Demonstration of SoulCalibur VI’s current throw break OS bug [UPDATED]

By on November 12, 2018 at 12:42 pm
scvi astaroth 1

Since the SoulCalibur VI throw break OS was originally postulated by the SC community last night, I decided to try and work out this particular option-select to see if it was “real” or just a placebo effect. For those of you that don’t know, an option-select is simply a single input that always picks the correct answer for what “should” be a mixup scenario. In this case, I am breaking grabs with two different breaks via one single input:

The above video shows the breakdown and frame-count of the OS at work, with a third example thrown in at the end just for consistency’s sake.

As much as I love odd little option-selects like this, hopefully this will be patched out soon — it really has no place in Calibur’s engine and does nothing to make it a “better”game.

UPDATE: The excellent TOOLASSISTED has  done an in-depth study of what’s going on behind the scenes of SCVI’s throwbreak system. SCVI, for some reason, allows players to switch their throw breaks constantly in its break window. Taking a look at the stress test They put the engine under, the results get… goofy:

It bothers me still that my 4-frame spacing broke both throws multiple times, but I can’t (and won’t) argue with these comprehensive results. It’s fascinating, if not… incredibly bizarre that Namco would choose to not lock out the window once a “wrong” throw break enters it, and I’m not sure what grand design purpose that could have. Whether that’s better or worse than an OS, I’ll leave that up to you.

Source: TOOLASSISTED

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