Lights 0-21 mediums 22-34 heavies 35 and greater. As a rule of thumb, move levels generally exist within certain damage ranges. These properties are as follows, Clashes (when moves strike on exactly the same frame) the result of a successful Guard Impact and some Auto Guard Impacts how much meter is generated by the move on hit (not on whiff) and Some moves lethal hit conditions are tied to move level. Move levels determine many different properties of moves. This property is called “Jailing”.Įvery attack has a property known as “move level.” Move levels are categorized as either light, medium or heavy. On block, some strings will prevent the defender from taking any actions, such as crouching, attacking, or lowering their guard. Some strings will combo on normal hit while others may only combo on counter hit or not at all. ![]() ![]() Strings are predetermined sequences of moves that can be found in the move list. Stances often restrict the users ability to block and move. Stances are entered either with attacks that transition into the stance (indicated with ) or an input that puts you directly into the stance. Stances have unique moves not accessible outside of the stance. Most characters in SOULCALIBUR VI have one or more stances. Only Astaroth’s command throws are heavy attacks. Crouch throws will hit crouching opponents, but will whiff straight through standing opponents even if they are in range. There are 2 throw heights, standard throws are considered highs and will whiff on crouching opponents. Special mids and special lows are very uncommon, with the exception of standard 2As being special lows.Īll characters have access to two basic throws and. Special lows are identical to special mids but can be jumped over, while special mids cannot be jumped. Special mid attacks will hit standing and crouching opponents, and can be blocked either standing or crouching. Low attacks will hit standing and crouching opponents, can only be blocked while crouching, and can be jumped over. Mid attacks will hit standing and crouching opponents, and cannot be blocked while crouching. High attacks will hit standing opponents, but can be crouched under. There are 5 attack heights: high, mid, low, special mid ,and special low. This is because it takes time for a character to get off the ground, so they may not have the time to sidestep away from the vertical in time. Verticals used in oki are frequently unsteppable. ![]() The defender may be able to GI, making it not truly a forceblock, but that terminology is commonly used. This situation is commonly referred to as a “forceblock” because the defender cannot step the followup a vertical attack. There are situations when the attacker is at a great enough advantage for a followup vertical to reliably track step. IT IS NOT ALWAYS POSSIBLE TO STEP VERTICALS. Horizontal attacks are attacks which track the opponent’s sidestep. Notes for a move will frequently mention Tech Crouch/Tech Jump frames or anything else unique about an attack or string. For this reason, move data on this site (taken from Frame Calibur, who have a mobile App!) will display information for attack height, Impact (startup frames), damage, frame advantage on guard, normal hit, counter hit, and guard burst. ![]() In Soulcalibur, the total animations for nearly all moves remain unchanged for whether an attack whiffs, makes contact with a defending opponent, or hits the opponent. Some moves will have jumping properties for part or all of their animation. Jumping characters will go over lows and special lows. Jumps can either be performed manually by holding or while guarding or by jumping attacks such as. Some moves will have crouching properties for part or all of their animation. Lows can only be blocked while crouching. Crouching will evade all high attacks, while mid attacks cannot be blocked while crouching. Ĭrouching is performed by pressing while guarding. Performing while 8 way running in any direction will result in performing the 8-way Run attack instead of. 8 Way Run allows access to a different set of attacks than if your character were standing still. If a player is hit during the vulnerable period of backstep by any attack, that hit will be a counter hit.Ĩ-way run is the Soulcalibur series’ famous movement system: simply hold any direction and the player will 8-way run in that direction. If a player is hit during the vulnerable period of sidestep by a horizontal attack, that hit will be a counter hit. Backstep ( ) takes 15 frames to complete before the player can guard (Guard on frame 16). Sidestep ( or ) takes 12 frames to complete before the player can guard (Guard on frame 13). Forward step can be interrupted at any point by guarding with. A step is performed by tapping any direction.
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