Soul Calibur
                 "Welcome back to the Stage in History"
                          Rock Adams 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Unpublished work trademarked (tm) and copyrighted (c) by Mark Kim.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
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 Soul Calibur, the Soul Edge Sword, Siegfried Schtauffen, Nightmare,
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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 Rock Adams 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!

April 13, 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.  Nuts and Bolts for some extent...  Since Rock is basically
a shorter-range Astaroth (but quicker), I minus well say that the
majority of his moves have the same liquid flow as with Astaroth.

September 14, 1999
------------------
Kudos to Scott Connolly for pointing out some of the Rock Throws that
I have never knew of until this update.  Somewhat a minor update today
because the update size isn't huge.

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 Rock Move List intended for
- Rock Adams Rants
- Rock Adams at a glance
- Starting Theories
- Advanced Theories
- The Notations
- Move List
- Combos
- How to use Rock Adams efficiently
- Rock Adams 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 A ROCK MOVE LIST

This move was intended to serve primarily as a very descriptive move list
for the former Reckless Commando of Soul Edge, Rock (better known as
William Nathaniel Adams).  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.  As with Astaroth, Rock 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.

Rock (like Astaroth) doesn't have much variety as far as variety is
concerned, but he's seems to be a tad faster than Astaroth but he doesn't
inflict as much damage as Astaroth can, neither he has good range, so you
may need some time to perservere a little bit more.  You may have to play
defensive (but beware of quick characters) and make sure that you use his
speed-to-range ratio to your own advantage.

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

* http://www.verasnaship.net/text/emailme.html

========================================================================
THE ROCK ADAMS 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

========================================================================
WILLIAM NATHANIEL ADAMS 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).

Real Name:       William Nathaniel Adams (Suffix Unknown)
Catch Copy:      Trembling Earth
Weapon:          Battle Axe
Weapon's Name:   Apocalypse
Style:           Self-Taught
Age in Years:    38
Date of Birth:   The Third of September
Family:          Parents Whereabouts Unknown.  Bringing up Native
                 American Orphan Bangoo.
Place of Origin: Although he was born somewhere in London, England, he
                 has been raised somewhere in the New Continent of North
                 America.
Height:          5 foot, 9 inches
Weight:          187 pounds
Blood Type:      He won't tell (That sucks!)
Stage:           Colloseum
BGM:             Gathering, The Fatal Gravity
Mid-Boss:        Lizard Man
Reason:          Lizard Man is responsible for Bangoo's abduction

Even though Rock and Sophitia Alexandra fought a noble battle, Sophie
realized that Rock "bauked" on his attacks, realizing that there has
to be that "special someone" who needs the same care he needed when he
was a young boy as well.

Hoping that he would regain his memories of his parents, he seeked out
Soul Edge as the possible cure.  However, judging though Sophitia's
words during the "misunderstooded noble battle", he began to realize
that the only family he has left (Native American Orphan Bangoo) was
more important than trying to regain his memories with his parents.
Also, he began to realize that looking forward is much better than looking
at the past.

Fulfilling the words of Sophitia Alexandra, Rock decided to "mentor"
Bangoo until Bangoo is "man enough" to live independently.

Unfortunately, he was surrounded by a group of Reptilian fighters led
by the cheap Lizard Man and has no choice but to fend for himself.  Though
he did not want to forsake Bangoo, he had no choice but to fight them as
the Reptilian Creatures chose him as the target!  By the time he finished
fighting the lizards, he returned only to realize that BANGOO WAS ABDUCTED
BY LIZARD MAN HIMSELF!!!!!!!!  Rock went mad and swearing vengeance against
Lizard Man (who also violated Rock's promise to keep Bangoo at time of
abduction), and now seeks to destroy Lizard Man for the sake of Bangoo's
safety.

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 Rock as Throw Moves.  Keep in mind that
Astaroth's throw range is excellent while Mi Na's throw range is rather
lame.  Rock's throw range isn't as radical as Astaroth's but should be
adequate enough.  The only thing important about throwing as Rock is that
Rock is quicker on the throwing draw than Astaroth would be.  Rock moves
free, so why not throw all you want?

Patented Rock Body Slam
-----------------------
Command: G+A
Type: Front Throw
Button used to escape throw: A at start of motion
Note: If near edge of ring, throw can ring out
Rock lifts you up into the sky, and after grabbing you sky high for
a few milliseconds, slams you hard on the ground.  If you are close
enough to the edge (and if Rock is facing the edge), then it's a ring-out.

Canyon Dive
-----------
Command: G+B
Type: Front Throw
Button used to escape throw: B at start of motion
Rock headbutts you and does a SUMO SQUASH to massively flat your bones
to a crisp!

The Slamming Vortex
-------------------
Starting Command: qcb+G+B at front
Hype Slamming Ender: u_d+A+B right after the starting command
Button used to escape throw: B at the start of the motion.  Must be
                             done at the starting command.
I don't recommend using this move unless it's a 2P game.  It's pretty
much a multipart that takes practice to master, but will provide you
with major damage.

Crackling Driver
----------------
Command: df+G+A, only works if Rock grabs a foe facing forward,
crouching completely
Type: Front Crouching Throw
Button used to escape throw: A at the start of motion
The name says it all.  Rock does a pile driver.  Nuff said.  Rock can
only pile drive foes when his foe is crouching.  Brings memories to
Astaroth's Drop of Lava move...

Hyperkinetic Dynamite
---------------------
Command: d+G+A or d+G+B, only works if foe is prone, and if Rock's
hands are touching foe's feet.
Type: Prone Throw
Button used to escape throw: B to escape d+G+A, A to escape d+G+B.  The
escape MUST be executed at the start of the motion.
Rock grabs his foe by one leg and hauls his foe over the foe's head
slamming the foe into the ground, then repeats it again but to the other
side, then Rock does a 360 Degree Spin whilst holding the foe and lets
go which results in the foe being airborne like Asta's Poisedon Tide,
but will never ring out.

The Horn Fling
--------------
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
Note: If Rock is close enough at edge of ring, this move may ring-out.
Rock headrushes his foe with hooks them inside his horns then Rock hauls
his head up quickly as the foe flies over Rock's Head.

Face Crusher
------------
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
Note: If Rock is close enough to the edge of the ring, he may ring his
opponent out with this move.
Rock slams down his axe handle first and grabs his foe's head as he
smashes the foe's face first into the flat part of his Axe, and then he
tosses his foe forcefully to the ground.

Maximum Drop
------------
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
A modified version of one of Rock's patented body drops.

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

Double Gale Slash
-----------------
Command: A,A
Property: H,H
Note: 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.  Undelayed hits staggers blocking foes
Two head decapitators!

Cannon Swing
------------
Command: A,B
Property: H,M
Note: Hold the A Button to delay the motion of the first attack.  The
second hit staggers blocking foes.  The second hit may gut stun on
counterhits.
Single Axe Swing followed by a stab!  Great for confusing that you are
going to do two head decapitators!

Crater Grip
-----------
Command: f+A,B
Properties: H,M
Note: You can hold the B Button to delay the motion and increase the
Second Hit's weight.  Second hit staggers blocking foes.  Second hit
may or may not start juggling combos.
Rock does an Axe Butt into an Axe Uppercut.  Not one of the more
effective moves because the first hit doesn't have good range.

Scythe Tap=Axe Shot
-------------------
Command: f,[f]+A
Property: M
Rock does a nice shot right at your foe's kidney.

Tornado Spike
-------------
Command: f,[f]+[A],B
Properties: M,M
Note: Both hits staggers blocking foes
Rock 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.

Typhoon
-------
Command: df+A
Property: H
Note: 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!  Undelayed hit staggers blocking foes
A turnaround Axe slash that isn't useful, treat this move like you
would with Astaroth.

Horizon (A Shin Slash)
----------------------
Command: d+A
Property: L
Note: Recovers crouching
Just a plain old Shin Slash with the Apocalypse...

Cyclone
-------
Command: db+A
Property: L
Note: Staggers blocking foes.  Hold A to delay motion and increase
move's weight.  Trip knockdown.
Rock does a turn-around low shin swipe that sweeps foes off their
feet!  Doesn't have as much ring-out power as with Siegfried's version
of this one.

Reverse Break Axe
-----------------
Command: b+A
Property: H
Note: Side-lunge Knockdown
Pretty much like Siegfried's "Bachhanded" Armet Crusher except that
the move hits high.  Not useful unless you are playing range-games.  A
backhanded slash is when you hit your foe with the base of the blade
instead of the edges BTW.

Tomahawk
--------
Command: b,[b]+A
Property: H
Note: You can hold the A button to delay the motion and increase the
weight of the attack.  Delayed version will stagger blocking foes.
It's pretty similar to the Reverse Break Axe, except that Rock does
NOT use the base of the axe to hit you.  OUCH.

Spiral
------
Command: qcb+A,A,A
Properties: M,M,M
Rock spins around swinging his axe like a Yo-Yo.  Unlike Astaroth's
Poisedon Tide, Rock can only spin around three times, and the first hit
won't transform into a throwing move if the first hit is a clean one.
That's just pathetic to say.

Canyon Tomahawk
---------------
Command: [G]+u L+A
Property: L
Note: Recovers Crouching
Rock jumps and before you know it, he slices you at your shin!

Hill Tomahawk
-------------
Command: u+A
Property: H
Note: Staggers blocking foes
A simple decapitating slash from the Apocalypse is more than enough
to ruin your entire day.  As painful as the Klsdf Py Gyst's version of
the Decapitator...

Reverse Spiral Axe
------------------
Command: WS+A
Property: H
Note: Staggers blocking foes and chest stuns foes on counterhits.
A quick turnaround axe swing, though it's a crying shame that it's a
high hit.  Treat this move like you would with Astaroth.

Sunrise Axe
-----------
Command: WS+A,B
Properties: L,M
Note: Second hit staggers blocking foes
Rock starts with a light shin slash and then a crushing slash that
provides good frontal protection!  Pretty much more defensive, but
please keep in mind that Rock isn't fast so you need to use this move
sparaingly.

Rock Steer 1
------------
Command: B,A
Property: M,M
Note: The B Button Command can be held to delay the attack and to
increase the weight of the move.  Second hit side-staggers blocking
foes.
Rock does an overhead slash, and then pulls you to the side with a
right-horizontal slash.

Rock Steer 2
------------
Command: B,n,b+A
Property: M,M
Note: Follow the same principle as with Rock Steer 1.
Same thing as with Rock Steer Number 1, but a lot harder to perform
because of the Joystick Motion involved in this move...

Double Crater
-------------
Command: B,B
Property: M,M
Note: Both button presses can be held for a Delay in the Attack and
to increase the weight of the attack.  Second hit in delayed mode will
stagger blocking foes.
Rock does an overhead slash, and an Uppercut Slash.

Single Crater to Launcher
-------------------------
Command: B,B~f
Properties: M,M
Note: You can increase the weight of the first hit by holding the
button for a Motion Delay.  Second hit staggers blocking foes and will
chest stun on counterhits.
Rock does an overhead slash and hits you with the Axe's handle!  OUCH!

Rock Grip
---------
Command: B~f
Properties: M
Note: Hold the B Button to increase the weight of the attack with a
Motion Delay.  Staggers blocking foes.
It's actually an Axe Butt.

Axe Side Cannon
---------------
Command: f+B
Property: M
Note: Gut stun on counterhits and staggers blocking foes.
Rock does a stab into your foe's stomach! That's gotta hurt.

Gravity Crash
-------------
Command: f,[f]+B
Property: H
Note: Staggers blocking foes. WARNING: FOES CAN CROUCH UNDERNEATH
THIS MOVE!
Rock rushes you hitting you Axe Blade first with this massive charge.

Axe Volcano
-----------
Command: df+B
Property: M
Note: Hold B to motion delay and increase attack's weight.  If delay
is maximum, then it becomes a UM.  If you slight delay this move, then
it will stagger blocking foes.
Uppercut mania!!!  Rock does an uppercut slash that will knock your foe
right into the aiya like you don't caiya.

Mountain Crusher
----------------
Command: d+B
Property: SM
Note: You can hold the B Button to delay the motion of the attack and
to increase the weight of the attack.  Rock also has an Unblockable Mid
Advantage with this move if he can just practice Maximum Motion Delay
on this one....  Also recovers crouching.
A crouching Overhead Slash.

Hill Crush
----------
Command: db+B
Property: L
Note: Recovers Crouching
A vertical axe sweep-up.  Use this like you would with Astaroth.

Bear Fang
---------
Command: b+B
Property: M
Note: You can hold the B Button to delay the motion of the attack
and increase the weight for even more damage!  Motion delay version
staggers blocking foes.
Quick Foot stomp.  Use this like you would with Astaroth.

Rock Hammer
-----------
Command: b,b+B
Property: M
Note: 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".  The
non-delayed version will stagger blocking foes.
Use this move like you would with Astaroth.  This move's range is pretty
horrible and unsatisfactory.

Hill Splitter
-------------
Command: [G]+u, L+B
Property: M
Note: Recovers crouching and staggers blocking foes.
A delayed leaping Siamese cut.

Hill Chop
---------
Command: u+B
Property: M
Note: Staggers blocking foes
A faster leaping Siamese cut.

Mountain Demolition
-------------------
Command: WS+B
Property: M
Note: Staggers blocking foes
A defensive Uppercut move with LOTS OF RANGE.  Use this one like you
would with Astaroth.

Rock Front Sole Butt
--------------------
Command: K
Property: H
Note: Hold the K button to delay the motion of the move and to increase
the weight of the attack.
Just a simple kick at the face.

Kneel Kick
----------
Command: K~B
Property: M
Note: Staggers blocking foes.
Another Rock-exclusive, except that you hit your foe with the knee
instead of your shoe sole.

Rock Kneecap Butt
-----------------
Command: f+K
Property: M
Note: Shove Knockdown on counterhits.
Rock does a jumping knee shot right at your foe's chest!

Shoulder Tackle
---------------
Command: f,[f]+K
Property: M
Note: 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 move has to be awesome because it has a lot of Ring-Out Power!
Rock does a Football-style tackle that knocks you as far as 1/4 th
of the total distance from the ring!  This is something that you should
NEVER try at home, though.

Kicking Vortex
--------------
Command: df+K,A
Properties: M,H
Note: Both button commands can be held for a delay of the motion and
to increase the weight of the attack.  Unlike Astaroth, Rock can
motion delay the A to change the A's property from High to Mid.
There's some variety right there...
Rock does a Grotch kick, and then a decapitating slice that knocks
you 1/4 th of the total distance of the ring sideways!

Rock Bear Kick
--------------
Command: d+K
Property: L
Note: Recovers crouching
A simple kick right at your foe's ankle

Horizontal Clip
---------------
Command: db+K
Property: L
Note: Recovers Crouching
Although this is definitely a sweep kick, this move WON'T HIT PRONE
FOES. =(

Rock Stomp Kick
---------------
Command: b,[b]+K
Property: M
Note: Staggers when blocked
Do the same thing as you would with Astaroth's version

Shin Buster 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.

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

Round Vortex
------------
Command: WS+K,A
Properties: M,L
Note: Both hits staggers blocking foes
Rock does a groin kick and ends with a massively painful shin slash
that knocks you to the Canvas!

Storm Gust
----------
Command: A+B
Property: M
Note: Staggers blocking foes.
Simple swing that has poor range.

Axe Hurricane
-------------
Command: df+A+B
Property: H
Note: 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 Rock while he's warming up for this move.
Pretend that Rock was on plate shooting for a Home Run.  Now see him swing
the axe like you would with Major League Baseball.  Treat this move like
you would with Astaroth.

Tidal Wave
----------
Command: b+A+B
Property: M
Note: 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.  Use the
Maximum Motion Delay wisely, as there are some pesty quickies who love
to catch Rock while he's warming up for this move.
Follow the same principles as with Astaroth's version of b+A+B.

Rock Press
----------
Command: f+B+K
Property: H
Note: Hold the aforesaid command to delay the motion of the attack and
to increase the weight of the attack.  Boys, if you are dating girls,
please don't try this.  This is just a game.
The name says it all.

Ultimate Volcano
----------------
Command: qcf+B+K
Property: !
Note: 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!
Rock does a REALLY slow golf-influenced Axe Slash 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.

Back Side Grip
--------------
Command: BT,B+K
Property: P
Note: Gut stun on counterhits
Follow the same principles as with Astaroth.

------------------------------------------------------------------------
Eight way Run Moves
------------------------------------------------------------------------
Eight Way Run Moves are stronger versions of some of the Normal Moves
that Rock can use.  There are also some moves that Rock 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.

Axe Shot
--------
Command: 8WR,f+A
Properties: M
Same thing as with the original version.

Tornado Spike
-------------
Command: 8WR,[f]+[A],B
Properties: M,M
Note: Both hits staggers blocking foes
Same thing as with the original version of the move

Hunting Roar
------------
Command: 8WR,u_d+A,A
Properties: M,M
Note: Second hit staggers blocking foes
It's pretty much the same as with Astaroth's Poisedon's Crest.

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

Rock Tomahawk
-------------
Command: 8WR, b+A
Properties: H
Note: 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.
Same as with the original version of this move.

Gravity Crasher
---------------
Command: 8WR, f+B
Properties: H
Note: Staggers blocking foes.
Same as the original version of this move...

Axe Volcano
-----------
Command: 8WR, df_uf+B
Properties: M
Note: 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...
Same as with the original version of this move.

Hunting Breaker Wave
--------------------
Command: 8WR, d_u+B
Properties: M
Note: Lift staggers blocking foes.
Rock 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.  UNIMPRESSIVE RANGE.

Rock Hammer
-----------
Command: 8WR, b+B
Properties: M
Note: 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...
Same as with the original version of this move.

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

Hunting Quake
-------------
Command: 8WR, u_d+K
Properties: M
Note: Hold the K button to delay the motion of the attack and to increase
the weight of the attack for higher damage.
A lame titan stomp, nuff said.

Rock Stomp
----------
Command: 8WR, b+K
Properties: M
Same as with the original version of this move.

Axe Hurricane 1
---------------
Command: 8WR, u+A+B
Properties: H
Note: 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 Rock while he's warming up for this move.
Same as with the original version of the Axe Hurricane.

Axe Hurricane 2
---------------
Command: 8WR, d+A+B
Properties: H
Note: 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 Rock while he's warming up for this move.
Same as with the original version of the Axe Hurricane.

Rock Press
----------
Command: f+B+K
Property: H
Note: You can hold the aforesaid command to exercise a Motion Delay to
increase weight and damage...
A body press.  Nuff said.

Like Astaroth, Rock 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 Rock's fancy combos to view, and then
after selecting Rock 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 doing the following:

- Reverse Spiral: WC+A
- Rock Launcher: B,B~f (Only Second Hit has something)
- Axe Side Cannon: f+B
- Back Side Grip: BT+B+K

If the second hit of the Rock Launcher or any of the three aforesaid
is a counterhit, it will double-over stun your foe.  These moves can
be used to start out juggles, so try to utilize them as much as you
can.  Also, since Rock is faster than Astaroth, you may need to get
into the habit of using juggles since Rock is rumored to be better in
juggles than Astaroth...

Juggling Combo 1
----------------
Execution: d,db,b+G+B,f,[f]+B
Counterhit Required: No
Number of Hits: 3
Air Recovery Point: Does not apply
Not guaranteed after: Does not apply
Author: WCMaxi
Although this combo is harder to do with Astaroth, you can SURELY do
this combo with Rock (thanks to his speed) if you can get the timing
just right.  I haven't executed this combo just yet, so I have yet to
experiment with this...

Juggling Combo 2
----------------
Execution: d,db,b+G+B,8WR,u_d+B
Counterhit Required: No
Number of Hits: 3
Author: WCMaxi
Air Recovery Point: Does not apply
Not guaranteed after: Does not apply
Although this combo is harder to do with Astaroth, you can SURELY do
this combo with Rock (thanks to his speed) if you can get the timing
just right.  I haven't executed this combo just yet, so I have yet to
experiment with this...

Juggling Combo 3
----------------
Execution: f,[f]+[K],8WR,u_d+B
Counterhit Required: No
Number of Hits: 2
Air Recovery Point: Does not apply
Not Guaranteed after: Does not apply
Author: WCMaxi
In order for this combo to work properly, the Rock Shoulder Charge MUST
have already exercised Maximum Motion Delay.  Now you must perform the
Gravity Uppercut IMMEDIATELY after the Fully-Delayed Shoulder.  Notice
that timing's kind of tight here.

------------------------------------------------------------------------
Pin Attack Combos
------------------------------------------------------------------------
What's a Pin-Attack Combo?  Pin Attacks happen when you knock your foe
right into the canvas and inflict inescapable hits to increase the amount
of ouch you can cause at the heat of the battle!

Pin Attack Combination 1
------------------------
Execution: b+A+B,d+G+A_d+G+B
Counterhit Required: No
Number of Hits: 2
Air Recovery Point: Does not apply
Not Guaranteed after: The First Hit
Author: WCMaxi
Execute the b+A+B, run up to your foe, and quickly do the d+G+A.  Since
the second hit can be escaped, you may need to variate between the d+G+A
and d+G+B to make sure that the second hit is guaranteed.

Pin Attack Combination 2
------------------------
Execution: df+B,d+G+B_d+G+A
Counterhit Required: No
Number of Hits: 5
Air Recovery Point: Does not apply
Not guaranteed after: The Second Hit
Author: Big Vic
Execute the df+B, run up to your foe, and quickly do the d+G+B.  Since
the second command can be escaped from, you may need to variate between
the d+G+B and d+G+A to make sure that the second command is guaranteed.

Pin Attack Combination 3
------------------------
Execution: d,db,b+B+G,d,df,f+B+K,8WR,u_d+B 
Counterhit Required: No
Number of Hits: 3
Air Recovery Point: 2
Not Guaranteed after: Unknown
Author: Waidat
A seemingly hard combo to do because of the complex commands involved in
this Pin-Attack String.  I have yet to perform this (I'm not good with
Ground Combos, though).

Pin Attack Combination 4
------------------------
Execution: f+B+K,d+G+A_d+G+B
Counterhit Required: Yes
Number of hits: 3
Air Recovery Point: Does not apply
Not guaranteed after: The First command
Author: WCMaxi
Do the f+B+K, run up to your foe, and quickly do the ground throw.
Since the throw is escapable with the proper button command, you may
need to variate in between the d+G+A and the d+G+B in order to make sure
that all commands are guaranteed.

Pin Attack Combination 5
------------------------
Execution: f,[f]+B,d+A+G
Counterhit Required: No
Number of Hits: 3
Air Recovery Point: Does not apply
Not guaranteed after: Does not apply
Author: WCMaxi
I don't know much about this combo, but I'm eager to give this one a
try (though I'm not good with Ground Combos)!

Pin Attack Combination 6
------------------------
Execution: f+K,d+G+A_d+G+B
Counterhit Required: Yes
Number of Hits: 3
Air Recovery Point: Does not apply
Not Guaranteed after: The First Command (Since people may escape it)
Author: WCMaxi
Press f+K, run up to your foe, and quickly do d+G+A.  Because your foe's
bound to escape the throw at times, you may need to variate in between the
d+G+A and d+G+B to make sure that the second command is guaranteed.

------------------------------------------------------------------------
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.

Unfortunately, Rock does NOT have any Just for Fun combos.  Stay tuned for
some in the future...

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

========================================================================
HOW TO USE ROCK EFFICIENTLY

1. Although Rock is faster than Astaroth, 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.  Rock may have a better library of moves
   than Astaroth, but don't expect to get away without too much error, 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 Apocalypse.

========================================================================
ROCK'S ENDING

It appears that Rock has rescued Bangoo from the clutches of the evil
Lizard Man despite having to face difficult battles.  On the day of his
rescue, Bangoo lifted up Rock's Apocalypse.  Although he staggered a
bit, Bangoo was able to handle the Axe without much drama ("ROCK, I CAN
HANDLE IT!").  Many years have passed and Bangoo is now of legal drinking
age.  Every time he looks up at the sky, he always thinks of his mentor,
Rock.  Someday, Bangoo will leave far away and search for his soul like
Rock did during his childhood years.

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