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Basic Notations and Terminology

Discussion in 'Soulcalibur Tactics' started by Archangel, Aug 12, 2008.

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  1. Archangel Team heaT

    Edited By Archangel: This is a simple copy and paste job from the sc.com forums. Obviously, it needs to be updated for SC4 but that'll have to wait a little while. If a mod wants to edit it for me (once we get mods), I'd be very grateful.

    Edited by Panther: This is now the full listing for the legend from GI.com, or as full as I can make it. I left out some obviously irrelevant stuff but most of it is still intact. Please take note some of it is definitely going to be missing from SC4 or may be worthless, while there may be new stuff added for SC4. I will then edit this post to reflect the new updated stuff.

    Special thanks to Superbooga for making this post for SC2 in the first place. The original by him can be found here, though by this time it had been already heavily edited a few times.

    If you have any comments or corrections regarding the notations or techniques or whatever, after the game comes out, or new additions and etc., please do not hesitate to post here to inform me or discuss about them, as this post is meant to be an aggregate for new and old players alike. Thanks.

    Superbooga:

    Following the lead of Vintoks at the guardimpact.com strategy forums, I've decided to make a "newbie silencer" post. It's best to start with conventions and acronymns (since there are A LOT). A lot of this information in this post is from the legend section at guardimpact.com.

    Numerical Conventions

    7 8 9
    4 5 6
    1 2 3

    translates to:

    u/b u u/f
    b n f
    d/b d d/f

    Or written out fully:
    up-back, up, up-forward
    back, neutral, forward
    down-back, down, down-forward

    Hint: Look at your numberpad on your computer keyboard.
    Regardless of what side you play on (1p or 2p), 6 is always forward, and 4 is always back. Some more examples:
    236 = QCF (quarter circle forward)
    214 = QCB (quarter circle back)
    63214 = HCB (half circle back)

    Buttons

    A: A horizontal attack.
    B: A vertical attack.
    K: A kick attack.
    G: A guard.
    Any: Any button can be pressed.
    (any): Hold down the button/direction.
    _: Or. (B_A, meaning you can press B or A)
    +: And. (B+G, meaning you have to press B and G together)
    ~/aB/bK/kB/bA/kA/aK: Slide input or input button immediately after. Input the buttons faster and in smooth conjunction. There are different timings for different slide inputs.
    : : Just Frame input. (A:B - means B is input at the next frame)
    (any): Optional.
    <: Optional delayed input.
    *: Optional delayed input. (6*B, meaning after tapping 6, you can optionally input a B that is delayed)
    =: Next in sequence.
    {}: Grouping of options.
    66K = forward, forward+K
    66B+K = forward, foward+B+K

    General Notations

    h: High attack
    m: Mid attack
    l: Low attack
    H: Hits high and grounded opponents
    M: Hits mid and grounded opponents
    L: Hits low and grounded opponents
    UB-h: Unblockable high
    UB-m: Unblockable mid
    UB-M: Unblockable mid that hits grounded opponents
    UB-l: Unblockable low
    UB-L: Unblockable low that hits grounded opponents
    SM: Special Mid attack
    SL: Special Low attack
    FC: Fully crouched
    8WR: 8-Way Run
    SS: Sidestep
    GC/GB: Guard Crush/Guard Break
    RC: Recover Crouch
    iFC: Instant Full Crouch
    SP: Special Movement
    NC: Natural Combo
    NCC: Natural Combo on Counter
    BT: Back Turned
    iBT: Instant Back Turned
    lBT: Left Back Turn, opponent steps to the right
    rBT: Right Back Turn, opponent steps to the left
    WR: While Rising (Standing up)
    iWR: Instant While Rising
    JF: Just Frame
    SC: Soul Charge
    i"number": impact ex. i11
    1FS: 1 Frame Shift
    GI: Guard Impact
    RCC: Recover Crouching Cancel
    DMG: Take damage
    FrC: Forced Crouch (opponent is forced into a crouch)
    SCC: Soul Charge Cancel
    WL: While Landing from jump
    KND: Knockdown
    TC: Tech Crouch
    TJ: Tech Jump
    STJ: Super Tech Jump
    AC: Air Control
    AG: Advancing Guard
    RG: Retreating Guard
    GC-l#: Guard Crush on Soul Charge level number # (1-3).
    Lever: Joystick movement possible
    FUFA: Face Up and Feet Away
    FUFT: Face Up and Feet Towards
    FDFA: Face Down and Feet Away
    FDFT: Face Down and Feet Towards
    CFA: Critical Finish Attack (Broken Destiny)

    Hit Properties

    BT: Your back is facing the opponent
    OB: Forces your opponent's back to face you
    OS: Forces your opponent's side to face you
    OSB: Forces your opponent's side to face you when blocked
    LNC: Launcher
    SLNC: Super Launcher
    RO: The move rings the opponent out
    CH: Requires a counter hit
    AT: Attack throw (blockable throw)
    FrC: Forced Crouch on block
    FrCh: Forced crouch on hit
    GI: Guard Impact is possible
    GI-h: Guard Impact - horizontal attacks
    GI-v: Guard Impact - vertical attacks
    re-GI: reverse GI, GI opponent's post-GI attack
    c: Counter hit modifier (for example, BNc is a bounce juggler starter on counter hit)
    co: Crouching opponent modifier (for example BNco)
    cco: Counter hit on crouching opponent modifier (for example FScco)

    Stuns

    BN: Bounce Stun
    DOS: Double Over Stun. This can be broken with a 5-directional input
    FS: Fall back Stun
    LS: Lift Stun
    HS: Hunch Over Stun
    CS: Crumple Stun
    CFS: Crumple Fall Stun
    STS: Sitting Stun
    TS: Thrust Stun
    QS: Quake Stun
    SPS: Spin Stun
    THS: Toe Hop Stun
    BS: Block Stagger
    GC/GB: Guard Crush/Guard Break

    Guard Impacts

    GI = Guard Impact (6G, 4G, 1G or 3G)
    1G = Parry (mid/low)
    4G = Parry (mid/high)
    3G = Repel (mid/low)
    6G = Repel (mid/high)
    JI = Just Impact (otherwise known as perfect GI)

    Throw Breaks

    ETB = Early Throw Break
    NTB = Normal Throw Break
    LTB = Late Throw Break

    For character-specific stance notations check their frame data section in the wiki.

    Techniques & Explanations

    Frame Rate

    SC3 runs on 60 FPS. FPS means frames per second. This means that in one second, 60 frames are moving past your eyes to show you what is happening. Further advanced frame data will be based upon the execution time taken for a move (ie. how many frames it takes for a move to become active), advantages and disadvantages regarding frames, etc. This is the very basic knowledge regarding anything technical (since frames are used regularly in some areas).

    1 Frame Shift (1FS)

    1 frame shift is actually a 1-frame input of the next command. For example, agA (in this instance, the small letters a and g denote a slide input of 1FS technique) has its "g" button pressed on the next frame of input. This may sound pretty fast, and it is, but with practice you can do it consistently. The key is not to allow the 1-frame denotation to get into your way. The speed could also be different for different command inputs and different characters. So, all 1FS really requires to pull off is practice.

    Just Frame (JF)

    A JF is something that is input at a specific frame or frame range. It is sometimes like 1FS (1FS actually falls under this category I believe). To denote a JF input, for example, A JF B, the denotation is A:B. JFs are relatively like 1FS in the sense that not all of them have the same windows or timings.

    Recover Crouching Cancel (RCC)

    RCC is used as a technique to cancel your recovery into a neutral position. This merely means that certain moves that leave you in a crouch (Recover Crouch or RC) can therefore end in a neutral position using RCC. All you have to do is tap 6 (normal way) near the end of a move (buffer).

    Soul Charge Cancel (SCC)

    SCC is merely canceling your soul charge at the earliest opportunity, doing A+B+K~G (note that there is no need for 1FS to execute this). In SC3 you may not move while you are doing a Soul Charge (SC), so you must cancel the charge before you can move. SCC should do this just fine. The level 1 charge remains for a very small period of time.

    While Standing (WS)

    WS is done by going into a crouch (or from a move that RC's) and then releasing the joystick and hitting a button at the same time. Note that any WS move does not have a direction associated with it.

    Full Crouch (FC)

    A FC is merely a crouch. To go into FC, press 2G. To remain in that mode without blocking, merely release G and hold 2. To block in FC, 1_2_3[G] is the way to go (this is not the same as the GI 1_3G).

    Buffering

    Buffering is to input the first directions for a move into the end of another move. For example, you do a move that has a pretty long animation, and you want to do a move directly after it that requires an 8WR input (or a double input of direction, for example, 22B or B; both are the same thing). To buffer the second move is to input the directional commands into the end of the first move, thereby eliminating any wastage of time spent in actually having to input the move's directions after the first move. You can also buffer attack buttons in this way.

    Note that certain moves do not allow buffers instantly after execution.

    Tech Crouch (TC)

    A move with TC properties indicates that it is in a crouching position by default (or if you like, automatically crouches during a part or all of the move). Different TC moves may have different TC timings and frames, so please take note of that. Also, certain moves may have what could be called super-TC (goes way below the normal TC).

    A TC can be beaten by a special high (see below). A FC cannot be beaten by a special high. That is the main difference between these two crouch types.

    Special Mid

    A SM can be blocked either standing up or in FC. Most of them can also be jumped over.

    Special High

    Unlike true highs, special highs beat out TC's. A prime example is a throw. These do not connect on characters in FC, but they do (if they are faster) score a CH on TC moves (super-TC moves are not included).

    Air Control (AC)

    AC allows you to maneuver yourself in the air after getting hit by the first hit after any launcher. This simply means that you can control your character after they have been hit at least once in the air (following a launcher). Remember that the launcher itself does not allow AC, but that any hit after that does. To AC, use 2, 4, 6, or 8. The more hits you get hit by in the air, the more you can AC.

    Tech(thanks to Kowtow, ojste, and Jaytech):

    Tech is just getting up quicker when you get knocked down, time it as you hit the ground.

    Wall tech is gone, but to tech off the ground simply hit guard, and the direction you want to tech in. Guard alone will make you tech straight up, back will tech farther backwards, left and right will move you that way, and leave you in crouch for a very short period.

    As far as when to use it, depends on the situation. A lot of characters have some "tech traps" which are situations where they can get in extra hits if you tech in the wrong direction. Most of this can be found in the specific soul arenas, but actually putting it to use in your defensive game will just take experience. Basically if you tech, and get hit, next time you get knocked down in that same way, don't tech or tech a different direction.

    the most effective time to tech is when it will avoid damage that would of hit you had you stayed on the ground, but like kowtow said you have to be careful of tech traps as certain characters have specific moves, which can be used to hit you whilst you're teching.

    you basically need to learn what your options are in different situations and decide for yourself and if its a 50/50 situation then you just gotta guess.

    especially in sc4 techtraps can lead to re-launch situations, which mean more damage.

    sometimes it's just wiser to take the ground damage and get up without delay.
    Norik, Adnan, AlphaKEG and 2 others like this.
  2. roxoror [01] Neophyte

    Newbie Silencer

    (this can be deleted)
    Is VE for Raphael the same as B+K ?
  3. Niichts [08] Mercenary

    Newbie Silencer

    yes, i'm near positive.
    For yourself you can just check in game, the actual move title of B+K more than likely will be V______ E______ . xD
    or something to that effect.
  4. roxoror [01] Neophyte

    Newbie Silencer

    Yes, after digging a little bit more I found it by myself. I do not had a ps3 in my office, so I was searching for it somewhere else.
    Its good to know that some things can be a special move for a character and are not listed here.

    Great Thread! It helped_helps a lot.
  5. SynysterChris [01] Neophyte

    Newbie Silencer

    Ok thanks this helps alot with figuring out what people are talking about move wise here.
  6. Signia [12] Conqueror

    Newbie Silencer

    What does the following mean?

    Oki
    Okemi
    Okizeme
    Tech Trap -> ok, some moves hit all techs, but what makes it a trap?
  7. Archangel Team heaT

    Newbie Silencer

    Answer put into the first post, on the bottom.
  8. kingbastek [01] Neophyte

    Can someone tell me how to read frame data??

    Im new to these forums and I would like to know how to read frame data since I realize it can be pretty important. For instance, what does it mean when a move is i9 or something? Also, what do plus and minus frames mean? If someone could help me out with this, it would be appreciated :-)
  9. CPS2 [09] Warrior

    Can someone tell me how to read frame data??

    Have a read of this: http://virtuafighter.com/wiki/doku.php?id=vf5:system_part_2#attack_properties

    i9 means that the time it takes until the impact of a move (or when it hits, becomes active, finishes execution, etc) is 9 frames. A lower amount of startup frames means a move is higher priority.

    Pluses and minuses indicate whether a move has advantage (+) or disadvantage (-) when it hits, or is blocked. As an example, if you do a move that has a huge disadvantage (lets say -9999 frames on block) the opponent can punish with a move of theirs, provided that they can attack before you are able to block again, and provided they are in range.

    If a move has a low disadvantage, or an advantage (+) it is generally regarded as "safe." This means that you should be able to block or do another move, before the opponent has the opportunity to counter attack.

    Generally moves that have an advantage on block are very fast and push back a little, or have a large amount of startup frames, so timing and spacing is important.
  10. kingbastek [01] Neophyte

    Can someone tell me how to read frame data??

    Thanks for the reply! I got it now since you explained it so well.
  11. VanityAssassin [01] Neophyte

    Data Question.

    Ok so I am having a problem. I recently got my 360 back and I had to redo all my soul calibur stuff..but heres my problem I had gotten most of the equipment from getting achievements I have 32 so far..but I don't have the stuff anymore and when I redo anything I don't get the achievements cause I already have them and nothing unlocks. what can I do? am I shit out of luck of ever getting all that back?
  12. VanityAssassin [01] Neophyte

    Can someone tell me how to read frame data??

    frame data is really hard to understand imo, I have been trying to understand it for this game..but I am not quite there yet, it's not as easy for me as DOA frama data is.

    I need help with it too
  13. InsaneKhent [10] Knight

    Data Question.

    You mean that when you got your XBOX back that your previous SC data was lost, right? I'm assuming that's what the problem is. If so, while the acheivements on your actual Live profile are permanent, the new game you started for SC again should allow you to do the honors all over again (for the actual save data even if it's already unlocked on your profile) and get the equipment. I just know that after I unlocked all 50 achievements on my live profile, my save data was erased and when I started over, I could still unlock the honors I had before and get the equipment bonuses with them.

    And I see you're from Philadelphia? Me and another guy are trying to get something going for casual offline competition in this area if you're interested.
  14. Archangel Team heaT

    Newbie Silencer

    Dammit, I shouldn't merge threads when I'm this tired. Sorry, Vanity, I didn't mean to mess with your thread. If I can find a way to move it back, I will. :(

    Bastek: Please look at the newbie silencer, the first post in this thread.
  15. KrayzieBone [08] Mercenary

    Newbie Silencer

    Frame Rate

    SC3 runs on 60 FPS. FPS means frames per second. This means that in one second, 60 frames are moving past your eyes to show you what is happening. Further advanced frame data will be based upon the execution time taken for a move (ie. how many frames it takes for a move to become active), advantages and disadvantages regarding frames, etc. This is the very basic knowledge regarding anything technical (since frames are used regularly in some areas).

    1 Frame Shift (1FS)

    1 frame shift is actually a 1-frame input of the next command. For example, agA (in this instance, the small letters a and g denote a slide input of 1FS technique) has its "g" button pressed on the next frame of input. This may sound pretty fast, and it is, but with practice you can do it consistently. The key is not to allow the 1-frame denotation to get into your way. The speed could also be different for different command inputs and different characters. So, all 1FS really requires to pull off is practice.

    Just Frame (JF)

    A JF is something that is input at a specific frame or frame range. It can be something like 1FS (1FS actually falls under this category I believe). To denote a JF input, for example, A JF B, the denotation is A:B. JFs are relatively like 1FS in the sense that not all of them have the same windows or timings.

    Recover Crouching Cancel (RCC)

    RCC is used as a technique to cancel your recovery into a neutral position. This merely means that certain moves that leave you in a crouch (Recover Crouch or RC) can therefore end in a neutral position using RCC. All you have to do is tap 6 (normal way) near the end of a move (buffer).



    Buffering

    Buffering is to input the first directions for a move into the end of another move. For example, you do a move that has a pretty long animation, and you want to do a move directly after it that requires an 8WR input (or a double input of direction, for example, 22B or B; both are the same thing). To buffer the second move is to input the directional commands into the end of the first move, thereby eliminating any wastage of time spent in actually having to input the move's directions after the first move. You can also buffer attack buttons in this way.


    ^^


    Can i get an example of these things, or has somebody made a video showing how each of these things are done ? i would really appreciate it, thanks



    :BONE
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    Jaxelrod
  16. Archangel Team heaT

    Newbie Silencer

    Man, I've been asking for two months. If nobody's done it by now, it ain't never gonna happen.
  17. Syrpiektre [09] Warrior

    PSN:
    bq0
    XBL:
    Syrpiektre
    Newbie Silencer

    I'll help you out Archangel and get the whole thing cleaned up in a text file... Can't really edit it directly if I'm not a mod :P

    Some things to note:

    -Should we make a distinction between h/m/l (hits high etc) and H/M/L (hits high and grounded, etc)? I don't think we really use it anymore, and may confuse the 2 people who do look at the newbie silencer.

    -I am going to keep pre-SC4 notes in there, but they will be grayed out and be preceded by some character, probably ^. I want to move it all into a whole other section called "Deprecated Notation", to keep it clean, but if you'd like to keep things consistent I will use the first method.

    edit: Also I should note that I am not a know-all for this stuff... but I'll do what I can.

    editedit: DOS says it can be broken with just five directions. I'm sure it's close to that number but we aren't sure right? For now I will just say that it is shakeable, and list it with the other shakeable stuns.

    editeditedit: After looking at this stuff, I believe there is another direction we can take this: divide the info into two threads:
    -Soul Calibur Shorthand (aka all our notations)
    -Soul Calibur Techniques & Explanations (for general notes about the game)

    This would also help get rid of that "newbie silencer" stigma that we spent a bit of time talking about... and if we get this stickied in both SC4 general & tactics, as well as a redirect from every Arena, we'd be good on most of those basic "how do I..." threads. After that it'd really just be the people who don't read who get in the way :P
  18. Archangel Team heaT

    Newbie Silencer

    Syrpiektre: Yes, I think we should still make the distinction between h/m/l and H/M/L. And a lot of people look at the newbie silencer; look at the views. More will once it's updated.

    I'm pretty sure the DOS stuff (and a lot of other things) are out of date, but somebody who actually plays the game is gonna have to check me on that.
  19. Syrpiektre [09] Warrior

    PSN:
    bq0
    XBL:
    Syrpiektre
    Newbie Silencer

    Here's what I got for the shorthand. Changelog includes adding Soul Gauge notation, and reorganizing the info. Pretty much everything is still there, just in different places, save for 3 notations (<, =, and {}).

    Techniques and Explanations will be up later, after I go through and find examples of all the stuns.

    I still say we split up the info :)

    edit: Okay, I got the techniques done for now; I need help finding a good example of crumple stun. I have pretty much every stun described between Mitsu and X, so that it's easy to just test and see what they look like; however, for flavor I added a couple extras that I knew off-hand. I also added notes on how the Soul Gauge works, cleaned up the teching explanation, made note of all the damage percentages for side/back/counter hits.

    What else needs doing?

    Attached Files:

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