Soul Calibur
                 "Welcome back to the Stage in History"
                          Astaroth Moves List
                    For both the Namco Coin-Op Upright
          and the Sega Dreamcast Version developed and published
                                 by Namco
                   Compiled by Mark Kim (Vesther Fauransy)
                               Version 0.2.8
                              Text Build 2777
            Date of Completion: February 8, 2000 (No Time Given)
          Date of Public Release: February 8, 2000 (No Time Given)

Copyright Information
---------------------
Unpublished work trademarked (tm) and copyrighted (c) by Mark Kim.
All Rights Reserved.

 This file is basically derived from the move lists located at
 Namco America's Official Soul Calibur Site (http://www.soulcalibur.com)
 with the exception of some combos, move comments, and some rantings
 that the player might find useful during gameplay.  If for any reason
 the URL is incorrect, I would like to know the change of URL RIGHT
 AWAY.

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 Soul Calibur, the Soul Edge Sword, Siegfried Schtauffen, Nightmare,
 and all other Soul Calibur-related events and objects are registered
 trademarks and copyrighted (c) 1995, 1996, 1997, 1998 Namco, Ltd.  All
 Rights Reserved.  SoulCalibur.com is copyrighted (c) 1998 Namco America
 Inc.  All Rights Reserved.  This document was carefully prepared and
 created by Mark Kim in respect to all Namco Properties, as no copyright
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I'LL MAKE IT SIMPLE: THIS FILE IS MINE AND THERE IS NO UNAUTHORIZED
USE OF IT!!!  I DIDN'T WRITE THIS FAQ SO THAT YOU CAN MAKE A LIVING OUT
OF THIS WORK.  AND I NEVER HAD, NEVER WILL WRITE THIS FAQ SO THAT SOME
CRAP FREELANCE WRITER CAN INCORPORATE ANYTHING FROM THIS FILE, SLACK
OFF, AND GET PAID FOR IT DUE TO THOSE DAMN COMMERCIAL PUBLICATIONS.
AND I SURELY DIDN'T WRITE THIS FAQ SO THAT SOME CRAP COPYCATTER CAN
JUST STEAL AND/OR PLAGIARIZE THIS WORK AND CLAIM CREDIT FOR IT.  AND
I DEFINITELY RESTRICTED THE AMOUNT OF WEBSITES THAT CAN MIRROR THIS
FAQ SO BE IT!!!  It is to remain in its original state, free of charge,
and in one piece at all costs.  And that's the bottom line.

========================================================================
GAME DATA

Genre: Fighting
Number of Players: Featuring head-to-head competition against two players
or play against the computer
Platform: Arcade and Dreamcast
Usual Price: Arcade, 50 cents US; Dreamcast, Not Available
Developer: Namco
Publisher: Namco
Dreamcast ESRB Rating: Teen for Strong Animated Violence
Arcade AAMA Rating: Strong Animated Violence
Features: Continue for Arcade, Memory Card Save for Dreamcast

========================================================================
HISTORY OF THIS FAQ

December 25, 1998
-----------------
Happy Holidays!  How's the Yuletide season going?  Here's my gift from
my Internet Account to yours!  I know Astaroth isn't a good player for
Beginners, but with his massive strength, I recommend that you read this
document at least once before doing anything else.  The template I used
was STOLEN STRAIGHT FROM MY OWN SIEGFRIED FAQ!

January 2, 1999
---------------
Happy new year!  Be sure that if you are working on a firm that are not
using Year 2000-compliant systems that you stop by at Verasnaship
Interactive (http://www.verasnaship.net) and fix your Year 2000 bugs
right now.  There are only 364 days from the date of this document until
Year 2000 strikes!  I'd like to tell you many thanks to Cynan de Leon
(Komejin) for shedding the light on many of Astaroth's moves, though.

February 24, 1999
-----------------
Just a legal and news-related touch-up.  Nothing major.

April 12, 1999
--------------
Use of Vesther Fauransy Brand Name begins.  An emergency site has been
given out in the event that you can't get the text file directly from
Verasnaship Interactive.  Also, missing theories are being completed for
the first time.

February 8, 2000
----------------
With the Dreamcast edition of Soul Calibur hitting the American Shelves,
there has to be an update that celebrates the release of the Dreamcast
Version of the game.  All the Dreamcast version does is add a few
doo-dads, Cervantes De Leon (the First Boss in Soul Edge), and a few
improvements over its Arcade Daddy that I can't name in this document
because I'm centralizing this Rock Document for Arcade Players.  Feel
free to use this document for the Dreamcast Version as well, but please
be warned: There will be moves that you might see in the Dreamcast
Version that will NOT BE PUBLISHED in this FAQ!!!

Now, to be more specific on what's acceptable to e-mail me regarding
about Soul Calibur and WHAT'S NOT ACCEPTABLE to e-mail me about, here
are the following characters THAT I WILL BE WILLING TO TALK ABOUT:

* Nightmare
* Siegfried Schtauffen
* Astaroth
* Rock Adams
* Lizard Man/Sophitia Alexandra (Both are easy to use, they only have
  physical and health differences)
* Seung Mi Na (She's tough to use but she has a lot of low hits)
* Heishiro Mitsurugi (Did not create an FAQ for him, though)
* Voldo (He's also a toughie)
* Isabella Valentine (Toughie because of the lack of well-rounded moves)
* Yoshimitsu (Similar to Mitsu in some instances but he has some moves
  from Tekken with the SC Twist)
* Xianghua/Hwang Sung Kyung (I don't use them that much but I like their
  easy juggling moves, though not as easy to use as with Liz or Soph)

THESE ARE THE FOLLOWING CHARACTERS AND STUFF THAT I WILL _NOT_ ACCEPT
IN MY E-MAIL BOX!!!!!  I WILL NOT CREATE ANY MOVE LISTS FOR THE FOLLOWING
CHARACTERS!!!!

* Taki
* Arthur (JUST A STUPID MITSURUGI CLONE)
* Cervantes De Leon
* Any Dreamcast Exclusives
* Maxi
* Edge Master
* Kilik
* Any Soul Calibur Passwords from the past!!! (IT'S OVER WITH!!!)

Enough rambling.  Enjoy the massive update.

========================================================================
TABLE OF CONTENTS:

- Newsflash
- Reasons for a Massive Update
- What is Soul Calibur?
- What was the Astaroth Move List intended for
- Astaroth Rants
- Astaroth at a glance
- Starting Theories
- Advanced Theories
- The Notations
- Move List
- Combos
- How to use Astaroth efficiently
- Astaroth's Epilouge
- Playing your Soul Calibur Share
- Do's and Dont's
- Resources
- Acknowledgements

========================================================================
NEWSFLASH:

As always, newer versions of this document can be found at Verasnaship
Interactive, which is my website (http://www.verasnaship.net to be
exact).  If you have any suggestions, bug busts, or other things that
you need to share with me, please point your browser to my convenient
Web Mail Form (http://www.verasnaship.net/emailme.html).

I give you explicit rights to e-mail me using the E-Mail Form, however
I HIGHLY FORBID ANY DIRECT E-MAILINGS THROUGH MY MAILBOX THROUGH THE
USE OF AN E-MAIL CLIENT.  I will only be able to answer letters that
have been submitted via the Form Mail Page (The URL again is
http://www.verasnaship.net/emailme.html).  If you send any e-mail
directly to my POP3 Mailbox through use of an E-Mail Client, then
I won't answer it unless it came from the form mail page.

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Linux users should follow the directions on how to align this document
correctly.

========================================================================
REASONS FOR A MASSIVE UPDATE

Note: This section is shared with BOTH Astaroth and Rock.

Many months has passed since I have last updated this Move List for
Rock.  Although Rock and Astaroth may have the best throwing range,
attacking power, and well-rounded attacks, both of these characters
are REALLY SLOW which makes them unreasonable for beginners to use.
Their main problem is the lack of intricate juggles, in which Sophie,
Lizard Man, Taki, Maxi, and even Xianghua excel in.

To make sure that the twists and turns of Soul Calibur's characters
are retained (as with Tekken, Tekken 2, and Tekken Tag Tournament),
Rock and Astaroth has their own physical differences.  Astaroth is
heavier, which makes him the slowest character in the game while Rock
is quick, agile, but he's still slow because of his high body weight.
However, Rock is a lot more forgiving to use at times because of his
speed.  BUT IN PARTICULAR, YOU MUST USE ASTAROTH BEFORE USING ROCK.
OTHERWISE, YOU WON'T KNOW THE BONUSES AND/OR THE JEERS THAT ROCK
HOLDS.  The same holds for both Nightmare and Siegfried.

Rock and Astaroth are Medium-ranged characters because while their
speed and dexterity isn't that great, they confiscate their lack of
dexterity for power and range.  Both have the best throwing range in
the game (Astaroth ranks number 1 in throwing range while Rock ranks
Number 2 in throwing range, according to Jason Arney) but at times,
their throwing speed is rather slow which causes problems when trying
to kick-off the throw at throw range.

Like Nightmare and Siegfried, you will have to use Astaroth first in
order to take some time NOT TO MASTER HIM, but to get used to the
Axe Moves before using Rock.  You need to take some time to persevere
with Astaroth before using Rock because if you use Rock before using
Astaroth, then you won't see what the bonuses and penalties that lie
when you use Rock for the first time.

Button mashing is the stupidest way to master a fighting game and I've
written this FAQ so that you can end this arcade-breaking habit.  I'm
sick and tired of seeing many people using Maxi as their first character
and play him like they would with Eddy Gordo of Tekken 3/Tekken Tag
Tournament.  I'm writing this FAQ so that button mashers can get my
point on why this isn't an easy game to master.

A COMMON NOTE ABOUT FIGHTING GAMES, REGARDLESS: If you are a beginner
in ANY FIGHTING GAME, then DO NOT CHOOSE A CHARACTER simply because you
like how they look.  You need to select a character that you will be able
to last for more than 5 minutes on Versus Games the first time you play
the fighting game.  Don't get all pissed if you can't master the
character in one day as fighting games require you to spend a lot of
time with one character and to take full advantages of a character's
strengths while you tame the weaknesses to make the character work for
your repetoire.

In the Dreamcast Version, the same thing holds between Rock and Astaroth.
Use Astaroth before Rock, HANDS DOWN.  You will become a better player
overall (and you will become an unbeatable Rock Player) if you take some
time to master the Axe Basics with Astaroth.  Since Astaroth is a default
character, he's pretty much basic material so you should use Astaroth
for a while to see how the Axe Moves look like (and to use the Axe Moves
efficiently).  Once you know how to use Astaroth well, you can try your
luck with Rock.

Enough rambling.  Let's get it ON.

========================================================================
WHAT IS SOUL CALIBUR?

Soul Calibur is the sequel to the Three Dimensional Weapon Arcade Hit
Soul Edge which was created by Hajime Nakatani utilizing the System 12
Board.  Soul Calibur boosts the same gameplay of Soul Edge but with
even smoother frame animation, octogonial-dimensional running, and even
more features that may burn its father to a crisp.

Captain Cervantes De Leon has taken the Soul Edge when he was only 26
years of age, and during the next 2 decades, rumors have been discovered
that Soul Edge has been deemed as the Sword of Salvation, while others
consider Soul Edge as the Ultimate Evil Sword.  Not all warriors were
able to reach Soul Edge, as some souls (such as Li Long) has been killed
by Cervantes's strength and agility, but there are a few who was able to
reach Cervantes and best him in sorts.  Sophitia Alexandra destroyed the
jagged right blade of the Soul Edge, but was wounded by the shards.
At the self-same instant, Cervantes vowed to kill Sophie with the left
blade (unjagged), but was attacked and defeated without warning by Taki.
Taki took a shard of the foul blade while taking Sophie back to Greece.
As Siegfried Schtauffen attempted to retrieve the foul blade, he is
forced to wield his Zweihander (Faust) against Soul Edge, the keeper of
Secrets.  After Soul Edge's demise, Siegfried took the foul blade, not
realizing that the sword was trying to accept Sieg as a new host to
house its evil power.  Meanwhile, a village at Spain has witnessed the
birth of the Evil Seed, which are grounds for serious disasters of the
world.

This game features 10 characters when the game is first stocked:

- Xianghua
- Kilik
- Nightmare
- Heishiro Mitsurugi
- Sophitia Alexandra
- Voldo
- Astaroth
- Maxi
- Taki
- Isabella Valentine a.k.a. Ivy

There are also Time Release characters available after the TRC warms up.
Here are the confirmed character addies as per SoulCalibur.Com:

- Hwang Sung Kyung
- Yoshimitsu
- Lizardman
- Siegfried Schtauffen
- Rock
- Seung Mina
- Edge Master

Nightmare and Siegfried are my chief characters in the game, so I created
move lists for them first.  However, I also offer move lists for Astaroth,
Rock, and Seung Mi Na (to meet the demands of the many Mi Na lovers around
the world).  It may be possible for me to create a move list for Yoshimitsu,
Lizard Man (though he isn't that HOT), Edge Master (His will be pretty
short), and whoever didn't get enough attention as forseen at GameFAQs
at http://www.gamefaqs.com.

========================================================================
INTENTIONS FOR AN ASTAROTH MOVE LIST

This move was intended to serve primarily as a very descriptive move list
for the Giant of the Grand Priest Krumm Mrl Py Eltzk, Astaroth.  I am NOT
going to help you on how to fight the CPU foes (since the focus is human
against human competition), but I am also going to help you out on some
combos.  Astaroth takes lots of time to get used to so get ready to
persevere.  It's really important to mix moves up as there are times when
you have to avoid pattern games.  Juggles are acceptable, though I don't
recommend doing this.  I create Text-Based Move Lists so that you can
print-out and since I'm doing it on a character to character basis, my
whole intention for this work is to make learning a character simple
focusing on one character at a time.

I will also review some of the theories with you.  These theories are
universal to all characters.  Because a fighting game has some theories
that you need to learn for a healthy fight, I recommend that you read the
Fighting Theories in this document.

Read this guide over and over again, and practice your I/O on a "fake"
controller.  Therefore, you will be prepared to execute the moves that
will keep your foes at bay.

Astaroth doesn't have much variety as far as variety is concerned.  You
may have to play defensive (but beware of quick characters) and make sure
that you use his range to your own advantage.

You're welcome to offer me with any bug fixes at this location:

- http://www.verasnaship.net/text/mailform.html (Coming Soon)

========================================================================
THE ASTAROTH RANTINGS

There are bound to be times in the Soul Calibur Forum (located at
http://www.soulcalibur.com/cgi-bin/wwwboard.cgi) when people will say
"Voldo is the man!" just because that character doesn't have any weaknesses
at all.  That is wrong.  You should understand that by writing this work,
NO CHARACTER is complete without any strengths or weaknesses.  Here are
some rantings that you need to know:

NOTE: THIS RANT IS DESCRIBED IN _BOTH_ MY ASTAROTH AND ROCK MOVES LIST

Astaroth and Rock has the highest hitting power and the farthest reach
in the game.  Although their reach is comparable to Isabella's both have
one advantage over Ivy: The amount of Well-Rounded Moves they have in
their arsenal.  A Well-Rounded Move is classified as any technique that
works well in both short, mid, and long range.  Astaroth has extreme
power and range, but Rock lives for ease of use.

Sadly, both Rock and Astaroth can recover from knockdowns pretty quickly,
though it's hard to say who's faster in recovery.  There is one downside
to their bodies, though: Because their size is rather large, both are
suspectible to MASSIVE TROUBLES from complicated juggles.  The more
accurate the opponent's timing is, the more likely they will lose
LOTS OF VITALITY right after the juggle so be careful that no one does
a juggling starter right at you.  Both also have LOTS OF HP, which also
confiscates for much of their lack of dexterity and endurance against
Juggles.  They have the farthest throw reach as well.

Their only drawbacks is their slow overall movements and lack of
guaranteed juggling moves.  Either way, Astaroth and Rock are NOT
suitable for beginners because of their lack of dexterity.  Use them
ONLY right after you get accustomed to Soul Calibur.

Although Astaroth and Rock virtually shares the same attributes (most
attacking power, farthest throw reach), you will need to use Astaroth
first because Rock has some advantages and some disadvantages even
though they play the same way (Notice that Hajime Nakatani did some
twisting and turning so that all the characters are their own character).
You need to use Astaroth first if you are going to be using an Axe
Character.  If you use Rock before using Astaroth, then you won't know
the full bonuses and some jeerings that Rock might hold.

Astaroth is more suitable for starters, but Rock Adams is just as good
with a little more dexterity.  Part of the reason why Soul Calibur is a
complicated game is because of the physical differences in between
characters.  No matter how long it will take you to master the
fighters, you will take hits and you'll eventually lose.  That is why
getting to know Nightmare first before Siegfried is just as important
as to tame Sieg's weakness so that Sieg can work for you.

Astaroth's Statistics:

STRENGTH: 5
DEXTERITY: 1
RANGE: 5
VITALITY: 5
SPIRIT: 3 (Both Astaroth and Rock are easily jugglable)
HEALTH: 5
THROW RANGE: Astaroth is slow, but he rules in Throw Range

Rock's Statistics:

STRENGTH: 5
DEXTERITY: 2
RANGE: 4 (He _might_ have a shorter range than Astaroth, but it's
hardly noticeable)
VITALITY: 4
SPIRIT: 3
HEALTH: 5
THROW RANGE: Rock is ONLY second to throwing range to Astaroth

========================================================================
ASTAROTH AT A GLANCE

This section of this document has been taken from Namco America's Soul
Calibur Site at http://www.soulcalibur.com and from Fighters.NET's Soul
FAQ by Mr MG (http://www.fighters.net).

Catch Copy:      Soldier of the Heretic
Weapon:          Giant Axe
Weapon's Name:   Klsdf Py Gyst
Style:           Glkks
Age in Years:    3
Date of Birth:   The Third of September
Family:          Does not apply
Place of Origin: Does not apply
Height:          6 foot, 4 inches
Weight:          209 lbs
Blood Type:      Does not apply

I still have to look up at the storyline at http://www.soulcalibur.com.
Please credit either Mark Griffin as Mr MG (http://www.fighters.net),
Jason Arney (http://www.namco.com) as WCMaxi, or just type in the
aforesaid URLs in your Acknowledgement section where credit is due.

========================================================================
BASIC FIGHTING THEORIES

This section is basically derived from Namco's explanation of Basic
Soul Calibur Theories (http://www.soulcalibur.com/system.html).  I won't
explain too much of them with the exception of partial explanation since
the aforementioned acknowledgement in parentheses does a good job handling
the theories in detail.  Remember, this document is basically a depriative
of Namco's index of theories at their Soul Calibur Site with the exception
of text descriptions and only partial description of the theories in the
game.

Blocking
--------
If for any reason you MUST learn a Martial Art, then the obvious art that
you learn at the early stages of development is DEFENSE.  Without defense,
the Martial Art is all for naught.  To play the game efficiently, I'll
tell you what each type of blocking means.  Here's how to execute a
Neutral Guard (first seen in Tekken 2):

- Neutral Guard High, Joystick Neutral.  Blocks all High and Mid Attacks
- Neutral Guard Low, Joystick Down.  Blocks all Low Attacks

Be aware that there is a minus when using Neutral Guard: Any attack that
forces a Block Stagger WILL deplete your guard, meaning that the next
blow could hurt you in some sorts.  I call Neutral Guard "Weak Guarding"
as this type of guard was meant for blocking attacks that doesn't block
stagger you.  This falls into the term of Heavy Guarding, which you do
by holding the Guard Button.  Here's how to continually block without
receiving a hit during a Neutral Guard:

- Heavy Guard High, Hold G and Joystick Neutral, Blocks all High and
  Mid Attacks, and any High and Mid Staggers
- Heavy Guard Low, Hold G and Joystick Down, Blocks all Low Attacks and
  Low Staggers

Even though you are staggered, provided that you ARE holding the Guard
Button you will continue to block even though you are staggering.  To
start blocking right after you are attacked during a combo, you need to
joystick Neutral and hit and hold Guard at the right time.

Properties
----------
For abbreviations about properties, see the Notations.  Also, during
the moves, I MAY BE ABLE to alert you if a move is a block stagger or
a whatever.

High: A Head Hit.  Crouchable.  Nuff Said

Mid: These hits will hit you in your mid-section.  Definitely must be
blocked high.

Low: Slice the legs!  Block Low or try to jump.

Special Mid: These will hit you in your midsection, but can be blocked
either high or low, just be sure to jam in that Guard Button.

Ground: Limited use, only hits prone foes.

Unblockable Moves
-----------------
Unblockable Moves are techniques that require a long time to charge but
when the move hits the foe, it will cause damage even though it's blocked.
Unblockable moves leave you vulnerable during the execution of the move
which can cause some spectacular (and embarrasingly painful) counterhits
if for any reason your foe gets into you.

Unblockable High: Defeats a High Guard, MUST BE CROUCHED!

Unblockable Mid: This will hit the Mid section and will defeat any type
of guard.  YOU MUST MOVE AWAY FROM YOUR FOE WHEN HE/SHE IS DOING THE
UNBLOCKABLE MID MOVE OR SUFFER THE CONSEQUENCES!

Unblockable Low: Defeats a Low Guard.  Dodge or jump to avoid getting
jacked.

Throws
------
No need for much explanation here.  Throws also defeat guard, but unlike
Unblockables, with the right timing, you can escape throws, a feature
first seen in Tekken 2.  As you are being grabbed, press the following
button(s) to escape the throw.  If you are not fast enough, oh well... =O

All G+A Throws: A
All G+B Throws: B
Side Throws, and Back Throws: Escape dependant on throw used

Throws mainly are considered high hits, but Astaroth has a Mid Throw and
a Ground Throw.  To escape Astaroth's Drop of Lava, A at start of throw.
To escape Astaroth's Burial, B at start of throw.  I don't want to spoil
all the fun of having to discover the throw escape methods so I'll leave
the escapes up to you (with the exception of the universal throw commands).

Stepping
--------
No need for explanation here.  All you need to do is to just tap the
joystick lightly in any direction and return joystick to Neutral.  In
Soul Calibur, you can step at any direction!  This is good because this
gives you a way for free movement around the arena!

Octagonial-Way Running (Eight-Way Run)
--------------------------------------
This is brand new in a Namco Fighting Game, and is probably the most
obvious skill you need to learn if you want to master Soul Calibur at a
faster pace than in Soul Edge.  Eight-Way Running is done by tapping the
joystick at the desired direction you want to run, and holding the lever
at the SAME DIRECTION you want to run once again.  Please remember that
in order to make the Eight Way Run work, the key to make the run work
correctly is to make the lever "touch" instead of tapping the direction
too quickly.  Also, please be aware that some moves can only be executed
using an Eight Way Run, so keep that in mind.  For example, in Tekken 3,
if you press Back, and hold Back, then you would just leap backwards.
In Soul Calibur, if you tap back, and then hold back, then you would run
backwards (though not as fast as if you were to dash forward).  Tapping
on the desired direction you want to move and holding the desired
direction you want to run (with the exception of forward) is the key to
effective defensive assaults.  MORE ON EIGHT-WAY RUN ATTACKS ON THE OFFENSE
DEFINITIONS.

Crouching
---------
No need for much explanation here.  Just hold Down all the way while
pressing guard to crouch.  Remember since you are given freedom of
movement in this game, you may not need to crouch unless you need to
block a low attack, or et. al.

Jumping
-------
In Soul Edge and Tekken 3, you can jump depending on how long you hold
UP on the joystick.  Now those days are gone.  In Soul Calibur, you can
only jump by performing certain moves or by holding Block and pressing
UP while the Block Button is held.  You shouldn't need to use a jump
because Soul Calibur's Freedom of Movement puts this feature to a crying
shame.

Offense Overview
----------------
Soul Calibur's offense system is pretty complex, that it would take a
beginner about $25 to master offensive arts.  Here are the types
of offense Soul Calibur has available (Examples and/or descriptions on
parentheses):

- Button Tapping (Astaroth's B,B)
- Button Rolling (Mitsurugi's K~B)
- Button Holding (Nearly all of Asta's attacks for variety)
- Multiple Buttons (Mitsurugi's A+B)
- Tapping (Yoshimitsu's f+B)
- Double Tapping (Yoshimitsu's f,[f]+B)
- Shift Motions (You press a button first and then tap a Joystick
  Direction, gives this game more depth!)
- Joystick Rolling (Kilik's QCF+A+B)
- Completely Crouched (Hold G, Press down.  Now release G and a good
  example would be Nightmare's WC+df+G+B)
- Rise up from a Crouch (Siegfried's WS+B)
- Eight Way Run Attacks (Siegfried's Brain Masher)
- Combination Commands (Probably the most difficult form to understand,
  let's take Mitsurugi's f,[f]+A+B for instance)

It's easy to do these motions than to say, so I recommend going onto
Namco's explanation at http://www.soulcalibur.com/system.html for
a more in-depth explanation of the Basic Arts of Sword Fighting as I
don't want to spoil all the fun of theory discovery. :)

========================================================================
ADVANCED FIGHTING THEORIES

Now here's the CREME DE LA CREME of Soul Calibur.  Read them carefully
as these will be important to know on your quest to become a good player
in Soul Calibur.  This section basically runs through Namco's index
of Advanced Soul Calibur Theories (http://www.soulcalibur.com/systemadv.html)
but I will ONLY go partial on these theories because I don't want you
to rely on this document directly.  As much as I want you to have fun
with Namco's Soul Calibur Site, you are encouraged to browse through
the aforementioned acknowledgement in parentheses.

Guard Impacts
-------------
Something new way back in Soul Edge.  You block the instant you see a
slash coming at you.  In Soul Edge, when you block the instant something
is coming at you, you just stagger the foe.  Now there's something more
in Soul Calibur.  Pressing Forward and the Guard Button as soon as some
slash is coming at you will push the offensive character into a back
stagger.  You can only do a Forward and Block Button Impact Stagger
at High to Mid Attacks.  Pressing Down-Forward and Guard Impact Staggers
any Mid to Low Attacks.  This is one important move to learn because
sooner or later you may get upset seeing your foe play pattern games, etc.
and if your patience has been used up, then it's time to Impact-Cut your
foe off.  I like to call this "Frontal-Push" because Guard Impact
Repelling also pushes your foe backwards.

To be more descriptive, here's how to "Front-Push" your foe:

- f+G to Repel High and Mid Attacks
- df+G to Repel Low Attacks

Guard Parries
-------------
Guard Parries are something new in Soul Calibur that isn't included in
Soul Edge.  To Guard Parry, press Back and Guard the moment a slash is
coming at you to side-push your foe at high and mid attack heights or
press Down-Back and Guard at the same time to side-push your foe at Mid
to Low attack Heights.  This seems to be a great counterattack because
when mastered, can be satisfying to pull off at times just because you
can go into a side throw afterwards.  The Guard Impaction causes your
character to block the attack and side-push your foe at the same time.
A must do for the faster characters like Taki, Sophitia, Hwang Sung
Kyung, Maxi, and Heishiro Mitsurugi.

In more-depth explanation, here's how to "side-push" your foe:

- b+G to parry High and Mid Attacks
- db+G to parry Low Attacks

Parries are best done when your foe tries to use a powerful long-range
move on you.

Understanding Throws
--------------------
I'm not going to explain too heavily on this (mainly because I want
you to just sit back and enjoy Namco's Advanced Theory Explanations
at http://www.soulcalibur.com/systemadv.html) but this seems weird:
Characters sometimes scream differently when doing throws, meaning
that there are some time for error to jam in that escape button before
all is lost.  Use this as a hint for what button you need to use in
order to escape throws.  A good example would be Siegfried's "Taaah!"
in one throw and "Eiihhh!" in another throw.

Staggers
--------
What is a stagger?  It's when you throw a blow and if the opponent
blocks it, he/she falls back, causing you to maintain your distance
away from foe.  However, there are also some moves that drain you after
it's blocked so be careful.  You need to learn how to stagger and then
try to let him/her have it with a move that hits at a different location
other than the height he/she is trying to block you at.  Variating hits
and hitting him/her at the unguarded area while he/she is staggered will
help, though you may need to allow some room for error.

Pinning Attacks
---------------
In Soul Edge, you had to jump up and stab at your opponent by using a
certain command.  Gone are the days of those sissy pin attacks.  Now
you can use VIRTUALLY ANY ATTACK to perform all the Pin Attacks when
your foe is down!  However, Pin Attacks are a lot harder to get this
time around now that quick recovery has been enabled.

Quick Recovery
--------------
When you are knocked over the air, or right after you get knocked down,
hit the Guard Button as much as you can to recover.  This reduces the
amount of juggling pain and Okizeme the foe can commit.  If you are
knocked down on the ground, try leaving the joystick neutral and hit
the Guard Button rapidly to recover blocking.  The recovery time and
the amount of drama required to recover depends on your character's
physical attributes.

Notations
---------
Ever since my Nightmare Move List I first created, I felt that it's
time to go with the Namco way of using moves.  I suggest that you
read the Notations over and over again in order to become familiar
with the moves.  The Notations I've been using on the Nightmare Move
List and Siegfried Move List has been confusing, so I'm planning to
fix the notations on these move lists as well.

Soul Charging
-------------
Soul Charging allows you to perform more powerful versions of your
special moves.  I call Soul Charging a preparation for Desperation because
this allows you to inflict as much damage as a Counter Hit would cause.
Soul Charging also has some added bonuses such as longer staggers.  Be
careful that while you are Soul Charging, you leave yourself vulnerable
for high-damage hits so use the Soul Charge wisely.  Hold A+B+K and as
soon as you are charged up, let loose.

Spirit Charging
---------------
Spirit Charging allows you to perform even more powerful attacks that
a Soul Charge would have dreamed of.  Spirit Charging takes more time and
effort to perform than a Soul Charge.  BTW you can't block while you are
on Soul or Spirit Charge Mode so use these features wisely.  Spirit Charges
are also called Divine Desperations which allows you to perform attacks that
has higher bonuses than a Soul Charge, and it's possible that some attacks
using a spirit charge may become unblockable!  All you have to do is to
hold A+B+K, and then hold G to charge up.  As soon as you are flashing
yellow, let loose.

Delaying to Increasing Weight of the Moves
------------------------------------------
So what do I do on this?  I simply hold the button to increase the
weight of the move and I inflict extra damage with the move.  This is
actually called a Motion Delay, a feature that allows you to delay the
move to either change property or increase damage, or even TO TRICK THE
FOE THAT YOU ARE ATTACKING ALL OF A SUDDEN!  If you happen to inflict
Maximum Delay at times, the move will either turn into an unblockable
move, will have the hitting location change, or more commonly, increase
the damage done to your foe.  Combine that with either a Soul or Spirit
Charge-Up for maximum OUCH!  Use this feature wisely, though.

Part of the reason why I had to omit some of the more useful theories
bubbled out at Namco's Index of Advanced Soul Calibur Fighting Theories
(http://www.soulcalibur.com/systemadv.html) is because I DON'T WANT TO
TAKE AWAY ALL THE FUN OF BROWSING THROUGH THE ACKNOWLEDGEMENT LISTED IN
PARENTHESES like I said before.  Keep on browsing through the two
aforementioned acknowledgements in both the Basic and Advanced Sections
of the Theory Review and you should be fine.  Remember, I'm only reviewing
theories derived from Namco's official Soul Calibur Site.

========================================================================
NOTATIONS

f: Forward
b: Tap Backward
u: Tap Up
d: Tap Down
uf: Tap Up-Forward
ub: Tap Up-Backward
df: Tap Down-Forward
db: Tap Down-Backward
n: Point the Joystick back to Neutral
A: Horizontal Slash Button
B: Vertical Slash Button
K: Kick Button
G: Guard Button
~: Tap the control Command immediately
+: Tap the control command at the same time
[x]: Hold the aforesaid command control
8WR: Perform an Eight Way Run first
WS: Crouch, then Rise up with the following commands performed at
    the same time.
WC: Fully Crouched
BT: Back Turned
qcb: Do a quarterspin of the Joystick from Down to Back
qcf: Do a quarterspin of the Joystick from Down to Forward
hcf: Do a halfspin of the joystick from Back to Forward
hcb: Do a halfspin of the joystick from Forward to Backward
qcdf: Do a quarterspin of the Joystick from Down-Back to Down-Forward
qcdb: Do a quarterspin of the Joystick from Down-Forward to
      Down-Backward
L: As you land

H: The move will hit high
M: The move will hit mid
SM: The move will hit mid, but can be blocked while crouching
L: The move will hit low
!: Unblockable Mid
?: Unblockable High
&: Unblockable Low
P: Hits Prone Foes

========================================================================
MOVES

Throwing Moves: The following are available to Astaroth as Throw Moves.
Keep in mind that Astaroth's throw range is excellent while Seung Mi Na's
throw range is rather lame.  Test Astaroth's throw range by inserting
four tokens, start a Versus game, and leave one player side idle.  You
will see that Astaroth's throw range IS NOT A JOKE AT ALL.  The throw
range depends on the Power, Speed, and Range of your character.  I'll
try to explain about Throw Escapes in the future.

Note: An addition or a correction is credited by its "addition/correction
author" if by all means possible, so don't be alarmed...

Maelstrom Driver
----------------
Command: G+A
Type: Front Throw
Button used to escape throw: A at start of motion
Astaroth grabs you, flips you upside down, uses his Axe for support of
this driver, and then pile drives you to the canvas!

Colossus
--------
Command: G+B
Type: Front Throw
Additions Author: komejin
Button used to escape throw: B at start of motion
Astaroth grabs the victim, turns around, and carries the victim on his
back, choking him with the handle of the Klsdf Py Gyst.  KOMEJIN'S
WARNING: This throw CANNOT be parried, while Astaroth's G+A can.  This
warning applies to all G+B Front Throws.

Titan Bomb
----------
Command: G+B~[f]
Type: Front Throw
Additions Author: komejin
Button used to escape throw: A at start of motion
Astaroth basically does a jumping piledriver or backbreaker.  Fastest
Astaroth throwing move.  If you only have 3 ticks left in the round, use
this throw as the other Astaroth throwing moves are TOO slow.

Flight of the Wicked
--------------------
Command: G+B~[b]
Type: Front Throw
Button used to escape throw: B at start of motion
Additions Author: komejin
Astaroth grabs his victim with one hand by the neck, and throws him up
into the air.  The victim will NOT take damage until he/she either hits
the ground or is hit by another move.  The victim can NOT air control
out of the throw; rather, the victim will drop straight down, so doing
either f,[f]+B or 8WR,d+B would be something good to do while the foe
hits the dust.

Wrath of the Damned
-------------------
Command: G+B, only works if Astaroth grabbed an airborne foe
Type: Front Airborne Throw
Button used to escape throw: Escape dependant on throw used to escape
throw at start of motion
Additions Author: komejin
Astaroth grabs the victim's leg, pummels the victim two or three times
with the Klsdf Py Gyst, and then thrusts his victim away.  This throw
WILL NOT RING-OUT, even though it looks like it should on the final
hit...

Drop of Lava
------------
Command: df+G+A, only works if Astaroth grabs a foe facing forward,
crouching completely
Type: Front Crouching Throw
Button used to escape throw: A at the start of motion
Additions Author: komejin
Astaroth picks up his foe, turns around, and forcefully throws his foe
back to the ground with one hand.  Looks like he was playing dodgeball
(with the Victim as the ball!)...

Burial
------
Command: d+B+K or d+A+B.  This throw will ONLY work under the following
conditions:

- The foe's feet MUST be pointed towards Astaroth, AND his Axe blade
  MUST make contact with the head or torso of the fallen victim for the
  throw to work.

- The foe's head can be pointing towards Astaroth, BUT the foe must be
  lying FACE DOWN on the ground.  If this is the case, then the Axe
  Blade MUST make contact with the foe's head, NOT THE TORSO.

Type: Prone Throw
Button used to escape throw: B to escape d+B+K, A to escape d+A+B.  The
escape MUST be executed at the start of the motion.
Additions/fixes author: komejin
Astaroth picks up the foe by his face with the Axe's blade, and then
slams the foe back down to the ground!

Beat Down
---------
Command: Left side of foe, Any Throw
Type: Left Side Throw
Button used to escape throw: Escape dependant on the Throw Command used
and the escape MUST be done at start of animation
Additions Author: komejin
Astaroth first slams an overhead fist onto the foe, causing the foe to
crouch stagger, and then Astaroth picks up the Klsdf Py Gyst and SLAMS
it down onto the foe's back!

On Silent Wings
---------------
Command: Right side of Foe, Any Throw
Type: Right Side Throw
Button used to escape throw: Escape dependant on the Throw Command used
and the escape MUST be done at start of animation
Additions Author: komejin
Astaroth puts the foe onto the axe's blade, thrusts his axxe high into
the air, and launches the foe onto the air.  It will look like Voldo's
front-side G+B throw, in terms of height opponent is launched into the
air, and like Voldo's front-side G+B throw, this throw will RING-OUT.

The Rack
--------
Command: Any throw Close from Behind
Type: Back Throw
Button used to escape throw: Escape dependant on the Throw Command used
and the escape MUST be done at the start of the Animation
Additions Author: komejin
Astaroth places his axe, blade down, on the ground, grabs his foe, and
literally wraps the foe around the shaft of his axe, and then pushes
his foe down!  You will need a body cast right after this move. *giggles*

I still have some work to do with these throws as I try to explain the
effects of execution as well.  I still have a lot of browsing to do at
http://www.soulcalibur.com.  Face it.  I hate to look up at this website
just to get the job done.  I know it sucks but I have to use this site
and credit them because their information's pretty reliable on the long
run.  Forgive me on this. =(

Regular Moves: These moves can be performed at anytime.  Keep in mind
that now that there are Eight-Way (Octo) Run moves, your strategy has
to change a bit.  The explained here are the following that you can
perform assuming that you did not press any direction twice and attack
after initiating an Eight-Way Run.

Single Annihilation
-------------------
Command: A
Property: H
Just a simple Axe Swing. Hold the aforesaid button for a motion delay.

Annhilation
-----------
Command: A, A
Property: H,H
Two head decapitators!  Both commands can be held for a Maximum Delay.
If you give both commands maximum delay, then the property changes to
H, UH.  Be careful when doing the Maximum Delay because it may prove to
be more harmful than helpful.  KOMEJIN'S NOTE: There is NO need to delay
the first A to get the maxed-up second A.

Destruction
-----------
Command: A,B
Property: H,M
Single Axe Swing followed by a stab!  Great for confusing that you are
going to do two head decapitators!  Hold the A Button to delay the motion
of the first attack.

Grip to Axe Volcano
-------------------
Command: f+A,B
Properties: H,M
Astaroth does an Axe Butt into an Axe Uppercut.  Not one of the more
effective moves because the first hit doesn't have good range.  You can
hold the B Button to delay the motion and increase the Second Hit's
weight.  KOMEJIN'S NOTE: The B button can be max-delayed.  If the B
Button's delay is maxed-out, the second hit's property will be UM!  Nice.

Tornado Spike Feint
-------------------
Command: f,[f]+A
Property: M
Astaroth does a nice shot right at your foe's kidney.  
Tornado Spike
-------------
Command: f,[f]+[A],B
Properties: M,M
Astaroth does one axe shot right at your foe's kidney and ends this one
with a VICIOUS Siamese Cut!  If both hits connect, the total damage can
add up to a WHOPPING 113 damage points!  Lots of range, so this is pretty
much a meat and potatoes move.  Be careful with the quicker characters
when you are using this move, though.  KOMEJIN'S NOTE: The B button hit
becomes unblockable ONLY AFTER you spirit-charged Astaroth.

Vicious Circle
--------------
Command: df+A
Property: H
Not much is known about this move by Vestiroth.  Hold the A button to
Motion Delay and increase weight.  If you commit any Maximum Delay with
this move, then the move becomes an Unblockable High!  KOMEJIN'S NOTE:
Not horribly useful (because it's a high hit)...but the maxed-out Vicious
Circle is a quicker unblockable than Astaroth's df+A+B...

Hades Break
-----------
Command: d+A
Property: L
Just a plain old Shin Slash with the Klsdf Py Gyst...

Discus
------
Command: db+A
Property: L
Nice Sweeping Move with lots of range.  Hold the A button to delay the
motion and increase weight of the move.  KOMEJIN'S NOTE: This move DOES
NOT have as much ring-out power as opposed to Nightmare's/Siegfried's
db+A as your foe MUST BE DEEPLY CLOSE to the edge to ring-out with this
one...

Hades Control
-------------
Command: b+A
Property: H
Additions Author: komejin
A forehand one-hand swing, hitting the foe with flat of the axe's blade.
Not useful except when playing distance games...

Hades Divide
------------
Command: b,[b]+A
Property: H
Additions Author: komejin
You can hold the A button to delay the motion and increase the weight of
the attack.  Another one-hand swing, but IT WILL hit the foe with the edge
of the blade, rather than the flat of the blade (opposed to Hades Control).
KOMEJIN'S NOTE: If you max delay this one, and if it CONNECTS, it is believed
that you will get a spin stun on the foe but it isn't determined if you
need a clean-hit or a counter-hit to get the spin-stun, though.

Poseidon Tide
-------------
Command: qcb+A,A,A,A,A
Properties: M,M,M,M,M
Fixes Author: komejin
Astaroth spins around swinging his axe like a Yo-Yo.  The throw ONLY
happens IF you press the A button once and IF the move connects.  If
you hit the A button the second time, it's NO longer a throw...

Jumping Hades Break
-------------------
Command: [G]+u L+A
Property: L
Astaroth jumps and before you know it, he slices you at your shin!

Decapitation
------------
Command: u+A
Property: H
A simple decapitating slash from the Klsdf Py Gyst is more than enough
to feed Astaroth's stomach for the whole day (SICK).

Reverse Spiral Axe
------------------
Command: WS+A
Property: H
Additions Author: komejin
A very quick WS move.  Too bad it's a high hit; otherwise this would be
one of Astaroth's better moves.  Basically, Astaroth spins once while
getting up from a crouch, and hits the foe at full speed with his axe.
IT'S SURPRISINGLY FAST!

Bear Tamer 1
------------
Command: B,A
Property: M,M
Astaroth does an overhead slash, and then pulls you to the side with a
right-horizontal slash.  The B Button Command can be held to delay the
attack and to increase the weight of the move.  KOMEJIN'S NOTE: This
move is good if you want to force your foe to a specific side of the
ring, as this move WILL also cause a forced axis stagger if blocked.

Bear Tamer 2
------------
Command: B,n,b+A
Property: M,M
Same thing as with Bear Tamer Number 1, but a lot harder to perform
because of the Joystick Motion involved in this move...  KOMEJIN'S NOTE:
Follow the same note as with the komejin note for Bear Tamer 1.

Double Divide
-------------
Command: B,B
Property: M,M
Astaroth does an overhead slash, and an Uppercut Slash.  Both button
presses can be held for a Delay in the Attack and to increase the weight
of the attack.

Single Divide to Axe Butt
-------------------------
Command: B,B~f
Properties: M,M
Astaroth does an overhead slash and hits you with the Axe's handle!  OUCH!
You can increase the weight of the first hit by holding the button for a
Motion Delay.

Axe Butt
--------
Command: B~f
Properties: M
The name says it all.  Hold the B Button to increase the weight of the
attack with a Motion Delay.

Axe Side Cannon
---------------
Command: f+B
Property: M
Astaroth does a stab into your foe's stomach!  That's gotta hurt.  This
move will do a Double-Stun on Counterhits.

Axe Crash
---------
Command: f,[f]+B
Property: H
Astaroth rushes you hitting you Axe Blade first with this massive charge.
KOMEJIN'S NOTE: It is believed that if you can fully spirit charge-Astaroth,
then it could become an Unblockable High.

Axe Volcano
-----------
Command: df+B
Property: M
I'm assuming that this is a simple Uppercut Slash to your foe's cranium.
Hold the B Button for a Motion Delay and an increase of the weight of the
attack for more damage.  KOMEJIN'S NOTE: If you max-out the delay, the
move becomes a UM!

Hades
-----
Command: d+B
Property: SM
A crouching Overhead Slash.  You can hold the B Button to delay the motion
of the attack and to increase the weight of the attack.  KOMEJIN'S NOTE:
A good anti-air attack.

Axe Grave
---------
Command: db+B
Property: L
Additions Author: komejin
Astaroth basically sweeps the floor in front of him with the axe blade.
Since it's kind of fast, this is a good move if someone is running right
at you, as their feet will fly out from under them.  This move will also
hit prone foes as well. =)

Bear Fang
---------
Command: b+B
Property: M
Additions Author: komejin
A quick foot stomp.  Faster than b+K.  Will hit prone foes up close. BTW
you can hold the B Button to delay the motion of the attack and increase
the weight for even more damage!

Canyon Creation
---------------
Command: b,b+B
Property: M
Additions Author: komejin
Astaroth leans back on one foot, raises the axe into the air, and then
steps forward and slams the axe down in front of him.  Disgusting range, but
you can see this move a mile away.  Don't do this on a prone foe who knows
how to roll as you may be severely punished by just using this one.  BTW
if you tap b,[b]+[B] instead of the aforesaid command, then you can delay
the motion of the attack to increase weight and damage of the attack.  If
you exercise maximum delay in this attack, the move becomes an Unblockable
Mid Attack!  Awesome.  However, you need to use the Motion Delay version
wisely, so think twice before you "delay to punish".

Falling Divide
--------------
Command: [G]+u, L+B
Property: M
A nice way to do Siamese cuts to your foes, though I have yet to see this
move...

Jumping Divide
--------------
Command: u+B
Property: M
Another Overhead Siamese Cut executed by the Giant of Pain and Violence...

Rising Hades
------------
Command: WS+B
Property: M
I'm assuming that this move is an uppercut move that decks your foe at
his/her stomach.  KOMEJIN'S NOTE: Good range as well.  Good for people
rushing in to hit you while you are getting up.

Bull Kick
---------
Command: K
Property: H
Just a simple kick at the face.  Hold the K button to delay the motion
of the move and to increase the weight of the attack.

Hades Knee
----------
Command: f+K
Property: M
Astaroth does a jumping knee shot right at your foe's chest!  If it's a
counterhit, then your foe is shoved through the ring REAL HARD.

Bull Rush
---------
Command: f,[f]+K
Property: M
This move has to be awesome because it has a lot of Ring-Out Power!
Astaroth does a Football-style tackle that knocks you as far as 1/4 th
of the total distance from the ring!  Hold the K button to delay the
motion and to increase the weight of the move! You can also execute
this move via WC+df+K.  The Alternate version will stagger when blocked,
giving you time to try out your nasty tricks aloft!  This is something
that you should NEVER try at home, though.

Dark Tamer
----------
Command: df+K,A
Properties: M,H
Astaroth does a Grotch kick, and then a decapitating slice that knocks
you 1/4 th of the total distance of the ring sideways!  Both button
commands can be held for a delay of the motion and to increase the
weight of the attack.

Bull Low Kick
-------------
Command: d+K
Property: L
A simple kick right at your foe's ankle

Hades Sweep
-----------
Command: db+K
Property: L
A foot sweep that will knock your foe right into the canvas so that
you can perform massive Okizeme (if by all means possible) on your
fallen foe.  KOMEJIN'S NOTE: This move WON'T hit prone foes. :(

Command Kick
------------
Command: b+K
Property: M
Additions Author: komejin
A foot stomp, but it's A LOT SLOWER than the Bear Fang.

Lower Command Kick
------------------
Command: b,[b]+K
Property: M
Additions Author: komejin
Same thing as with the Command Kick.

Base Command Kick
-----------------
Command: [G]+u, L+K
Property: L
A jumping shin kick that cripples your foe's ability to walk.  Please
don't try this at home, though.

Dive Kick
---------
Command: u+K
Property: M
A leaping kick that hurts your foe's jaw!  Please don't try this one
at home, though.

Rising Cyclone
--------------
Command: WS+K,A
Properties: M,L
Additions/Corrections Author: komejin
Astaroth does a face kick and ends with a massively painful shin slash
that knocks you to the Canvas!  KOMEJIN'S NOTE: If only the first move
is done, and if it connects, the foe will be floored, in which case,
you can go *of course* NUTS!

Titan Axe
---------
Command: A+B
Property: M
Additions Author: komejin
Mediocre range on the swing.  Just a simple forehand swing.  KOMEJIN'S
TIP: If you are playing against the CPU, do A,B,A+B.  If the CPU foe was
hit with the B, the A+B will connect 80% of the time, depending on the
difficulty level of the machine.

Titan Swing Right
-----------------
Command: df+A+B
Property: H
Additions Author: komejin
Two words on what this move looks like: BATTER UP!  Imagine Mark McGwire
hitting a huge 500-footer.  Now imagine Mark's power.  Now imagine that
power increased ten-fold.  There ya go.  Also, if this move hits an Airborne
foe (most likely through Sheer Fluke, as this move's insanely slow), the foe
will go out of the ring on most arenas, since they will fly a LOOOOOOOOOOONG
way.  BTW if you hold the Aforesaid command, then you can delay the motion
of this attack and increase the weight of the Axe Swing.  If you exercise
Maximum Motion Delay, then the move becomes an Unblockable High.  Use the
Maximum Motion Delay wisely, as there are some pesty quickies who love to
catch Astaroth while he's warming up for this move.

Tidal Wave
----------
Command: b+A+B
Property: M
Additions Author: komejin
Without the Maximum Delay, Astaroth does a quick step forward and does a
quick hug. If you hold the Aforesaid command, then you can delay the motion
of this attack and increase the weight of the Axe Swing.  If you exercise
Maximum Motion Delay, then the move becomes an Unblockable Mid (and in
komejin's case, the move becomes a REALLY-PAINFUL bear hug).  Use the Maximum
Motion Delay wisely, as there are some pesty quickies who love to catch
Astaroth while he's warming up for this move.

Guard Crusher
-------------
Command: B+K
Property: H
Additions Author: komejin
This move looks like an overhead swing.  However, if this move connects,
Astaroth pulls the axe and the foe towards him.  The foe, after the move,
will actually be on the other site of Astaroth now.  In short, after the
move, Astaroth will have turned around, since the foe is on the other side,
but the foe will *still* be facing away from Astaroth.  Uh-oh. *giggles*

Body Splash
-----------
Command: f+B+K
Property: H
Corrections Author: komejin
The name says it all.  Hold the aforesaid command to delay the motion of
the attack and to increase the weight of the attack.  If this move hits
with a maxed-out delay, then the foe is floored, giving you a good chance
to exercise the *cheap* burial move.  Boys, if you are dating girls, please
don't try this.  This is just a game.

Axe Lower Cannon
----------------
Command: df+B+K
Property: L
Additions Author: komejin
Astaroth places his axe down onto the ground, as if it was a wheelbarrow,
and then rushes at his foe with the axe.

Demented Moon
-------------
Command: qcf+B+K
Property: !
Corrections Author: komejin
Astaroth does a REALLY slow Golf Swing supported by a clash of Lightning.
One of the more damaging Unblockable Moves.  Use this move wisely as you
leave yourself to massively painful counterhits while the move's charging up.
During the motion, press G to cancel the move.  Use the cancel feature to
fool your foe that you are going to use this move, or to psych your foe out!

Side Divide
-----------
Command: B+K with Back Turned.
Property: P
Additions Author: komejin
Astaroth thrusts the butt of his axe backwards, doubling over the foe.  BTW
if this move is a counterhit, stuns your foe twice!

Eight way Run Moves: Eight Way Run Moves are stronger versions of some of
the Normal Moves that Astaroth can use.  There are also some moves that
Astaroth can only execute during an Eight-Way Run.  Please be aware that
some of the Eight-Way Run Moves can be more harmful than helpful if you
are not careful with them.  While Eight-Way Running, you are not restricted
to run in one direction.

Tornado Spike Feint
-------------------
Command: 8WR,f+A
Properties: M
A more powerful version of the slightly light Axe Tap...

Tornado Spike
-------------
Command: 8WR,[f]+[A],B
Properties: M,M
Same as the original version of the Tornado Spike Move, but with lots
more power!

Poisedon Crest
--------------
Command: 8WR, u_d+A,A
Properties: M,M
Additions Author: komejin
Astaroth holds his axe horizontally at waist level with both hands in the
same manner a tightrope walker holds his pole for balance.  Then he spins
around in place.  One of komejin's favorite tactics would be to hit the
A button once for a hit, and go straight for a throw.  This is an effective
move ONLy if people are NOT expecting the throw.  This throw also works if
someone forgets to block as they are getting up.

Discus
------
Command: 8WR, db_ub+A
Properties: L
Same as the original version of the move.  To execute the delayed version
of this move, 8WR, [db+A].

Hades Divide
------------
Command: 8WR, b+A
Properties: H
Additions Author: komejin
Same as the original version of this move.  BTW if you hold the aforesaid
command, then you can delay the motion of this move to increase the weight
of the attack for more damage.

Axe Crash
---------
Command: 8WR, f+B
Properties: H
Same as the original version of this move...

Axe Volcano
-----------
Command: 8WR, df_uf+B
Properties: M
Additions Author: komejin
Same as the original version of this move.  BTW the motion of this
move can be delayed by holding the B Button, and if Maximum Delay is
exercised with this move, the move becomes an Unblockable Mid.  Use the
Motion Delay wisely as there are pests who love to land those sissy
counterhits at you if you are not careful...

Hades Cannon
------------
Command: 8WR, d_u+B
Properties: M
Additions Author: komejin
Astaroth does an uppercut-style full-contact swing to knock his foe
REALLY HIGH on the air.  It's a slow move requiring that you take AT
LEAST three steps from the start of the Eight-Way Run, so use this
move wisely.  KOMEJIN'S NOTE: This move also has DISGUSTING range,
and it will lift stagger the foe if the move is blocked.

Canyon Creation
---------------
Command: 8WR, b+B
Properties: M
Additions Author: komejin
Same as the original version of this move.  BTW the motion of this
move can be delayed by holding the B Button, and if Maximum Delay is
exercised with this move, the move becomes an Unblockable Mid.  Use the
Motion Delay wisely as there are pests who love to land those sissy
counterhits at you if you are not careful...

Bull Rush
---------
Command: 8WR, df_uf+K
Properties: M
Same as the original version of this move.  The move can be delayed for
an increase of weight and damage like the original version of this move.

Hades Stamp
-----------
Command: 8WR, u_d+K
Properties: M
A lame titan stomp, nuff said.  Hold the K button to delay the motion
of the attack and to increase the weight of the attack for higher damage.
KOMEJIN'S NOTE: will cause an earthquake stagger depending on how close
the foe is.

Lower Command Kick
------------------
Command: 8WR, b+K
Properties: M
Additions Author: komejin
Same as the original version of this move.

Titan Swing Right
-----------------
Command: 8WR, u+A+B
Properties: H
Additions Author: komejin
Same as the original version of this move.  BTW if you hold the command
following the 8WR, then you can delay the motion of this attack and increase
the weight of the Axe Swing.  If you exercise Maximum Motion Delay, then the
move becomes an Unblockable Mid.  Use the Maximum Motion Delay wisely, as
there are some pesty quickies who love to catch Astaroth while he's warming
up for this move.

Titan Swing Left
----------------
Command: 8WR, d+A+B
Properties: H
Additions Author: komejin
Same as the Titan Swing Right, but he swings the other way in this move.
This is good to force someone to a specific side of the ring.  BTW if you
hold the command following the 8WR, then you can delay the motion of this
attack and increase the weight of the Axe Swing.  If you exercise Maximum
Motion Delay, then the move becomes an Unblockable Mid.  Use the Maximum
Motion Delay wisely, as there are some pesty quickies who love to catch
Astaroth while he's warming up for this move.

Sadly, Astaroth does not have any fancy stances. =(

========================================================================
COMBOS

These combos were first seen at http://www.soulcalibur.com/combo.html
(Use the View Soul's Combo Argument via HTML File) and could be possibly
be the best sections of the official site because players tend to find
combos that they want the public to know.  The reason why I wanted to
generate a Text-Only Combo List for Astaroth is because there are people
who does not know how to use the combo effectively yet.  Also, you need
to use the combo.html's Soul Drop-Down List before pressing "View Combo"
on the Combo.HTML file.  Select Astaroth's fancy combos to view, and then
after selecting Astaroth from the drop-down menu to view Soul's combos,
hit the View Combos image and you'll know what I mean...

You may want to link to Namco's SC Combo Archives using the following URL
if you happen to use any of the combos from this section of this document:

- http://www.soulcalibur.com/combo.html

Note: Each combo are credited by its respective authors through the handles
they use.

Juggling Combos
---------------
Start a juggling combo by pressing B,B~f or by pressing f+B.  If the second
hit of the B,B~f or f+B is a counterhit, it will do a Double Over Stun.  Now
start the combo quickly because Astaroth is a slow poke.  Besides the two
aforementioned starters, more are available.

Juggling Combo 1
----------------
Execution: qcf+B+K,G+B
Counter Hit Required: No
Number of Hits: 2
Air Recovery Point: Does not apply
Not guaranteed after: Does not apply
Author: WCMaxi
The Unblockable MUST land correctly in order for the combo to start.  Be
sure that you walk in and land the air throw.  Timing is everything if you
want the combo to become guaranteed.

Juggling Combo 2
----------------
Execution: df+[B],G+B
Counter Hit Required: No
Number of Hits: 2
Air Recovery Point: Does not apply
Not guaranteed after: Does not apply
Author: WCMaxi
Press df+B and hold the B all the way until you exercise the Maximum Delay
Feature of this move.  After the fully delayed df+B lands, execute the Air
Throw.  Timing is everything in this move, but if done right, then it's a
given.

Juggling Combo 3
----------------
Execution: qcf+B+K,f,[f]+[A],B
Counter Hit Required: No
Number of Hits: 3
Air Recovery Point: At the Second Hit
Not guaranteed after: The Second Hit
Author: Big Vic
Execute the Demented Moon.  The Demented Moon must land before the juggle
starts.  Watch the hit positioning of the Cyclone Duration (f,[f]+[A],B)
because that's when the combo could become sour.

Juggling Combo 4
----------------
Execution: f,[f]+[K],8WR,u_d+B
Counter Hit Required: No
Number of Hits: 3
Air Recovery Point: Does not apply
Not guaranteed after: Does not apply
Author: WCMaxi
In order for the combo to start, you need to exercise Maximum Delay with
the Starter/Launcher.  This is one of the toughest combos to try, so use
this combo at your own convenience.

Juggling Combo 5
----------------
Execution: G+B~b,f,[f]+B
Counter Hit Required: No
Number of Hits: 3
Air Recovery Point: Does not apply
Not guaranteed after: Does not apply
Author: WCMaxi
A tough combo to use, so make sure that you know when to use the f,[f]+B
right after the throw.  I found this one to be very difficult to try
because of the Throw Launcher, so perform this at your own risk.

Juggling Combo 6
----------------
Execution: G+B~b,G+B
Counter Hit Required: No
Number of Hits: 3
Air Recovery Point: Does not apply
Not guaranteed after: Does not apply
Author: Waidat
According to Waidat, you do need some good timing with this move.  Poor
timing will ruin the guaranteeness of this move...

Juggling Combo 7
----------------
Execution: G+B~b,8WR,u_d+B
Counter Hit Required: No
Number of Hits: 3
Air Recovery Point: Does not apply
Not guaranteed after: Does not apply
Author: WCMaxi
This is a very dangerous combo to do because of the Throw Launcher
involved in this one.  Be sure that you execute the following command
after the throw immediately.  This one requires massive timing.

Juggling Combo 8
----------------
Execution: G+B~b,b+[B]
Counter Hit Required: No
Number of Hits: 2
Air Recovery Point: Does not apply
Not guaranteed after: Does not apply
Author: Big Vic
Charging the Second Hit will help buffer up the damage a bit, but be
sure to watch the Hit Positioning.

Pin Attack Combos
-----------------
What's a Pin-Attack Combo?  Pin Attacks are when you knock your foe off
and inflict unblockable or unescapable hits to increase the amount of ouch
you can inflict!

Pin Attack Combination 1
------------------------
Execution: d+b+k~f,Any Throw,d+b+k
Number of Hits: 3
Air Recovery Point: Does not apply
Not guaranteed after: The First Hit
Author: Jackal
Results or observations unknown by Vestiroth

Pin Attack Combination 2
------------------------
Execution: f,[f]+B, d+B+K
Counter Hit Required: Yes
Number of Hits: 3
Air Recovery Point: Does not apply
Not guaranteed after: The First Hit
Author: Mr MG
This combo is escapable so be sure that you mix d+A+B so they don't know
when to escape.  You need to be near a corner in order for this combo to
become effective.

Pin Attack Combination 3
------------------------
Execution: f+B+K,d+B+K
Counter Hit Required: Yes
Number of Hits: 3
Air Recovery Point: Does not apply
Not guaranteed after: The First Hit
Author: WCMaxi
Not much is known about this one by Vestiroth, but all I know is that
this combo is escapable, so make sure that your reaction time is high.

Pin Attack Combination 4
------------------------
Execution: f,f+B,db+B
Counter Hit Required: Yes
Number of Hits: 2
Air Recovery Point: Does not apply
Not guaranteed after: Unknown
Author: Redfoot and Srayer
A simple combo to use, but it's kind of hard to land correctly because
the f,f+B must be a Counterhit for the combo to work.

Pin Attack Combination 5
------------------------
Execution: f,[f]+B,b+K
Counter Hit Required: Yes
Number of Hits: 2
Air Recovery Point: Does not apply
Not guaranteed after: Does not apply
Author: Big Vic
You may need to be as close as you can for the best results for the
Ankle Kick to land.  Although Big Vic says it will connect even if it's
too far for Astaroth's ground throw, the closer you are, the more damage
you will do.

Pin Attack Combination 6
------------------------
Execution: f+K,d+B+K
Counter Hit Required: Yes
Number of Hits: 3
Air Recovery Point: Does not apply
Not guaranteed after: The First Hit
Author: WCMaxi
This is just like one of WCMaxi's (Jason Arney's) Pin Attack Combos
previously contributed here in this document.

Just For Fun
------------
These combos are done just in case you get bored or if there is something
special that is hiding behind the move.  Don't perform them unless you
feel bored.

Also, I won't give out comments since these combos are just for your own
leisure.

Just for Fun 1
--------------
Execution: d,df,f+B+K,d,db,b+A
Number of Hits: 2
Air Recovery Point: Does not apply
Not guaranteed after: Does not apply
Author: WCMaxi

Just for Fun 2
--------------
Execution: G+B~b,f+A,G+B
Number of Hits: Unknown
Air Recovery Point: The Second Hit
Not guaranteed after: Unknown
Author: Srayer

That's it for today!  I'll tell you some Vestiroth's Unconventional Moves
in a future update!

========================================================================
HOW TO USE ASTAROTH EFFICIENTLY

1. Since Astaroth is slow, he isn't good for any close-up attacks.  Instead,
   you will need to take good advantage of his range to more than make up
   for this severe handicap.  If the foe is getting too close, then nail
   him/her with the G+A throw.  Be sure that you react quickly and give
   yourself room for some error or you will be sorry.

2. NEVER, EVER, EVER USE ANY MOTION DELAYS AGAINST THE FASTER CHARACTERS!
   They are able to jack you up with a severe counterhit, so use the Motion
   Delay wisely.  The only good news about this is that Motion Delays are
   controllable.  Maximum Delays are only effective through Sheer Fluke,
   so keep that in mind.

3. Be sure that you take advantage of parrying so that you can get a
   good clean side throw at your foe.  Block all attacks and counter
   your foe viciously.

4. Recover the instant you get knocked down and/or in danger of becoming
   juggled, or you may be in danger of suffering severe damage as you
   are landing or while you are in the ground.

5. Variate all attacks and don't play Pattern Games.  You'll play a better
   fight if you can variate a lot.  Astaroth doesn't have a good library
   of moves, so keep that in mind.

That's all for now.  I'm going to find more tactics and I have to play
more games in order to get a feel for the Klsdf Py Gyst.

========================================================================
ASTAROTH'S ENDING

Astaroth returns to the grand priest Krumm Mrl Py Eltzk with the Foul
Sword.  Now the power surpassing the gods is his.  However, before Krumm
tries to utilize Soul Edge, Astaroth picks up Krumm (PUT ME DOWN!!!!!!!)
and begins an attempt to steal Krumm's soul and to return back to the
fires.  Both Astaroth and Krumm disappeared into the flames.  What were
Astaroth's true motives?  Perhaps even the most severe of our nightmares.

========================================================================
PLAYING YOUR SOUL CALIBUR'S WORTH OF SHARES

As of December 31, 1998, Soul Calibur no longer displays passwords.  The
reason why this is so is because the American Soul Calibur Site located
at http://www.soulcalibur.com has released ALL PASSWORDS for public use.
Even though this is the case, DO NOT POST ANY PASSWORDS AT THE FORUM AT
ALL!!!!!  Here is where you can find the Password goodies at:

Extended Character Prologues, Character Revelations, Special Character
Notes, Character Endings, Histories of the Arenas, and other Character-
related goodies can be found at the following locations:

- Arenas: http://www.soulcalibur.com/terrain.html
- Extended Character Prologues (only for certain characters) can be found
  at http://www.soulcalibur.com/souls.html (Click on soul of your choice)
- Character Endings and any special notes for each character can be found
  at the aforementioned URL and its respective soul for the extra.

The rest can be found at Digital Calibur.

- Project Staff's Interviews can be found at the Digital Calibur section
  located at http://www.soulcalibur.com/digital.html
- Animated Souls can be found at Digital Calibur as well.
- Password-related graphics: http://www.soulcalibur.com/themdesk.html

========================================================================
THE DO'S AND DONT'S

From now on, this FAQ can only appear in the following sites:

* Verasnaship Interactive (http://www.verasnaship.net)
* GameFAQs (http://www.gamefaqs.com)
* Cheat Code Central (http://www.cheatcc.com)
* Secrets of the Game Sages (http://www.gamesages.com)
* Game Shark Code Creators Club (http://www.cmgsccc.com)
* Al Amaloo (http://vgstrategies.about.com and
  http://www.gamewinners.com)

Why?  Because these sites are the only ones that keep all original work
updated and up-to-date.

You can always get the latest version at my website (Verasnaship
Interactive at http://www.verasnaship.net) since I run that website
and I always post them instantly right at my website first.

GameFAQs does a good job keeping the files up-to-date at all times and
is regarded as the most visited "stable" for FAQ-related walkthroughs,
original work, and the like.

Cheat Code Central and Al Amaloo does a good job in keeping the FAQs
fresh, original, free, and "in one piece".  They instantly update all
FAQs without having me notify them.  However, Cheat Code Central
also has codes if you are into those cheat codes (yuck).

Secrets of the Game Sages is a "Code-related" partner to GameFAQs
since both GameFAQs and Secrets of the Game Sages share the same
information, links, and tricks-to-date.

Game Shark Code Creators Club is a Game Shark site run under the Code
Master to provide up-to-date Game Shark Codes and is a highly visited
Game Shark site.

From time-to-time, I might elect to do PDFs on certain games.  You
can always get the latest version at Verasnaship Interactive (that's
my website) and I'm planning to give GameFAQs my permission to mirror
my PDFs in the near future.

Rules:

* DO NOT place this file in your web site directly.  Only the five
  aforementioned sites have an exclusive right to mirror this file.

* You can make a link to my FAQ Library Page.  The only rules that
  I would like to enforce is that you link ONLY to an HTML or an
  Interactive Web Page.  The link to this page is:

  - http://www.verasnaship.net/text/fighting.html

* If you are planning to link to the five other sites that I have
  mentioned on this reminder, then you are to be advised that
  your linking rights are heavily limited as foretold on the
  webmaster's fine prints (depending on where you plan to make
  your link to).  If I'm too vague on this, then please visit
  the following URL to see why more and more webmasters are
  restricting links:

  = http://www.templetons.com/brad/linkright.html (Brad Templeton's
    Linking Rights Essay).

========================================================================
HOW TO SUGGEST ANY FIXES, BUGS, OR ANY OTHER TRALALA

Sending UCE to any of the mailboxes that I have is not tolerated.
Period.  I report any incidence of spamming by checking the header on
where you originated the message at and then report the incidence to
the server you originated your message at (which is more likely to get
you in deep trouble) or I can just slam you by sending complaints to
the following: The server you originated the message at, to your
provider, or possibly the Free-Mail Service that you use.  Don't spam
me.  It's not worth it.  I will only tolerate e-mail in regards to Soul
Calibur as a whole.  See http://spam.abuse.net to see why it's bad.

========================================================================
REFERENCES OF THIS FAQ

- http://www.namco.com (Namco America)
- http://www.namco.co.jp (Namco Japan)
- http://www.soulcalibur.com (The official Soul Calibur Site)
- http://www.fighters.net (Courtesy of Mr. MG)
- http://www.luminpro.com/soulcalibur/ (Courtesy of Wind-X)
- Cynan de Leon (komejin)

========================================================================

ACKNOWLEDGEMENTS

-  Hajime Nakatani for carefully creating, crafting, and directing Soul
   Calibur.  Without Hajime Nakatani, then neither Tekken nor Soul
   Calibur would flourish.

-  Studeo, Inc. for hosting Namco America's Soul Calibur Site

-  Jason Arney (WCMaxi), Mark Mikulecky (Kaipo), and Mark Holt (Madmardy)
   for dedicating their love and labor to create an attractive Soul
   Calibur Site.

-  Jamison Gold for accepting Namco America as a client.

-  Alan Ambroziak (AL-X), Mr. MG, John Culbert (Tigeraid) for running
   the multipurpose fighting game site, Fighters.NET

-  Namco Cybertainment for being the first arcade chain to stock Soul
   Calibur on their shelves.

-  John Culbert for mirroring my Capcom Fighting Games Guides.

-  GameFAQs for being the largest stable of Original Work.

-  Kao Megura for being the most prolific FAQ Author of all time.

-  Imagine Games Network for being the largest Video Gaming Community
   over the Internet

-  Secrets of the Game Sages for a huge collection of updated cheats

-  Finally, Frederick Schtauffen for giving Sieg a second chance to
   prove himself. :)  This is a shared interface from my Nightmare
   and Siegfried Documents.

-  Cynan de Leon (komejin) for shedding the light on some of the moves
   that I haven't been able to execute yet as Astaroth.  Thanks for
   your help!

** END OF DOCUMENT **

This electronically published work is the sole property of Mark Kim.
Please credit Mark Kim as Vesther Fauransy where credit is due.

Unpublished work (c)1999-2000 Mark Kim.  All Rights Reserved
Soul Calibur: (c)1996-2000 Namco.  All Rights Reserved