Soul Calibur II (Console versions) Assassin in-depth FAQ and Strategy guide. Version 1.1 Copyright 2004 Written by White_Pointer whitepointer@blood-sports.net Contents of this Guide: 1.0 Introduction 2.0 Legal Information 3.0 About the game 4.0 What's in this guide? 5.0 Control Conventions 6.0 Unlocking Assassin 7.0 Assassin's Movelist 8.0 Assassin Strategies 9.0 Acknowledgements and Credits 1.0 Introduction ------------------------------------------------------------------------------ Soul Calibur II is the highly anticipated sequel to Soul Calibur, which is still regarded as one of the best fighting games of all time. Assassin is a new character introduced in Soul Calibur II, and despite seeming similar to Hwang from the original, he is not. This guide is an effort to try and create a decent Assassin FAQ. 2.0 Legal Information ------------------------------------------------------------------------------ This guide is intended for personal use only. No profit can be made from this guide under ANY circumstances, it is to be used for non-profit only. This guide will ONLY be hosted on www.blood-sports.net or Gamefaqs, unless you have my written consent to publish it on your own site and you MUST e-mail me to request my permission to use it. Also, do not publish any section of this guide ANYWHERE. Please explain in your e-mail what the theme of your site is, the approximate amount of unique visitors you receive each month and what materials the site covers. This guide may not be altered in any way, shape, or form. 3.0 About the game ------------------------------------------------------------------------------ Soul Calibur II doesn't stray too much from the original formula as most of the gameplay has been left intact and hasn't changed much. Unlike the original which was only ported to the Sega Dreamcast, the sequel has been ported to three systems, the Nintendo Gamecube, Sony Playstation 2 and Microsoft Xbox, each has a unique special guest character. Which version you play is entirely up to you, so get out there and enjoy one of the best fighting games, if not THE best fighting game released in 2003! 4.0 What's in this guide? ------------------------------------------------------------------------------ This guide is intended to be a full Movelist and FAQ for The character of Assassin. What this guide covers: - Complete Character Move List - Strategies and Techniques If you have any questions about this FAQ, feel free to e-mail me at the address specified at the top of this document. But, if you e-mail me just to insult or criticise, or your question is already answered in this FAQ somewhere, it'll be going straight into my Trash. Capiche? So, if you don't get an answer within a day or two, I advise you to have a closer look through the FAQ. If you want a complete character movelist, then check out my complete Soul Calibur II FAQ, available on Gamefaqs and www.blood-sports.net. 5.0 Unlocking Assassin ------------------------------------------------------------------------------ Assassin is probably the easiest of the three extra characters (the other two are Berserker and Lizardman) to unlock, but will probably be the second one of the three that you will actually unlock. Just successfully complete Subchapter 3 mission 2. Please note: Assassin can ONLY be used in the various Vs. modes, team battle mode and practice mode. Don't send me e-mails asking me if he can be played in arcade mode or whatever...the answer is no, he can't be. Keep in mind, Assassin, Berserker and Lizardman only exist in the NTSC (North American) and PAL (European and Australian) console versions of the game. They don't exist in the Japanese console versions or the arcade version. 6.0 Control Conventions ------------------------------------------------------------------------------ 6.1 CONSOLE SPECIFIC DEFAULT BUTTON CONVERSIONS First off...the console specific default button conversions. You really shouldn't need these since they are explained in the instruction manual, but this is just for completeness sake. Gamecube: A ... A Button B ... Y Button K ... X Button G ... B Button Playstation 2: A ... Square Button B ... Triangle Button K ... Circle Button G ... X Button Xbox: A ... X Button B ... Y Button K ... B Button G ... A Button 6.2 IN-GAME AND FAQ CONTROL CONVENTIONS First off I should explain why I have decided to adopt this notation. The reason is, quite frankly, the more "accepted" notation, for a lack of a better word, sucks (In my opinion, anyway). You want a straight forward moves list, not some encoded crap full of numbers and abbreviations that makes you need to scroll back up to where the author explained the notation just so you actually know how to read a move (let alone understand it). No...just...no. This is my own notation, and I believe it's much easier to read and much easier to understand than the other method. It's nice and consistent, it's more to the point, and there's no confusing numbers or abbreviations anywhere. Yes, I won't deny that it took me a long time to write this FAQ using this convention. But hell, I reckon you'll have a much easier time reading and understanding it. You're welcome to e-mail me with any comments about it. Basic Attacks: A ... Horizontal Strike B ... Vertical Strike K ... Kick G ... Guard [A] ... Hold Horizontal Strike [B] ... Hold Vertical Strike [K] ... Hold Kick [G] ... Hold Guard Slide Inputs: aA ... Double Tap A very quickly aB ... Slide from A onto B quickly aK ... Slide from A onto K quickly bA ... Slide from B onto A quickly bB ... Double Tap B very quickly bK ... Slide from B onto K quickly kA ... Slide from K onto A quickly kB ... Slide from K onto B quickly kK ... Double Tap K very quickly You may also see extended variations on these such as agA or b^B. Common sense would tell you that it means to slide from A to G to A quickly or to tap B then Direction Up then B very quickly (respectively). Adapt to the situation, although there isn't many cases in the FAQ where you'll see something like this, but make a mental note of it anyway. Movement Directions: * ... Keep Neutral -> ... Towards Opponent <- ... Away from Opponent ^ ... Up v ... Down \> ... Diagonal Down/Towards </ ... Diagonal Down/Away <\ ... Diagonal Up/Away /> ... Diagonal Up/Towards [->] ... Hold Towards Opponent [<-] ... Hold Away from Opponent [^] ... Hold Up [v] ... Hold Down [\>] ... Hold Diagonal Down/Towards [</] ... Hold Diagonal Down/Away [<\] ... Hold Diagonal Up/Away [/>] ... Hold Diagonal Up/Towards Miscellaneous: , ... Press the button or directions in sequence. E.g. Double tapping Towards then A would appear ->, ->, A + ... Press buttons together. E.g. Pressing A and B together would be shown A+B ~ ... Means the move sets up into another (usually changing stance, combining more than one move or moving into Guard Break) (Alternative) ... An Alternative way to perform a previously listed move (Delay) ... Wait slightly longer between attack button presses for that move (Cancel) ... Begins the move, then cancels that move before it fully completes (Hold) ... One or more buttons in the move are held down to make the move more powerful than it otherwise would be (Extended) ... An extended version of a previously listed move (usually meaning more hits or the move goes on for longer) (Additional Attack) ... Another attack that can be executed after a previously listed move before the opponent can recover If an alternate button or direction can be pressed, it will appear in parentheses () after the first button or direction 7.0 Assassin's Movelist ------------------------------------------------------------------------------ "A Attacks" are those attacks where 'A' (Horizontal Strike) is the first attack hit. "B Attacks" are those attacks where 'B' (Vertical Strike) is the first attack hit. "K Attacks" are those attacks where 'K' (Kick) is the first attack hit. "Throws" are...errr...throws, and "Misc" are moves that don't fall into the above categories (normally requiring a stance change or a complicated attack sequence). Note: These are not the official move names as there is no in-game movelist for Assassin. I've just used the name of the identical move that Yunsung or Xianghua have, and made up my own for Assassin's exclusive moves. __________ A Attacks: __________ Blade Song A, A, B Blade Song (Delay) A, A, B Talon Destroyer A, A, K, K Talon Destroyer (Delay) A, A, K, K Cross Lian Hun ->+A Striking Lian Hua ->, ->+A Striking Lian Hua (Alternative) [->]+A Leg Cutter \>+A Twisting Coils v+A Shin Cutter </+A Chest Slice <-+A Torso Slice <-, <-+A Double Low Swipe v+A+K Torso Slice (Alternative) [<-]+A Face Slice [/>]([\>])+A Sword Undercut [</]([<\])+A Double Sword Arc A+B Double Sword Arc (Alternative) (Press Any Direction except ->) A+B Double Sword Arc (Additional Attack) A+B (While Enemy is Airborne), A+B Waving Flame ->+A+B Sword Poke [<-]+A+B Great Wall ->, ->+A+B Great Wall (Alternative) [->]+A+B Viper's Illusion [\>]([/>])+A, B Viper's Illusion (Hold) [\>]([/>])+A, [B] Willow Dance [v]([^])+A, B Willow Dance (Cancel) [v]([^])+A, B, G Flying Spin Kicks A+K Flying Spin Kicks (Alternative) <-(<\ or ^ or /> or ->) A+K Flying Spin Kicks (Alternative) [Hold Any Direction] A+K Lian Hua Kicks [v]+A+K, K Feng Yun Feint aK, B Double Feng Yun aK, K Rage Fire Blade (While Rising) A, B Rage Fire Blade (Cancel) (While Rising) A, B, G Sword Uppercut (While Crouching) A+B __________ B Attacks: __________ Burning Sky B, B Burning Sky (Delay) B, B Advancing Rhythm ->+B, A Advancing Rhythm (Delay) ->+B, A Deadly Rhythm ->+B, B Deadly Rhythm (Delay) ->+B, B Cyclone Blade Kick B, K Cyclone Blade Kick (Delay) B, K Cyclone Blade Kick (Cancel) B, K, G Shattered Wall ->, ->+B, B Shattered Wall (Delay) ->, ->+B, B Wall Dance ->, ->+B, <-+B Wall Dance (Hold) ->, ->+B, <-+[B] Forced Flame Divide \>+B Flame Wave v+B, B Loin Crush <-+B Loin Crush (Hold) <-+B Overhead Waterfall </+B Vengeful Thrust <-, <-+B Vengeful Thrust (Cancel) <-, <-+B, G Pouncing Claws />+B Cresting Wave B+K Crushing Heel </+B+K Fire Overhead Waterfall <-, <-+B+K Fire Overhead Waterfall (Cancel) <-, <-+B+K, G Rising Sword Upper \>+B+K Cyclone Slash bK Rising Cobra [\>]([/>])+B Eclipse Blade [v]([^])+B Opening Void Thrust [</]([<\])+B Vengeful Thrust (Alternative) [<-]+B Vengeful Thrust (Cancel) (Alternative) [<-]+B, G Fire Overhead Waterfall (Alternative) [<-]+B+K Fire Overhead Waterfall (Cancel) (Alternative) [<-]+B+K, G Forced Heaven (While Rising) B Shiang Gyh Kwei Feint (While Crouching) bA Flame Wave (While Crouching) B, B __________ K Attacks: __________ Shredding Fangs K, K Sheau Shan Kick \>+K Quick Face Plant ->+K Quick Face Plant Combo ->+K, K Shin Trip v+K Midriff Winder <-+K Overhead Stomp ^+K Spinning Roundhouse <-, <-+K Spinning Roundhouse~Spinning Sweep <-, <-+K, K Triple Assassin Kick ->, ->+K, K, K Double Assassin Kick ->, ->+K, K Double Assassin Kick~Side Movement ->, ->+K, K, v(^) Warrior Dance </+K, A, B Warrior Step </+K, K, B Striking Fangs kgK Deceptive Swing [</]+kA Spinning Roundhouse (Alternative) [<-]+K Spinning Roundhouse~Spinning Sweep (Alternative) [<-]+K, K Triple Assassin Kick (Alternative) [->]+K, K, K Double Assassin Kick (Alternative) [->]+K, K Double Assassin Kick~Side Movement (Alternative) [->]+K, K, v(^) Raging Talons [\>]([/>])+K Roundhouse Kick [v]([^])+K Leg Sweep [</]([<\])+K Rising Shui Shian (While Rising) K __________ Throws: __________ Heavy Twist (Approach Enemy) A+G Kick Flurry (Approach Enemy) B+G Possessed Sword (Approach Enemy from behind) A+G or B+G Reverse Heavy Twist (Approach Enemy from left) A+G or B+G Revenge Slicer (Approach Enemy from right) A+G or B+G __________ Misc: __________ None 8.0 Assassin Strategies ------------------------------------------------------------------------------ I've invested a lot of time into this, and now it's time for you to share the knowledge. Assassin, when used correctly, is actually a very powerful character. Not to the point of being overpowered (although if you use some of these strategies effectively your opponent may think he is...hehe), he's definitely got his weaknesses. The key to using him is trying to minimise the window of opportunity your opponent has to exploit the said weaknesses. He's very much a character where you need to exploit a good portion of his moves to truly be effective, and as such, you'll not only need to know which of his moves are the best ones to use, but you'll also need to know how you can use them to your advantage and in certain situations. Assassin borrows moves from both Yunsung and Xianghua, but also has quite a good unique moveset of his own. He doesn't have any confusing stances, but don't think that makes him a beginner's character. You'll need to invest quite a bit of time into him to truly be a good player. Assassin is very much a close to mid-distance fighter, but does have a couple of surprisingly longer distance moves. Right then, with that stuff out of the way, let's get down to business. 8.1 Full-on attack ****************** If you just sit there defending all day, you'll get nowhere. The good player knows when to attack. Notice I said 'knows when to attack'. That doesn't mean that you constantly stay on the offensive because that's a recipe for disaster just as much as continually being on the defensive. Some good times to launch into a full-on attack with Assassin: - When you have your opponent pinned next to the wall or trapped in a corner - When there is a bit of space put between you and your opponent and you want to make the first move Once you have got into a rhythm, Assassin definitely has the tools to keep your upper hand, but remember that nothing's foolproof and you'll probably need to do some defence eventually. 8.1.1 Close Range -=-=-=-=-=-=-=-=- Some good moves to launch into a full-on attack strategy at close range are the Willow Dance and Talon Destroyer. Since both combos are blockable after the first couple of hits, Mix up the full Willow Dance with the Cancelled version and the normal Talon Destroyer with the delayed version. You can also mix them up further by randomly just hitting the first couple of hits of the combo occasionally too. In that way, unless your opponent is psychic, there's no way they can see the full combos coming 100% of the time. Assassin's mix-up game is extremely important, especially with these two moves. The Blade Song is also an excellent move to be using. The first two hits are horizontal, making them impossible to sidestep at close range, and then you can randomly throw in the last hit. Be warned though that the last hit is actually blockable, even if the first two hits connect, so don't use it all of the time. So again, mix-up is important (see a developing theme here already?). You can actually delay the third hit of this as well if you are feeling a little tricky. Of course, all of these moves either have mid or high hits, so what are some good full-on attack moves that hit low? Good question, young padawan. His Double Low Swipe is excellent at close range. It'll hit twice, the first hit being an S-Mid (can not be blocked low) and the second a low hit, which will catch anyone out who isn't paying complete attention, and also arcs around horizontally making it difficult to avoid. He'll also duck down fairly low as he does the move meaning most high attacks will simply go over his head. Perhaps his most potent close range low attack is the Warrior Step, or variations of it. Again, mix-up is the key. Execute just the first hit occasionally, it's a greatly disguised sneaky little low hit in it's own right. Occasionally stick both kicks in, they both hit low and catch off anyone who might be expecting just one. Throw the last hit occasionally for good measure too, but use it sparingly. It's a mid hit that's blockable, even if the first two hits connect. Use it only when you think you've got your opponent fooled, and it'll be the best surprise attack in your arsenal. Perhaps throw in the first two hits of the combo 2 or 3 times, then do them a 4th time, followed up by the last hit. But you'll need to react to what your opponent is doing. Remember, you need to catch them by surprise. Once you have your opponent ducking-blocking twice expecting two low hits, that would be the perfect time to fool them even more and throw in the Warrior Dance, again using the final hit sparingly. This move is also great for nailing your opponent while they are lying on the ground. In case you are wondering, his Deadly Rhythm combo is generally not a good idea, you can mix up between one and two hits all day long but the second hit (the low one) is well telegraphed and any opponent with half a brain has more than enough time to block it, even if the first hit connects. His Cyclone Blade Kick is also not a good idea. Both hits hit high, and the second hit (the kick) is blockable regardless of whether the first hit connected or not. You can throw his Guard Break Loin Crush in occasionally, but I personally don't see it as a very good move. Too well telegraphed and the recovery time is terrible. 8.1.2 Mid to Far Range -=-=-=-=-=-=-=-=-=-=-= Despite his short sword, Assassin is quite adept at mid range combat (although not brilliant at far range). He's got a number of good mid-range moves that can launch you into a full-on assault and are also quite damaging, to boot. Again, mix-up is the key. Pouncing Claws is an awesome move to use once there is some distance between yourself and your opponent. Assassin will jump through the air, swinging his sword is a large vertical arc. It's great for surprising your unsuspecting opponents. Even better is that is becomes a guard break after a level 3 soul charge. Another awesome move is the Overhead Waterfall. It's quick, and it reaches a very deceptive distance. The best time to use this move is after you have knocked your opponent into the air. Hit them with this move on the way down. The Forced Flame Divide requires you to be a little closer to your opponent, but works wonders, knocking them into the air if it connects. It's also got a fast recovery time making it pretty safe if your opponent blocks or avoids it. All of these moves can be used to hit your opponent while they are on the ground too. The Double Sword Arc is also an excellent (and very damaging) move to throw into the mix as well. Mid-Range low hits? No problem. The Shin Cutter is a great mid distance low hit, and is horizontal, to boot. Assassin also ducks pretty low when he does this move making it difficult for your opponent to counter it unless they anticipated it. To spice up the variety a bit, use the Sword Undercut. The button combination is nearly the same (you just need to hold the direction rather than tapping it), and it knocks the opponent to the ground when it connects. It's a little slower in execution time, and initially it looks like a mid hit, so this should fool your opponents pretty well. Now onto one of my favourite mix-ups. If you want to take matters into your own hands and approach your opponent if there is space put between you, the Double, Triple and Double~Side Movement Assassin kicks are your best friend. Run at your opponent regularly and randomly mix up between the Double and Triple Assassin kicks. It doesn't matter if they block all the hits (in fact you may initially WANT to have them blocking all the hits) because you are setting them up for something better. Once you have them blocking all the hits, mix in the Double Assassin Kick~Side Movement. This of course will kick twice and then quickly step around the opponent. Your opponent will most likely still be blocking, expecting the third kick. This is a PERFECT time to execute one of Assassin's powerful throws. Do it quickly though, you don't want them anticipating it. Run in, do the two kicks, quickly do the side movement and throw in the one motion. With any luck you may even get in his throw from behind which is much more damaging than his other throws. And the key here? Say it with me everyone...MIXUP! Once you have done that a few times, your opponent will no doubt start to anticipate it. Once they do, revert back to executing all three Assassin Kicks or just two if you want to be sneaky, followed up by another little attack. 8.2 Counter Attack ****************** Assassin, although good at a full-on attack level, really comes into his own in the counter attack game. Assassin may seem like he has an answer for just about anything your opponent tries if you play your cards right. There's two forms of what I like to call the counter attack game in SCII...the guard/counter and the 8-way run/counter. 8.2.1 Guard/Counter -=-=-=-=-=-=-=-=-=- The Guard/Counter strategy is countering what your opponent throws at you by first defending their attack, then executing your own before they have time to recover. This includes Guard Impacts and Parries. The most basic form of this is simply pressing the guard button when your opponent attempts an attack. Stand Guard High and Mid hits, Duck Guard Low hits. If you successfully stand guard an opponent's attack, quickly counter with Burning Sky or the first two hits of Blade Song. Both are very quick double sword swipes and give your opponent little room to move. These are the two best attacks to use in this situation. If you duck guard, execute Forced Heaven or Rising Shui Shian. Both will knock the opponent to the ground and give you the upper hand. More advanced is your Guard Impact and Parry Counter strategies. To Parry an attack, press direction towards the opponent and guard as the opponent's attack connects. A Parry will push the opponent away and temporarily disorientate them. In this situation, Pouncing Claws and Overhead Waterfall are two excellent choices in counter moves, or if you are feeling lucky and you are quick enough, quickly running up to them and throwing isn't a bad idea either. Mix in one of his mid-range low hits too every now and then as well. To Guard Impact an attack, press direction away from your opponent and guard as the opponent's attack connects. This pushes the opponent forwards and slightly to the side, making them stagger and disorienting them longer than a Parry would. However, it's also impossible to hit them with a high attack or a throw after a Guard Impact so stick with Assassin’s close range low attacks if you decide to Guard Impact. Note that both Parrying and Guard Impacting are advanced strategies and require you to really anticipate what your opponent is doing to pull them off. If you mis-time them even slightly, you open yourself up to a world of hurt. 8.2.2 8-Way Run/Counter -=-=-=-=-=-=-=-=-=-=-=- One of my personal favourite strategies is the 8-way run/counter. The 8-way run, as the same suggests, is the system that allows you to move in any of 8 directions by holding that certain direction. The 8 directions are explained in section 6.0. The 8-way run/counter is what I like to call the strategy of avoiding your opponent's attacks and then countering them, rather than guarding and countering. The number one rule with Assassin is to constantly keep moving. He's got some awesome 8-way run attacks that will win you the match easily if you utilise them correctly. Let's start with the basic 8-way run directions, towards your opponent, away from your opponent, up and down. The Striking Lian Hua and Great Wall are two great horizontal moves to catch your opponent off guard. They have deceptive range and will knock them down, opening them up to ground attacks. Shattered Wall and Wall Dance...use them. They are both vertical two-hit combos but do great damage. Mix up between these and the two horizontal attacks regularly. I've already covered the Double and Triple Assassin Kicks (8.1.2 if you missed it), but just to spice it up a little more, hold the direction just a little longer and slide attack them occasionally too. Running in and executing the Flying Spin Kicks may not be a bad idea occasionally either. Don't be afraid to retreat from your opponent and make them come and get you when you are playing as Assassin. The aforementioned Flying Spin Kicks really open up a whole different game once you make your opponent come after you. They are very quick and will catch them off 9/10 if they are running at you. Want something a little more subtle? Mix up the Spinning Roundhouse and the Spinning Roundhouse~Spinning Sweep. The former will hit high, the latter will hit high, then low. There's a good degree of safeness in this move too. If you want something that has a little more distance, use the Vengeful Thrust. It's quite damaging, quite quick and is great for ring outs. Cancel it every now and then to fool your opponent into a false sense of security. Throw in the Fire Overhead Waterfall occasionally but don't overuse it, it's well telegraphed. I've already covered the Willow Dance (8.1.1), and the other two good moves that can be executed by holding up or down are the Eclipse Blade and Roundhouse Kick. The Eclipse Blade is probably the better of the two because it knocks the opponent airborne, opening up juggle opportunities and ground attacks. Use these moves often and constantly step around your opponent's vertical attacks. His diagonal direction 8-way run/counters are fair but not quite as good as the others. Viper's Illusion is a great move, but ONLY use the hold version if the opponent manages to block the first hit, as the second hit will almost always miss if they don't. However, when held, the second hit is a guard break, so if the opponent blocks the first, throw in the held version. Rising Cobra and Opening Void Thrust are both good mix up moves, the former is a mid hit and knocks the opponent skywards, the latter is a deceptive low hit. Mix up between these as much as you can. The Leg Sweep and Raging Talons are also good moves to occasionally throw in, particularly if you have just stepped around an opponent's attack. Don't forget that his Flying Spin Kicks can be executed if you are holding ANY direction, so make good use of them. This, combined with the Overhead Waterfall will form one of the most potent attacks in your arsenal. Use these two moves a lot. 8.3 Miscellaneous Strategies **************************** 8.3.1 High/Low Mix-up -=-=-=-=-=-=-=-=-=-= Assassin doesn't have a particularly good high/low mix-up game admittedly, he relies more on mixing up move variations than mixing up between high and low attacks. But there's a few things you can do. Mixing up between the Rising Cobra and Opening Void Thrust is a good idea, and randomly mix up the Spinning Roundhouse and the Spinning Roundhouse~Spinning Sweep. The Double Low Swipe is a nice move to stick in now and then. Mix up between his Torso Slice and his Sword Undercut. Both moves look similar initially, and the former will hit mid while the latter will hit low. Mix up the Warrior Step, using only the first two hits sometimes and other times performing the full move. 8.3.2 Ground Attacks -=-=-=-=-=-=-=-=-=-= Assassin can certainly take advantage when your opponent is lying on the ground. The first two hits of the Warrior step will both hit grounded opponents. The Overhead Waterfall is probably the most damaging attack that can hit grounded opponents, and reaches quite a distance too. Pouncing Claws is also a good alternative. Opening Void Thrust is another great vertical ground attack, but keep in mind you need to be pretty close to hand a blow. The Crushing Heel isn't a bad choice either. Although it may not look like it, Forced Flame Divide is very good, deceptive, close range ground attack. If you want a horizontal attack, use the Sword Undercut. 8.3.3 Ring Outs -=-=-=-=-=-=-=- Assassin doesn't have much in the way of moves that can both ring out opponents AND be effective. Most of the moves that can ring out are well telegraphed. The Full Warrior Step is capable of doing it, as are the Double Sword Arc and the Vengeful Thrust. He has several other moves that can do it, but don't rely on winning with ring outs when playing as Assassin. He doesn't need it anyway. 8.3.4 Throws -=-=-=-=-=-= Assassin's throws are very damaging, so use them whenever you have the opportunity. Keep in mind throws can be ducked and broken, so don't overuse them. Used correctly though, Assassin's throws are a very powerful weapon. 8.4 Weaknesses ************** To master Assassin, you'll need to know his weaknesses just as well as you know his strengths. - None of his moves are particularly fast hitting, and he's not a particularly fast mover, meaning you really need to work hard at the countering game to beat players like Talim, Taki, Voldo and Maxi. - Assassin is primarily a close to mid range fighter. He's not good at far range and struggles against characters like Astaroth, Berserker, Ivy and Nightmare. You'll need to work hard at a full-on attack approach to beat these guys. - He doesn't have a brilliant high/low mix-up game as previously stated. It means you really need to work at fooling your opponents with variations of other types of moves. - Many of Assassin's more powerful moves leave him vulnerable to attack if avoided or blocked. He only has one unblockable and two guard breaks, (excluding Pouncing Claws which becomes a guard break after a level 3 soul charge) all of which aren't very useful. You'll need to avoid using them and stick to pressuring your opponents to win matches, rather than using brute force. - Don't attempt to win by ring outs with Assassin. He's not a character that can exploit them very well. - Assassin relies primarily on a mix-up move variation game. Because of this, it's very easy to fall into some predictable attack patterns. To be an effective Assassin player, you must be able to fool your opponents. Mix up the move variations at random. That's it...and remember, practice, practice, practice. Have fun, and hopefully this has been of some use to you! 9.0 Acknowledgements and Credits ------------------------------------------------------------------------------ Namco, for making such an awesome fighting game! My two brothers who make the multiplayer much more fun, I wouldn't be anywhere near as good at the game without them to play against Myself, for spending all those hours writing this FAQ! (Especially manually working out the movelist for Assassin, damn that was painful) If you have any questions, comments or suggestions about this FAQ, feel free to e-mail me. Make sure you visit Blood-Sports.net - The one-stop source for Fighters! http://www.blood-sports.net Copyright 2004 by White_Pointer