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    Voldo by GGaffney

    Version: 1.2 | Updated: 07/29/99 | Printable Version | Search Guide | Bookmark Guide

    SOUL CALIBUR: Voldo Strategy Guide V1.2	
    =======================================
    By Giles Gaffney (Founder of Kung Fu Movies Website)
    mantis_fist_g@hotmail.com
    http://freespace.virgin.net/sheila.farmer/kfm.htm
    29th July 1999
    
    
    >>>>>>>>>>>
    LEGAL STUFF
    >>>>>>>>>>>
    
    This guide is MY intellectual property, please respect that, feel free to
    distribute it in its current UNCHANGED form. This guide is not to be used for
    profitable purposes, Be it magazine, book or any other publication, without 
    my prior consent. If you want to HTML or FTP this guide, feel free to do so, 
    in its current UNCHANGED form, including ALL Copyright information. 
    The latest version can always be found at GameFAQS.
    
    Unpublished work Copyright 1999 Giles Gaffney.
    
    
    >>>>>>>>>>>>>>>>>
    TABLE OF CONTENTS 
    >>>>>>>>>>>>>>>>>
    
    HISTORY
    INTRODUCTION
    ABOUT THIS GUIDE
    NOTATIONS
    POWER MOVES
    APPROACHING BLIND STANCE
    BLIND STANCE 
    MANTIS CRAWL 
    STRINGS SUMMARY
    STRINGS CONCLUSION
    THROWING
    FLOORED OPPONENT
    RING OUT
    CONCLUSION
    
    
    >>>>>>>
    HISTORY
    >>>>>>>
    
    V1.2 - 29th July 1999
    Another update
    -Added Strings Summary section
    -Added Floored Opponent section
    -Fixed a few errors in Mantis Crawl
    -Various other bits and pieces
    
    V1.1 - 20th July 1999
    Big update this time thanks to all the feedback;
    -Added Ring Out section
    -Added Conclusion
    -More Strategy on Power Moves
    -Fixed an error in Strings Conclusion
    -Fixed a typo error in title!
    -Various other bits and pieces
    
    V1.0 - 16th July 1999
    -Initial release
    
    
    >>>>>>>>>>>>
    INTRODUCTION
    >>>>>>>>>>>>
    
    In Soul Calibur, Voldo is one of the least used characters. Before you put 
    your money into the machine, check the percentage screen to see what the most
    popular characters are. Mitsurugi, Kilik and Maxi will probably be in the top
    3 and Voldo will be somewhere right at the bottom. This is because Voldo is 
    difficult to learn, especially if you are used to playing with characters 
    like Mitsurugi. Anyone wishing to learn Voldo must devote his life to him and 
    must start as a child, preferably at the age of 3. He must bathe in secret 
    lotions, take the special pills and hold to a rigorous diet for 30 years! 
    Only joking:-) Voldo's not that difficult to learn, honestly! If you can take
    the time out then it will be a very rewarding experience because Voldo has 
    the largest amount of moves and is one of the best characters in the game. 
    Most players don't know how to defend against Voldo, either. Supposing you 
    want to beat that expert Mitsurugi player then put forth the effort to learn 
    Voldo. 
    On the other hand, I know some players that are desperately in need of a 
    Voldo guide. With the coming of the Dreamcast version, I feel that there is 
    too many moves lists and not enough true strategy guides. This Guide is 
    intended to be a basic beginners guide for learning Voldo. I've kept 
    everything simple and easy to follow. From here I expect you to develop your 
    own tactics. Here I present to you the first REAL Voldo Strategy Guide. 
    Hope you appreciate my work!
    
     
    >>>>>>>>>>>>>>>>
    ABOUT THIS GUIDE
    >>>>>>>>>>>>>>>>
    
    My strategy consists of;- 
    1. Carry out strings that makes use of Voldo's Mantis Crawl 
    and Blind Stance. 
    2. Occasionally use strong, slow moves at the start of a round and in-between
    strings.
    3. Juggle with Voldo's Air Throw
    
    My strategy is missing;-
    1. Eight way run tactics
    2. Caliostro Rush tactics
    3. Lot's of other stuff
    
    
    >>>>>>>>>
    NOTATIONS
    >>>>>>>>>
    
    QCB 	= Quarter Circle Back (d,d/b,b or 214)
    ~ 	= Input the second command immediately after the first
    FC      = Fully Crouching (move must be performed while ducking)
    WS      = Move must be performed while joystick is moving from down to 
    	  Neutral
    BS 	= Blind Stance 
    MCR 	= Mantis Crawl
    MHT	= Mantis Crawl with head towards opponent
    MFT	= Mantis Crawl with feet towards opponent
    
    
    >>>>>>>>>>>
    POWER MOVES
    >>>>>>>>>>>
    
    Voldo has a number of strong, slow moves that I particularly like to use at 
    the start of a round, but sometimes use them in-between strings and stances 
    too.
    
    DEMON ELBOW f,[f]+B - Voldo charges towards opponent with a sliding elbow.
    This move is unblockable after spirit charge and good for ringing out but can
    easily be dodged. I use this one the least.
    
    INSANE FREAK f,[f]+G+A+B,K - Voldo Does a somersault then a kick to the head. 
    This is probably Voldo's most powerful move. Use this aggressively, 
    especially against Mitsurugi. If the first hit fails to do any damage then 
    I'm normally very successful with the second hit because there's quite a bit 
    of delay and many people are unsure whether to block high or low. 
    
    BLIND DIVE FC,d/f+A+B - Voldo dives towards opponent. It's recommended that 
    you only use this at the start of a round or whenever you are far from 
    opponent because voldo can travel a whole screen's distance and can easily 
    be rung out by mistake. When performing, it's best to charge up to 
    unblockable by holding down d/f+A+B. The only way opponent can avoid damage 
    is by dodging.
    
    DEATH ROSE A+K - Voldo spins towards opponent. Always charge this move up for
    maximum damage. You might want to try ticking in a throw (G+A) after 
    executing this.
    
    Experiment with all of these and try
    
    Move - BLIND DIVE => DEATH ROSE => THROW
    Command - FC,d/f+A+B -> A+K -> G+A
    
    The move you should utilize the most is the INSANE FREAK. The other moves are
    fairly easy to dodge and the DEATH ROSE can sometimes leave you open. It all
    depends on the type of opponent you are going up against but you will find 
    that INSANE FREAK generally gives the most luck. If you charge towards 
    opponent with INSANE FREAK then he might interrupt the attack with a simple 
    A,A or something. For that reason, only use it after you've blocked an 
    attack. When doing so, what if you respond with DEMON ELBOW, a simple 
    one-hit attack? Your opponent will block it easy and so it would go back to 
    being his turn to attack you. INSANE FREAK has 2 hits and is much slower and 
    confusing, therefore is the better one to respond with. In the time it takes
    for Voldo to perform INSANE FREAK, your opponent is prone to making mistakes.  
    
      
    >>>>>>>>>>>>>>>>>>>>>>>>
    APPROACHING BLIND STANCE
    >>>>>>>>>>>>>>>>>>>>>>>>
    
    To use Voldo efficiently you must learn to use his Stances together with
    tactics. You can tell if he is in Blind Stance because his back will be 
    towards opponent. 
    The easiest way of getting to BS is by QCB although it's better to use a move
    that ends in BS, like LUNATIC SPIN (WS+K). LUNATIC SPIN is a "while standing" 
    move which means you must first (crouch, release joystick, press K). WS moves
    can be easily strung together with other moves that end fully crouching (FC).
    Here's some strategies to get to Blind Stance;-
    
    Move - EVIL BOW => LUNATIC SPIN => BS.
    Command - d+A+B -> WS+K
    
    EVIL BOW is one of Voldo's main moves. This move has very good reach, hits 
    low and ends FC - good for ringing out opponent. LUNATIC SPIN is a WS move 
    and ends in Blind Stance. 
    
    
    Move - GATE PRYER => RAT KICK => LUNATIC SPIN => BS.
    Command - f,[f]+A+B,K -> d+K -> WS+K 
    
    The first move is another one of Voldo's preferred moves. It's very powerful 
    and good for getting in close. Even if opponent blocks, it doesn't really 
    effect the rest of the string because RAT KICK is quick and has good reach. 
    It's all these excellent moves that make Voldo one of the best characters in 
    the game. RAT KICK ends in FC.
    
    There are many more effective ways of arriving at BS but I won't cover 
    anymore. I'll just keep things simple for now.
    
    
    >>>>>>>>>>>> 
    BLIND STANCE
    >>>>>>>>>>>>
    
    Once in Blind Stance, you can perform some of Voldo's better looking moves 
    like the amazing FREAK ROLL or extend the strings from the previous section.
    Here's some tactics;-
    
    Move - BS => FREAK ROLL => SPASM.
    Command - A+B -> d
    
    Voldo does, what looks like, a big spinning roll - similar to Blanka's move 
    in Street Fighter 2. Supposing opponent blocks this, Voldo will still end in 
    BS so try repeating it. Once successful, keep pressing down on the joystick 
    to follow up with SPASM and maximise the string. 
    After FREAK ROLL, Voldo follows through with a reverse semi-circle motion, 
    exactly like Blanka. When players see this, they like to come running after 
    you and try to attack you as you land. SPASM is great for training players to
    keep away after FREAK ROLL.
    
    
    Move - BS => REVERSE EVIL BOW => FREAK ROLL => SPASM.
    Command - d+A+B -> A+B -> d
    
    You might want to try adding in the REVERSE EVIL BOW for a surprising low 
    attack, which still ends in BS, before executing FREAK ROLL.
    
    
    Move - BS => BLIND DROP KICK => FREAK ROLL => SPASM.
    Command - d+K -> A+B -> d
    
    A variation of the other string. BLIND DROP KICK leaves Voldo lying down. 
    Just keep pressing A+B to rise in BS and finish carrying out the string with
    hardly any noticeable delay.
    
    
    Move - BS => REVERSE EVIL BOW => BLIND DROP KICK => FREAK ROLL => SPASM.
    Command - d+A+B -> d+K -> A+B -> d
    
    It's possible to include both low attacks before FREAK ROLL.
    
    
    Move - BS => REVERSE EVIL BOW => BLIND DROP KICK => FREAK => MANTIS CRAWL.
    Command - d+A+B -> d+K -> A+B~G
    
    When doing the FREAK ROLL, if you keep pressing Guard quickly after A+B then 
    Voldo will only do the first part of FREAK ROLL and, instead, go straight 
    into MANTIS CRAWL (MCR). See next section.
    
    
    >>>>>>>>>>>>
    MANTIS CRAWL
    >>>>>>>>>>>>
    
    MANTIS CRAWL (MCR), like BS, is another one of Voldo's stances. This opens 
    the door to more moves. Performing this from BS can lengthen the strings 
    from the last two sections even further. 
    A quick way to get to MCR is by pressing {d_d/f}+A+K. 
    Once in MCR, you can walk by pressing f or b, charge into opponent with 
    MANTIS FIRE DANCE (f,f) or perform other moves. 
    After MANTIS FIRE DANCE, voldo will remain in MCR for a split second so you
    can perform other MCR moves. Here's some strategies;-
    
    
    Move - MCR => BOWING LUNATIC FLIP => MCR => BOWING LUNATIC FLIP...
    Command - d+A+K -> K -> d+A+K -> K...
    
    This string is quite interesting. Voldo keeps flipping over like a gymnast. 
    Most players just don't know what to do in a situation like this!
    
    
    Move - MCR => MANTIS FIRE DANCE => ASYLUM BREAKOUT.
    Command - f,f -> B
    
    After you have executed MANTIS FIRE DANCE, depending on whether opponent 
    tried dodging it, voldo can end up with his feet towards opponent (MFT) or 
    his head towards opponent (MHT). Hopefully you can keep voldo in MHT but 
    in the event where he ends in MFT then ASYLUM BREAKOUT is the ideal move to 
    finish the string.
    
    
    Move - MCR => MANTIS FIRE DANCE => BOWING LUNATIC FLIP => Throw.
    Command - f,f -> K -> G+B
    
    Most times Voldo will end in MHT which is what you want so you can execute 
    BOWING LUNATIC FLIP. If Voldo ended in MFT then you would accidentally 
    execute SCORPION KICK which doesn't look very impressive. After BOWING 
    LUNATIC FLIP, Voldo ends in BS. 
    When opponent rises, try throwing them. Voldo will shift once from BS before
    throwing. The shift can avoid some attacks and helps the throw to be more 
    successful.
    
    
    Move - MCR => MANTIS FIRE DANCE (MFT) => ASYLUM BREAKOUT => BS => FREAK => 
    MCR => MANTIS FIRE DANCE (MHT) => BOWING LUNATIC FLIP => Throw.
    Command - f,f -> B -> A+B~G -> f,f -> K -> G+B 
    
    ASYLUM BREAKOUT ends in BS so you might want to try and carry on the string.
    
    
    To conclude this section, just a note to say, NEVER use MANTIS FIRE DANCE 
    when you are at the edge of the ring! See RING OUT section for alternative
    Strategy.
    
    
    >>>>>>>>>>>>>>>
    STRINGS SUMMARY
    >>>>>>>>>>>>>>>
    
    f,[f]+A+B,K -> d+K -> WS+K -> BS -> A+B -> d
                 d+A+B -> WS+K -> BS -> {d+A+B} -> {d+K} -> A+B -> d
                                  BS -> {d+A+B} -> {d+K} -> A+B~G -> MCR -> f,f -> B
                                                                     MCR -> f,f -> K -> G+B 
    
    
    >>>>>>>>>>>>>>>>>>
    STRINGS CONCLUSION
    >>>>>>>>>>>>>>>>>>
    
    All the strings I've suggested in the previous sections are very efficient 
    and very difficult to interrupt. As you can see, It's very easy to switch 
    between a normal standing position and the two stances therefore all the 
    strings can flow nicely together into one HUGE string! There's even ways of 
    stringing moves together in a never-ending loop, but to finishing with FREAK 
    ROLL or a Throw is much more stylish! You might want to try making up your
    own Strings. There are millions of combinations you could experiment with. I 
    Have only listed a few that I use for my strategy. Here's examples of big 
    strings;-
    
    Move - EVIL BOW => LUNATIC SPIN => BS => REVERSE EVIL BOW => 
    BLIND DROP KICK => FREAK ROLL => SPASM.
    Command - d+A+B -> WS+K => BS => d+A+B -> d+K -> A+B -> d
    
    Executing low attacks between BS and FREAK ROLL gives your opponent a slight
    chance of interrupting the string.   
    
    
    Move - GATE PRYER => RAT KICK => LUNATIC SPIN => BS => FREAK => MCR => 
    MANTIS FIRE DANCE => BOWING LUNATIC FLIP => Throw.
    Command - f,[f]+A+B,K -> d+K -> WS+K => BS => A+B~G => MCR => f,f -> K -> G+B
    		             *           		               *
    
    It's always best to go for MANTIS CRAWL because half the time you'll end up 
    doing FREAK ROLL by accident.
    Notice, in this string, that there are no low attacks between BS and MCR. 
    This gives an almost guaranteed string. The only possible places opponent can
    interrupt you is by blocking the FIRE DANCE correctly, or where the * symbol 
    is. To interrupt the string at these points is very difficult and your 
    opponent will need lot's of luck too. Most likely, he will be killed!  
    
    
    >>>>>>>>
    THROWING
    >>>>>>>>
    
    If opponent likes to execute vertical attacks (attacks using the B button) 
    then there's a very effective way of avoiding them and throwing opponent 
    straight after! When you see opponent performing vertical attack press QCB to
    change into BS. When changing, Voldo shifts or dodges slightly off the axis 
    so you can avoid attack. Pressing G+B from BS makes Voldo shift again before 
    throwing! 
    
    QCB (shift/dodge) => G+B (shift/dodge) => Throw. 
    
    It's amazing how you can avoid attacks and throw from Blind Stance. Sometimes
    it's possible to rotate around opponent 180% and throw them from behind! 
    
    Voldo can also throw the opponent while they are in the air! Press d/b+K to
    launch opponent then immediately press and hold forward then keep tapping 
    G+K. Voldo will grab opponent in the air and perform BLOODY DRILL. This makes
    the perfect juggle! Unfortunately, this throw can still be escaped with the
    standard A escape.
    
    d/b+K~f, G+K
    
    It can be very difficult to pull off at times. Just make sure you press f 
    quickly and hold it.
    Voldo's air throw is extremely damaging. If you manage to execute it 
    successfully then the round is yours!  
    
    
    >>>>>>>>>>>>>>>>
    FLOORED OPPONENT
    >>>>>>>>>>>>>>>>
    
    In Soul Calibur, when you knock down your opponent, there is always a way to
    get a guaranteed ground hit. Voldo is no exception. After you've floored 
    opponent with a powerful move, string or air throw, immediately follow it 
    with EVIL BOW (d+A+B) for a ground hit. If you think opponent will rise 
    quickly then you might want to try starting another string;-
    
    Air Throw => Ground Hit => LUNATIC SPIN => BS...
    
    This section will updated in the future after I've experimented with some 
    more okizeme techniques.
    
    
    >>>>>>>>
    RING OUT
    >>>>>>>>
    
    There's some good ways to ring out your opponent but there's also some some 
    good ways to accidentally ring yourself out! I always lose one or two rounds
    by ringing myself out but still win the match. Honestly, when playing Voldo,
    the biggest fight is with yourself! The main thing is to watch you don't get
    rung out.
    If you finish the round with a string listed above then your opponent will
    probably be impressed and amazed at you. Whereas if you finish the round by
    ringing him out then he will be angry. 
    It's so easy to get rung out in Soul Calibur. That's one thing the critics 
    don't like.
    
    Moves that ring YOU out;-
    
    BLIND DIVE FC,d/f+A+B - Please be careful! Only perform at the start of a 
    round or when you are far from opponent. If you are unsure, even in the 
    slightest, then don't use this move.
    
    MANTIS FIRE DANCE - DO NOT use this near the edge of the ring. When you are
    carrying out a string, check to see if you are close to the edge, if so then 
    try finishing early with FREAK ROLL. Supposing it's too late and you are in 
    MCR, then you still have a few options;-
    
    1. Miss out the FIRE DANCE and execute BOWING LUNATIC FLIP as well as 
    finishing with a throw.
    2. Back away by crawling in the opposite direction. Opponent will most likely
    come running after you because it's so humiliating to watch Voldo crawling
    around like an animal! By now you should be more closer to the center of the
    ring. When opponent is about mid-range from you, perform MANTIS FIRE DANCE 
    and continue the string.
    
    Moves that ring out opponent;-
    
    SPINNING UMBRELLA - This is Voldo's G+A throw. Must be performed near edge of
    ring, ofcourse.
    Voldo spins opponent on his katar then takes a small leap and flings them out
    of the ring onto thin air! How disgraceful!!
    
    EVIL BOW (d+A+B) - This move is so cheap and annoying for your opponent! It 
    will really make him angry. If you are going to ring out with this one, be 
    careful opponent doesn't hit you for real!
    
    SCORPION TAIL (d/b+K) - When ringing out with this move, if you see your 
    opponent clenching his fist or getting ready to headbutt you, don't worry, 
    you can save him by reaching out and grabbing him with Voldo's air throw!
    
    
    >>>>>>>>>>
    CONCLUSION
    >>>>>>>>>>
    
    Hope you liked this guide and found it useful. As you can see, Voldo is a 
    very good all-rounder. He has a good variation of powerful vertical attacks,
    like Mitsurugi. Voldo is brilliant at stringing moves together like Maxi or
    Taki and he can throw better than Hwang or Astaroth. Also, Voldo is the only
    character, to my knowledge, that can send characters out of the ring and pull
    them back in, to his discretion. Did you know, this strategy guide uses less 
    than half of Voldo's moves! Imagine what else you can do. Voldo's options are
    endless. Voldo is the man!