MOVELIST ACCESS
Recover Crouch Cancel
Recover Crouch Cancel is a technique that allows you to recover in a standing state from moves that would normally force you into a crouched state. To do it, tap 6 during the very end of the recovery of the move that leaves you in crouch, and you will recover standing instead. Though not as important or effective in this game, the RCC gets you out of crouch and back into standing mode so you can buffer standing attacks. This can be used to use attacks that might have useful special properties in situations you normally would not be able to, or to extend combos.
Example: Yoshimitsu Combo = FC


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Buffered 8-Way Run
In SoulCalibur V, the method of double tapping a direction to "instantly" get the corresponding 8-Way Run attack has been removed - you must step in that direction before the move executes. However, there are ways to either remove the step or do a move that has a direction different from the one indicated by your movement.
To remove the step, one needs to buffer either a 66 or a 44 input, and then slide to the direction indicated. This will do the move without doing a Quick Step or Step beforehand, and is a much more fluid animation. However, this does not make the move faster - it only removes the step and nothing more. Example 1 and Example 2 show two ways to do it.
To do a move that has a different input than the direction you're moving, a similar input is used from the above method, except one can buffer it from any direction, or even 8WR. Buffer whatever direction you want to move in first, and then slide to the direction of the move you wish to do. Example 3 and Example 4 show two ways to do it.
Example 1: Ezio 11A =




Example 2: Ezio 22AA =





Example 3: Siegfried 22A =




Example 4: Siegfried 66B =




Instant Full Crouch
Instant Full Crouch allows you to do attacks that are normally only available from FC. This is useful if one has extremely powerful attacks available to them from FC. If done correctly, the move appears to be done in one perfectly fluid motion as if it was a move that was available to you from standing. iFC moves are, when done perfectly, one frame slower than the regular FC move. Example 1, Example 2, and Example 3 show three different characters that can benefit from this technique.
Example 1: Siegfried FC (B) =



(release)

Example 2: Yoshimitsu FC 3K =



(release)

Example 3: Leixia FC 3B =



(release)
Instant While Rising
Instant While Rising allows you to do attacks that are normally only available from WR. This is useful if one has extremely powerful attacks available to them from WR. IF done correctly, the move appears to be done in one perfectly fluid motion, as if it was a move that was available to you from standing. iWR moves are, when done perfectly, five frames slower than the regular WR move.
Example: Siegfried WR B =




(release)

(release)

Example: Algol WR KK =




(release)

(release)

Back Turned Setups
Some characters have great BT mixups but have no moves that leave them in BT. One way to get into back-turned is to jump over your opponent. This can be done while your opponent is using an advancing crouching low, or when he/she is rolling on the ground. Another way is to recover from a knockdown into a back turned position. When you get knocked down, pay attention: if you are either FUFA or FDFT, you can recover into a BT position by tapping either K+G or A+B+K.