author: Jakub “Di” Dudkowski
Here’s a quick SOULCALIBUR V system guide for both beginners and intermediate players. It covers both game’s notation and system mechanics. If you have any questions or remarks, please post a comment and notify me about it via e-mail (di@sdtekken.com) so that I can either answer your question or correct mistakes (hopefully as seldom as possible
).
NOTATION

1 – down + back
2 – down
3 – down + forward
4 – back
5 – neutral
6 – forward
7 – up + back
8 – up
9 – up + forward
236 = QCF (Quarter Circle Forward)
214 = QCB (Quarter Circle Back
41236 = HCF (Half Circle Forward)
63214 = HCB (Half Circle Back)
A – vertical attack (default: square/X)
B – horizontal attack (default: triangle/Y)
K – kick (default: circle/B)
G – block (default: X/A)
A+G – standard A throw (the escape button is A)
B+G – standard B throw (the escape button is B)
~ – inputting buttons one right after another, e.g. Cervantes’ A~B; can be also written as aB
_ – “or” (more than one option), e.g. A_B means A “or” B
+ – you have to press the buttons simultaneously, e.g. Leixia’s B+K
, – inputting buttons one after annother, but not as fast as Cervantes’ aB; example: Leixia’s A,A,B
[*] – you have to charge the * attack (hold buttons)
ATTACK TYPES
high – you can block it standing and you can duck it crouching
mid – you can block it standing but if you crouch you get hit
low – you can block it crouching and you can jump over it
s-mid (special mid) – you can block it both standing and crouching
s-low (special low) – same as s-mid but you can jump over it
NOMENCLATURE
FC (Full/From Crouch) – attacking while crouching
8WR (8-Way Run) – moving while holding a directional button
SS (Sidestep) – a single step (2_8)
QS (Quick Step) – a special quick step which lets you avoid more moves than an ordinairy SS; QS is done as 2~2 (or any other direction apart from 4 and 6) and while performing it a white “mist” appears behind your character
GC/GB (Guard Cursh/Guard Break) – a type of attack that literally “breaks” your opponents block, giving you a big frame advantage, sometimes giving free attacks (e.g. Cervantes’ DC A, aB)
UB (Unblockable) – an attack that cannot be blocked, e.g. Pyrrha’s fully charged 8[B+K]
RCC (Recover Crouch Cancel) – after an attack you are left in FC (e.g. 2A)
NC (Natural Combo) – a string that is guaranteed if the opening attack hits NH
NCc (Natural Combo on Counter Hit) – a string that is guaranteed only if the first attack hits CH
combo – a series of guaranteed hits (it doesn’t have to be a string)
BT (BackTurned) – making an attack while standing backwards to your opponent, e.g. BT 2K
WR (While Rising) – attacking while recovering from FC to standing (e.g. WR B); it’s WS in Tekken
GI (Guard Impact) – see the Super Meter section
aGI (auto Guard Impact) – an automatic Guard Impact for particular type of moves, e.g. horizontals
FrC (Force Crouch) – an attack after which the opponent recovers in FC
KND (Knockdown) – an attack after the opponent stays on the ground
TC (Tech Crouch) – a type of attack that avoids highs (in Tekken that’s high crush)
STC (Super Tech Crouch) – a TC move that also avoids throws
TJ (Tech Jump) – a type of attack that avoids lows (in Tekken that’s low crush)
STJ (Super Tech Jump) – a TJ move that also avoids throws
AC (Air Control) – unlike in Tekken, in the SOULCALIBUR series after you are hit once in the air you can move freely to avoid additional attacks; there are some exceptional attacks that block AC, e.g. SCIV Yoshimitsu’s 44bB
RO (Ring Out) – an explanation is not needed : )
NH (Normal Hit) – hitting the opponent while (s)he is not blocking
CH (Counter Hit) – hitting the opponent while (s)he is attacking (there’s a red visual effect during CH)
AT (Attack Throw) – an attack that on hit changes to a throw, e.g. Astaroth’s 214A
DOS (Double Over Stun) – a type of stun during which the character holds his or her stomach; it can be escaped after pressing a few directional buttons (you can also use G)
Clean Hit – each character has several attacks that have a random chance of doing more damage (there’s a blue spark during a Clean Hit)
BE (Brave Edge) – check the Super Meter section
CE (Critical Edge) – check the Super Meter section
THROWS
A number of throw types exist in SoulCalibur V. The regular throws (A+G_B+G) doesn’t deal a lot of damage when compared to other. They usually only deal some damage but some of them can RO your opponent or put him onto a wall; There are also command throws giving various effects, like Astaroth’s 63214B+G launching his opponent very high and giving a free combo (you can go for 28B+G or 22B BE). If you break a throw you eat some damage plus you are left standing or grounded, depending on the frame you break the throw.
CE throws (Ivy’s and Astaroth’s CEs) deal ton of damage and, what’s more, cannot be broken.
SUPER METER
Next to your lifebar there’s a number (0, 1 or 2) with a curve bar which consists of 4 parts. Each part equals to 25% and you can get up to 200% (2 full meters at most). You can gain Super Meter while being hit, Just Guarding etc. Also, 100% is recovered when you lost the 2nd round in a Best of 5 match.
Super Meter is a new feature in the SOULCALIBUR series and meter management is one of the most important elements in SOULCALIBUR V.
The meter affects the gameplay a lot, giving us 3 options. These are:
1) Guard Impact (GI) [costs 50%] – now done with 4A+B+K; Guard Impact parries your opponents move, giving you a free* attack attempt (* – your opponent can re-GI, but he can do nothing against a Critical Edge);
2) Brave Edge (BE) [costs 50%] – done with ~A+B+K; in 2D series such us Street Fighter it’s know as EX; BE improves some of attacks (each character has a few attacks that can be powered up by Brave Edge); the BE effect depends on the attack – for example Astaroth’s 22B BE launches grounded opponent, while Siegfried’s SCH K BE does an additional attack;
3) Critical Edge (CE) [costs 100%] – done with 236236A+B+K; each character has a “super” move called Critical Edge; in some cases it’s a series of powerful attacks (e.g. Maxi, Pyrrha or Patroklos – check the video below), while in others it may be something different (Ivy and Astaroth – throw, Nightmare – aGI followed by an attack with GC properties).
GUARD BURST
Just like in SCIV the more you guard, the closer you are to having your guard broken (the color of the frame around your lifebar will turn yellow and then red). If it happens, the screen turns green and purple and your opponent is allowed to land a free CH attack. In order to replenish your gauge and get away from the Guard Burst, act offensively (similar to SCIV).
JUST GUARD
Just Guard is a new system element, introduced in SOULCALIBUR V. It allows you to shorten your recovery while blocking, however, it is also possible to JG unblockable attacks. In order to do this, right before you are supposed to get hit, press and release G (releasing is crucial). If succesfull, a blue light appears and your recovery gets shortened, allowing you often to punish theoretically unpunishable attacks.