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Fighting Terms

Soul Calibur IV Walkthrough and Guide

by Michael Monette  

 
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Soul Calibur IV Guide - Fighting Terms

8-Way Run: Holding the D-pad or Control Stick to move in the designated direction.

Air Control: Moving while airborne in an attempt to avoid further damage from an opponent (juggling).

Attack Priority: Refers to the speed or amount of frames of an attack. If both players attack at the exact same time, the character with the quicker attack will win out. Certain moves can put the player at a frame disadvantage after being blocked, meaning the defender can then follow up with a quick move before the attacker can attack again. A player is at an advantage after guarding an attack, or after performing certain moves. In the event that both attacks have the same priority, a weapon clash will result.

Attack Throw: A type of attack that turns into a throw either on a normal hit or on a counter-hit. Attack Throws are marked by an “AT” in the in-game move list.

Cancel: Deliberately ending a move before its conclusion in an attempt to deceive opponents. Only certain moves can be canceled; a cancelable move's name is followed by (Cancel) in the move lists.

Combo: A string of two or more attacks in which it is impossible for the player to escape from until the combo's conclusion.

Counter-Hit: Striking an attacking, backing up, or sidestepping character results in a counter-hit. A move with counter-hit properties deals more damage than a normal attack, and may also stun or stagger.

Critical Finish: A round-ending move that can be performed by pressing A B G K (or the designated button on the default control scheme) after a Soul Crush. A Critical Finish ends the round in favor of the initiator, regardless of the opponent's remaining health. Each character has their own unique Critical Finish.

Crouch: Entered by pressing 2G. A crouched character will duck under high attacks, can guard against low attacks and s-mid attacks, but is vulnerable to mid attacks. Certain moves can only be executed while crouched.

Delay: Deliberately slowing down an attack in order to trick the opponent. Only certain moves can be delayed; a delayable move's name is followed by (Delay) in the move lists.

Guard Break: A move with Guard Break properties can knock down an opponent's guard and possibly serve as an opening for a quick attack. Attacks with the Guard Break property typically take some time to charge, and are accompanied by a blue electricity effect. A guarding character will not take damage from a Guard Break attack, but they will be left open to attack for a moment and their Soul Gauge will take heavy damage. Moves with the Guard Break property are marked by a “GB” in the move lists.

Guard Impact: Either a Repel (6G or 3G) or Parry (4G or 1G) performed just before an opponent's attack connects, giving the defender a temporary advantage against the attacker. Successful Repels may be subject to Reverse Impacts.

Just Impact: A Repel (6G or 3G) performed at the very last moment. A Just Impact is evident by the red flash effect that accompanies it. After a successful Just Impact, the player's next move is given counter-hit properties.

Just: Refers to a move or input that must be entered with precision (Just Frame).

Neutral: The default character stance (no directional input). A standing character can guard against high attacks, mid attacks, s-mid attacks, and s-low attacks, but is vulnerable to low attacks. Usually referred to as “N,” but denoted by a star in the move lists.

Range: How close or far away a character is from their opponent; either long-range, mid-range, or close-range. Can also refer to a move's reach.

Reverse Impact: A counter-Repel that deflects the move that follows the initial Repel. Reverse Impacts can only counter repels; there is no countering a parry.

Ring Out: When a character is knocked out of the stage. A Ring Out ends the round in favor of the outer. Due to the possibility of Ring Outs, terrain awareness is an important part of combat.

Sidestep: Tapping a directional button to quickly move in that direction. Sidestepping is a good way to evade slow attacks (especially Unblockables) and gain the upper hand. Tapping Forward or Back twice results in a dash or backdash.

Slide Input: An input that must be entered very quickly. Slide Inputs are denoted by smaller letter boxes (ex., aB) in the move lists.

Soul Crush: Occurs when a guarding player blocks an opponent's attack while their Soul Gauge is empty. Upon being soul crushed, the player's guard is broken, a piece of armor corresponding to the hit level (if applicable) is broken, and they are vulnerable to a Critical Finish if their opponent so chooses.

Soul Gauge: The globe next to each player's HP Gauge. Attacking and performing Guard Impacts gradually turns the Soul Gauge blue (full), while defending and being repelled or parried gradually turn the Soul Gauge red (empty). A player with a flashing red Soul Gauge is vulnerable to a Critical Finish following a Soul Crush if they continue to guard.

Special Low: A low attack that can be guarded by a standing character and can also be jumped over. Condensed form is “s-low.”

Special Medium: A medium attack that can be guarded by a crouching character. Condensed form is “s-mid.”

Stance: A character's positioning. Common stances are crouched, back turned, or lying down. Many character's have more than one attack stance that effects the moves available to them. Moves that change a character's stance are marked by “ST” in the move lists.

Stun: A hit property in which a character is left vulnerable after an attack, allowing for a follow-up attack or continuation of a combo.

Throw: A type of attack that supersedes an opponent's guard. Basic throws can be accomplished by pressing either A G or B G while standing in front of, behind, or to the side of an opponent. If the grab is successful, the throw performed will depend on where the opponent was grabbed (i.e, front, back, right side, or left side). A Grapple Break can be performed to negate a grab by pressing the A button to break an A G throw, or by pressing the B button to break a B G throw. Some characters have one or more unique throws that are can be executed differently.

Ukemi: The act of quickly rising after being knocked to the ground by tapping the G button. A Just Ukemi—rising immediately after a grounding attack—is performed by pressing the G button at the exact moment the character hits the ground.

Unblockable: A special type of attack that can pierce through an opponent's guard and typically take a few seconds to execute but can deal a large amount of damage. While an Unblockable is being executed, the background darkens and fire surrounds the initiators weapon. Striking the initiator during charge up cancels the move, otherwise sidestepping and being out of range is the only way to avoid taking damage.  Moves with this property are marked by a “U” in the move lists.

Wall Hit: Hitting an opponent into a wall, allowing for extended combos and added damage.

Whiff: A missed attack.

While Rising: While the character is emerging from the crouched position. The moment in-between the crouched and standing stance; may also be referred to as “While Standing.”



 
 
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Xbox 360 | PlayStation 3

Comments for Fighting Terms

 
 
3 comments, latest first.
 
Mar 21st 2012 Guest
Just so you know, unblockables can be just impacted. They don't have to be sidestepped/dodged.
ID #125030
 
Jan 25th 2012 Guest
Thank you very much for this! I appreciate it!
ID #109363
 
Jul 23rd 2011 Guest
herberga
ID #60513