(Filled in most character-specific abbreviations, some mising information here and there) |
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| Mid || {{Icon-SC|M}} || An attack that hits both standing and crouching opponents, but must be blocked standing. | | Mid || {{Icon-SC|M}} || An attack that hits both standing and crouching opponents, but must be blocked standing. | ||
|- | |||
| Low || {{Icon-SC|L}} || An attack that hits both standing and crouching opponents but must be blocked crouching. Whiffs on airborne opponents. | |||
|- | |- | ||
| Special Mid || {{Icon-SC|SM}} || An attack that hits both standing and crouching opponents and can be blocked either standing or crouching. Hits airborne opponents. | | Special Mid || {{Icon-SC|SM}} || An attack that hits both standing and crouching opponents and can be blocked either standing or crouching. Hits airborne opponents. | ||
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|+ States | |+ States | ||
|- | |- | ||
! Name !! | ! Name !! Alternative Names !! Definition | ||
|- | |- | ||
| Standing || N/A || A character's default state of being. | | Standing || N/A || A character's default state of being. | ||
|- | |- | ||
| Crouching || FC (Full Crouch) || A character ducking low to the ground via {{Icon-SC|22}} after pressing {{Icon-SC|2}} {{Icon-SC|G}} or an attack that recovers crouching. Evades highs. | | Crouching || FC (Full Crouch) || A character ducking low to the ground via holding {{Icon-SC|22}} after pressing {{Icon-SC|2}}+{{Icon-SC|G}} or an attack that recovers crouching. Evades highs. | ||
|- | |||
| Jumping || Jump, in the air, airborne || A character leaping through the air via {{Icon-SC|7}}/{{Icon-SC|8}}/{{Icon-SC|9}}+{{Icon-SC|G}} or during an attack that causes a jump. Evades lows. See Tech Jump. | |||
|- | |- | ||
| | | Guarding || Guard, Blocking, Block || A character who is able to block all {{Icon-SC|H}} and {{Icon-SC|M}} attacks by holding the {{Icon-SC|G}} button, but can still be hit by {{Icon-SC|L}} attacks and {{Icon-SC|TH}}. A player will not take any damage if they block a normal attack. There are exceptions to this rule if characters are in Soul Charge {{Icon-SC|SC}} or have special properties for certain moves. Characters cannot move while in this state, but inputting {{Icon-SC|7}}/{{Icon-SC|8}}/{{Icon-SC|9}} will cause the character to enter a Jumping state. | ||
|- | |- | ||
| | | Guarding Low || Low Guard, Crouch Block, Blocking Low || A character that is holding {{Icon-SC|G}}+{{Icon-SC|2}} and is in a Crouching and Guarding state simultaneously. In this state, characters are able to block all {{Icon-SC|L}} attacks and will evade all {{Icon-SC|H}} and {{Icon-SC|TH}} attacks. Only {{Icon-SC|M}} level attacks will hit Crouch Blocking opponents, both Horizontal and Vertical. | ||
|} | |} | ||
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|+ Movement | |+ Movement | ||
|- | |- | ||
! Name !! | ! Name !! Alternative Names !! Definition | ||
|- | |||
| Step || N/A || The movement produced by tapping once in any direction. | |||
|- | |- | ||
| | | Run || Running || The movement produced by holding or double tapping then holding any direction. Generally refers to running straight towards the opponent using {{Icon-SC|6}}. | ||
|- | |- | ||
| | | Step Guard || Block Step || The movement produced by taking one step in any of the cardinal directions, {{Icon-SC|6}}/{{Icon-SC|4}}/{{Icon-SC|2}}/{{Icon-SC|8}}, and quickly cancelling the animation by pressing {{Icon-SC|G}}. This allows a player to take a guess to avoid an opponents attack depending on the situation. The timing of the guard cancel is different depending on which direction you are moving, and every character has a different range of movement. | ||
|- | |- | ||
| | | Running Step || Side Stepping, Hard Stepping || The same as Run, but specifically in the up {{Icon-SC|22}} or {{Icon-SC|88}} direction and continuing the movement. Usually in regards to dodging a vertical attack. | ||
|} | |} | ||
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| Tech Jump || TJ || When a move causes a character to count as jumping at some point during its duration. | | Tech Jump || TJ || When a move causes a character to count as jumping at some point during its duration. | ||
|- | |- | ||
| Auto Guard Impact || aGI || This describes any move or attack with GI properties that is not the standard | | Auto Guard Impact || aGI || This describes any move or attack with GI properties that is not the standard guard impact {{Icon-SC|GI}}. | ||
| | |||
|} | |} | ||
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|- | |- | ||
! Name !! Abbreviation !! Definition | ! Name !! Abbreviation !! Definition | ||
|- | |||
| Ukemi || Tech, Teching || After being launched or knocked down after certain moves, the player who was hit as the option to recover from being grounded more quickly by pressing any cardinal directional input and Guard ({{Icon-SC|6}}/{{Icon-SC|4}}/{{Icon-SC|2}}/{{Icon-SC|8}}+{{Icon-SC|G}}) simultaneously. This allows the hit player to optionally recover from being grounded faster than they would by recovering normally, and potentially avoiding a follow up attack from their opponent that would hit them on the ground. This technique is not completely safe and can be countered using certain moves, leading to a higher damage combo or a reset of the Okizeme situation all together. The speed of your recovery does depend on which direction you Ukemi, forward being slightly faster, but leaving you within range of more attacks. | |||
|- | |- | ||
| Reverse Impact || Re-GI || When a character performs a Guard Impact of their own immediately after the opponent parries their attack with a Guard Impact. | | Reverse Impact || Re-GI || When a character performs a Guard Impact of their own immediately after the opponent parries their attack with a Guard Impact. | ||
|- | |- | ||
| Resist Impact || RI || A metered alternative to Guard Impact that is able to parry both Break Attacks and Unblockable Attacks. Drains meter from an opponent in Soul Charge. | | Resist Impact || RI || A metered alternative to Guard Impact that is able to parry both Break Attacks and Unblockable Attacks. Drains meter from an opponent in Soul Charge. | ||
|} | |} | ||
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|- | |- | ||
! Name !! Abbreviation !! Definition | ! Name !! Abbreviation !! Definition | ||
|- | |||
| Instant While Rising || iWR, iWS (While Standing) || Characters have a separate set of moves that can only be performed when transitioning from a crouched state back into standing. This is a separate state from full crouch (FC) and neutral/standing. To get the input, a player must start in a crouched state ({{Icon-SC|2}}+{{Icon-SC|G}}) and then release said input and immediately following up with a corresponding attack input. This technique can allow players to use certain moves in neutral or in combos if the input is done correctly. | |||
|- | |- | ||
| Dead Trap || N/A || A situation where an attack hits a downed opponent who may have been able to escape via ukemi. | | Dead Trap || N/A || A situation where an attack hits a downed opponent who may have been able to escape via ukemi. | ||
|- | |- | ||
| Ukemi Trap || | | Ukemi Trap || Tech Trap || A situation where an attack hits an opponent who is performing an ukemi (tech), resulting in more damage or potential combo extensions for the aggressor. | ||
|} | |} | ||
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|- | |- | ||
! Name !! Abbreviation !! Definition | ! Name !! Abbreviation !! Definition | ||
|- | |||
| Mashing || N/A || Pressing attack inputs while at negative frame advantage. Generally considered unwise due to the high risk of being counter hit, but can be really useful for not allowing your opponent to take greater advantage during some of their offensive situations. | |||
|- | |- | ||
| Small Calibur || N/A || A kind of play characterized by minor frame exchanges, almost exclusive use of pokes, and minimal risk. | | Small Calibur || N/A || A kind of play characterized by minor frame exchanges, almost exclusive use of pokes, and minimal risk. | ||
|- | |- | ||
| Unga || N/A || A kind of play characterized by perceived lack of thought, bullheadedness, and aggression. Usually very risky and mashy. | | Unga || N/A || A kind of play style characterized by perceived lack of thought, bullheadedness, and reckless aggression. Usually very risky and mashy. | ||
|} | |} | ||
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|+ Character-Specific | |+ Character-Specific | ||
|- | |- | ||
! | ! Abbreviation !! Name !! Definition | ||
|- | |- | ||
| AGS || Aggression Shift || A stance where 2B dashes towards the opponent at high speed. | | AGS || Aggression Shift || A stance where 2B dashes towards the opponent at high speed. | ||
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| CoE || Comedy of Errors || Azwel's spear and shield stance. | | CoE || Comedy of Errors || Azwel's spear and shield stance. | ||
|- | |- | ||
| | | - || Almighty || A state where Azwel has each of his weapons 'equipped'. | ||
|- | |- | ||
| AS || Angel Step || Cassandra's command dash stance. Term shared with Sophitia. | | AS || Angel Step || Cassandra's command dash stance. Term shared with Sophitia. | ||
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| HMO || Heaven Monument || Kilik's stance where he does a handstand on his staff. | | HMO || Heaven Monument || Kilik's stance where he does a handstand on his staff. | ||
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| BL || Behind Lower || Maxi | | BL || Behind Lower || Maxi stance | ||
|- | |- | ||
| LI || Left Inner || Maxi | | LI || Left Inner || Maxi stance | ||
|- | |- | ||
| LO || Left Outer || Maxi | | LO || Left Outer || Maxi stance | ||
|- | |- | ||
| WL/NG || Wavering Light/Neutral Guard || Maxi | | WL/NG || Wavering Light/Neutral Guard || Maxi stance | ||
|- | |- | ||
| RC || Right Cross || Maxi | | RC || Right Cross || Maxi stance | ||
|- | |- | ||
| RO || Right Outer || Maxi | | RO || Right Outer || Maxi stance | ||
|- | |- | ||
| 7SR || Seven Stars Rebirth || Maxi | | 7SR || Seven Stars Rebirth || Maxi Mechanic | ||
|- | |- | ||
| 7SS || Seven Stars Severance || Maxi | | 7SS || Seven Stars Severance || Maxi Mechanic | ||
|- | |- | ||
| SS || Silent Step || Mitsurugi's command dash stance. | | SS || Silent Step || Mitsurugi's command dash stance. | ||
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| SSH || Side Hold || Siegfried's stance where he holds his sword to his side. | | SSH || Side Hold || Siegfried's stance where he holds his sword to his side. | ||
|- | |- | ||
| SRSH || Reverse Side Hold || | | SRSH || Reverse Side Hold || Siegfried's stance where he holds his sword to his side, but using his non-dominant hand. | ||
|- | |- | ||
| AS || Angel Step || Sophitia's command dash stance. Shared with Cassandra. | | AS || Angel Step || Sophitia's command dash stance. Shared with Cassandra. | ||
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| TAS || Twin Angel Step || Sophitia's second command dash stance, accessed from Angel Step. | | TAS || Twin Angel Step || Sophitia's second command dash stance, accessed from Angel Step. | ||
|- | |- | ||
| PO || Possession || Taki's iconic stance. | | PO || Possession || Taki's iconic stance. | ||
|- | |- | ||
| WRO || Wind Roll || Taki's rolling stance. | | WRO || Wind Roll || Taki's rolling stance. | ||
|- | |- | ||
| DB || Distorted Breeze || | | DB || Distorted Breeze || Taki's stance where she hops to either side. | ||
|- | |- | ||
| STK || Stalker || Taki's command jump stance. | | STK || Stalker || Taki's command jump stance. | ||
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| WNF/WF || Wind Fury || Talim's sitting stance. | | WNF/WF || Wind Fury || Talim's sitting stance. | ||
|- | |- | ||
| JS || Jolly (Side) || Tira's primary state, indicated by a | | JS || Jolly (Side) || Tira's primary state, indicated by a Orange indicator next to her name. She also hold her weapon in a different manner than when in Gloomy. | ||
|- | |- | ||
| GS || Gloomy (Side) || Tira's secondary state, indicated by a | | GS || Gloomy (Side) || Tira's secondary state, indicated by a Purple indicator next to her name. She also hold her weapon in a different manner than when in Jolly. | ||
|- | |- | ||
| GS+ || Gloomy Coda || An upgraded form of Gloomy Side that has unlimited access to SC-only options. | | GS+ || Gloomy Coda || An upgraded form of Gloomy Side that has unlimited access to SC-only options. Obtained from performing 9 mood switches during a game. | ||
|- | |- | ||
| UD || Updraft || Tira's command jump stance. | | UD || Updraft || Tira's command jump stance. | ||
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| MC || Mantis Crawl || Voldo's stance where he crawlks on all fours. | | MC || Mantis Crawl || Voldo's stance where he crawlks on all fours. | ||
|- | |- | ||
| MCHT/MCFT || Mantis Crawl Head Towards/Feet Towards || Specifying which direction Voldo is facing during Mantis Crawl. | | MCHT/MCFT || Mantis Crawl Head Towards/Feet Towards || Specifying which direction Voldo is facing during Mantis Crawl. | ||
|- | |- | ||
| CR || Cagliostro Rush || Voldo's crawling command dash stance. | | CR || Cagliostro Rush || Voldo's crawling command dash stance. | ||
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| DR || Death Roll || Voldo's "swimming" stance, accessible only in SC. AKA Land Fish | | DR || Death Roll || Voldo's "swimming" stance, accessible only in SC. AKA Land Fish | ||
|- | |- | ||
| BHH || Bea Her Hua || | | BHH || Bea Her Hua || Xianghua stance | ||
|- | |- | ||
| LHH || Laughing Bea Her Hua || | | LHH || Laughing Bea Her Hua || Xianghua stance | ||
|- | |- | ||
| RHH || Retreating Bea Her Hua || | | RHH || Retreating Bea Her Hua || Xianghua stance | ||
|- | |- | ||
| SXS || Silent Xia Sheng || | | SXS || Silent Xia Sheng || Xianghua stance | ||
|- | |- | ||
| PXS || Playful Xia Sheng || | | PXS || Playful Xia Sheng || Xianghua stance | ||
|- | |- | ||
| HL || Hou Lee || | | HL || Hou Lee || Xianghua stance | ||
|- | |- | ||
| DGF || Manji Dragonfly || Yoshimitsu | | DGF || Manji Dragonfly || Yoshimitsu stance that has him hovering in the air using his sword like a helicopter propeller. | ||
|- | |- | ||
| SDGF || Super Manji Dragonfly || Much higher altitude | | SDGF || Super Manji Dragonfly || Much higher altitude DGF stance accessible only in SC. | ||
|- | |- | ||
| FLE || Flea || Yoshmitsu | | FLE || Flea || Yoshmitsu stance where he balances atop the hilt of his sword with all of his limbs. | ||
|- | |- | ||
| MED || Meditation || Yoshimitsu's sitting stance. | | MED || Meditation || Yoshimitsu's sitting stance. | ||
|- | |- | ||
| TS# || Time Stop (1, 2, 3) || Zasalamel's ability to | | TS# || Time Stop (1, 2, 3) || Zasalamel's ability to use curse orbs to stop time. The number represents the number of orbs. | ||
|- | |- | ||
|} | |} |
Latest revision as of 19:31, 2 July 2024
The Glossary will act as a companion page to Controls & Notation, serving as a quick reference within which one can find definitions for common terminology used in discussions of Soulcalibur VI. Note that while some definitions will be given for general fighting game terminology, this glossary is intended to be strictly in the context of Soulcalibur. For more information on fighting game jargon as a whole, see (link to some external glossary or something lol).
Icon Legend
Glossary
Name | Abbreviation | Definition |
---|---|---|
Mashing | N/A | Pressing attack inputs while at negative frame advantage. Generally considered unwise due to the high risk of being counter hit, but can be really useful for not allowing your opponent to take greater advantage during some of their offensive situations. |
Small Calibur | N/A | A kind of play characterized by minor frame exchanges, almost exclusive use of pokes, and minimal risk. |
Unga | N/A | A kind of play style characterized by perceived lack of thought, bullheadedness, and reckless aggression. Usually very risky and mashy. |
Abbreviation | Name | Definition |
---|---|---|
AGS | Aggression Shift | A stance where 2B dashes towards the opponent at high speed. |
AL | Aerial Leap | A stance where 2B jumps high into the air. |
ANG (AnS) | Angler Stance | A stance where 2B sits on a holographic stool. |
AmS (AS) | Amaryllis Spin | Amy's command dash stance. |
LP | Lilith Parry | Amy's mid aGI stance. |
MP | Merrow Parry | Amy's low aGI stance. |
BP | Biondetta Parry | Amy's high aGI stance. |
BoB | Beauty of Balance | Azwel's dual swords stance. |
ToW | Tragedy of War | Azwel's greataxe stance. |
CoE | Comedy of Errors | Azwel's spear and shield stance. |
- | Almighty | A state where Azwel has each of his weapons 'equipped'. |
AS | Angel Step | Cassandra's command dash stance. Term shared with Sophitia. |
AT | Angel Twirl | Cassandra's backdash stance. |
TS | Titanic Struggle | Cassandra's tackle attack throw. |
DF | Divine Force | Cassandra's unique power-up mechanic. |
DC | Dread Charge | Cervantes' iconic stance. |
DS | Dread Storm | Cervantes' new stance accessed by leaning against a wall. |
(H)iGDR | (Heavy) Instant Geo Da Ray | Community term for Geo Da Ray Rafaga |
QR | Quen Rush | Geralt's armored Witcher Sign stance. |
AVN/AVG | Avenger | Groh's split swords stance. |
SN/SoN/SotN | Steed of the Night | Groh's SC-only teleport option from Avenger. |
WF | Warrior's Focus | Haohmaru's command dash stance. |
BKN | Bare Knuckles | Haohmaru's unarmed stance. |
STG | Stagger | A state Haohmaru enters when his Power Slashes are blocked. |
RG | Max Rage | Haohmaru's unique powerup. |
RXP | Rage Explosion | Haohmaru's unique Soul Charge variant. |
SWR | Sword Regalia | Hilde's sword powerup. |
SPR | Spear Regalia | Hilde's spear powerup. |
SE | Serpent's Embrace | Ivy's stance where she coils Valentine around her shoulders. |
SL | Spiral Lust | Ivy's stance where she lays Valentine on the floor. |
SS | Summon Suffering | Ivy's slower, unbreakable command throw. |
CS | Calamity Symphony | Ivy's faster, tech crouching command throw. |
MO | Monument | Kilik's stance where he holds his staff in front of him. |
BP | Back Parry | Kilik's stance where he aligns his staff with his back. |
HMO | Heaven Monument | Kilik's stance where he does a handstand on his staff. |
BL | Behind Lower | Maxi stance |
LI | Left Inner | Maxi stance |
LO | Left Outer | Maxi stance |
WL/NG | Wavering Light/Neutral Guard | Maxi stance |
RC | Right Cross | Maxi stance |
RO | Right Outer | Maxi stance |
7SR | Seven Stars Rebirth | Maxi Mechanic |
7SS | Seven Stars Severance | Maxi Mechanic |
SS | Silent Step | Mitsurugi's command dash stance. |
MST | Mist Step | Mitsurugi's Ko Gasumi stance. |
RLC | Relic | Mitsurugi's iaido stance. |
SB | Shura Blade | Mitsurugi's unique powerup. |
NSS | Night Side Stance | Nightmare's stance where he holds his sword to his side. |
NLS | Night Lower Stance | Nightmare's stance where he holds his sword against the ground. |
NBS | Night Behind Stance | Nightmare's stance where he holds his sword along his back. |
GS | Grim Stride | Nightmare's command dash stance. |
NTC | Night Terror Charge | Nightmare's unique powerup. |
Prep | Preparation | Raphael's advancing fencing stance. |
AG | Arriere Gambit | Raphael's quick backstep stance. |
SE | Shadow Evade | Raphael's evasive deep lean back stance. |
QP | Quick Parade | Raphael's standing aGI stance. |
LS | Lingering Step | Seong Mi-na's evasive backstep stance. |
DH | Dawn Haze | Setsuka's forward command dash stance. |
TH | Twilight Haze | Setsuka's backward command dash stance. |
RoH | Ring of Heaven | Setsuka's arc jump stance. |
WoH | Wings of Heaven | Setsuka's floating umbrella stance. |
SKY | Shrouded Sky | Setsuka's iaido stance. |
DL | Dark Legacy | Siegfried's unique powerup. |
SBH | Base Hold | Siegfried's stance where he crouches and holds his sword at an angle. |
SCH | Chief Hold | Siegfried's stance where he holds his sword along his back. |
SSH | Side Hold | Siegfried's stance where he holds his sword to his side. |
SRSH | Reverse Side Hold | Siegfried's stance where he holds his sword to his side, but using his non-dominant hand. |
AS | Angel Step | Sophitia's command dash stance. Shared with Cassandra. |
TAS | Twin Angel Step | Sophitia's second command dash stance, accessed from Angel Step. |
PO | Possession | Taki's iconic stance. |
WRO | Wind Roll | Taki's rolling stance. |
DB | Distorted Breeze | Taki's stance where she hops to either side. |
STK | Stalker | Taki's command jump stance. |
WNC/WC | Wind Charmer | Talim's sidestep stance. |
WNS/WS | Wind Sault | Talim's jumping stance. |
WNF/WF | Wind Fury | Talim's sitting stance. |
JS | Jolly (Side) | Tira's primary state, indicated by a Orange indicator next to her name. She also hold her weapon in a different manner than when in Gloomy. |
GS | Gloomy (Side) | Tira's secondary state, indicated by a Purple indicator next to her name. She also hold her weapon in a different manner than when in Jolly. |
GS+ | Gloomy Coda | An upgraded form of Gloomy Side that has unlimited access to SC-only options. Obtained from performing 9 mood switches during a game. |
UD | Updraft | Tira's command jump stance. |
GM | Gestopft Madness | Tira's stance where she bashes her head into her ringblade. |
BS | Blind Stance | Voldo when backturned. |
MC | Mantis Crawl | Voldo's stance where he crawlks on all fours. |
MCHT/MCFT | Mantis Crawl Head Towards/Feet Towards | Specifying which direction Voldo is facing during Mantis Crawl. |
CR | Cagliostro Rush | Voldo's crawling command dash stance. |
BCR | Blind Cagliostro Rush | Accessing Cagliostro Rush from Blind Stance. |
DR | Death Roll | Voldo's "swimming" stance, accessible only in SC. AKA Land Fish |
BHH | Bea Her Hua | Xianghua stance |
LHH | Laughing Bea Her Hua | Xianghua stance |
RHH | Retreating Bea Her Hua | Xianghua stance |
SXS | Silent Xia Sheng | Xianghua stance |
PXS | Playful Xia Sheng | Xianghua stance |
HL | Hou Lee | Xianghua stance |
DGF | Manji Dragonfly | Yoshimitsu stance that has him hovering in the air using his sword like a helicopter propeller. |
SDGF | Super Manji Dragonfly | Much higher altitude DGF stance accessible only in SC. |
FLE | Flea | Yoshmitsu stance where he balances atop the hilt of his sword with all of his limbs. |
MED | Meditation | Yoshimitsu's sitting stance. |
TS# | Time Stop (1, 2, 3) | Zasalamel's ability to use curse orbs to stop time. The number represents the number of orbs. |