Guard Impact in Soul Calibur V

Guard Impact is a classic gameplay feature in the Soul series, going all the way back to the first Soul Edge. When GI was changed in Soul Calibur V, a lot of players dismissed it, citing the changed command and meter cost. This is a shame, as GI can be a powerful technique; arguably, more powerful than its previous iterations.

The proper use of Guard Impact not only leaves your opponent open to attack, but delivers a mental "shock" to the other player, disrupting their thought process and placing them in a state of confusion. Having GI in your defensive arsenal is a definite boon to your survivability. If you haven't learned how to use it by now, look into integrating it with your gameplay!


(Shout outs to Sp1d3r for discovering the GI-JG shown later in the video.)
 

Comments

I would think no.....

JG doesnt always give you the same advantage that a GI does. For example if you JG maxi's 6A+B, since that move is safe on block, max you will get is a BB punish.....

However.......

If you GI maxi's 6A+B, you have a much bigger window for a really big punish.

I hope I explained that right. If not someone correct me
Okay. I was mostly thinking this. Wasn't sure if the possibility of getting re-GI'd overshadowed this though. Thanks
 
Ahh GI, hardly given the credit it deserves in V. No mention of moves with aGI though?
From what I've seen, people tend to know their own aGIs, but don't know about Guard Impact.

Guard Impact is also a universal maneuver, while aGIs are character specific. Anybody can Guard Impact, but only Maxi can Neutral Guard.

Regarding GI-ing things like Astaroth's 44[A], assuming GI has a 10 frame window and JG (with good execution) is around 6 or 7 frames, wouldn't it be more worth it to just practice JG-ing it for less meter?
Well, you have to do what works for you. From my viewpoint, GI doesn't require raw execution like JG does (though it can be tricky to respond correctly before the muscle memory sinks in).

As HRD said, advantage is set and predictable with GI as well. Granted, it turns into a 50/50 (maybe less against GI~JG) and not guaranteed damage, but I know some players will gladly take that. (of course, against opponents that aren't ready to respond, or uninformed opponents, a GI is damn near guaranteed!)


There was a video or something, I can't remember where it is, but it was explaining that JG timing is fairly difficult- but if you use GI like you use JG, because of the larger frame window/larger margin of error, your success rate should go way up. You should try to increase your absolute best skills, sure, but I believe you should also keep some strategies for when you're at your worst. (I know I flub JG more than I'd like...)
 
Learned something new yet again. JG after re-GI, but I'm more amazed at the fact you can JG a CE after getting re-GI'd. I guess if your gonna die from the CE anyway, might as well JG away. Must practice this.

Thank you, DrakeAldan-sensei.
 
I don't understand why people JG or GI Pyrrha 66bBE if you can just step it. It looks pro
In my experience, using step to avoid that move is unreliable.

IIRC, it can only be stepped one direction. Stepping away from the screen (8) will get you hit, as stepping in that direction from FC doesn't work well.

It must also be quickstepped, with regular step not working for whatever reason. I've read that it's possibly character specific.

I would rather risk a JG or GI attempt than try to step. (Most BE moves are difficult to step as well- seems inherent to the design). It's a fairly easy JG, probably an easier GI.

High consistency without expending much effort- that's my underlying philosophy, anyway.
 
BUT DRAKE IT COSTS METER WAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHH
I H8 MANAGING METER BCUZ ITS DUM

Good video :)

PS: the reason GI~JG works has to do with the game having to allow G inputs in a potential post GI situation. If the game didn't allow this, you couldn't re-GI. So it's an "oops" on the part of programming. Definitely not intentional.
But perhaps these unintentional side effects benefit the game? no?

It's like Syn said, post GI is rock paper scissors.
 
But perhaps these unintentional side effects benefit the game? no?

It's like Syn said, post GI is rock paper scissors.
I disagree. It's a resource to investment ratio- 150% meter and a risk can theoretically be defeated by 50% meter and some execution. I'd say it's not an even trade. I think myself I prefer the mindgame of having to mind the opponents meter- he has 150%, contrast that with his tendencies and life value, is he the kind of guy that would GI~CE, etc? That to me is the essence of it. You take that away and it loses something.

That said, it's not as egregious as any past abuses of the GI system by any means. I just think it makes the game more shallow, like JUG does, not deeper.
 
in all honesty, GI-CE is not something I really thought about. I usually wait for an opportunity when my opponent has just dumped all his meter, then I GI for free and get some damage.

Or, like others have said, I re-GI.

Personally, I don't like the idea of using 50% meter for a mix-up. I like to spend meter for stuff that's guaranteed, even if it's only an extra 15 damage tacked on, sometimes it's worth it.

But to me the real strength of the new GI is when the opponent can't re-GI. In that case, the meter usage for the reward is usually outstanding. Like NM for example, he gets 3B-B:A JF, which is extremely good damage for only a half a bar.

Let's take another example. Let's say you have 150% meter, you're opponent has 50%. You know that you can win the GI war, but people are gonna use delay moves and other tactics like that to beat you're re-re-GI, so it's still only a mixup, despite you having more meter. But GI-CE doesn't really work either, because people can just GI-JG as you said.

So IMO, GI is only worth the meter when you're opponent GI's you first, or when they have no meter to play around with.

I guess you could say it adds to the mindgames because now I'm afraid to spend all my meter unless it means death for the opponent.

PS: What is JUG? Just unblockable guard?
 
PS: the reason GI~JG works has to do with the game having to allow G inputs in a potential post GI situation. If the game didn't allow this, you couldn't re-GI. So it's an "oops" on the part of programming. Definitely not intentional.
But you don't need G to GI anymore.
 
In my experience, using step to avoid that move is unreliable.

IIRC, it can only be stepped one direction. Stepping away from the screen (8) will get you hit, as stepping in that direction from FC doesn't work well.

It must also be quickstepped, with regular step not working for whatever reason. I've read that it's possibly character specific.

I would rather risk a JG or GI attempt than try to step. (Most BE moves are difficult to step as well- seems inherent to the design). It's a fairly easy JG, probably an easier GI.

High consistency without expending much effort- that's my underlying philosophy, anyway.
Online I would totally agree, but offline I think everyone should be able to do it
 
I don't understand why people JG or GI Pyrrha 66bBE if you can just step it. It looks pro
You can step and punish it sure. Or you can JG and punish it and get some extra JG meter that stepping it wouldn't give you. Plus, JG'ing it is easier. Guess it depends if your character can punish it harder with a step or not.

GI'ing it is just plain stupid as they can then potentially re-GI you right back, while the JG is guaranteed. Keep the GI's for when you are uncertain of what move your opponent is going to do, not when they are doing some canned string move/unsafe move that they can't cancel out of and you can guaranteed punish it without expending your own meter.
 
You can step and punish it sure. Or you can JG and punish it and get some extra JG meter that stepping it wouldn't give you. Plus, JG'ing it is easier. Guess it depends if your character can punish it harder with a step or not.

GI'ing it is just plain stupid as they can then potentially re-GI you right back, while the JG is guaranteed. Keep the GI's for when you are uncertain of what move your opponent is going to do, not when they are doing some canned string move/unsafe move that they can't cancel out of and you can guaranteed punish it without expending your own meter.
Adding meter rarely helps, it depends on who you are fighting and who you are fighting with, young one. Now, about GI'ing, like i said it depends on who you are fighting with. Some characters "require" meter to reach their full potential.
 
Why are we talking about Pyrrha 22b be. Move hasn't been relevant outside of combos since week 2. Step, jg, doesn't matter deal with it however you're comfortable. some characters get better reward for choosing one over the other.

On topic, using gi as a means to make an opponent spend meter is another tactic to keep in mind against meter dependent characters like Algol or viola. In a situation where there is a 2 hit string you may opt to gi instead of jg to force them to spend meter on a re gi or suffer the consequences.
 
i sometimes think that Guard impact is just a waist of time just go to the advanced level Just Guard
Only thing I don't like about JG is that when I mess it up, it looks like I just stood there and ate their attack for breakfast. A failed GI at least shows that you tried.
I don't GI nearly enough, but I have gotten into some hilarious GI battles before one of us wised up and used a throw.
 
JG doesnt always give you the same advantage that a GI does. For example if you JG maxi's 6A+B, since that move is safe on block, max you will get is a BB punish.....
Just to clarify, your advantage after a Just Guard has nothing to do with advantage on block, hit or CH. It is simply the recovery frames of the JGed move.