PSX SCVI Gameplay Preview Analysis

PSX has revealed the first gameplay of SCVI in motion. I broke down the most notable changes on my twitch stream and I will link the archive below. I will list the changes me and my stream caught. Feel free to post what you have seen below! Here is the raw footage without me talking over it.




Known system mechanics and character changes:
  • Reversal Edge and Guard Impact will cause the user to take guard damage when they fail to connect it.
  • Reversal Edge post hit causes a guessing game where verticals beat horizontals, horizontals beat sidestep, and sidestep beats verticals. You can potentially receive a ringout when it connects. It also automatically parries strings, but some moves have fast enough recovery to where you can block the automatic attack.
  • Soul Charge (the mechanic similar to V-trigger) causes the opponent to receive chip damage. It costs 1 bar of meter and is set on a timer that's similar to max mode from KoF. Large push back on activation.
  • Lethal Hits are hits that cause the character's clothing to break. When you hit them, the move properties change into combo starters. You can see Mitsurugi's 1A as well as Sophitia's 22B do this in the footage.
  • Guts is still in the game as well as meter. You still gain a bar of meter for losing two rounds.
  • Movement can be cancelled like in games pre-SCV. Run counter for backwards movement has been removed, but remains for side movement. (Hey guys, it looks like the mechanic might be that backdash can be run countered. It seems that verticals cant run counter in general. Only horizontals and tracking kicks.)
  • Throws still can catch side movement.
  • Mitsurugi has gained a running tackle that resembles an Arthur move from SC3. He has a new low mid option. 1aB has a new animation and 4KB causes severe knock back on hit. MST KB is NCC and his MST B+K causes an attack throw on normal hit. MST B string has a new follow up that resembles his 4B without the backdash.
That's all of the new information I could find in the video. Let me know if you find other things!

Changes found by 8wayrun:
  • No damage on throw escape. They can also build meter.
  • Meterless Guard Impact.
  • Sophitia 1AA doesn't trip on first hit.

  • Mitsurugi 1A doesn't trip on normal hit. Relic is in the game again.
 
Last edited:
Michael Stabile

Michael Stabile

Let's battle!
LOL! I was just telling Xeph how I begged you not to put those out there. I'm in Houston now. But yeah it's understandable. Still any type of Krayzie being around is just that much beneficial to us all. Maybe Krazie can sneak away once a year or so and come see us at a tournament if not for anything else we can give these kids the Hooters stories. Lol! Don't be a stranger man. We as a group need you.

Well I already travel for games at least twice a year (Evo and Socal regionals). Maybe I can add one or two more trips in there. Sadly I can never make it to the most popular NEC tournament, Winterbrawl. UPS is always crazy during this time of year. But I have been wanting to make it out to Florida for CEO. Plus maybe one other. These days I don't even practice. Which is why I just play SC2. No practice needed, because no one really practices that game, they just show up and play off of memory. When I play SC5 in the same fashion I get wrecked lol.

Which tourneys do you usually attend Greatone? I'll try my best to make it to at least one.
 
Hey guys, it looks like the mechanic is NOT that backdash cant be run countered. It seems more that verticals cant run counter in general. Only horizontals and tracking kicks.
Bizarre change if that’s the case. There’s a case to be made that verticals (mostly 3Bs and 66Bs) were too strong in SCV, but it’s not as though their CH properties were responsible for that.
 
lol not necessarily a good thing!

i would say it definitely is a good thing. its not like sc2 where step guard works as an OS and you actually finish your step animation if your opponent doesnt throw out a move with tracking. you actually just stop moving, so there is a reason to actually keep stepping. we shouldn't be putting our balls on the chopping board every time we try to move
 
I don't think this has been mentioned...

-When the RE is successful and the characters engage in the RE "cinematic/state", if both choose the vertical or horizontal option (so far) they clash and they have to re-choose their move. They re-engage in the RE cinematic/state (idk how to call that). Proof -> 5.09 and 9.36 in the PSX gameplay video.

-Also it seems that a successful RE hit (which leads to the cinematic) gives Mitsu around 1/4 of 1 bar (notice how the sunrays cut the bars into 4 pieces). Proof -> 4.20, 5.09, 5.48.

-The timer freezes till the RE state is over.

-And I would like to ask what is happening during the RE at 9.36... Mitsu and Sophi clash, but in the second part it seems Sophi is about to kick (?) but Mitsu hits with a headbutt (?).
 

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