
SOULCALIBUR VI
Tight weapons-based fighting with a roster of classics and Geralt showing up uninvited. The combat is deep enough to keep ranked interesting, but the online experience has real caveats worth knowing before you commit.
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About SOULCALIBUR VI
I came into SOULCALIBUR VI expecting a comeback story after the series went quiet for years, and in most of the ways that matter it actually delivers one. The core weapons-based fighting is sharp. The 8-Way Run system lets you move in any direction on the 3D plane, horizontal and vertical strikes each have specific counters, and ring-outs punish passive play in a way that flat 2D fighters just can't replicate. This is not a game where you can mindlessly quarter-circle your way to a ranked win. The two headline mechanics are Reversal Edge and Soul Charge. Reversal Edge is a single-button counter that absorbs incoming hits, triggers a slow-motion standoff, and resolves in a rock-paper-scissors clash that each character interacts with differently. Astaroth players, for example, can use a Reversal Edge win as a legitimate win condition in its own right. It has its critics, and they're not wrong that spammers will exploit it at lower ranks, but it can be sidestepped, interrupted mid-windup with Break Attacks, and once you understand the counterplay it stops being annoying and starts being readable. Soul Charge, meanwhile, puts your character into a powered-up state with new combo routes and chip damage, and deciding when to burn your Soul Gauge on a Critical Edge super versus sitting in Soul Charge is a genuine mid-fight decision with real weight. Lethal Hits round out the mechanical toolkit: land a specific move under the right condition, such as catching a sidestepping opponent or punishing a whiffed attack, and you get an armor-break launcher that opens up serious damage. The problem is the game barely explains any of this. The tutorial is buried in menus and reads like patch notes. The roster lands at 21 base characters with DLC pushing the total to 29, pulling in familiar faces like Mitsurugi, Sophitia, Nightmare, and Ivy alongside newcomers Groh and Azwel, plus guest fighter Geralt of Rivia, who Bandai Namco actually put real work into making feel native to the game's systems. The character creator is the best in any fighting game and it will eat your afternoon. You pick from 16 races, borrow a full moveset from any existing character, and go deep on customization. The catch that bothers competitive players is that custom characters can be used in ranked, and differently-proportioned bodies can shift hitboxes in ways that affect combo consistency. That's not a small issue if you care about clean matchups. Single-player has two modes: Soul Chronicle, a visual-novel style story covering each character's arc around the Soul Edge conflict, and Libra of Soul, an RPG-adjacent campaign where your created character levels up, collects weapons, and works through a branching map of fights with modifiers like slippery stages or attack-type restrictions. Libra of Soul is longer than it looks and more engaging than the main chronicle. Neither mode will convert someone who hates fighting games, but they're genuinely more substantial than the genre average. The online lobby and matchmaking interface is clunky, loading times are longer than they should be on PC, and the ranked pool gets thinner the higher you climb. For serious ladder play this side of 2025 you are going to need a local scene or a dedicated Discord to find quality matches consistently. If you have that, the combat holds up. If you're relying purely on matchmaking, manage your expectations.

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System Requirements
Minimum
- Processor
- Intel Core i3-4160 @ 3.60GHz or equivalent
- Memory
- 6 GB RAM
- Graphics
- NVIDIA GeForce GTX 1050
- DirectX
- Version…
Recommended
- Processor
- Intel Core i5-4690 3.5 GHz or equivalent
- Memory
- 8 GB RAM
- Graphics
- GeForce GTX 1060 or equivalent DirectX…
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Game Info
- Developer
- BANDAI NAMCO Studios Inc.
- Publisher
- BANDAI NAMCO Entertainment
- Release Date
- Oct 18, 2018



