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SoulCalibur V: Basic Notations & Terminology

Discussion in 'Soulcalibur Tactics' started by Heaton, Mar 28, 2012.

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  1. Heaton I'm Bane

    PSN:
    Kestryel
    This thread contains general information on notations and terminology used both in-game and on the forums here. Report any inconsitencies or inaccuracies to me via PM.


    Numerical Conventions

    (there's gonna be a really cool graphic here soon I swear)

    :7::8::9: = 7 8 9
    :4::5::6: = 4 5 6
    :1::2::3: = 1 2 3


    Input Notations

    :A: A - horizontal attack

    :B: B - vertical attack

    :K: K - kick attack

    :G: G - guard

    :Ah: (A) - indicates the button must be held

    * - indicates either input may be used; e.g. A+G*B+G

    :+: + - indicates button combonation must be pushed together; e.g. A+B

    :aB: aB - indicates the buttons must be pressed quickly in sucession

    ~ - the next move in the sequence; e.g. 3B ~ 236B ~ 236K


    Move Properties

    :h: H - signifies the attack hits standing opponents, but misses against crouching opponents; can be blocked with a standing guard

    :m: M - signifies the attack hits standing and crouching opponents; can be blocked with a standing guard

    :l: L (Low) - signifies the attack hits standing and crouching opponents, but misses against aerial opponents; can be blocked with a crouching guard

    :sm: SM (Special Mid) - the attack hits standing, crouching, and aerial opponents; can be blocked with either a standing or crouching guard

    :sl: SL (Special Low) - the attack hits standing or crouching opponents, but misses against aerial opponents; can be blocked with either a standing or crouching guard

    KND (Knockdown) - the attack knocks the opponent down

    :TH: TH (Throw) - the attack cannot be blocked, but can be broken with either A or B inputs depending on the move

    :at: AT (Attack Throw) - the attack initiates an unbreakable throw on a successful hit, but can still be blocked normally

    :UA: UA (Unblockable Attack) - the attack cannot be blocked with a normal Guard; formerly abbreviated as UB

    :be: BE (Brave Edge) - the attack costs 0.5 meter and flashes bright yellow; all Brave Edge attacks use A+B+K

    :CE: CE (Critical Edge) - the attack costs 1.0 meter; all Critical Edge attacks use 236236A+B+K as their input

    :gc: BA (Break Attack) - the attack has electricity effects and generally gives the attacker more frames on block; also known as GC (Guard Crush) and GB (Guard Break)

    :GI: aGI (auto Guard Impact) - the attack has Guard Impact frames

    :SS: SS (Special Stance) - the move leaves the character in a specific stance dependent on the character

    TC (Tech Crouch) - the move crouches under high moves

    STC (Super Tech Crouch) - the move crouches under high moves as well as some mids

    TJ (Tech Jump) - the move jumps over low moves

    STJ (Super Tech Jump) - the move jumps over low moves as well as some mid and high moves

    LNC (Launcher) - the move launches the opponent into the air for combo opportunities

    SLNC (Super Launcher) - the move launches the opponent high into the air for extended combo opportunities


    General Definitions

    Air Control - the ability to move while being juggled by your opponent by pressing any directional input while airborne; commonly abbreviated as AC

    Back Turned - the state in your opponent is behind you and you are facing away from them; commonly abbreviated as BT

    Buffering - inputting a move during the recovery frames of another move

    Counter Hit - a hit property that occurs when you attack your opponent while they are in the middle of performing an attack or movement; commonly abbreviated as CH

    Full Crouch - a crouched state; commonly abbreviated as FC

    Guard Impact - defensive maneuver that, on successful execution, makes the opponent vulnerable for around 30 frames; executed with 4A+B+K for 0.5 meter; abbreviated as GI

    i(#) - where "i" means "impact" and # is a number that stands for a frame, indicates a move will impact with the opponent at that specific frame

    Instant Full Crouch - a Full Crouch state initiated as fast as possible; abbreviated as iFC

    Instant While Rising - a While Rising state intiated as fast possible; abbreviated as iWR

    Just Frame - a move that requires inputs to be given at a specific frame; commonly abbreviated as JF and indicated with : (e.g. 1B:B, 236:B)

    Natural Combo - a combo that can be done on an opponent with no special requirements' abbreviated as NC

    Natural Counter Combo - a combo that can only be done with the first hit has Counter Hit properties; abbreviated as NCC

    Quick Step - defensive maneuver that evades most vertical attacks; executed with 22 or 88; abbreviated as QS

    Side Step - defensive maneuver that evades some vertical attacks; executed with 2 or 8

    Ukemi - defensive maneuver used to quickly recover from a knockdown state; executed by inputting G and any direction when you hit the ground; also known as "Tech"

    While Rising - indicates a move needs to be done while transitioning from a crouched state to a standing state; abbreviated as WR

    (Report any inconsistencies or inaccuracies directly to me via PM.)
    Robin, pragmaticleas, Falkrun and 7 others like this.
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