SoulCalibur V: Basic Notations & Terminology

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Heaton

A Soul in the Purgatory
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

:(A): (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.)
 
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