or scavenging. Some of these abilities Lara has unlocked in both previous games – how does she keep forgetting this stuff? Too many bonks on the head, perhaps.
The bigger problem is that so much of the upgrade tree relates to combat, which is, as explained, a tiny portion of the game. You’re either unlocking new combat moves, or making it easier to upgrade weapons – weapons you might only be using once or twice in the whole campaign. And that’s before you start factoring buying more weapons from merchants in the hubs. By the end of the game I had ten weapons and had only used three – not out of choice, but because there’s no one to kill with them. Unless you just go around emptying an assault rifle at crows, which seems like a colossal waste of time. None of it breaks the game, but it feels baggy in a way the last two didn’t – like an RPG system grafted onto a more linear adventure, which Shadow arguably is. In fact, I’d say Shadow is generally at its worst when it’s repeating the tricks of the previous game. I felt a similar fatigue with the mountain of collectibles – as before you are collecting relics, documents, survival caches and generic pots that somehow contain xp.
Whatever XP is, you can store it in a pot, which is handy. There are collectibles that point out the location of other collectibles, and there are collectibles that let you use another collectible, which gives you a clue where to find… yep, a collectible. There is something satisfying about clearing a map of icons, but in the same way it’s nice to finally get that big pile of washing up out the way – and that doesn’t scream escapist entertainment.
Again, because all this stuff ties back into XP rewards and unlocking the skill tree, it can’t help but feel like excess baggage. If Lara does return again, this whole side of the game needs an overhaul – either have fewer things to find, but make the finding more memorable, or give us a better reason to get them, rather than ticking off a completion percentage on the world map. Just as Shadow is at its worst when it just recycles previous ideas, it’s at its best when it takes a hammer to them. The smartest idea in the whole thing is allowing us to set the difficulty of the combat, platforming and puzzling individually.
Right from the outset you can tune the game to your liking. The most boring of the three is tweaking the combat difficulty – as this is basically what all games offer. Raising it makes the baddies soak up more damage, and makes the goodie soak up less. And anyway, you spend so much time insta-killing people from inside a bush that it doesn’t make a big difference how weak or strong they are. Perhaps high difficulty should give them hedge trimmers to eliminate the amount of cover Lara can use? More interesting is puzzle difficulty. Set it low and Lara’s instinct mode lights up all the key parts of the puzzle like christmas lights – it’s a real shame to see all that ornate location work boiled down to two switches you can interact with. Turn it off and you really have to work with the game, reading each room to get a feel for what can or can’t be done.
It also stops Lara from butting in and shouting the answer out loud, which makes you feel like an idiot being told off by the teacher. I really recommend setting puzzles to hard as a result. Setting exploration to hard does two key things – it removes collectibles and mission markers from instinct mode, which means you can look for stuff without cheat-y x-ray vision. Even better it removes the streaks of white paint used to highlight platforming routes, which is easily my least favourite thing about the two previous games. It put platforming on autopilot, drawing your eye to every path. You can see the impact it has here just by toggling the mode in game – without the paint the world looks more natural and it encourages you to pause and to really look at the environmental detail to see what you are meant to do next. There are still loads of clever design tricks to lead your eye – lighter areas, or slight camera shifts to point you in the right direction – but it felt closer to the older platforming than the reboots have. I hope I’ve managed to shed some light on this shadiest of tomb raiders – I’ve really enjoyed playing through the game and it’s just nice having a proper single player action adventure you can lose a weekend in.
But it’s not a game without a few wonky bits. I’ve tried to keep this as spoiler free as possible, but if there’s anything you’d like to know about in more depth, let me know in the comments and I’ll do my best to answer your questions. I’d love it if you’d subscribe to rock paper shotgun – and hit the notification bell when you do – so that you can enjoy our future videos about all things PC gaming related. And why not check out some recent, videos such as our trip through Biomutant or a delightful look at Dragon Quest 11. Thanks for watching and hopefully see you soon. Bye for now. .
To complete the thirsty gods tomb in Mission of the San Juan in Shadow of the Tomb Raider cut the two rafts loose. Climb up to the raft near the ledge and make your way around to the upper area. Use the lever to turn the pillar so that the water flows into the weight on the right. Jump down and use a rope arrow to attach the rope wrapped beam to the pulley. Climb back up. Use the lever to turn the pillar so that the water flows onto the wheel until the gate is open.
Then turn the pillar back so that the water flows onto the weight again. Make your way over to the gate by swimming around the left side of the area to avoid any piranhas. Climb around to complete the thirsty gods tomb. .
To free Haken in Stay of Execution in the Hidden City in Shadow of the Tomb Raider talk to the musician in the square to lure away the guards. Talk to the guy squatting to the left of the prison to get him to help you open the door. Then talk to the guy standing to the right of the prison to help the other guy. Walk up to the prison door and lead Haken out of his prison. .
To complete the Temple of the Sun challenge tomb in the Hidden City in Shadow of the Tomb Raider turn the first mirror to the left. Make your way across and turn the second mirror across to the opposite side of the chamber to turn the stand over there. Go back to the starting area and turn the first mirror to point straight ahead. Go all the way to the back of the tomb on the right side.
Turn the mirror to point the light beam back the way you have come. Go back to the starting area. Turn the first beam back so it points to the left. Make your way over to the second mirror and point it back the way you came. Go back to the starting area and point the beam across to the opposite side of the chamber so that it turns the stand over there. Go back over the the second beam and turn it to point at the next stand on the left side of the tomb.
Go all the way down the left side of the tomb and turn the fourth mirror so that it points at the last stand in front of the end of the tomb. Go back over to the second mirror, make your way to the center of the tomb and use the stands to get to the end of the tomb to complete the Temple of the Sun tomb. .
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 ! .