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Guard Impact & Reversal Edge Strategies
Soulcalibur

Guard Impact & Reversal Edge Strategies

Master Soulcalibur's Guard Impact and Reversal Edge! Learn the timing, different types, and how to counter your opponents effectively in this beginner-friendly guide.

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Guard Impact & Reversal Edge Strategies

Master Soulcalibur's Guard Impact and Reversal Edge! Learn the timing, different types, and how to counter your opponents effectively in this beginner-friendly guide.

Hey there! So you're diving into the world of Soulcalibur and want to get a handle on Guard Impacts and Reversal Edges? Awesome! These are super important mechanics that can really turn the tide of a match. Think of them as your ultimate defensive tools, but with a spicy offensive twist. At its core, a Guard Impact is like a perfect parry. It's available to every character in every game of the _Soul_ series. When you pull it off successfully, the attacker gets staggered, giving you a sweet opening to land your own attack. But be warned, the attacker can sometimes try to Reverse Impact or even Guard Impact your counter-attack, so it's not always a guaranteed hit! How do you do it? Generally, in most games, you'll push forward or backward on your joystick right as your opponent's attack is about to connect, while also pressing the Guard button. It sounds simple, but the timing is key! Let's break down how it's evolved through the games: ### _Soul Edge_ In the very first _Soul Edge_, you just had to guard right before an attack landed. A successful Guard Impact would let you act immediately, but it did cost a bit of your Weapon Gauge. Later, in _Soul Edge Ver.II_, the input changed to `6+G` (that's forward and Guard). You couldn't act instantly anymore, but it didn't drain your Weapon Gauge. This is also where Reverse Impacts first showed up – if you got repelled by a Guard Impact, you could try to Guard Impact back! Heads up: In _Soul Edge_, you couldn't Guard Impact unblockable attacks, jumping attacks, throws, kicks, or punches. ### _Soulcalibur_ This game introduced more variety! You had: * Repels: `6+G` (forward + Guard) for High/Mid attacks, and `3+G` (down-back + Guard) for Low/Mid attacks. These push the opponent back. * Parries: `4+G` (back + Guard) for High/Mid attacks, and `1+G` (down-forward + Guard) for Low/Mid attacks. These make the opponent stagger towards your side. Almost everything could be Guard Impacted here, even Throws! But, like in _Soul Edge_, unblockable attacks were still a no-go. Interestingly, Repels could be Reverse Impacted, but Parries couldn't. ### _Soulcalibur II_ Things got a bit streamlined here: * Repel: `6+G` (forward + Guard). This works against High, Mid, and Throws, staggering the opponent backward. * Parry: `4+G` (back + Guard). This works against Low and Mid attacks, staggering the opponent forward to your side. They also added the ability to Guard Impact Guard Breaks! While unblockable attacks were still immune, moves that *became* unblockable after a Soul Charge could still be Guard Impacted. For example, you could Guard Impact Astaroth's Soul Charged `4B`, but not his unblockable `4(B)`. This is just the start of understanding these mechanics. Keep practicing, and you'll start to feel the rhythm of the fight!

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