Soulcalibur VI/Controls & Notation

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Controls

Soulcalibur VI is a four-button fighter. Directions are represented as arrows in-game and will also be displayed as such here on the wiki. In community resources, directional notation is done via numpad notation, which you can read about here.

Input Name Description
Sc A.png Horizontal Attacks that generally trade damage for keeping lateral movement in check.
Sc B.png Vertical Attacks that sacrifice lateral movement coverage for damage.
Sc K.png Kick Attacks that serve a wide variety of purposes. Usually not susceptible to aGI.
Sc G.png Guard The only means of blocking in the game. Unlike many other games, simply holding Sc 4.png or Sc 1.png will not block; you must hold G.

There are also a few combinations inputs tied to system mechanics.

Input Name Description
Sc 6.pngSc +.pngSc G.png Guard Impact The iconic Soul Calibur mechanic of a powerful parry which creates an opening.
Sc B.pngSc +.pngSc G.png Reversal Edge A high-risk, high-reward defensive tool used to build meter and escape from pressure.
Sc A.pngSc +.pngSc B.png Break Attack Every character's Sc A.pngSc +.pngSc B.png is a Break Attack designed to counter Guard Impact and Reversal Edge.
Sc A.pngSc +.pngSc G.png or Sc 4.pngSc A.pngSc +.pngSc G.png Throw An offensive option to break through an opponent's guard.
Sc A.pngSc +.pngSc B.pngSc +.pngSc K.png Critical Edge Every character's cinematic attack. Some characters have more than one Critical Edge mapped to different inputs.
Sc 4.pngSc A.pngSc +.pngSc B.pngSc +.pngSc K.png Soul Charge A defensive burst option that keeps the opponent away and puts the user into a temporary powered-up state.
Sc 2.pngSc 3.pngSc 6.pngSc A.pngSc +.pngSc B.pngSc +.pngSc K.png Soul Attack An offense-oriented version of Soul Charge which trades the defensive properties for offensive pressure.
Sc K.pngSc +.pngSc G.png Appeal A cancellable taunt, useful as a feint or to inflict psychic damage.

Input Types

Input type Description Ingame notation Numpad notation
Directional Input Direction and button are pressed simultaneously. Sc 3.pngSc B.png 3B
Motion input Traditional motion input is followed by a button press. Sc 2.pngSc 1.pngSc 4.pngSc B.png 214B
Dual Button Two buttons are pressed simultaneously. Can include directional inputs. Sc A.pngSc +.pngSc B.png A+B
While Crouching Must be executed from a crouching state. Also known as Full Crouch. While crouching Sc 1.pngSc K.png.Sc K.png FC 1K.K
While Rising Must be executed while shifting from crouching to standing. Also known as While Standing. While rising Sc A.png WR A
Facing Away Must be executed while the player character has their back to the opponent. Also known as Back Turned. Facing away Sc B.pngSc +.pngSc K.png BT B+K
Hold input Button, direction or both need to be held. Sc 44.pngSc AA.png 4[A]
Slide input Buttons or directions must be input in rapid succession. Sc a.pngSc g.pngSc A.png agA
Just input Inputs must be frame-perfect (or near it). Also known as Instant, Fastest Input. Sc 2.pngSc 1.pngSc 4.pngSc B.png (fast) 214:B
Negative Edge A button is released after being held for a period of time. Sc AA.png Release ]A[ or cA

Hilde is the only character who uses Negative Edge inputs.


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