Below you can find the SoulCalibur V Game mechanics, where you will be able to take part during the game. You want to know more how to do these game mechanics in the game then take a look at the SoulCalibur V tutorials.
Newly introduced or altered game mechanics include:
Critical Gauge
The Critical Gauge, called Soul Gauge in previous titles, was changed to a meter system in Soul Calibur V. It can hold a maximum of 200% and drains upon the use of several gameplay mechanics such as Critical Edge (requiring 100% of gauge), Brave Edge (requiring 50% of gauge) and Guard Impact (requiring 25% of gauge). The gauge will gradually refill while perfoming attacks or while blocking attacks. The player losing a round will be given an additional 100% of gauge.
Critical Edge
The name given to attacks used by all Standard Characters (and Soul Edge) characters in Soul Blade. It is instigated by pressing all three attack buttons simultaneously, and if sucessful the player's character will do a single attack that will see their weapon engluf in a flash of light – if the attack hits the opponent, the character will automatically unleash a series of attacks against the opponent. During this time, the player is able to enter a command (unique to each character) which will cause the character to unleash even more attacks while in this state.
Brave Edge
Brave Edge is an element of game mechanics first introduced in Soul Calibur V. It enables the player to enhance certain moves with additional attacks by pressing A+B+K after the input of character-specific moves. Each use drains 50% of the Soul Gauge.
Guard Impact
A defensive move available to every character (custom included). It is executed by quickly tapping the guard button and forward/backward on the joystick when an opponent's attack connects. Pushing forward on the joystick will result in a "counter", while pulling back will execute a "parry". Both have the same general effect: the opponent's attack is deflected and he suffers a significant loss in Soul Gauge, while the defender sustains no damage. A successful Guard Impact is indicated by a sharp clashing metal sound as well as a dazzling flash of colored light. During a counter, the light is green, and opponent stumbles backwards a bit while the defender automatically advances upon him (allowing for the quick execution of an attack). In this stumbling state, the opponent cannot attack or move, only perform another Guard Impact against the oncoming attack. During a parry, the opponent is thrown to the ground on the side of the player with blue flash of light. In general, counters are used when the player seeks an opening to attack, and parries are used when the player wants to retreat from the opponent.
Just Guard
an element of game mechanics first introduced in Soul Calibur V. In execution it is similar to just-frame moves, implying that the guard input must be given just as the opponent's attack is about to the hit the player. If successful, Just Guard is indicated by a blue color effect and gives the player a frame-wise advantage, especially against powerful moves with a huge pushback. It is also supposed to make attack strings more interruptible.
Quick Step
The Quick Step is an element of game mechanics first introduced in Soul Calibur V. It is a fast side-stepping move that is performed by inputting 88_22 (up, up or down, down) and enables the player to dodge the opponent's vertical attacks and attack from a more advantageous position. White speedlines and blur effects indicate its successful execution.