Soulcalibur VI/Glossary

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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

System Mechanics
Name Abbreviation Definition
Critical Edge Sc CE.png A metered super, costing one stock of Soul Gauge.
Guard Crush Sc GC.png The state of breaking a character's guard when their Guard Stamina is depleted.
Guard Impact Sc GI.png A defensive option that parries an incoming attack, providing variable reward based on the attack parried.
Reversal Edge Sc RE.png A high-risk, high-reward defensive option that parries attacks on startup and leads to a rock-paper-scissors clash on hit.
Soul Charge Sc SC.png A metered, fully-invincible burst that pushes the opponent away and puts the user into a powered-up state.
Soul Gauge Sc SG.png Meter to be used for Soul Charge, Critical Edge, and other metered options.
Attack Properties
Name Abbreviation Definition
High Sc H.png An attack that hits a standing opponent and whiffs on a crouching opponent.
Mid Sc M.png An attack that hits both standing and crouching opponents, but must be blocked standing.
Special Mid Sc SM.png An attack that hits both standing and crouching opponents and can be blocked either standing or crouching. Hits airborne opponents.
Special Low Sc SL.png An attack that hits both standing and crouching opponents and can be blocked either standing or crouching. Whiffs on airborne opponents.
Attack Throw Sc AT.png A standard attack that shifts to a throw-like cutscene when certain conditions are fulfilled.
Break Attack Sc BA.png 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 Sc BE.png 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 Sc LH.png An attack that gains enhanced properties on hit if certain conditions are fulfilled.
Special Stance Sc SS.png An attack that transitions to a stance.
Throw Sc TH.png Also known as a grab, an attack that pierces a standing guard. Can be escaped.
Unblockable Attack Sc UA.png 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.

Glossary

States
Name Abbreviation Definition
Standing N/A A character's default state of being.
Crouching FC (Full Crouch) A character ducking low to the ground via Sc 22.png after pressing Sc 2.png Sc G.png or an attack that recovers crouching. Evades highs.
Jumping N/A A character leaping through the air via Sc GG.pngSc GG.png or during an attack that causes a jump. Evades lows. See Tech Jump.
x x x
Movement
Name Abbreviation Definition
Step N/A The movement produced by tapping a direction.
Run N/A The movement produced by holding a direction. Generally refers to running straight towards the opponent using Sc 6.png.
x x x
Attack Properties
Name Abbreviation Definition
Tech Crouch TC When a move causes a character to count as crouching 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 6G guard impact.
x x x
Mechanics
Name Abbreviation Definition
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.
x x x
Techniques & Situations
Name Abbreviation Definition
Dead Trap N/A A situation where an attack hits a downed opponent who may have been able to escape via ukemi.
Ukemi Trap N/A A situation where an attack hits an opponent who is performing an ukemi, resulting in more damage or potential combo extensions for the aggressor.
x x x
Strategic Terms
Name Abbreviation Definition
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.
x x x
Character-Specific
Name Abbreviation Definition
Jolly Side / Gloomy Side JS / GS Tira's individual 'moods', different movesets she switches between under various conditions. Indicated by her demeanor in voice and appearance and the UI indicator.
Gloomy Coda GS+ An enhanced version of Gloomy Side that Tira gains access to after 9 total moodswings. Has permanent access to Soul Charge attacks and followups.
x x x

SCVI Navigation

General
Controls & Notation
HUD
Glossary
System
Stages
Resources
Characters
2B
Amy
Astaroth
Azwel
Cassandra
Cervantes
Geralt
Groh
Haohmaru
Hilde
Hwang
Ivy
Kilik
Maxi
Mitsurugi
Nightmare
Raphael
Seong Mi-na
Setsuka
Siegfried
Sophitia
Taki
Talim
Tira
Voldo
Xianghua
Yoshimitsu
Zasalamel
Inferno