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.


Hey, I'm just a 3D-head in a 2D-world. I like pretty much all FGC stuff, and I really like hearing about the way people think about games.