Name |
Abbreviation |
Definition
|
High |
 |
An attack that hits a standing opponent and whiffs on a crouching opponent.
|
Mid |
 |
An attack that hits both standing and crouching opponents, but must be blocked standing.
|
Special Mid |
 |
An attack that hits both standing and crouching opponents and can be blocked either standing or crouching. Hits airborne opponents.
|
Special Low |
 |
An attack that hits both standing and crouching opponents and can be blocked either standing or crouching. Whiffs on airborne opponents.
|
Attack Throw |
 |
A standard attack that shifts to a throw-like cutscene when certain conditions are fulfilled.
|
Break Attack |
 |
An attack that deals significant Guard Stamina damage, generally advantageous on block and unable to be countered by Guard Impact or Reversal Edge. Indicated by a blue lightning effect.
|
Brave Edge |
 |
Deprecated terminology from Soulcalibur V, can be used to refer to a character burning meter to enhance a move (Character-specific in SC6: Yoshimitsu, Geralt, etc.)
|
Lethal Hit |
 |
An attack that gains enhanced properties on hit if certain conditions are fulfilled.
|
Special Stance |
 |
An attack that transitions to a stance.
|
Throw |
 |
Also known as a grab, an attack that pierces a standing guard. Can be escaped.
|
Unblockable Attack |
 |
An attack that cannot be guarded, usually has a long startup and deals considerable damage. Indicated by the screen darkening accompanied by a flame effect.
|