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
---------------------
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 with the exception of some combos, move comments, and some rantings
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I'LL MAKE IT SIMPLE: THIS FILE IS MINE AND THERE IS NO UNAUTHORIZED
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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
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exact).  If you have any suggestions, bug busts, or other things that
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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