This fight made me feel 200% better about nightmare as seen so far. other fights made him look like a flailing madman, but now in this fight i could recognise more of SC2's nightmare in the fighting style. woo!
I'm a nightmare main and i've played SC4 for years and years, and his moveset looks 100% the same with a few extra stuff added to his normal kit. On top of that I see him using a siegfried stance which is also new to his kid (or old if he could use that in sc2) Ether way i'm pumped
@ThatsNotMyPirate The PS1-era Soul Edge game (called Soul Blade in the USA) had Siegfried in it. In his arcade ending he obtained Soul Edge, becoming Nightmare, and Nightmare in that game was basically just an alternate costume for Siegfried. SC1 and SC2 Nightmare built on Siegfried's fighting style from the original Soul Edge game. This meant long range attacks with deceptive timing which were safe if properly spaced, busting the opponent in the face with the K button when they got too close, and stance-based gameplay. His stances were: Night Back Stance (sword behind back) Night Side Stance (standing with the sword by his hip, with a version for holding it at both his right and left sides) Night Lower Stance (kneeling with the sword's edge laid across the ground) SC3 divided Siegfried and Nightmare into separate characters. Nightmare lost the majority of Siegfried's stances except for Night Side Stance, but he actually retained plenty of his options: Some were unchanged, like Jade Smasher (44K) and Quick Revenge (6BB). Some had different inputs, like how Rock Splitter (moving 6B, which Siegfried retained) became Rook Spitter (moving 2B/8B). Some were detached from their stances, like Death Horn Charge (B in Night Lower Stance) became 3B when crouching (and gained an awesome throw property), or Cannonball Splitter (6B in Night Lower Stance) became 66B+K, so he could just pull it out whenever without going into a stance. He also gained his now infamous mainstays Soul Wave (A+B) and Soul Smasher (2A+B) to replace Blaze Wind, which Siegfried kept as his A+B. This combined with his Grim Stride movement option significantly changed the nature of his mix-up even though the fundamentals of his and Siegfried's playstyle remained similar. Siegfried inherited the old stances with one huge exception. His stances were largely equivalent to the old ones: Chief Hold = Night Back Stance Side Hold (and Reverse Side Hold) = Night Side Stance (and the left hand version) Base Hold = Night Lower Stance The exception here was Base Hold, which I'm sure you remember from SC4. Base Hold's associated commands are _quite_ different from Night Side Stance. Notice how I mentioned how Nightmare could do all those Night Lower Stance moves still, despite not having the stance itself? He retained those moves, while Siegfried got new ones. Both Nightmare and Siegfried retained a lot of their most iconic moves, however, such as Stomping, Drop Kick, and Flap Jack, although the former two had some differences between the two of them. Still, the way the two had been split up made it feel like they both had gotten the short end of the stick, both being considered lower tier with Siegfried generally considered inferior to Nightmare. In SC4, which largely carried over these movesets, they both evened out quite a lot at mid tier. In SC5, Nightmare is considered to be easier to use than Siegfried, but tiers otherwise mattered in that game way less than they did in SC3 and SC4. Given all of the above, it's very interesting to me to see Nightmare have the old stances he lost built on top of his SC5 chassis in this latest installment, though it doesn't look like it changes his gameplan all that much. Still, I've been seeing Nightmare lose way too often in these videos. I really hope it's just the fact that the players don't know how to use him and his spacing tools optimally yet rather than him being an inferior character.
Would you be okay with me commentating over this footage on my channel in exchange for a shoutout to your channel? It's completely all right if not. I just love doing tournament style commentary over SC6 matches, and your Nightmare is the best I've seen so far :)
Knightmare lookin beastly! Also, Really warming up to Groh. I didn't care about him at all at first, but after a while watching him here- he actually seemed pretty interesting.
Grayx7 I agree, but I think you’ll be able to customize default characters in CaC, like in the past games where you could make your own outfits for default characters.
Well i think, like ivy, yes their arms are fine but its more to protect that arm from weapon strikes (or in ivys case to guide her sword in whip form).. the eye might be edge lordy or just some lore
Well yeah, the eyepatch is a bit much, but dual wielding warriors, like some gladiators, will especially armor one arm as a "defense" side, so it's pretty accurate
So from what I’ve seen with nightmare he looks like SC2 nightmare mixed with post SC2 nightmare, also he seems to get a special aura around him when he uses his dark energy explosion thing which unlocks new combos he can use once per aura (seen at 5:24), his soul charge gives him unlimited uses of those moves which seems very powerful, and his Critical edge has the same GI properties as in SC5 (seen at 13:38) from what I’ve seen he seems like a very strong character
Holy shit, he literally knocks his socks off in the first fight, like literally! The character that gets beaten goes barefoot right as soon as he gets KO'd for some reason lmao
So... how exactly does this Reversal Edge mechanic work? I heard it described as "we wanted to capture the feeling of being a master swordsman and having time slow down in a pinch," but an RPS clash mechanic where you're suddenly forced to guess seems like the opposite of a master swordsman feeling.
The producer says that it is intended to be used by new players who are feeling overwhlemed during combat. He said it will not play a large role in competitive matches because other options will, for the most part, be more advantageous. What the system does is hopefully teaches new players that certain options will beat other options which are mapped to certain button presses. It's also more complex than RPS, with backdash being the safest option to escape risk. Supposedly there is a fast RE mechanic, and a hold RE mechanic. The parry changes what can be blocked based on how long you hold it. It definitely isn't my favorite fighting game mechanic, but I did see in one match it become useful when both players are low life, it can be used as a guaranteed damage (the first hit) and close out the match. I'm hoping it isn't used much honestly.
is there chronicles of the sword though? thats the determining factoring of me buying it. I'm not interested in another fighter that has nothing different to offer. Injustice 2 is the most unique fighter so far due to multiverse
Grøh really looks like a super spam happy character to me... I really hope he isn't since I wanna give him a chance when I eventually get to play this.
kk, i dont wanna jump to conclusions, but as far as I can see, this game doesnt seem to difficult on the combos. Would you say this game is technically easy
I think groh is cool af. The only thing is his eye patch - it's overkill. It's probably the single element which breaks his entire look (aside from his highlights). Also his name is spelt oddly apparently. If these elements where tweaked, he'd easily be one of the best SC newcomers since Tira and Zasalamel. I'm so excited!
Soul Calibur 5 was so ass. 6 is looking good so far, I just hope they bring back all the fan favorites like Taki and Maxi, and Hwang who is long overdue for a comeback
lmao. no! xD that's the confusing part! since i am a tekken player and not a soul calibur (or any other game) player my disposition is alexanderson by default. but i can't see what you could be talking about.. im thinking maybe there's another fighting game character named lars. xD the only things i could see looking similar to lars' moves.. would be the low he did towards the beginning of the set (d/b+4) and the launcher that he does throughout (dynamic entry 3). are you referring to only those two moves...? x/
Gr0hs character design is awful. It's very off-putting. The gameplay looks quite good though, is there high GI and low GI? Or just highs that deal with both?
Yes it is, it costs no meter to perform. The only difference between how it used to be in the old soul caliburs is that a slow mo effect was added for a successful guard impact.
I can appreciate hours being demoed but I don’t like seeing open contest an alarm finish game not from this channel per se but other channels weather is full on competitions what is the point of having Street dates if they’re going to be shown such large venues.
you sure it is just guard? Just guard was a short A press input in SCV and had nothing to do with guard impact. So far I have only seen reversal edge and guard impact in this video, can you tell me if and where just guard is visible in this video?
JAGTHEGEMINI I heard they aren't putting it in. Anyways just guard was an annoying feature at least guard impact is better now and we also have reversal edge
yes it was annoying since SoulCalibur already HAD a very good active defensive mechanic(GI). So far I am a bit confused if it is in SCVI or not and how it would work besides a, thank god, meterless Guard Impact
johnson darryl u think? Don't know, when I look at grøh and his sidesteps... I have the same problem with injustice, their models look more or less great, but their animation suck ass. Especially when u juggle someone. Don't u agree?
cookie cock they made it more twitchy because the community bitched that they wanted something better than sc2. So the development was inspired by soul caliber 2
see? that's the problem with most nightmare players, when they got a big ass sword they think they're tough shit till they fight a player that actually knows how to get past their wide range of attacks