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« Tekken 7 Version 1.11 Update Fixes Juggling Bugs in the Forgotten Realm | Main | Gallery - Second Batch of Soul Calibur 6 Gameplay Screenshots »

Translated Soul Calibur 6 Gameplay Breakdown from MF Doom

The French Soul Calibur player MF Doom was one of the lucky few to participate in the recent Bandai Namco press event with a playable build of Soul Calibur 6 over there. With the embargo now over, he managed to upload some gameplay videos as well as detail some of his experiences and findings of the mechanics going on in Soul Calibur 6. MF Doom's Soul Calibur 6 notes comes from the Soul CaliburFR website so thanks to both MF Doom and Hayate for sharing the details with everyone.

Soul Calibur FR Source ≫


▌SC6 Gameplay Videos
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▌SC6 Gameplay Breakdown
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  • Only Mitsurugi and Sophitia were playable
  • The character Select Screen included 20 character slots however we don't know if that includes DLC or not.


- In total, 12 stage slots in the stage select screen with the two stages that have already been shown in trailers/footage as playable. (Shrine of Eurydice: Cloud Sanctuary & Snow-Capped Showdown)


So I don't know if it was because it was running on PS4 or if the TVs were not great, but it was rather disappointing. Usually every Soul game we appreciate the graphics but that was not the case. I hope that the remaining 30% also has a graphical improvement. I heard someone from the Namco staff say that they would receive the current PC build version in January, hope that this version will be better rated in graphics (Like with Tekken 7).


To run in Soul Calibur 6, you just have to hold forward. No need to dash and hold forward. "6,[6]"

Guard Impact

They really simplified the Guard Impacts, you just have to do 6+G (push forward + Guard) and it GIs highs, mids, lows & throws. You can't GI a Reversal Edge. There's no back impact guard. (back + Guard)

Critical Edge

We did not have access to the command list or button configurations, but Critical Edges were done by just pressing R2, without any direction.

Soul Charge

As you've seen in the videos, the Soul Charge activation is a 'burst' of power that staggers the opponent back and enters a state comparable to the Rage mode in Tekken, so your attacks do more damage and it is possible that moves change properties but I'm not sure on that last point. To use it, simply push together back and the Critical Edge button (Back + R2.) It consumes a Soul Bar.

Reversal Edge

The person who was introducing this me to said it was a tool for casual players who are tired of being harassed, the Reversal Edge is there to give them a chance to reverse the situation without taking the lead. The Reversal Edge was mapped to R1.

As you can see in the gameplay videos, the Reversal Edges comes in the form of a counter flickering in white, then an attack comes out automatically after.

If the attack hits, then a sequence starts.

You have 3 offensive options and 3 defensive options:

Offensive options:

- Horizontal attack (Square button)

- Vertical attack (Triangle button)

- Kick attack (Circle button)

The person from Namco explained to me that the principle behind it is "Rock-Paper-Scissors":

Horizontal > Kicks > Vertical > Horizontal, etc.

If both opponents choose the same attack, then the weapons collide and go back to a sequence.

Defensive options (Player 1 Position):

- Step to the left (Pushing Up)

- Step to the right (Pushing Down)

- Back dash (Pushing Back)

The steps beat vertical attacks. I tried stuff after a step to see if I had the advantage and I didn't, for example if I do AA right after a step the AA of the opponent who touches me turns into a counter.

The backdash dodge vertical & horizontal moves, I didn't have the time to see if it dodged a kick attack. Unlike the Side Step options there, you can severely punish the opponent if they use a vertical or horizontal attack.

Reversal Edges do not consume any meter and cannot be Guard Impacted.

- I noticed that the RE do not counter from the beginning of animation, and you can damage them and counter hits them out of it.

- I did a simple test, I told my opponent to do BB or AA as soon as he saw the beginning animation of the RE, I got counter hit out of it, but as soon as he did something slower like 3B for example the Reversal Edge triggered.

- The attack that comes out automatically when you do a RE can not be canceled, it will come out no matter what. In the case of Mitsurugi, his Reversal Edge attack is Vertical, easily steppable and has significant recovery, so the punishment can be salty.

Lethal Hit

Lethal Hits inflict heavy damage to the opponent's armor. It's a attack that's a bit slow with a blue glow. The attack was mapped to the L1 button.

Auto Combo

Bandai Namco has integrated an Auto Combo system when doing AAA or BBB. The last input will output a single attack from the command list, but in Mitsurugi's case when we do BBB the last B does an automatic Reversal Edge.

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