SOULCALIBUR VI GUIDE - Part 2: Basic Defence (w/timestamps)
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- čas přidán 3. 08. 2024
- - Salt Shakers -
Part 2 of the Guide to SOULCALIBUR VI - From Beginner to Veteran Series
Designed to take a newcomer to the SOULCALIBUR Series,
from learning the basics to playing with confidence.
No Detail is too small for this Guide!
Part 2 covers:
- Introduction to Basic Defence (00:00)
-- Guarding & Guard Gauge (00:20)
-- Guard Impact & Auto GI Attacks (05:34)
-- Resist Impact (09:04)
-- Reversal Edge & Clash Mechanic (12:30)
-- Ground Recovery (21:02))
-- Air Control (28:36)
-- Outro (29:55)
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Great series. Really appreciate all the research, editing, and time that went in to these.
This is such an underrated channel it needs more traffic, for someone who decides to get the game 3 years later and has never played a 3D fighting game this really helps understand thanks man keep up the good work!!
Are you me? My name is even literally Samuel ffs 😁
Same =)
Same
Really is a shame SC6 couldn't blow up the way Tekken 7 did.
I know this a bit of of a comment. However, it is new to me because I just saw it.
I think that sure Tekken and Street Fighter are more popular games than Soul is. However, I think the bigger detriment to the series is Namco. Since, they also make the DBZ fighting game(s). And, we all know that Namco focuses all their attention, time, resources and Marketing to those games. Soul Cal is just like a side thought for them at most.
@@nervosadustbolt9642 pretty sure bandai namco is just the publisher. Its developed by arc sys
Great guide! A must for a newbie like me.
These are awesome! U definitely need more subs!
Love these guides homie
Good work man
I am a fan of your work
Amazing work!!! 👍👍👍
Great job!
Question. The thing with the launchers and how you can't ukemi when hit with one unless you're hit with a follow up that spikes you to the ground. I'm finding a lot of things listed as launchers in the frame data that don't restrict wake up options. Setsuka's Shrouded Sky b, for example. Is there more too it? Are there different kinds of launchers (super high, grounders, or whatever) and some allow ukemi? I hope it's not random and there are specific properties that determine how you can wake up off launchers.
Hi at 29:47 pretty please can someone tell me wtf Kilik does after the launch and before the soul attack????
Regarding the RE guard option
kinda seems a bit too powerful to fully negate everything... is there a downside?
or a way to by pass the guard during the cinematic, like lows or throws?
Using guard makes your guard gauge red. So it allows you to opt out of the rock paper scissors, but hampers your defense going forward.
@@chrisf247 ooh okay thx!
29:47 when he does that spinning kick outta the combo what is that move??
I know ill get some hate for this but why do SC players use numbers as directions 😅 cause in tekken its simply f,b,d,u (forward, back,down,up)
Year old comment, but in case you're still wondering lol If I recall, it started in the French SC community back in the SC1/SC2 days, and they were one of, if not *the* biggest trendsetters for the series. And seeing as they all spoke French, f,b,d,u made no sense to them, and localizing those letters to French would obviously be exclusionary to the rest of the world, so they came up with the idea for numbers, specifically digits, which were completely language-agnostic.
It's honestly weird to me that more FGCs, especially ones with heavy asian presences, never adopted it lol