Attack Types
High, Mid, Low, Special Mid*, Special Low*.
- Both Special types indicate that the move may be blocked by both high and low guard, which removes their attack type mixup potential.
Horizontal, Vertical, Throw.
Moves are classified by attack level and reach.
Horizontals reach sideways. Most quick horizontals are high and can be ducked. Mid and low horizontals are typically slower and come with risks on block to offset greater coverage.
Verticals beat crouching, but can be stepped. High Vertical is the weakest level of move coverage since they can often be stepped and ducked.
Throws - Come in Forward and Back Throw. Forward throws may be broken by pressing any attack button. Back throws are broken by pressing with any attack button.
Command Throws
Attack Data
Properties on moves sometimes differ on hit and counter/ run counter hit.
Guard Break - Cannot be blocked, armored, Guard Impacted, or Reversal Edged. Can be Reversed Impacted.
Unblockable - Cannot be blocked, armored, Guard Impacted, or Reversal Edged. Can be Reverse Impacted.
Attack Throw - Indicates the move results in a throw on certain conditions. Some throws are breakable
AGI
Movement and Crouching
There are many goals to movement: getting in range so you can attack, getting away from an opponent to create a whiff, or get stage positioning for a wall combo/ringout. With good spacing, it becomes possible to add backstep to create whiffs against both horizontals and verticals, forcing your opponent to use slower, longer reaching moves to deny movement.
While characters move at different speeds, the time they are allowed to block after movement is consistent after step. Sidestep takes 12 frames to recover and backstep takes 15 frames.
Crouching does not have a fixed level of commitment in terms of frames, but against highs and throws, functions identically to moving in terms of creating whiffs. However, crouching changes what offensive options are available, such as full Crouch moves, While Rising moves, and moves with or
in their notation.
The reward from whiff punishment is significantly better than block punishment in almost every situation. For example, blocking Geralt AA is makes the opponent -8, which doesn't grant a punish for most characters. On the other hand, ducking AA grants a full whiff punish.
The Offense Triangle
While each character has different variations on what buttons they use to create offense, attacking in SCVI involves exploiting a variety of opportunities presented three defensive states: movement, crouching, and guarding.
In general, fast high horizontals beat movement, but are whiff punishable by crouching and mitigated by guarding.
Mid verticals beat crouching, but are whiff punishable by sidestepping and mitigated by guarding.
Lows beat high guards, but strong lows tend to be slower and come with substantial risk on block.
Basic throws beat high guards and side-steps up close, but are whiff-punishable by crouching and backstepping.
Guarding
In SCVI, defenders cannot block forever. Guard damage regenerates upon forward movement. While guarding grants frame advantage on success,
Perfect Guarding grants extra meter, negates chip damage, and now reduces guard damage by 1% per hit.
Guard Impact, Auto Guard Impact, and Resist Impact
GI levels correspond to the class of the attack. Typically, Level 3 GIs come from GIing fast pokes, whereas level 1 GIs come from slower attacks.
Costs 10% guard. Active from frame 2 to 22. Restores 13% on successful GI.
Level 1 GI: +8.
Level 2: +16
Level 3: +28
Reversal Edge
Okizeme
Guard/Low Guard
Roll
Ukemi