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    Voldo by MKim

    Version: 0.2.2d | Updated: 01/31/00 | Search Guide | Bookmark Guide

                                   Soul Calibur
                     "Welcome back to the Stage in History"
                                 Voldo 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 0.2.2d
                Date of Completion: January 31, 2000 (No Time Given)
              Date of Public Release: January 31, 2000 (No Time Given)
    
    Copyright Information
    ---------------------
    Unpublished work trademarked (tm) and copyrighted (c) by Mark Kim.
    All Rights Reserved.
    
     This file is basically derived from the move lists located at
     Namco America's Official Soul Calibur Site (http://www.soulcalibur.com)
     with the exception of some combos, move comments, and some rantings
     that the player might find useful during gameplay.  If for any reason
     the URL is incorrect, I would like to know the change of URL RIGHT
     AWAY.
    
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      * Cheat Code Central (http://www.cheatcc.com)
      * Game Shark Code Creators Club (http://www.cmgsccc.com)
      * Al Amaloo (http://vgstrategies.about.com and
        http://www.gamewinners.com)
    
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     Any breach of copyright, trademark, and/or patents (which includes
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     and/or using this document for any other purposes other than personal
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     Mark Kim acknowledges and respects all copyrights, patents (pending
     or not), and trademarks whether if it's mentioned or not somewhere
     in either the FAQ Text File and/or site as no copyright infringement
     was intended. If for any reason I MUST USE any copyrighted resource,
     then credit will be given at the Acknowledgements Section for the
     common part.  Note that whenever I give credit, I WILL NOT REVEAL
     ANY E-MAIL ADDRESSES AND/OR OTHERWISE in order to protect the privacy
     of the people for whom I give credit to.  This file has been carefully
     written by Mark Kim in respect to all copyrights, patents, and
     trademarks.
    
     Soul Calibur, the Soul Edge Sword, Siegfried Schtauffen, Nightmare,
     and all other Soul Calibur-related events and objects are registered
     trademarks and copyrighted (c) 1995, 1996, 1997, 1998 Namco, Ltd.  All
     Rights Reserved.  SoulCalibur.com is copyrighted (c) 1998 Namco America
     Inc.  All Rights Reserved.  This document was carefully prepared and
     created by Mark Kim in respect to all Namco Properties, as no copyright
     infringement was intended.
    
    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
    
    January 29, 1999
    ----------------
    Everybody believes that Voldo is the ideal character to use for Soul
    Calibur.  Wrong.  Voldo isn't the best character in the game, but he's
    one of the better characters (for sure) thanks to the fact that he's got
    the most moves in the game.  The only reason why I'm writing this is
    because you need to understand why no character in Soul Calibur has no
    weak point.
    
    January 9, 2000
    ---------------
    Well, I had to patch up some boo-boos from the January 8, 2000 update.
    
    Also, it's been a hell of a while since I have first created this
    document.  Although I have refreshed this document in order to make sure
    that I pour all the file space for more "game-related" talk, I felt that
    I have to tell people that the key to master Voldo is to mix these moves
    like nuts, and "snap out" of the Blind Stance if for any reason you
    get into a Blind Stance by accident.  There are many reasons why you
    should avoid showing Voldo's back in front of even craftier adversaries.
    
    With Siegfried, Nightmare, Voldo, Yoshimitsu, and Seung Mi Na refurbished,
    all that's left is Lizard Man, Astaroth, and Rock.  More likely Lizard
    Man is next.  Let's stop rambling and let's start enjoying the updates.
    
    January 9, 2000 (Second Update)
    -------------------------------
    SORRY!!!  I've got the Table of Contents wrong!!!  Thanks to Deathgod
    for catching this error.  Hey Deathgod, keep on looking this document
    for the interest of catching bug busts, OK?
    
    January 29, 2000
    ----------------
    Although much of the bugs are now patched-up, I had to fix the Newsflash
    a bit in order to celebrate the bug fix for all of the recently updated
    Soul Calibur Move Lists that I have written up thus far.
    
    January 31, 2000
    ----------------
    Al Amaloo looks to be a promising licensee: I've given him my seal of
    approval to mirror 6 out of 8 Soul Calibur FAQs (Notice that I have yet
    to update 2 of them which is Astaroth and Rock, and I have to tune up
    Astaroth and Rock before I can give Al my seal of approval to mirror
    the Astaroth and Rock Move Lists).  The FAQs that Al now has in mirrored
    stock are Seung Mi Na, Nightmare, Siegfried, Voldo, Yoshimitsu, and
    Lizard Man.  I have yet to update both Astaroth and Rock so that it
    can be presently mirrored by Al Amaloo.  Thanks for your patience.
    
    ========================================================================
    TABLE OF CONTENTS
    
    - Newsflash
    - Reasons for a Massive Update
    - What is Soul Calibur?
    - What was the Voldo Move List intended for
    - Voldo Rants
    - Voldo at a glance
    - Starting Theories
    - Advanced Theories
    - The Notations
    - Move List
    - Combos
    - How to use "The Hell Guardian" efficiently
    - Voldo's Ending
    - 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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    ========================================================================
    REASONS FOR A MASSIVE UPDATE
    
    The most common reason why I had to update this file is because there
    was too much "unneeded legal tralala" that was taking up unnecessary
    file space.  However, with the file space that I used to use just to
    be anal about legal issues (perhaps I was TOO anal), that file space
    can be REALLY BE SAVED for any game-related rants, strategies, and
    one's own thoughts.
    
    It has been just about 1 year since I have first created this Voldo
    Guide.  However, not too many people understand the vast depth and
    variety Voldo offers.  As far as variety and depth is concerned,
    Voldo has the vastest amount of moves in the game.  His quickness,
    high vitality, acceptable hitting power, and fluid conventions make
    him a character to use once you know how to use some of the Early
    School characters, namely Mitsurugi, Nightmare, and Siegfried.
    He's a bit easier to use than the way he was used in Soul Edge,
    although it will take some time in order to mix up those moves like
    nuts and to take full advantage of Voldo's variety.
    
    Unfortunately, Voldo's major drawbacks is that whenever he uses a
    certain attack, he leaves himself vulnerable for a vicious back
    throw, most of these characters really have "bad-news" back throws
    like Yoshimitsu, whose backthrow involves a spinning Izuna Fall.
    Also, Voldo's lag time in between moves is not noticeable at first
    but against an expert Taki player, Voldo might have a hard time
    winning at the hands of a button-masher.
    
    When dealing with the slower characters (Astaroth, Siegfried, Rock,
    Heishiro Mitsurugi, Sophitia Alexandra), all you need is to mix all
    of your moves like crazy in order to win.  Remember the more often
    you mix up like crazy with Voldo, the less likely your foe will
    retaliate.  The only thing I would like to tell you here is to avoid
    using moves that make Voldo vulnerable to vicious Back Throws.
    
    However, if you are facing an expert Taki or an expert Xianghua
    player, then you may want to play at the defensive since these two
    characters have faster reflexes than Voldo.
    
    Comparing in between Voldo and Seung Mi Na is much like trying to choose
    what kind of Pizza you want.  Both Voldo and Seung Mi Na shares the
    same trait: quick variety that allows you to mix up moves like silly.
    However, Voldo is a lot more forgiving to use Seung Mi Na because Voldo's
    vitality and HP are a lot higher than Seung Mi Na's.  Also, Voldo can
    recover from KOs faster than Mi Na, and his hitting power allows him
    to "dance like a fly" whenever he can incur multiple hits from all areas
    of his foe's body.
    
    If variety is what you REALLY want, then I would go for Voldo first
    since he's much more competent whenever high-damage characters come to
    mind.  Even though he has some boo-boos, Voldo is one of a kind and
    should be your first character once you've decided that you're on a
    mission to mix all of your moves like nuts.  Once your used to Voldo's
    unorthodox patterns, Voldo could become a vicious opponent, although
    you should never say that he's the best character in the game.  Part
    of the reason why Soul Calibur is a great game is because all characters
    have their own physical as well as mental differences.
    
    However, with Calibur out for the Dreamcast right now, it becomes
    obvious that you should try to buy the Dreamcast with Soul Calibur if
    perfection to Seung Mi Na is what you want.  For the Dreamcast version
    of Soul Calibur, the conditions on how to get the extra characters have
    changed.  IMO it's best to play Calibur at the Arcades, though.
    
    If you are concerned whether I will be creating FAQs for other characters,
    you are to be advised that I WILL NOT CREATE AN FAQ FOR TAKI, CERVANTES,
    OR OTHER CHARACTERS.  I have created enough FAQs for Soul Calibur, with
    my Siegfried Move List being the best effort since I was the first one
    to create a Sieg move list in the Net for Soul Calibur.
    
    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.
    
    For those who live in jusrisdictions that replaces Mitsurugi with
    Arthur: I WILL NOT RECOGNIZE ARTHUR AT ALL.  If you ask me regarding
    about Arthur once again, I WILL DELETE AND FILTER YOUR E-MAIL.  So
    please, let me follow the formula of the Samurais here.
    
    The first file that I have refurbished is Seung Mi Na.  Why?  Because
    I gave Seung Mi Na too many negatives.  Well, with the recent update,
    I should be able to fix Mi Na's image.  Next was both Nightmare and
    Siegfried.  Why?  Because I'm used to the Zweihander brothers.
    
    Now it's Voldo's turn in my continuing series of refurbishments of my
    Soul Calibur FAQs.  Why?  Voldo has the best variety in the game and
    it's really important to mix like nuts when playing as Voldo whilst
    trying to avoid doing any unnecessary stances that leave Voldo
    open for really vicious retaliatements.
    
    After Voldo is completely fixed, then I will concentrate on Lizard Man,
    and then the others.  I will concentrate on Lizard Man because he's a
    back-up character and is also a scrub-friendly character like Sophie.
    Next comes Rock, Astaroth, and Yoshimitsu right after I completely fix
    both Voldo and Lizard Man to accomodate a fresher interface.
    
    This FAQ will also work for the Dreamcast, although I'm centralizing
    this FAQ towards Arcade Players.
    
    ========================================================================
    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 21
    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 were able to
    reach Cervantes and best him in sorts.  Sophitia Alexandra destroyed the
    Soul Edge Female, but was wounded by the shards.  At the self-same instant,
    Cervantes vowed to kill Sophie with the Soul Edge Male, but was attacked
    and defeated without warning by Taki.  Taki took a shard of the destroyed
    Soul Edge Female while taking Sophie back to Greece.  As Siegfried
    Schtauffen attempted to retrieve the Soul Edge Male, he is forced to wield
    his Zweihander (Faust) against Soul Edge, the keeper of Secrets.  After Soul
    Edge's demise, Siegfried took the Soul Edge Male, 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.  Due to the death
    of the Soul Edge Female, the stability of all evil within has been altered
    in some way for a while.
    
    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
    
    Try to play ALL of the characters--NOT to know the moves but to know
    their personalities so that you can take full advantages of their
    strengths and weaknesses.  Just because the character has the best set
    of moves or just because he/she is easy to use doesn't mean that you
    can neglect Soul Calibur's learning curve.  Remember in Soul Calibur,
    you have to learn all the characters as far as personal differences are
    concerned and find out who you are REALLY good with.
    
    ========================================================================
    INTENTIONS FOR THE VOLDO MOVE LIST
    
    This move was intended to serve primarily as a very descriptive move list
    for the efficient servant of Verucci, Voldo.  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.  This
    document wasn't intended to help make Voldo a clear-cut winner on a Soul
    Calibur Tournament.  Voldo is possibly one tough character to get used to,
    but his way of fighting is a lot more forgiving than Ivy's.  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.
    
    Voldo is one of the Ten Default Characters that you can select from the
    game.  Although he's a bit tricky to use, his strength lies mainly in the
    art of confusion and variety.  Only Ivy has more variety with her Ivy
    Sword.  At the hands of a beginner Voldo is nothing but a brute but in
    the hands of an expert, Voldo becomes a vicious foe, though not without
    drama.
    
    You're welcome to offer me with any bug fixes at this location:
    
    - http://www.verasnaship.net/text/mailform.html (Coming Soon)
    
    ========================================================================
    VOLDO RANTS
    
    Listen, I'm getting sick and tired of people declaring at the Soul
    Calibur Forum (http://www.soulcalibur.com/cgi-bin/wwwboard.cgi) that Voldo
    is the man.  Now to give some synopsis on this, NO CHARACTER CAN BE
    COMPLETE WITHOUT A DRAMATIC WEAKNESS.  To help you understand why no one
    can have no weak points, here's the lowdown:
    
    Voldo is one of the hardest characters to use, but he isn't as hard as
    he used to be in Soul Edge.  With the System 12's faster RAM capacity
    and a cool 60 FPS, and faster gameplay, Voldo carries even more moves
    and his variety has increased by a good margin.
    
    The only thing hard about Voldo is that his list of moves can be
    overwhelming at times, and he has about 4 stances.  Some of these
    stances allows Voldo to mix his moves like nuts, thus giving Voldo
    some time to pull a few tricky strings in order to make things harder
    on his foe.
    
    Unfortunately, one of the stances will make Voldo vulnerable to a
    vicious backthrow if he overuses it and it is really important that
    you don't bring Voldo's guard to a halt at anytime.  Make sure that
    you don't let Voldo show his back to some of the quicker players like
    Taki, and definitely avoid showing your back at any expert players.
    
    Despite the back-show problem, Voldo can still be tamed.  If you
    can spend the time to take full advantage of his variety and avoid
    showing your back at all times, then Voldo can be a vicious character.
    This is due to the fact that Voldo's hitting power is way higher than
    Seung Mi Na's and he can withstand more hits and punishment than Mi Na.
    
    Voldo's variety also allows him to pull off some conventional strings.
    While he may not be strong in simple juggles, the amount of effort
    required to pull off insanely hard juggles really makes it worth the
    effort.
    
    If for any reason you don't fare well with Voldo at your arcade, maybe
    you'd better rent or purchase a Dreamcast and/or rent or buy Soul
    Calibur and dedicate all the playing time to Voldo.  Master all his
    moves, tame up all these lame weaknesses, and learn how to mix like
    nuts!  This way you can become a better Voldo Player.
    
    While Voldo virtually has no weaknesses, his least impressive attribute
    is that he tends to show his back right after finishing a combo that ends
    with Voldo showing his back, leaving him vulnerable for SERIOUS PROBLEMS.
    A good match can be ruined by just having your foe hit Voldo with his
    back shown (which means that he can't block) and a backthrow performed
    by an expert Taki player IS THE WORST STUNT THAT YOU CAN EVER SEE.
    
    With the 8-Way Run mandated during gameplay, you should try to take full
    advantage of Voldo's variety and speed.  He moves surprisingly fast for
    a tall guy like himself, so make sure that you use his speed in order to
    mix your moves like nuts.  His stances allows him some time to create
    some boocoo stunts that allows him to strike at multiple levels, but
    don't end the combo with a stance that will force Voldo to show his
    back.
    
    Overall, Voldo is easier to use than what he used to be in Soul Edge and
    mastering Voldo and learning how to use Voldo efficiently is really worth
    the effort.  BTW I'd like to tell you that he's only second in variety to
    Ivy (who IMO is regarded as the character with the best variety in the
    game).
    
    Vital Statistics
    ----------------
    HP: ***
    Strength: ***
    Range: ***
    Vitality: ***
    Spirit: ***
    Dexterity: ****
    Throw Range: Sort of OK, you shouldn't be needing to throw with Voldo
    since his variety is his strongest point.
    
    ========================================================================
    VOLDO AT A GLANCE
    
    This section of this document has been taken from Namco America's Soul
    Calibur Site at http://www.soulcalibur.com and from Fighters.NET's Soul
    FAQ by Mr MG (http://www.fighters.net).
    
    Catch Copy:      Hell Guardian
    Weapon:          Katar on each hand
    Weapon's Name:   Shame and Blame
    Style:           Self-Taught
    Age in Years:    46
    Date of Birth:   August 25
    Family:          Entire family killed in wars
    Place of Origin: Palermo, Italy
    Height:          6 foot
    Weight:          185 lbs
    Blood Type:      A
    Stage:           Verucci's Money Pit
    BGM:             Sweet Illusion
    Sub-Boss:        Isabella Valentine (at Siegfried's Stage)
    
    Unfortunately, Voldo was unable to reach Soul Edge three years ago but
    by the time he returned to Verucci's money pit, it was flooded through
    a storm.  Though he tried to restore the pit, the task was too difficult
    for Voldo to accomplish as the pit was entirely sunken under water.
    
    By the time Isabella Valentine was searching for Verucci's note about
    Soul Edge, Voldo realized that his trust was about to be tested.  Voldo
    attacked Ivy (as Voldo allows no one to trespass Verucci's lair), but
    the Ivy Sword and the Unrelated Link troubled him.  With Ivy running
    away guarding herself with the weapon, Voldo kneeled in front of his
    master's grave to report that Ivy's been disposed of, but he hears a
    sweet voice.
    
    Verucci wanted to tell Voldo that Ivy had the aura of the foul sword,
    and commanded Voldo to chase after her and retrieve the Soul Edge.  And
    then, right after Voldo understood this sweet voice, he left the money
    pit on a two-fold: Chase Ivy, and grab the ultimate evil sword Soul
    Edge.
    
    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.
    
    ========================================================================
    TELL ME MORE ABOUT THE FIGHTING THEORY
    
    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.
    
    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.
    
    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.
    
    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.
    
    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 Moves must
    be crouched.  Unblockable Mid Moves must be side-stepped just right, and
    Unblockable Low Moves MUST BE DODGED AT THE OPPOSITE DIRECTION OF YOUR
    FOE and then side stepped to get out of the way.  Eight-Way running these
    moves are acceptable, as long as you know how much range an unblockable
    has.
    
    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.
    
    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 call this an Impact Piss-off because when timed correctly,
    the Block will push the enemy back and safe from your foe's reach.
    
    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.
    
    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.
    
    That's all for today!  Although the first public version's information
    was majorily taken at http://www.soulcalibur.com, I decided that it's
    time to repair this section due to legal and personal issues aloft.  I
    will have to get some more games in to refresh my memory so I can list
    some of these theories in my plain own words.
    
    ========================================================================
    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
    LND: As you land
    
    BLIND: Blind Stance
    CAL: Caliostro Rush
    RAT: Rat Chaser
    MAN: Mantis Crawl
    
    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 Voldo as Throw Moves.
    Keep in mind that Astaroth's throw range is excellent while Xianghua's
    throw range is rather lame.  Voldo's throwing range is good enough, but
    his throwing range isn't as awesome as Astaroth's, so Voldo will need to
    risk his luck to throw a foe in.
    
    Now keep in mind that you really don't need to use these throws since
    Voldo's variety is his strongest point.  Only use these throws for a
    defensive purpose.  However, the ONLY throw that is worth using for
    an offensive purpose is his Spinning Umbrella, which is a throw that
    will SLAM BAM your foe OUT OF THE RING if used properly.
    
    A great way to pull off some variety with Voldo is to escape from a
    throw (with the proper command) and to let the enemy have it with all
    Voldo has!!!
    
    Spinning Umbrella
    -----------------
    Execution: G+A
    Throw Type: Front Throw
    Button used to escape: A, but this will only work if you pressed this
    button at the start of the Spinning Umbrella
    Note: If Voldo is near the edge of the ring, then he can ring a foe out
    with this move.
    Voldo grabs his foe, and then spins his foe with his Katar before slamming
    his foe into the ground!
    
    Centipede Nightmare
    -------------------
    Execution: G+B
    Throw Type: Front Throw
    Button used to escape: B, but this will only work if you pressed this
    button at the start of the Centipede Nightmare
    Voldo slams his foe to the ground and does a Mantis Crawl prone-stabbing
    his foe with the weight of the Shame and Blame.
    
    Bloody Drill
    ------------
    Execution: G+K
    Throw Type: Front Throw
    Button used to escape: A, but this will only work if you pressed this
    button at the start of the Bloody Drill
    
    Life Sucker
    -----------
    Execution: CAL,G+A
    Throw Type: Caliostro Rush-Dependent Throw
    Button used to escape throw: Inescapable(?!)
    Note: This throw can only be used if Voldo is on a Caliostro Rush
    
    Blind Ownership
    ---------------
    Execution: BLIND,G+B
    Throw Type: Blind Stance-dependant throw
    Button used to escape throw: B, but this will only work if you pressed
    this button at the start of the Blind Ownership
    Note: This throw can only be used if Voldo is on a Blind Stance
    
    Fool's Inquest
    --------------
    Execution: Any throw move directly from the foe's left side
    Throw Type: Left Side throw
    Button used to escape: Escape from this throw move will depend on the
    throw command used, and will only work if you used the escape during the
    start of the Fool's Inquest.
    
    Bush Whacker
    ------------
    Execution: Any throw move directly from the foe's right side
    Throw Type: Right Side throw
    Button used to escape: Escape from this throw move will depend on the
    throw command used, and will only work if you used the escape during the
    start of the Bushwhacker.
    
    Sadistic Spider
    ---------------
    Execution: Any throw move close from behind
    Throw Type: Back throw
    Button used to escape: Escape from this throw move will depend on the
    throw command used, and will only work if you used the escape during the
    start of the Sadistic Spider.
    
    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.
    
    The best way to pull off some guaranteed hits is to do a Guard Impact
    to your opponent.  Once you've guard impacted your foe, IMMEDIATELY
    PULL OFF SOME NASTY BLOWS that will strike at multiple levels!!!
    
    If you want to really get nasty, then do a Side-Push (pull defensively
    on the lever and hit G at the same time at the right timing) followed
    by some nasty moves that will hit your foe at multiple levels at your
    own convenience.
    
    Scissor Claw
    ------------
    Execution: A,A
    Locations: H,H
    
    Dark Shredder
    -------------
    Execution: A,B,A
    Locations: H,H,M
    Note: You can execute this move by pressing A,B,A,b to start a Blind
    Stance Combination.  The third hit will stagger a foe whenever it's
    blocked.
    
    Side Claw Kick
    --------------
    Execution: A,K
    Location: H,M
    A horizontal slash followed by a mid-sectional kick!
    
    Jolly Ripper
    ------------
    Execution: f+A
    Location: H
    Note: This move will end in a Blind Stance, but try not to overuse
    this move because then your foe may notice that you will start a
    Blind Stance afterwards and viciously counterattack you, so try not
    to play pattern games whenever trying to initiate a Blind Stance.
    
    Elegant Claw
    ------------
    Execution: f,[f]+A
    Location: H
    Note: This move will stagger a foe whenever it's blocked
    
    Blind Blade
    -----------
    Execution: df+A
    Location: M
    Note: This move will stagger a foe whenever it's blocked
    
    Rat Chase
    ---------
    Execution: d+A,K
    Location: L,H,M
    Multiple level fever!!!!  When used in conjunction to other moves, this
    one can prove to be vicious.  Mix your moves very often with this one,
    as the key to play Voldo efficiently is to mix up moves that hit multiple
    levels like nuts so that the foe has a hard time blocking the hits.
    If you want to get really nasty, then you can use the Rat Chase as a part
    of your plan of confusing patterns.  Just don't give the foe a chance to
    retaliate!
    
    Rat Cheese
    ----------
    Execution: d+A,A,A,K
    Locations: L,L,L,H,M
    Multiple level fever!!!!  When used in conjunction to other moves, this
    one can prove to be vicious.  Mix your moves very often with this one,
    as the key to play Voldo efficiently is to mix up moves that hit multiple
    levels like nuts so that the foe has a hard time blocking the hits.
    If you want to get really nasty, then you can use the Rat Chase as a part
    of your plan of confusing patterns.  Just don't give the foe a chance to
    retaliate!
    
    Mouse Cutter
    ------------
    Execution: db+A
    Location: SM
    Note: Voldo will continue to crouch right after doing this move, so it
    would be a good idea to either hold down to keep Voldo crouching right
    after this move, or you can try out some While Standing moves to create
    unconventional combinations.
    
    Blind Spin
    ----------
    Execution: b+A,A
    Location: H,H
    Note: The first hit will end in a Blind Stance, which is a good way to
    start a Blind Stance Combination but you need to use this way of starting
    a Blind Stance wisely as overusing this move to start a Blind Stance will
    prompt a foe to catch up with you immediately, so don't play pattern games
    when doing Blind Stance Combinations.  The first hit will stagger a foe
    whenever it's blocked.  If you think you're in the brink of receiving some
    hurting, snap out of it!
    
    Lunatic Doll
    ------------
    Execution: b,[b]+A
    Location: M
    
    Suspended Gears
    ---------------
    Execution: [g]~u,LND+A
    Location: L
    
    Brain Robber
    ------------
    Execution: u+A
    Location: H
    
    Scorpion Claw
    -------------
    Execution: WS+A
    Location: M
    Note: This move will stagger a foe whenever it's blocked.  If this move
    lands as a counterstrike, you will double-over stun your foe, creating
    room for fancy juggles.
    
    Stampede Shredder
    -----------------
    Execution: B,B
    Locations: M,M
    
    Full Stampede Shredder
    ----------------------
    Execution: B,B,B
    Locations: M,M,M
    Note: The Third hit will only budge if the first hit connects without a
    block.  This move MUST be done on your foe's back.
    
    Grave Digger
    ------------
    Execution: B~A
    Locations: L,L,L
    Note: This move will also hit prone foes, so this move is pretty good with
    Pin-Attack Combos.
    Don't use this move unless you're using it for a pin-attacking cause.
    
    Blade Nail
    ----------
    Execution: f+B
    Location: H
    Note: If this move is a counterstrike, then your foe will fall back into
    the ground stunned.
    Voldo does an Eye-Gouge that gives your foe a black-eye.
    
    Demon Elbow
    -----------
    Execution: f,[f]+B
    Location: M
    Note: This move will stagger a foe whenever blocked.
    Voldo does a Tiger stance and slams his foe with a weird-looking elbow.
    
    Guillotine Scissors
    -------------------
    Execution: df+B,B
    Locations: M,M
    
    Power Slave
    -----------
    Execution: d+B,B
    Locations: M,M
    Note: The Second hit will stagger whenever it's blocked.  If you want to
    start a Blind Stance Combination, press d+B,b instead.  This command is a
    good way to start a Blind Stance but you need to avoid overusing this Blind
    Stance Starter as overusing it will prompt the foe to know what's happening
    next and to viciously counterattack you at all quarters, so mix up your
    Blind Stance Starting Moves for variety.
    
    Asylum Dance
    ------------
    Execution: db+B,K,K
    Locations: M,M,H
    Note: The third hit will stagger a foe whenever it's blocked.  If you don't
    press the final K command, then you will be going onto a Mantis Crawl.  Try
    not to overuse this mean of starting of a Mantis Crawl because if you do then
    your foe may viciously counterattack you as you begin a Mantis Crawl Combo.
    
    Hell Chop to Blind Claw
    -----------------------
    Execution: b+B,A
    Locations: M,M
    Note: The second hit of the move will stagger a foe whenever it's blocked.
    This move will end in a Blind Stance.  A nice way to start a Blind Stance
    Combination but you must not overuse this mean of starting a Blind Stance
    Combination as overusing this mean may prompt a foe to catch on and to
    viciously counterattack you afterwards.
    To be convenient on you, YOU SHOULD ALWAYS TRY TO SNAP OUT OF A BLIND
    STANCE SO THAT YOU DON'T SUFFER THE BACKTHROW BLUES.
    
    Hell Digger
    -----------
    Execution: b+[B]
    Location: UM
    Note: If this move successfully connects, then you'll automatically
    shift to the Grave Digger.
    
    Suspended Pendulum
    ------------------
    Execution: [G]~u,LND+B
    Locations: M
    
    Floral Callus
    -------------
    Execution: u+B
    Location: M
    
    Bat Taste
    ---------
    Execution: WS+B,B
    Locations: M,M
    Note: Hold the first B to shift to Mantis Crawl.  This is a good way to
    start a Mantis Crawl Combination but you need to use this mean of starting
    a Mantis Crawl Combination wisely as there are experts who will catch on
    if you happen to overuse this mean of Mantis Crawl Combos.
    
    Rat Drill
    ---------
    Execution: WC+df+B
    Location: M
    Note: This move will stagger a foe whenever it's blocked.  This move will
    also shift to Blind Stance.  A good way to start a Blind Stance Combination
    but you need to avoid overusing this mean of starting a Blind Stance Combo
    as there are experts who will catch on if you happen to overuse it.
    
    Bowing Lunatic Flip
    -------------------
    Execution: f,[f]+K
    Location: M
    Note: This move will stagger a foe whenever it's blocked.  This move will
    also shift to Blind Stance.  A good way to start a Blind Stance Combination
    but you need to avoid overusing this mean of starting a Blind Stance Combo
    as there are experts who will catch on if you happen to overuse it.
    
    Mute Mid Kick
    -------------
    Execution: df+K
    Location: M
    
    Rat Kick
    --------
    Execution: d+K
    Location: L
    Note: Voldo will continue to crouch right after doing this move, so it
    would be a good idea to either hold down to keep Voldo crouching right
    after this move, or you can try out some While Standing moves to create
    unconventional combinations.
    
    Scorpion's Tail
    ---------------
    Execution: db+K
    Location: L
    Note: To end the move facing your foe, hold Forward.  If you don't, then
    you can start out a Blind Stance Combination from this move but you need
    to avoid overusing this mean of starting a Blind Stance Combo as there are
    experts who will catch on if you happen to overuse it.
    
    Lunatic Flip
    ------------
    Execution: b,[b]+K
    Location: M
    
    Rat Slaughter Kick
    ------------------
    Execution: [G]~u,LND+K
    Location: L
    
    Rat Drop Kick
    -------------
    Execution: u+K
    Location: H
    
    Lunatic Spin
    ------------
    Execution: WS+K
    Location: M
    Note: To end the move facing your foe, hold Forward.  If you don't, then
    you can start out a Blind Stance Combination from this move but you need
    to avoid overusing this mean of starting a Blind Stance Combo as there are
    experts who will catch on if you happen to overuse it.
    
    Insane Freak
    ------------
    Execution: f,[f]+G+A+B,K
    Locations: M,H
    Note: If the first hit lands as a counterstrike, it will double-over stun
    a foe.  The first and third hit will stagger a foe whenever these hits are
    blocked.  The second hit will strike prone foes.
    
    Praying Mantis
    --------------
    Execution: A+B
    Location: M
    Note: This move will stagger a foe whenever it's blocked.
    
    Shame and Blame Gore
    -------------------- 
    Execution: f+A+B
    Location: M
    Note: This move will stagger a foe whenever it's blocked.  This move will
    also shift to Blind Stance.  A good way to start a Blind Stance Combination
    but you need to avoid overusing this mean of starting a Blind Stance Combo
    as there are experts who will catch on if you happen to overuse it.
    Try to snap out of the Blind Stance if you get into a Blind Stance by
    accident as you can't afford to have Voldo show his back to some of the
    faster characters in the game.
    
    Gate Opener
    -----------
    Execution: f,[f]+A+B
    Locations: M,M
    Note: If you execute this move as f,[f]+A+B,K, then the move will shift to
    the Gate Pryer, which its second hit will stagger a foe whenever it's
    blocked.
    
    Evil Bow
    --------
    Execution: d+A+B
    Location: L
    Note: Voldo will continue to crouch right after doing this move, so it
    would be a good idea to either hold down to keep Voldo crouching right
    after this move, or you can try out some While Standing moves to create
    unconventional combinations.
    
    Guillotine Scissors Alternate
    -----------------------------
    Execution: b+A+B
    Location: M
    
    Blind Dive
    ----------
    Execution: df+A+B
    Location: H
    Note: This move will stagger a foe whenever it's blocked.  If you hold
    A+B and if you can max-out the delay, then the move becomes a UM.  Neat
    but you need to be using the unblockables wisely as there are some
    experts who's willing to land a few vicious counterstrikes to ruin your
    day.
    
    Death Rose
    ----------
    Execution: A+K
    Locations: M,M
    Note: To increase the weight and damage of the attack, hold the
    aforesaid command
    
    Mantis Crawl
    ------------
    Execution: df+A+K
    Location: M
    Note: This move will automatically shift you into a Mantis Crawl with
    your head facing towards your foe.  A nice way to start a Mantis Crawl
    Combination, but you need to use this transition to the Mantis Crawl
    Wisely because there are experts who can read your mind if you overuse
    it.
    
    Mantis Crawl
    ------------
    Execution: d+A+K
    Location: M
    Note: This move will automatically shift you into a Mantis Crawl with
    your feet facing towards your foe.  A nice way to start a Mantis Crawl
    Combination, but you need to use this transition to the Mantis Crawl
    Wisely because there are experts who can read your mind if you overuse
    it.
    
    Web Weaver
    ----------
    Execution: b+A+K
    Location: UH
    Note: This is a quick unblockable but be careful not to overuse this
    one because any foe can crouch underneath.  You can cancel the move
    by hitting G during the animation of the unblockable.
    
    Mantis Crawl
    ------------
    Execution: When prone, A+K
    Location: Initiates a Mantis Crawl
    Note: Regardless of the command, you will be doing a quick Mantis
    Crawl Recovery.  A nice way to start a Mantis Crawl Combination, but you
    need to use this transition to the Mantis Crawl Wisely because there are
    experts who can read your mind if you overuse it.
    
    Super Freak
    -----------
    Execution: B+K
    Location: Special Swayaway move
    Note: This is a special evasion move that is useful for dodging attacks
    and can be done from a blind stance as well.
    
    Super Freak Inner
    -----------------
    Execution: d+B+K
    Location: Special Swayaway move
    Note: This is a special evasion move that is useful for dodging attacks
    and can be done from a blind stance as well.
    
    Super Freak Outer
    -----------------
    Execution: u+B+K
    Location: Special Swayaway move
    Note: This is a special evasion move that is useful for dodging attacks
    and can be done from a blind stance as well.
    
    Rat Bounce
    ----------
    Execution: WC+B+K
    Location: M
    Note: Voldo will continue to crouch right after doing this move, so it
    would be a good idea to either hold down to keep Voldo crouching right
    after this move, or you can try out some While Standing moves to create
    unconventional combinations.
    
    Caliostro Rush
    --------------
    Execution: qcf
    Location: Starts Caliostro Rush Combination Moves
    Note: This is actually starting a Caliostro Rush Combination without the
    hassle of attacking.  Although it's kind of risky to start a Voldo Stance,
    mixing means of starting Caliostro Rushes is your best bet to confuse your
    foe.
    
    Blind Stance
    ------------
    Execution: qcb
    Location: Starts Blind Stance Combination Moves
    Note: This is actually starting a Blind Stance Combination without the
    hassle of attacking.  Although it's kind of risky to start a Voldo Stance,
    mixing means of starting Blind Stances is your best bet to confuse your
    foe.  I cannot recommend going into a Blind Stance since you leave yourself
    vulnerable to vicious strikes and (uh-oh) killer back throws.
    
    Rat Chaser
    ----------
    Execution: WC,qcdf
    Location: Starts Rat Chaser Combination Moves
    Note: Voldo does a crouching dash before he shifts into the Rat Chaser
    Mode.  This is actually starting a Rat Chaser Combination without the
    hassle of attacking.  Although it's kind of risky to start a Voldo Stance,
    mixing means of starting Rat Chasers is your best bet to confuse your
    foe.
    
    ------------------------------------------------------------------------
    Blind Stance Moves: These moves can only be executed while Voldo is on
    Blind Stance Mode
    ------------------------------------------------------------------------
    
    Blind Claw
    ----------
    Execution: A
    Location: H
    
    Madness Spin
    ------------
    Execution: f+A
    Location: M
    
    Lunatic Wheel
    -------------
    Execution: f,[f]+A
    Location: M
    Note: If you hold the A button instead of tapping the A button, then you
    can change the move's property to a launcher.  This move will also stagger
    a foe whenever this move is blocked.
    
    Mute Elbow Rush
    ---------------
    Execution: b+A,B
    Location: H,M
    Note: This move will automatically shift to Blind Stance.  It's a great
    way to start a Blind Stance Combination, but you need to use this mean of
    using Blind Stance Combos because there are expert players who will catch
    on if you abuse this move.
    
    Shredder
    --------
    Execution: B
    Location: M
    
    Rat Straight
    ------------
    Execution: f+B
    Location: H
    Note: This move will stagger a foe whenever the move is blocked.  Also,
    if this move lands as a counterstrike, a fall back stun will apply.
    
    Red Stitch
    ----------
    Execution: f,[f]+B
    Location: M
    Note: This move will stagger a foe whenever the move is blocked.  This
    move will also commit a Bound Stun if the hit is a counterstrike.
    
    Scarecrow
    ---------
    Execution: f,[f]+B~A
    Location: M
    Note: If this move lands as a counterstrike, then it will double-over
    stun a foe.
    
    Death Ensnare
    -------------
    Execution: b+B,B
    Location: M,M
    
    Mute Blade Rush
    ---------------
    Execution: [b]+B,B
    Location: M,M
    Note: The second hit will stagger a foe whenever this move is blocked.
    This move will also automatically shift to Blind Stance.  It's a great
    way to start a Blind Stance Combination, but you need to use this mean of
    using Blind Stance Combos because there are expert players who will catch
    on if you abuse this move.
    
    Blind Kick
    ----------
    Execution: K
    Location: H
    
    Scorpion Tail
    -------------
    Execution: db+K
    Location: M
    
    Mute Kick
    ---------
    Execution: b+K
    Location: H
    Note: This move will automatically shift to Blind Stance.  It's a great
    way to start a Blind Stance Combination, but you need to use this mean of
    using Blind Stance Combos because there are expert players who will catch
    on if you abuse this move.
    
    Blind Drop Kick
    ---------------
    Execution: d+K
    Location: L
    Note: Voldo will be lying down on his face right after this move, so be
    sure to get in some vicious getup moves after this one.
    
    Freak Roll
    ----------
    Execution: A+B
    Locations: M,M
    Note: The second hit will only budge if the first hit successfully
    connects.  Both hits will strike prone foes.
    
    Spasm
    -----
    Execution: [d] during Freak Roll
    Location: L
    Note: This move will also strike prone opponents.
    
    Freak to Mantis Crawl
    ---------------------
    Execution: [G] during Freak Roll
    Location: Special Move Cancel
    Note: This move will automatically shift Voldo to Mantis Crawl. A nice
    way to start a Mantis Crawl Combination, but you need to use this
    transition to the Mantis Crawl Wisely because there are experts who can
    read your mind if you overuse it.
    
    Reverse Evil Bow
    ----------------
    Execution: [d]+A+B
    Location: L
    Note: Voldo will continue to crouch right after doing this move, so it
    would be a good idea to either hold down to keep Voldo crouching right
    after this move, or you can try out some While Standing moves to create
    unconventional combinations.  This move will also automatically shift
    you to Blind Stance.  This is a great way to start Blind Stance Combos
    but you need to be extra careful when doing this because there are
    experts who will catch on to you if you abuse this mean of starting
    Blind Stances.
    
    Death Rose
    ----------
    Execution: A+K
    Location: M,M
    
    Mantis Crawl Start
    ------------------
    Execution: d+A+K
    Location: Automatically shifts to Mantis Crawl
    Note: This move will automatically shift you into a Mantis Crawl
    regardless of the condition.  A nice way to start a Mantis Crawl
    Combination, but you need to use this transition to the Mantis Crawl
    Wisely because there are experts who can read your mind if you overuse
    it.
    
    ------------------------------------------------------------------------
    Mantis Crawl: These moves can only be executed while Voldo is performing
    a Mantis Crawl
    ------------------------------------------------------------------------
    
    Twisted Salute
    --------------
    Execution: A
    Location for Head Facing: M
    Location for Feet Facing: L
    Note: If you execute this move with your head facing towards your foe,
    then the move will automatically shift you to Blind Stance.  This is a
    great way to start Blind Stance Combos but you need to be extra careful
    when doing this because there are experts who will catch on to you if you
    abuse this mean of starting Blind Stances.
    
    Asylum Breakout
    ---------------
    Execution: B
    Location for Head Facing: M
    Location for Feet Facing: L
    Note: If you execute this move with your feet facing towards your foe,
    then the move will automatically shift you to Blind Stance.  This is a
    great way to start Blind Stance Combos but you need to be extra careful
    when doing this because there are experts who will catch on to you if you
    abuse this mean of starting Blind Stances.
    
    Scorpion Kick
    -------------
    Execution: K
    Location: H
    Note: This move can only be executed if your feet is facing towards your
    foe.  This move will stagger a foe whenever it's blocked.
    
    Bowing Lunatic Flip
    -------------------
    Execution: K
    Location: M
    Note: This move can only be executed if your head is facing towards your
    foe.  This move will automatically shift you to Blind Stance.  This is a
    great way to start Blind Stance Combos but you need to be extra careful
    when doing this because there are experts who will catch on to you if you
    abuse this mean of starting Blind Stances.
    
    Mantis Fire Dance
    -----------------
    Execution: f,[f]
    Location: L
    Note: This move will return Voldo back to Mantis Crawl Mode (regardless
    of whether his head or feet were facing the foe).  It's a great way to
    keep Voldo in Mantis Crawl Mode, but if you overuse this stance, YOU
    WILL HEAVILY PAY.
    
    Mantis Walk
    -----------
    Execution: [f] or [b]
    Location: Special Movement
    Note: This is a special Mantis movement ending in Mantis Crawl.  It's a
    great way to keep Voldo walking in Mantis Crawl but if you stay in Mantis
    Crawl Mode for too long, then you will PAY HEAVILY.
    
    ------------------------------------------------------------------------
    Caliostro Rush: These moves can only be used while Voldo is performing
    a Caliostro Rush
    ------------------------------------------------------------------------
    
    Shame and Blame Slap
    --------------------
    Execution: A,A
    Location: H,M
    Note: The second hit will double over stun a foe whenever it's a
    counterstrike.
    
    Slap Behind Claw
    ----------------
    Execution: A,df+A
    Locations: H,M
    Note: The second hit will stagger a foe whenever the move is blocked
    
    Blind Slap
    ----------
    Execution: A,b+A
    Locations: H,M
    Note: The second hit of this move will stagger a foe whenever it's blocked.
    The move will automatically shift you to Blind Stance.  This is a great
    way to start Blind Stance Combos but you need to be extra careful when
    doing this because there are experts who will catch on to you if you
    abuse this mean of starting Blind Stances.
    
    Mad Shredder
    ------------
    Execution: B,B,B
    Locations: M,M,M
    Note: The third hit will stagger a foe whenever it's blocked
    
    Rat Slaughter Kick
    ------------------
    Execution: K
    Location: L
    Note: Voldo will lie down on his face right after this move, so try to
    get a good getup attack in.
    
    Snake Eater
    -----------
    Execution: A+B
    Location: L
    Note: Voldo will continue to crouch right after doing this move, so it
    would be a good idea to either hold down to keep Voldo crouching right
    after this move, or you can try out some While Standing moves to create
    unconventional combinations.
    
    Lunging Rat Bounce
    ------------------
    Execution: B+K
    Location: M
    Note: Voldo will continue to crouch right after doing this move, so it
    would be a good idea to either hold down to keep Voldo crouching right
    after this move, or you can try out some While Standing moves to create
    unconventional combinations.
    
    ------------------------------------------------------------------------
    Rat Chaser: These moves can only be executed while Voldo is executing
    a Rat Chaser
    ------------------------------------------------------------------------
    
    Scorpion Kick
    -------------
    Execution: K
    Location: H
    
    Rat Retreat
    -----------
    Execution: [db]
    Location: Special Movement
    
    ------------------------------------------------------------------------
    Eight way Run Moves: Eight Way Run Moves are stronger versions of some of
    the Normal Moves that Voldo can use.  There are also some moves that
    Voldo 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.
    ------------------------------------------------------------------------
    
    Elegant Claw
    ------------
    Execution: f+A
    Location: H
    Note: This move will stagger a foe whenever it's blocked
    
    Silent Embrace
    --------------
    Execution: df_uf+A
    Location: H
    Note: This move will stagger a foe whenever it's blocked
    
    Blind Blade
    -----------
    Execution: d_u+A
    Location: M
    Note: This move will stagger a foe whenever it's blocked
    
    Lunatic Doll
    ------------
    Execution: b+A
    Location: M
    
    Demon Elbow
    -----------
    Execution: f+B
    Location: M
    Note: This move will stagger a foe whenever it's blocked
    
    Despair
    -------
    Execution: d_u+B
    Location: M,M
    
    Madness Scissors
    ----------------
    Execution: db_ub+B
    Location: M
    Note: You can hold the B Button to kick in a Motion Delay.  If the delay
    is maxed-out, then the number of hits will increase.  Use the motion delay
    wisely as there are fast experts who will be able to catch onto you if you
    abuse the motion delay.
    
    Hell Digger
    -----------
    Execution: b+[B]
    Location: UM
    Note: If the move connects then Voldo will shift automatically to Grave
    Digger.
    
    Hell Chop to Blind Claw
    -----------------------
    Execution: b+B,A
    Location: M,M
    Locations: H,M
    Note: The second hit of this move will stagger a foe whenever it's blocked.
    The move will automatically shift you to Blind Stance.  This is a great
    way to start Blind Stance Combos but you need to be extra careful when
    doing this because there are experts who will catch on to you if you
    abuse this mean of starting Blind Stances.
    
    Tail of the Demon
    -----------------
    Execution: df_uf+K
    Location: H
    Note: This move will stagger a foe whenever it's blocked
    
    Mute Low Kick
    -------------
    Execution: d_u+K
    Location: L
    
    Scorpion Tail
    -------------
    Execution: db_ub+K
    Location: M
    Locations: H,M
    Note: Hold Forward to make Voldo face at the end of the move's execution.
    If not, then Voldo will automatically shift to Blind Stance.  This is a
    great way to start Blind Stance Combos but you need to be extra careful
    when doing this because there are experts who will catch on to you if you
    abuse this mean of starting Blind Stances.
    
    Lunatic Flip
    ------------
    Execution: b+K
    Location: M
    Note: Since Voldo will be lying down on his face after this move, be sure
    to get in some vicious getup moves whenever you can.
    
    Gate Opener
    -----------
    Execution: f_d_u+A+B
    Location: M,M
    Note: If you execute this move as f,[f]+A+B,K, then the move will shift to
    the Gate Pryer, which its second hit will stagger a foe whenever it's
    blocked.
    
    Caliostro Rush
    --------------
    Execution: B+K
    Loction: Ends in a Caliostro Rush
    Note: This is actually starting a Caliostro Rush Combination without the
    hassle of attacking.  Although it's kind of risky to start a Voldo Stance,
    mixing means of starting Caliostro Rushes is your best bet to confuse your
    foe.
    
    ========================================================================
    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 Voldo 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 Voldo's fancy combos to view, and then
    after selecting Voldo 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
    ---------------
    There are ways to start a combo, and the following are available to Voldo
    as Combo Lead-offs:
    
    Execution                                   Throw            Launcher
    ---------                                   -----            --------
    * WS+A                                      Yes              Yes
    * f,[f]+G+A+B,K                             No               No
    * f,[f]+B~A                                 Yes              Yes
    * CAL+A,A                                   Yes              Yes
    
    Kaipo's Special
    ---------------
    Execution: BLIND,f,[f]+B,f,[f]+B
    Counter Hit Required: Yes
    Number of Hits: 2
    Air Recovery Point: Not Applicable
    Not Guaranteed after: Guaranteed
    Author: Kaipo
    An easy combo to do with Solid Damage.  Again, don't overuse the Blind
    Stance or you may suffer the consequences.
    
    Kaipo's Special
    ---------------
    Execution: BLIND,f,[f]+A,A+K
    Counter Hit Required: No
    Number of Hits: 3
    Air Recovery Point: The Second Hit
    Not Guaranteed after: The Second Hit
    Author: Kaipo
    This move will work in either Blind Stance or Normal Stance.  The only
    way to get the move guaranteed is to time the execution of the Death
    Rose correctly.
    
    Kaipo's Special
    ---------------
    Execution: db+K,BLN,A+B,G,MAN,f,[f]
    Counterhit Required: No
    Number of Hits: 3
    Air Recovery Point: Does not apply
    Not guaranteed after: Guaranteed all the way
    Author: Kaipo
    Kaipo bills this combo as insane, but I would say that once you get all
    the hit positionings and the commands inputted correctly, then you should
    be able to pull this one with lots of ease.
    
    Kaipo's Special
    ---------------
    Execution: db+K,BLIND,A,qcf,CAL,A+B
    Counter Hit Required: No
    Number of Hits: 3
    Air Recovery Point: Does not apply
    Not guaranteed after: Guaranteed all the way
    Author: Kaipo
    This combo doesn't do enough damage, but it's a steady way to learn all
    the Soul Calibur-style combos Voldo has to offer.
    
    HwangUCLA Compactor
    -------------------
    Execution: db+K,BLIND,b+B,BLIND,A+B~G,MAN,f,[f]
    Counterhit Required: Recommended
    Number of Hits: 3
    Air Recovery Point: Does not apply
    Not Guaranteed after: Guaranteed all the way
    Author: HwangUCLA
    Like one of Kaipo's specials, this one is a good and steady way to
    milk in those guaranteed hits.
    
    WCMaxi's learning curve
    -----------------------
    Execution: db+K,BLIND,f+B
    Counterhit Required: No
    Number of Hits: 2
    Air Recovery Point: Does not apply
    Not guaranteed after: Guaranteed all the way
    Author: WCMaxi
    Although you only land about two hits on this one, it's a steady way of
    landing those guaranteed hits in those juggling combos.
    
    Kaipo's Special
    ---------------
    Execution: db+K,BLIND,f+A
    Counterhit Required: No
    Number of Hits: 2
    Air Recovery Point: Does not apply
    Not Guaranteed after: Guaranteed all the way
    Author: Kaipo
    Like WCMaxi's Learning Block Juggle, this one is also a good way of
    learning the art of getting in those guaranteed hits.
    
    Waidat's Blind Sandwich
    -----------------------
    Execution: db+K,BLIND,d+A+B
    Counterhit Required: No
    Number of Hits: 2
    Air Recovery Point: Does not apply
    Not Guaranteed after: Guaranteed all the way
    Author: Waidat
    Another simple combo to use if you want to milk in all those guaranteed
    hits (even though the damage is abmyssal).  The combo will also shift
    to Blind Stance.  It's a great way to start a Blind Stance Combination
    after this punishing juggle but you need to be careful of experts who
    may be able to get up right after this juggle, so stay alert after this
    one.
    
    Kaipo's Longest Hour
    --------------------
    Execution: db+K,BLIND,A,A,B,b+A,BLIND,df+K
    Counterhit Required: No
    Number of Hits: 6
    Air Recovery Point: The Second Hit
    Not guaranteed after: The Second Hit
    Author: Kaipo
    Unfortunately, this is an expert's combo, and will only work against
    scrubs who don't know how to get up.
    
    Kaipo's Special
    ---------------
    Execution: db+K,BLIND,d+A+K,MAN,K,BLIND,df+K
    Counterhit Required: No
    Number of Hits: 4
    Air Recovery Point: The Second Hit
    Not Guaranteed after: The Second Hit
    Author: Kaipo
    Although this combo is hard to escape right after you have mastered it,
    please keep in mind that the foe will be able to recover right after the
    second hit, making things even complicated.
    
    Kaipo's Special
    ---------------
    Execution: db+K,BLIND,A,df+B,B
    Counterhit Required: No
    Number of Hits: 4
    Air Recovery Point: The Second Hit
    Not Guaranteed after: The Second Hit
    Author: Kaipo
    This combo is hard to succeed in because the foe will be able to recover
    right after the second hit, so execute this only on scrubs.
    
    Kaipo's Special
    ---------------
    Execution: db+K,BLIND,A,d,df,f,CAL,A,df+A
    Counterhit Required: No
    Number of Hits: 4
    Air Recovery Point: The Second Hit
    Not Guaranteed after: The Second Hit
    Author: Kaipo
    This combo is hard to succeed in because the foe will be able to recover
    right after the second hit, so execute this only on scrubs.
    
    Kaipo's Special
    ---------------
    Execution: db+K,BLIND,b+K,BLIND,b+B,B
    Counterhit Required: No
    Number of Hits: 4
    Air Recovery Point: The Second Hit
    Not Guaranteed after: The Second Hit
    Author: Kaipo
    This combo is hard to succeed in because the foe will be able to recover
    right after the second hit, so execute this only on scrubs.
    
    Kaipo's Special
    ---------------
    Execution: db+K,BLIND,WC+B+K,BLIND,A,d+K
    Counterhit Required: No
    Number of Hits: 4
    Air Recovery Point: The Second Hit
    Not Guaranteed after: The Second Hit
    Author: Kaipo
    This combo is hard to succeed in because the foe will be able to recover
    right after the second hit, so execute this only on scrubs.
    
    Kaipo's Special
    ---------------
    Execution: db+K,BLIND,A,f,[f]+A+B
    Counterhit Required: No
    Number of Hits: 4
    Air Recovery Point: The Second Hit
    Not Guaranteed after: The Second Hit
    Author: Kaipo
    This combo is hard to succeed in because the foe will be able to recover
    right after the second hit, so execute this only on scrubs.
    
    Kaipo's Special
    ---------------
    Execution: db+K,BLIND,K,f,[f]+K
    Counterhit Required: No
    Number of Hits: 3
    Air Recovery Point: The Second Hit
    Not Guaranteed after: The Second Hit
    Author: Kaipo
    This combo is hard to succeed in because the foe will be able to recover
    right after the second hit, so execute this only on scrubs.
    
    That's all for now.  I have to browse through SoulCalibur.Com in order
    to get a better look at the Combos.
    
    Pin Attack Combos
    -----------------
    What's a Pin-Attack Combo?  Pin Attacks are when you knock your foe off
    and inflict unblockable or unescapable hits to increase the amount of ouch
    you can inflict!
    
    Element_X's Pin-Attack
    ----------------------
    Execution: BLIND,d+A+B,A+B,[d]
    Counterhit Required: No
    Number of Hits: 4
    Air Recovery Point: Does not apply
    Not guaranteed after: The first hit
    Author: Element_X
    Very hard combo to perform because of the fact that foes can recover
    blocking after the first hit.
    
    Istar's Special
    ---------------
    Execution: d+K,WS+K,d+A+B
    Counterhit Required: No
    Number of Hits: 3
    Air Recovery Point: Unknown
    Not Guaranteed after: Unknown
    Author: Istar
    Like Element_X's Pin-Attack, this one is rather dangerous to perform
    because of a risk to receive those brusin' counterstrikes.
    
    Istar's Special
    ---------------
    Execution: d+K,WS+K,BLIND,d+A+B
    Counterhit Required: No
    Number of Hits: 3
    Air Recovery Point: Unknown
    Not Guaranteed after: Unknown
    Author: Istar
    Like Element_X's Pin-Attack, this one is rather dangerous to perform
    because of a risk to receive those brusin' counterstrikes.
    
    Oil's Compactor
    ---------------
    Execution: f,[f]+A+B,K,d+A,A,A
    Counterhit Required: No
    Number of Hits: 5
    Air Recovery Point: Does not apply
    Not guaranteed after: The Third Hit
    Author: Oil
    Unlike some of the Voldo's pin-attacks, Oil's special should be good
    for up to at least three hits.  The final two hits are pretty dangerous
    to do since the foe will be able to recover afterwards and/or if your
    timing is sloppy.
    
    Kaipo's Pin Attack
    ------------------
    Execution: f,[f]+G+A+B,f,[f]+G+A+B
    Counterhit Required: Yes
    Number of Hits: 3
    Air Recovery Point: Does not apply
    Not Guaranteed after: The first hit
    Author: Kaipo
    This is a hard combo to perform because you need to perform the hits
    almost immediately.  This is a good move to use against just about
    anyone but experts.
    
    Kaipo's Pin Attack
    ------------------
    Execution: f[f]+K,BLIND,d+A+B
    Counterhit Required: No
    Number of Hits: 2
    Air Recovery Point: Does not apply
    Not Guaranteed after: The first hit
    Author: Kaipo
    This is a hard combo to perform because you need to perform the hits
    almost immediately.  This is a good move to use against just about
    anyone but experts.
    
    Kaipo's Pin Attack
    ------------------
    Execution: f+B,d+A+B
    Counterhit Required: Yes
    Number of Hits: 3
    Air Recovery Point: Does not apply
    Not Guaranteed after: The first hit
    Author: Kaipo
    This is a hard combo to perform because you need to perform the hits
    almost immediately.  This is a good move to use against just about
    anyone but experts.
    
    LCPL ECK's cheap maneuver
    -------------------------
    Execution: f,[f]+A+B,K,f,[f]+K,BLIND,b,b,rapidly tap A+B
    Counterhit Required: No
    Number of Hits: 5
    Air Recovery Point: Does not apply
    Not Guaranteed after: The Fourth Hit
    Author: LCPL ECK
    Does not look like a valid combo at first but once you execute this one,
    you'll know why.  You should be able to milk up at least four hits with
    this one.
    
    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.  I won't explain anything because I want to leave that at
    your own leisure.
    
    Red Wolf 40's bore-buster
    -------------------------
    Execution: A,B,A,b'x',B,B,K,A,B,A.......
    Counterhit Required: No
    Number of Hits: Unknown
    Air Recovery Point: The Third Hit
    Not Guaranteed after: The Third Hit
    Author: Red Wolf 40
    
    Kaipo's fun-enhancer
    --------------------
    Execution: df+A+K,MAN,K,BLIND,d+A+K,MAN,K...
    Counterhit Required: No
    Number of Hits: 10(!)
    Air Recovery Point: Does not apply
    Not Guaranteed after: The First Hit
    Author: Kaipo
    
    Istar's Fun-Enhancer
    --------------------
    Execution: d+B,B,d+K,WS+K,BLIND,A+B,d
    Counterhit Required: No
    Number of Hits: 6
    Air Recovery Point: Unknown
    Not Guaranteed after: Unknown
    Author: Istar
    
    ShameBlame's "Shame On You" Move
    --------------------------------
    Execution: f,[f]+K,A+B~(G),f,[f]
    Counterhit Required: No
    Number of Hits: 3
    Air Recovery Point: Does not apply
    Not Guaranteed after: I'm not sure about this
    Author: ShameBlame
    
    EWH's Fun Enhancer
    ------------------
    Execution: f,[f],A+B,K,f,[f],G+A+B,K
    Counterhit Required: No
    Number of Hits: Unknown
    Air Recovery Point: Unknown
    Not Guaranteed after: Unknown
    Author: Ey Wuz Hear
    
    That's it for today!  I'll tell you some Vestiroth's Unconventional Moves
    in a future update!
    
    ========================================================================
    HOW TO USE VOLDO EFFICIENTLY
    
    1. Voldo is only second to Ivy as far as variety is concerned, so take
       advantage of Voldo's variety.  Mix the moves up like crazy to keep
       the foe confused.
    
    2. Using Eight-Way run is OK with Voldo, but it is sometimes better to
       keep the action fancy by wearing out your foe with these confusing
       patterns.
    
    3. Try to learn how to use Voldo's simple juggles.  Although they are
       hard to use, once you get used to these juggles, then everything is
       cake.  It's important to milk out as many hits with Voldo as much as
       variating your moves like crazy.
    
    4. Stances were meant to give Voldo a greater variety of moves, so don't
       abuse his stances unless you have to.  Doing this will result in
       heavy consequences.
    
    5. Since Voldo's quite a hard character to master, you may need to master
       conventional characters like Nightmare and Siegfried first.  Once you
       have taken time to master Nightie and Ziggy, then you can use Voldo
       once you know how to mix up your moves like crazy.
    
    6. Use the Unblockables and the Motion Delays wisely as overusing them
       will force faster characters like Taki to inflict massive counter
       hurt on you.
    
    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 Shame and Blame.
    
    ========================================================================
    VOLDO'S ENDING
    
    It seems that Voldo has been burning like crazy as he touched the foul
    sword.  However, just as Voldo was going to have his soul stolen from the
    foul sword, Verucci told Voldo to leave his soul to the sword.  Afterwards,
    all his pain disappeared, his youth has regained, and all of his memories
    have returned, opening his eyes to see his happy master.  Now that the
    master's quest is done for, both Verucci and Voldo leaves the lonely
    darkness behind them.
    
    ========================================================================
    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
    
    ========================================================================
    COMING SOON
    
    - More bug fixes that I need to commit in this file.  This file may need
      to be refurbished a bit more before this file is bug-free.
    
    ========================================================================
    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.
    
    -  Kaipo for being the most prolific Voldo player
    
    -  Jamison Gold for accepting Namco America as a client.
    
    -  Namco Cybertainment for being the first arcade chain to stock Soul
       Calibur on their shelves.
    
    -  GameFAQs for being the largest stable of Original Work.
    
    -  Kao Megura, since he's the first "5MB Original Work" man
    
    -  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!
    
    -  Jim Rodis (Deathgod) for catching some errors on this FAQ.  Sorry
       for the accident.
    
    ** 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
    

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