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    Yoshimitsu by MKim

    Version: 0.3.3c | Updated: 01/31/00 | Printable Version | Search Guide | Bookmark Guide

                                   Soul Calibur
                     "Welcome back to the Stage in History"
                              Yoshimitsu 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 0.3.3c
                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    Unpublished work trademarked (tm) and copyrighted (c) by Mark Kim.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.
    
     This file is SHAREWARE and is strictly for entertainment use only.
     In addition, this file can only be HTMLized by the sole owner of the
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      * 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
     but not limited to plagiarism, stealing, laming, pirating, or otherwise)
     and/or using this document for any other purposes other than personal
     and private purposes, and/or illegal mirroring of this file (other than
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     disclaimer) is a direct violation of ALL APPLICABLE COPYRIGHT LAWS,
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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
    
    February 3, 1999
    ----------------
    Yoshimitsu is basically an old-school character from Tekken 3 with some
    differences to make him a Soul Calibur character.  This move list is
    basically a text-version of the Yoshimitsu Moves list located at the
    official Soul Calibur Website with some explanations and notes listed.
    Also, you can expect some of the combos listed at the Official Soul
    Calibur Combo Archives to be listed as well.  Here are the URLs that
    you may want to try:
    
    - http://www.soulcalibur.com (Start of Soul Calibur Official Site)
    - http://www.soulcalibur.com/combo.html (Combo Archives, Official)
    
    May 17, 1999
    ------------
    Side Throws are fixed a bit to accomodate the sights of my recent Yoshi
    play at Aladdin's Castle at Aurora, IL US.  The document should now be
    up-to-date as far as my Interface Usage is concerned.  Voice Actors and
    Voice Actresses gets credited in the Character Profile.
    
    January 9, 1999
    ---------------
    A total revision of the document, also I had to erase some of the
    information regardless of the situation or whatever my cause is.  His
    side throws and his back throw are all worth looking at, so I decided
    to eliminate the explanations of the side and back throws since it's
    better to do and see than to let me explain.
    
    To tell you the honest truth, Yoshimitsu is basically what he was in
    Tekken 3 but he has some of Mitsurugi's moves.  However, there are some
    variations that you need to be aware of so the prerequisites of being
    capable of using Yoshimitsu is that you need to take some time to
    play as Yoshimitsu in Tekken 3 or Tekken Tag Tournament and take some
    time to play as Heishiro Mitsurugi in Soul Calibur before you go ahead
    and play as Yoshimitsu in Soul Calibur.  Although he may not be as hard
    to use as he was in Tekken but since his variety kind of sucks, he will
    take some time to get used to so you may need to use Heishiro Mitsurugi
    a bit before tackling on with Yo-Man.  He's pretty much average like
    Mitsurugi but unlike Voldo, Yo-Man can't variate hits like nuts so keep
    that in mind.  His major drawback is his lack of multiple-level moves
    and rather poor range.
    
    Regarding about the sword moves from Tekken 3 and Tekken Tag Tournament
    (The Screaming Overhead Slice and the Screaming Thrust) have been
    slightly toned down so that you can't always hit.  The only time when
    you will be able to pull an unblockable hit with the Screaming Overhead
    Slice (db+B) is when you hold db for as long as you can.
    
    The reason why I chose Yoshimitsu as the next target in the series of
    my continuing efforts to refresh all of my Soul Calibur FAQs is because
    even though Yo-Man is a combo machine, one of the reasons why he takes
    time to get used to is because he lacks a lot of multiple-level moves
    which allows a player to mix up hits like nuts and at times, create all
    these boocoo conventions that leads to Juggling Combos.
    
    I would then focus on Lizard Man since he's easy as cake and like Sophie,
    has the easiest juggling moves in the game.  I would have to focus on
    Astaroth and Rock last since these two may have kick-ass strength, but
    their major drawback is that they are too slow.
    
    Enough rambling.  I recommend that you read this document all over again
    because I might have changed some parts of this document for various
    considerations.
    
    January 29, 2000
    ----------------
    OOPS!!! Sorry!!!  Got the Newsflash wrong!!!
    
    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
    - Reason for a massive update
    - What is Soul Calibur?
    - What was the Yoshimitsu Move List intended for
    - Yo-Man Rants
    - Yoshimitsu at a glance
    - Basic Fighting Theories
    - Advanced Fighting Theories
    - The Notations
    - Move List
    - Combos
    - How to use Yoshimitsu efficiently
    - Yoshimitsu's Ending
    - Playing your Soul Calibur Share
    - Do's and Dont's
    - How to suggest suggestions
    - References and 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.
    
    This document must be viewed on a monotype font like Courier New or the
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    problem while you are browsing throughout the web, please follow the
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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.
    
    Another reason why I had to refurbish this file is because Yoshimitsu
    doesn't have too many multiple level moves, which makes him a hard
    character to get used to very well so you will need to rely on mainly
    moves that hit Mid in order to cover Yoshimitsu's entire front.
    
    Another aspect which makes Yo-Man a challenging character to get used
    to is the fact that by reading Mr. MG's Soul FAQ (get it at his
    CRITICAL CALIBUR site--http://www.vibe.mcmail.com/soulcalibur/), his
    range is shorter than Mitsurugi's but he should be quick enough in order
    to fend off some common attacks for himself.
    
    To see the coolest throws in Soul Calibur, do a Side Push (Pull backwards
    and hit the G button at the same time at the right timing) and then
    follow that up with a quick throw AND DO IT QUICKLY BECAUSE IF YOU ARE
    NOT FAST ENOUGH, THEN YOU WON'T SEE THE THROW.  I have removed the
    explanation of the side and back throws because as much as it's cool,
    I want you to see it by executing it.  It's risky doing the side and
    back throws (because they take more effort) but it's really cool because
    the animations of the throws kick-ass.
    
    I highly recommend that you use Yoshimitsu in Tekken 3 and in TTT before
    going on to tackle him in Soul Calibur so that you won't have a hard
    time learning Yo-Man in Soul Calibur.  Also, it would be a good idea
    to use Heishiro Mitsurugi a bit before using Yo-Man since Yo-Man shares
    some of Mitsurugi's moves as well.
    
    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.
    
    Voldo was fourth in my list.  It's not because everybody praises Voldo
    as the ideal character, it's because Voldo has the most moves in the
    game and thus this allows people to mix up moves like crazy.  Voldo is
    a great character to use if you want to learn how to mix like nuts.
    
    Now it's Yo-Man's turn to undergo a *severe* update.  Not because
    I need to give Yo-Man recognition, it's because there are some more
    analysis that I need to cover with him.
    
    More likely Lizard Man will be undergoing a severe update, though it
    won't be soon because I still have a lot of FAQs to refurbish as well
    in order to remove much unneeded legal tralala.
    
    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
    
    If you have taken a lot of time to play as Yoshimitsu in any of the
    Tekken games, then you should have no problem adjusting a bit from
    the Iron Fist Era to the "Stage in History".  However, if you have not
    yet touched Yo-Man, then you will have a hard time trying to get used
    to him since he lacks multiple-level moves and he has some moves that
    you should never do regardless of the situation.  Not having too many
    multiple-level moves are his main problem.
    
    ========================================================================
    INTENTIONS FOR THE YOSHIMITSU MOVE LIST
    
    This document was intended to serve primarily as a text-version move list
    for the ninja who has lost his clan for an unknown reason, Yoshimitsu.  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 Yoshimitsu a
    clear-cut winner on a Soul Calibur Tournament.  Yoshimitsu is basically
    his own character with a few of Mitsurugi's moves.  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.
    
    If you're familiar with Yoshimitsu, then you'll be able to spend less
    time and effort trying to get the commands right for this game, but if
    you haven't been playing a lot of Yoshimitsu in Tekken 3, then you'll
    have a hard time learning him, since this character assumes that you've
    played Yoshimitsu a lot from all Tekken games.
    
    You're welcome to offer me with any bug fixes at this location:
    
    - http://www.verasnaship.net/text/mailform.html (Coming Soon)
    
    ========================================================================
    RANTINGS ABOUT THE YO-MAN IN GENERAL
    
    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:
    
    Yoshimitsu's range is not as good as Heishiro Mitsurugi's so avoid
    playing range games at all costs.  Yoshimitsu lives generally for
    close-range combat and not for long-range combat.  If you have been
    using Yoshimitsu in the Tekken games a lot, then you should not have
    a problem adjusting to much of Yo-Man's list of changes.  However, if
    you didn't take some time to master him, then you will have a hard time
    getting used to him not because he's awkward, it's because he lacks a
    lot of multiple-level moves that made Voldo a surprisingly forgiving
    character to use.
    
    In order to make sure that Yo-Man is easy to use, I highly recommend
    that you use Yo-Man in the Tekken games more often.  The best way to
    get used to Yo-Man (if you have a PlayStation) is to rent a copy of
    Tekken 3 and use the ENTIRE RENTING PERIOD using YOSHIMITSU ONLY NOT
    to learn all the moves, but get to know Yoshimitsu a lot better.
    
    If you have a Sega Dreamcast, great.  Now here's the next step on
    how to get used to Yoshimitsu.  You will need to spend some time to
    play as Heishiro Mitsurugi because Yoshimitsu is basically what he
    was in Tekken 3 with some of Mitsurugi's moves.  If you don't take
    some time using Heishiro Mitsurugi, then you may have a hard time
    taking advantages of the twists and turns Yo-Man offers in Soul
    Calibur.  Since Yo-Man's problem is the lack of multiple-level
    moves, you will definitely need to rely a lot on juggles and moves
    that hit in the Mid, and through surprise attacks of course.
    
    Unfortunately, there are also some moves that you need to avoid in
    order to keep Yo-Man's stamina up to par with some of the deadlier
    characters.  An expert Taki player will prove to be the greatest
    threat in the game so avoid using the Harakiri and the Turning Moves
    since they will drain Yo-Man's energy.  If you need to restore any
    lost energy, do it ONLY whenever it's safe to do so, and make sure
    you give some room for error before teleporting since there is quite
    a delay in between animations.
    
    Don't abuse the Shark Combination like you did in the Tekken games
    since this might lead to an accidential self-ringout.  The key to
    mastering Yo-Man is to be as aggressive as you can and to utilize
    complex juggles as much as you can.
    
    If you have mastered plenty of old-school Tekken juggles as Yo-Man
    in the past, then you should have no problem trying these juggles
    to impress the audience.  The key to landing a guaranteed juggle is
    precise timing.
    
    If you need to give out more suggestions on how to use Yo-Man with
    the highest pride, then please let me know.
    
    Vital Statistics
    ----------------
    Strength: ***
    Range: **
    Dexterity: ***
    Vitality: **
    Spirit: **
    Health: **
    Throw Range: It's much like what he was in Tekken, Perhaps?
    
    ========================================================================
    YOSHIMITSU 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:      First Mechanized Ninja
    Weapon:          Katana
    Weapon's Name:   Yoshimitsu
    Style:           Manji Ryu Ninjutsu
    Age in Years:    Unknown
    Date of Birth:   Unknown
    Family:          Although we don't have any data regarding his family,
                     Yoshimitsu's clan has perished for reasons unknown.
    Place of Origin: Unknown
    Height:          5 foot, 7 inches
    Weight:          126 lbs
    Blood Type:      O
    Stage:           The Water Cave
    BGM:             Chasing Downstream
    Sub-Boss:        Nightmare
    Voice Talent:    Nobuyuki Hiyama
    
    Somewhere in the secluded forests at Mount Fuji lies a clan called the
    Manjito.  A lord who sought the power of the Manjito invited the chief
    to his castle.  Due to his age the chief sent his finest warrior to act
    on his behalf.  Even with the finest warrior acting on behalf of the
    Manjito chief, strict allegiance of the Manjito has always been adhered
    to, but the Manjito remained secluded and refused to participate in the
    trial of wars.  Afterwards, the denying fighter returned back to the
    villiage of Manjito at Mount Fuji.
    
    Unfortunately, things began to turn sour: The warrior saw his beloved
    villiage in ruins.  The lord was being attacked by the warlord who
    he refused to join in this warlike age.  Yo-man's boss still refused,
    so the requesting party destroyed an entire clan which Yoshimitsu
    called, "home".
    
    With no one to reach out for and with his clan exterminated, Yo-man
    had plans to avenge the destruction of his proud clan, but he can't
    commit a one-man army assault against the party responsible for killing
    his clan.  However, he tried, but Yoshimitsu was too few and too weak
    to succeed as he lost his right hand in an attempt to make the offending
    party pay for their crimes.
    
    The legendary weapon Soul Edge would be the only way he can destroy the
    clan responsible for the death of his proud clan.  It could be the only
    solution Yoshimitsu may have after all.
    
    Yoshimitsu departed to Germany to search for a mysterious azure knight
    who's been causing destruction and tragedies somewhere at Ostrinesburg
    Castle.  Suddenly, Yo-man began to lose himself when he tried to keep
    his concentration towards his promised quest, but all of a sudden he
    realizes that his quest for vengeance was born from Nightmare's evil.
    
    Is there anyway Yo-man can obtain the legendary sword Soul Edge without
    breaking his promise?
    
    Please credit either Mark Griffin as Mr MG (http://www.fighters.net),
    Jason Arney (http://www.namco.com) as WCMaxi, or just type in the
    aforesaid URLs in your Acknowledgement section where credit is due.
    
    ========================================================================
    BASIC FIGHTING THEORIES
    
    This section is basically derived from Namco's explanation of Basic
    Soul Calibur Theories (http://www.soulcalibur.com/system.html).  I won't
    explain too much of them with the exception of partial explanation since
    the aforementioned acknowledgement in parentheses does a good job handling
    the theories in detail.  Remember, this document is basically a depriative
    of Namco's index of theories at their Soul Calibur Site with the exception
    of text descriptions and only partial description of the theories in the
    game.
    
    Blocking
    --------
    If for any reason you MUST learn a Martial Art, then the obvious art that
    you learn at the early stages of development is DEFENSE.  Without defense,
    the Martial Art is all for naught.  To play the game efficiently, I'll
    tell you what each type of blocking means.  Here's how to execute a
    Neutral Guard (first seen in Tekken 2):
    
    - Neutral Guard High, Joystick Neutral.  Blocks all High and Mid Attacks
    - Neutral Guard Low, Joystick Down.  Blocks all Low Attacks
    
    Be aware that there is a minus when using Neutral Guard: Any attack that
    forces a Block Stagger WILL deplete your guard, meaning that the next
    blow could hurt you in some sorts.  I call Neutral Guard "Weak Guarding"
    as this type of guard was meant for blocking attacks that doesn't block
    stagger you.  This falls into the term of Heavy Guarding, which you do
    by holding the Guard Button.  Here's how to continually block without
    receiving a hit during a Neutral Guard:
    
    - Heavy Guard High, Hold G and Joystick Neutral, Blocks all High and
      Mid Attacks, and any High and Mid Staggers
    - Heavy Guard Low, Hold G and Joystick Down, Blocks all Low Attacks and
      Low Staggers
    
    Even though you are staggered, provided that you ARE holding the Guard
    Button you will continue to block even though you are staggering.  To
    start blocking right after you are attacked during a combo, you need to
    joystick Neutral and hit and hold Guard at the right time.
    
    Properties
    ----------
    For abbreviations about properties, see the Notations.  Also, during
    the moves, I MAY BE ABLE to alert you if a move is a block stagger or
    a whatever.
    
    High: A Head Hit.  Crouchable.  Nuff Said
    
    Mid: These hits will hit you in your mid-section.  Definitely must be
    blocked high.
    
    Low: Slice the legs!  Block Low or try to jump.
    
    Special Mid: These will hit you in your midsection, but can be blocked
    either high or low, just be sure to jam in that Guard Button.
    
    Ground: Limited use, only hits prone foes.
    
    Unblockable Moves
    -----------------
    Unblockable Moves are techniques that require a long time to charge but
    when the move hits the foe, it will cause damage even though it's blocked.
    Unblockable moves leave you vulnerable during the execution of the move
    which can cause some spectacular (and embarrasingly painful) counterhits
    if for any reason your foe gets into you.
    
    Unblockable High: Defeats a High Guard, MUST BE CROUCHED!
    
    Unblockable Mid: This will hit the Mid section and will defeat any type
    of guard.  YOU MUST MOVE AWAY FROM YOUR FOE WHEN HE/SHE IS DOING THE
    UNBLOCKABLE MID MOVE OR SUFFER THE CONSEQUENCES!
    
    Unblockable Low: Defeats a Low Guard.  Dodge or jump to avoid getting
    jacked.
    
    Throws
    ------
    No need for much explanation here.  Throws also defeat guard, but unlike
    Unblockables, with the right timing, you can escape throws, a feature
    first seen in Tekken 2.  As you are being grabbed, press the following
    button(s) to escape the throw.  If you are not fast enough, oh well... =O
    
    All G+A Throws: A
    All G+B Throws: B
    Side Throws, and Back Throws: Escape dependant on throw used
    
    Throws mainly are considered high hits, but Astaroth has a Mid Throw and
    a Ground Throw.  To escape Astaroth's Drop of Lava, A at start of throw.
    To escape Astaroth's Burial, B at start of throw.  I don't want to spoil
    all the fun of having to discover the throw escape methods so I'll leave
    the escapes up to you (with the exception of the universal throw commands).
    
    Stepping
    --------
    No need for explanation here.  All you need to do is to just tap the
    joystick lightly in any direction and return joystick to Neutral.  In
    Soul Calibur, you can step at any direction!  This is good because this
    gives you a way for free movement around the arena!
    
    Octagonial-Way Running (Eight-Way Run)
    --------------------------------------
    This is brand new in a Namco Fighting Game, and is probably the most
    obvious skill you need to learn if you want to master Soul Calibur at a
    faster pace than in Soul Edge.  Eight-Way Running is done by tapping the
    joystick at the desired direction you want to run, and holding the lever
    at the SAME DIRECTION you want to run once again.  Please remember that
    in order to make the Eight Way Run work, the key to make the run work
    correctly is to make the lever "touch" instead of tapping the direction
    too quickly.  Also, please be aware that some moves can only be executed
    using an Eight Way Run, so keep that in mind.  For example, in Tekken 3,
    if you press Back, and hold Back, then you would just leap backwards.
    In Soul Calibur, if you tap back, and then hold back, then you would run
    backwards (though not as fast as if you were to dash forward).  Tapping
    on the desired direction you want to move and holding the desired
    direction you want to run (with the exception of forward) is the key to
    effective defensive assaults.  MORE ON EIGHT-WAY RUN ATTACKS ON THE OFFENSE
    DEFINITIONS.
    
    Crouching
    ---------
    No need for much explanation here.  Just hold Down all the way while
    pressing guard to crouch.  Remember since you are given freedom of
    movement in this game, you may not need to crouch unless you need to
    block a low attack, or et. al.
    
    Jumping
    -------
    In Soul Edge and Tekken 3, you can jump depending on how long you hold
    UP on the joystick.  Now those days are gone.  In Soul Calibur, you can
    only jump by performing certain moves or by holding Block and pressing
    UP while the Block Button is held.  You shouldn't need to use a jump
    because Soul Calibur's Freedom of Movement puts this feature to a crying
    shame.
    
    Offense Overview
    ----------------
    Soul Calibur's offense system is pretty complex, that it would take a
    beginner about $25 to master offensive arts.  Here are the types
    of offense Soul Calibur has available (Examples and/or descriptions on
    parentheses):
    
    - Button Tapping (Astaroth's B,B)
    - Button Rolling (Mitsurugi's K~B)
    - Button Holding (Nearly all of Asta's attacks for variety)
    - Multiple Buttons (Mitsurugi's A+B)
    - Tapping (Yoshimitsu's f+B)
    - Double Tapping (Yoshimitsu's f,[f]+B)
    - Shift Motions (You press a button first and then tap a Joystick
      Direction, gives this game more depth!)
    - Joystick Rolling (Kilik's QCF+A+B)
    - Completely Crouched (Hold G, Press down.  Now release G and a good
      example would be Nightmare's WC+df+G+B)
    - Rise up from a Crouch (Siegfried's WS+B)
    - Eight Way Run Attacks (Siegfried's Brain Masher)
    - Combination Commands (Probably the most difficult form to understand,
      let's take Mitsurugi's f,[f]+A+B for instance)
    
    It's easy to do these motions than to say, so I recommend going onto
    Namco's explanation at http://www.soulcalibur.com/system.html for
    a more in-depth explanation of the Basic Arts of Sword Fighting as I
    don't want to spoil all the fun of theory discovery. :)
    
    ========================================================================
    ADVANCED FIGHTING THEORIES
    
    Now here's the CREME DE LA CREME of Soul Calibur.  Read them carefully
    as these will be important to know on your quest to become a good player
    in Soul Calibur.  This section basically runs through Namco's index
    of Advanced Soul Calibur Theories (http://www.soulcalibur.com/systemadv.html)
    but I will ONLY go partial on these theories because I don't want you
    to rely on this document directly.  As much as I want you to have fun
    with Namco's Soul Calibur Site, you are encouraged to browse through
    the aforementioned acknowledgement in parentheses.
    
    Guard Impacts
    -------------
    Something new way back in Soul Edge.  You block the instant you see a
    slash coming at you.  In Soul Edge, when you block the instant something
    is coming at you, you just stagger the foe.  Now there's something more
    in Soul Calibur.  Pressing Forward and the Guard Button as soon as some
    slash is coming at you will push the offensive character into a back
    stagger.  You can only do a Forward and Block Button Impact Stagger
    at High to Mid Attacks.  Pressing Down-Forward and Guard Impact Staggers
    any Mid to Low Attacks.  This is one important move to learn because
    sooner or later you may get upset seeing your foe play pattern games, etc.
    and if your patience has been used up, then it's time to Impact-Cut your
    foe off.  I like to call this "Frontal-Push" because Guard Impact
    Repelling also pushes your foe backwards.
    
    To be more descriptive, here's how to "Front-Push" your foe:
    
    - f+G to Repel High and Mid Attacks
    - df+G to Repel Low Attacks
    
    Guard Parries
    -------------
    Guard Parries are something new in Soul Calibur that isn't included in
    Soul Edge.  To Guard Parry, press Back and Guard the moment a slash is
    coming at you to side-push your foe at high and mid attack heights or
    press Down-Back and Guard at the same time to side-push your foe at Mid
    to Low attack Heights.  This seems to be a great counterattack because
    when mastered, can be satisfying to pull off at times just because you
    can go into a side throw afterwards.  The Guard Impaction causes your
    character to block the attack and side-push your foe at the same time.
    A must do for the faster characters like Taki, Sophitia, Hwang Sung
    Kyung, Maxi, and Heishiro Mitsurugi.
    
    In more-depth explanation, here's how to "side-push" your foe:
    
    - b+G to parry High and Mid Attacks
    - db+G to parry Low Attacks
    
    Parries are best done when your foe tries to use a powerful long-range
    move on you.
    
    Understanding Throws
    --------------------
    I'm not going to explain too heavily on this (mainly because I want
    you to just sit back and enjoy Namco's Advanced Theory Explanations
    at http://www.soulcalibur.com/systemadv.html) but this seems weird:
    Characters sometimes scream differently when doing throws, meaning
    that there are some time for error to jam in that escape button before
    all is lost.  Use this as a hint for what button you need to use in
    order to escape throws.  A good example would be Siegfried's "Taaah!"
    in one throw and "Eiihhh!" in another throw.
    
    Staggers
    --------
    What is a stagger?  It's when you throw a blow and if the opponent
    blocks it, he/she falls back, causing you to maintain your distance
    away from foe.  However, there are also some moves that drain you after
    it's blocked so be careful.  You need to learn how to stagger and then
    try to let him/her have it with a move that hits at a different location
    other than the height he/she is trying to block you at.  Variating hits
    and hitting him/her at the unguarded area while he/she is staggered will
    help, though you may need to allow some room for error.
    
    Pinning Attacks
    ---------------
    In Soul Edge, you had to jump up and stab at your opponent by using a
    certain command.  Gone are the days of those sissy pin attacks.  Now
    you can use VIRTUALLY ANY ATTACK to perform all the Pin Attacks when
    your foe is down!  However, Pin Attacks are a lot harder to get this
    time around now that quick recovery has been enabled.
    
    Quick Recovery
    --------------
    When you are knocked over the air, or right after you get knocked down,
    hit the Guard Button as much as you can to recover.  This reduces the
    amount of juggling pain and Okizeme the foe can commit.  If you are
    knocked down on the ground, try leaving the joystick neutral and hit
    the Guard Button rapidly to recover blocking.  The recovery time and
    the amount of drama required to recover depends on your character's
    physical attributes.
    
    Notations
    ---------
    Ever since my Nightmare Move List I first created, I felt that it's
    time to go with the Namco way of using moves.  I suggest that you
    read the Notations over and over again in order to become familiar
    with the moves.  The Notations I've been using on the Nightmare Move
    List and Siegfried Move List has been confusing, so I'm planning to
    fix the notations on these move lists as well.
    
    Soul Charging
    -------------
    Soul Charging allows you to perform more powerful versions of your
    special moves.  I call Soul Charging a preparation for Desperation because
    this allows you to inflict as much damage as a Counter Hit would cause.
    Soul Charging also has some added bonuses such as longer staggers.  Be
    careful that while you are Soul Charging, you leave yourself vulnerable
    for high-damage hits so use the Soul Charge wisely.  Hold A+B+K and as
    soon as you are charged up, let loose.
    
    Spirit Charging
    ---------------
    Spirit Charging allows you to perform even more powerful attacks that
    a Soul Charge would have dreamed of.  Spirit Charging takes more time and
    effort to perform than a Soul Charge.  BTW you can't block while you are
    on Soul or Spirit Charge Mode so use these features wisely.  Spirit Charges
    are also called Divine Desperations which allows you to perform attacks that
    has higher bonuses than a Soul Charge, and it's possible that some attacks
    using a spirit charge may become unblockable!  All you have to do is to
    hold A+B+K, and then hold G to charge up.  As soon as you are flashing
    yellow, let loose.
    
    Delaying to Increasing Weight of the Moves
    ------------------------------------------
    So what do I do on this?  I simply hold the button to increase the
    weight of the move and I inflict extra damage with the move.  This is
    actually called a Motion Delay, a feature that allows you to delay the
    move to either change property or increase damage, or even TO TRICK THE
    FOE THAT YOU ARE ATTACKING ALL OF A SUDDEN!  If you happen to inflict
    Maximum Delay at times, the move will either turn into an unblockable
    move, will have the hitting location change, or more commonly, increase
    the damage done to your foe.  Combine that with either a Soul or Spirit
    Charge-Up for maximum OUCH!  Use this feature wisely, though.
    
    Part of the reason why I had to omit some of the more useful theories
    bubbled out at Namco's Index of Advanced Soul Calibur Fighting Theories
    (http://www.soulcalibur.com/systemadv.html) is because I DON'T WANT TO
    TAKE AWAY ALL THE FUN OF BROWSING THROUGH THE ACKNOWLEDGEMENT LISTED IN
    PARENTHESES like I said before.  Keep on browsing through the two
    aforementioned acknowledgements in both the Basic and Advanced Sections
    of the Theory Review and you should be fine.  Remember, I'm only reviewing
    theories derived from Namco's official Soul Calibur Site.
    
    ========================================================================
    NOTATIONS
    
    f: Forward
    b: Tap Backward
    u: Tap Up
    d: Tap Down
    uf: Tap Up-Forward
    ub: Tap Up-Backward
    df: Tap Down-Forward
    db: Tap Down-Backward
    n: Point the Joystick back to Neutral
    A: Horizontal Slash Button
    B: Vertical Slash Button
    K: Kick Button
    G: Guard Button
    ~: Tap the control Command immediately
    +: Tap the control command at the same time
    [x]: Hold the aforesaid command control
    8WR: Perform an Eight Way Run first
    WS: Crouch, then Rise up with the following commands performed at
        the same time.
    WC: Fully Crouched
    BT: Back Turned
    qcb: Do a quarterspin of the Joystick from Down to Back
    qcf: Do a quarterspin of the Joystick from Down to Forward
    hcf: Do a halfspin of the joystick from Back to Forward
    hcb: Do a halfspin of the joystick from Forward to Backward
    qcdf: Do a quarterspin of the Joystick from Down-Back to Down-Forward
    qcdb: Do a quarterspin of the Joystick from Down-Forward to
          Down-Backward
    LND: As you land
    
    SIT: Sit Down
    POGO: From a Sword Pogo
    
    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 Yoshimitsu as Throw Moves.
    Keep in mind that Astaroth's throw range is excellent while Xianghua's
    throw range is rather lame.  Like I said, Yoshimitsu has terrible range
    so his throw range isn't all that great, so most of the time you may need
    to play a little bit of variety games to get yourself away around.  And
    don't forget that Yoshimitsu doesn't have as much variety like he did in
    Tekken 3.
    
    Now let me tell you about these Yo-Man moves: The frontal throws are
    bland to execute but the side and back throws are really rewarding to
    execute since the animation of these moves really kick a lot of ass.
    I don't want to spoil all the fun of having to go through the effort of
    having to execute a side and/or back throw so I'll let you do the
    explanation of the moves by yourself.  It looks cool so it's well worth
    the effort because as much as I was awed by seeing these animations, I
    want you to look at these animations as well.
    
    Smashing a Jaw
    --------------
    Execution: G+A at throwing range
    Throw Type: Front Throw
    Button used to escape throw: A to escape.  Must start the escape before
    the throw kicks in.
    Just like in Tekken 3, Yo-Man uses the base of his katana to hit his
    foe's jaw.
    
    The Flying Sixtynine
    --------------------
    Execution: G+B at throwing range
    Throw Type: Front Throw
    Button used to escape throw: B to escape.  Must start the escape before
    the throw kicks in.
    Another old-school move.  Yoshi grabs his foe, flips sideways and slams
    his foe right into the ground.  This move looks a lot like the Big Boss
    Man's Arrest Slam death blow from WWF Superstars from American Technos,
    though it looks different.  Many lonely gamers call this move the Sixty
    Nine Slam just because it looks something like a Sixty-Nine situation...
    
    Rainbow Fall
    ------------
    Execution: qcb+A+B at throwing range
    Throw type: Front throw
    Button used to escape throw: A to escape.  Must start the escape before
    the throw kicks in.
    Yoshi grabs his foe high in the air, places his foe's stomach on top of
    his head (much like the Warrior from WCW committing a body slam), doing
    a patented left side jump and ends slamming his foe right on the back!
    
    Crazy Windmill
    --------------
    Execution: Any throw directly at the foe's left side
    Throw type: Left Side Throw
    Note: The throw will only work if your hands were grabbing the foe from
    the left.
    Button used to escape throw: Escape dependant on the throw used before
    the throw kicks in.
    I'll leave this one up to you to explain to yourself.  This is one of
    the coolest-looking throws in the game and I don't want to throw it
    all out since I want you to exploit this move by yourself.  Quite a
    painful move if you can pull it out since the animation looks like it
    would hurt a lot.
    
    Manjito Special Blend
    ---------------------
    Execution: Any throw directly at the foe's right side
    Throw Type: Right Side Throw
    Note: The throw move will only work if your hands were grabbing the foe
    from the right.
    Button used to escape throw: Escape dependant on the throw used before
    the throw kicks in.
    I'll leave this one up to you to explain to yourself.  This is one of
    the coolest-looking throws in the game and I don't want to throw it
    all out since I want you to exploit this move by yourself.  Quite a
    painful move if you can pull it out since the animation looks like it
    would hurt a lot.
    
    Izuna Fall
    ----------
    Execution: Any throw close from behind
    Throw Type: Back throw
    Button used to escape throw: Escape dependant on the throw used before
    the throw kicks in.
    I'll leave this one up to you to explain to yourself.  This is one of
    the coolest-looking throws in the game and I don't want to throw it
    all out since I want you to exploit this move by yourself.  Quite a
    painful move if you can pull it out since the animation looks like it
    would hurt a lot.
    
    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.
    
    Rapid Gale
    ----------
    Execution: A,A
    Location: H,H
    Two slashes to the neck, like Mitsurugi.
    
    Gale
    ----
    Execution: f+A
    Location: H
    Somewhat much like a turnaround slash to the neck, much like Mitsurugi.
    
    Breath
    ------
    Execution: f,[f]+A
    Location: M
    Again, Yo-Man has some of Mitsurugi's moves, so this move will basically
    hit his foe somewhere at the Kidney.
    
    Scattering Wealth
    -----------------
    Execution: df+A
    Location: M
    Note: This move will double-over stun if the hit is a counterstrike
    Much like Mitsurugi's df+A, this is a good way to get those combos going.
    
    Parting Gras
    ------------
    Execution: d+A
    Location: SM
    Note: Since Yo-Man will be crouching right after this move, you can perform
    a While Standing Move and/or hold down to continue crouching after the move.
    Try to create some unconventional combos after this move.
    A simple slash right at his foe's leg answers the call.
    
    Stone Fist
    ----------
    Execution: db+A,A,A,A,A
    Location: M,M,M,M,M
    Note: The final spin will make Yoshimitsu dizzy, leaving him vulnerable to
    such vicious counterattacks that exist.  Don't do this move unless you are
    planning to start with the Slap You Silly first.  This way Yo-Man can hit
    his foe at multiple parts of the body.  Assuming Yo-Man isn't dizzy, he will
    be crouching right after this move, which means that you can perform a While
    Standing Move and/or hold down to continue crouching after the move.  Try to
    create some unconventional combos after this move.
    Yet another old-school move involving Yo-Man doing several backhands to
    hit his foe's kidney with his fists.  Avoid overusing this move as it will
    leave Yo-Man vulnerable to vicious Taki players.
    
    Slap You Silly
    --------------
    Execution: b+A,A,A,A,A
    Location: H,H,H,H,H
    Note: The final spin will make Yoshimitsu dizzy, leaving him vulnerable
    to such vicious counterattacks that exist.  Don't do this move unless you
    are planning to follow up with the Stone Fist Attack.  This way you can
    attack your foe at multiple parts of the body by all means possible before
    becoming dizzy.
    The old-school style of punching your foe at the face five times.
    Avoid using this move as well as this will really leave Yo-Man vulnerable
    to vicious counterattacks when he becomes dizzy.
    
    Mouthless
    ---------
    Execution: b,[b]+A
    Location: M
    Note: This move will stagger a foe whenever it's blocked
    Pretty much like Mitsurugi's b,[b]+A but with even less range.
    
    Bill of the Demon
    -----------------
    Execution: [g]~u,LND+A
    Location: L
    A simple slash to the foe's shin
    
    Rebirth of the Demon
    --------------------
    Execution: u+A
    Location: H
    A simple slash to the neck, only bloodier.
    
    Sunflower
    ---------
    Execution: WS+A
    Location: M
    Basically a faster version of the Mouthless move...
    
    Samurai Cutter
    --------------
    Execution: WC+db,b+A
    Location: L
    An old-school sweeping move from Tekken 2, this time it's not an
    unblockable.  Very hard to execute because of the WC starting motion
    of the joystick.
    
    Rapid Grace
    -----------
    Execution: B,B
    Location: M,M
    Much like Mitsurugi's B,B move, Yo-Man does an overhead slash followed
    by an uppercut slash.  This *should* protect Yo-Man's front so use it
    ONLY for a defensive purpose.
    
    Ninja Blade Rush
    ----------------
    Execution: B~A
    Location: M
    Note: If this move strikes a foe on a counterattack basis, the move will
    shift into an inescapable throw.
    Much like Mitsu's B~A, except that now Yo-Man can use this move to throw
    his foe through!
    
    Sword Spirit
    ------------
    Execution: f+B (for the Mid Stab)
               f+B~u (for the Head Stab)
               f+B~d (for the Toe Stab)
    Location: M for the Mid Stab, H for the Head Stab, and L for the Toe Stab
    Note: The Toe Stab will strike prone foes.
    Much like Mitsurugi's head, toe, and stomach stabs.  The Toe Stab is a move
    that you can't live without since the Sword Spirit has some variations as
    far as the controls are concerned.  The Toe Stab is insanely slow so it's
    best just to stick with the f+B since it's a good defensive move.
    
    Firmiana Branch
    ---------------
    Execution: f,[f]+B
    Location: M
    Note: This move will stagger a foe whenever it's blocked.
    Much like Mitsurugi's Soul Edge version of the f,[f]+B, except that Yo-Man
    can't do a final moon slash after the initial overhead slash that will
    strike prone foes.
    
    Pomegranate
    -----------
    Execution: df+B
    Location: M
    Yo-Man does an uppercut slash that starts out juggles.  It's also a
    great defensive move since it pretty much covers Yo-Man's front in
    situations when Yo-Man must go defensive.
    
    Rain-Time
    ---------
    Execution: d+B
    Location: M
    Note: Since Yo-Man will be crouching right after this move, you can perform
    a While Standing Move and/or hold down to continue crouching after the move.
    Try to create some unconventional combos after this move.
    Yo-Man does a crouching overhead slash that will also strike prone foes.
    
    Screaming Fist
    --------------
    Execution: db+B
    Location: M
    Note: Holding the B Button will charge up the sword.  If you can max-out
    the charge, the move becomes a UM.  You need to use the unblockable wisely
    in order to avoid getting jacked by vicious counterstrikes.
    Yo-Man does a one-hand overhead slash, just like he did in Tekken 3
    
    Fierce Screaming Fist
    ---------------------
    Execution: b,[b]+B
    Location: UM
    Note: Press the G button during the move to cancel the move.  Since this
    is a UM, be sure to use the Unblockables wisely.
    Like in the Tekken games, Yo-Man rises up his sword high in the sky before
    stabbing his foe right at the stomach!
    
    Propelling Screaming Fist
    -------------------------
    Execution: b,[b]+B~A
    Location: M
    Note: Press the G button for a shorter version of this move after executing
    the initial starter.
    Another old-school move, this is an infamous airplane-propeller like move
    that has Yoshi's sword doing all the good body coverage.  The longer version
    of the move drains Yoshi considerably, so you may need to perform the shorter
    version of this move by all means possible.
    
    Double Front Slice
    ------------------
    Execution: qcf+B
    Location: UM,UM
    Pretty much like the two first sword slashes of the final stretch of Yo-Man's
    original Tekken 1 Tenhitter.  These slashes are slow, so don't bother using
    them unless your timing is good.
    
    Eleventh Moon
    -------------
    Execution: [g]~u,LND+B
    Location: M
    A leaping uppercut slash
    
    Autumn Moon
    -----------
    Execution: u+B
    Location: M
    Pretty much a leaping overhead slash
    
    Tangled Beating
    ---------------
    Execution: WS+B
    Location: M
    Pretty much like Mitsurugi's WS+B but with less range.
    
    Manjito Carved Fist
    -------------------
    Execution: WC+B~A_d+B~A
    Location: SM
    Note: Since Yo-Man will be crouching right after this move, you can perform
    a While Standing Move and/or hold down to continue crouching after the move.
    Try to create some unconventional combos after this move.
    Just a simple punch to the upper legs with disgusting range.
    
    Heretic Sword
    -------------
    Execution: WC,df+B
    Location: M
    Note: If this move strikes a foe on a counterhit basis, the foe will fall
    back stunned, meaning that no combos will follow up after this move.
    Much like Mitsurugi's Time Hole where he does an uppercut stab from stomach
    to face.
    
    Kogarashi
    ---------
    Execution: K
    Location: H
    Just a simple kick to the foe's face
    
    Zigzag
    ------
    Execution: f+K,K
    Location: H,M
    Note: The second hit will stagger a foe whenever it's blocked
    Another old-school move where Yo-man does a dizzying kick to the foe's
    face and a side kick to the foe's gut.
    
    Hail
    ----
    Execution: df+K
    Location: M
    A kick that is aimed right into the foe's chest!
    
    Knee Bash
    ---------
    Execution: f,[f]+K
    Location: M
    Note: This move will stagger a foe whenever it's blocked
    An old-school style knee tap where Yo-Man does a leaping knee that will
    strike a foe right at the chest.
    
    Dust Banishment
    ---------------
    Execution: d+K
    Location: M
    Note: Since Yo-Man will be crouching right after this move, you can perform
    a While Standing Move and/or hold down to continue crouching after the move.
    Try to create some unconventional combos after this move.
    A simple kick right at the foe's ankle.  This move will also hit prone
    foes.
    
    Kangaroo Kick
    -------------
    Execution: db+K
    Location: M
    Note: This move will stagger a foe whenever it's blocked.
    An old-school move where Yo-Man does a handstand kick that will start out
    juggles, but the height will be too high for Yo-Man to time it good.
    
    Bullet Cutting Fandango
    -----------------------
    Execution: b+K,B
    Location: M
    Note: If you hold the B button instead of just tapping B, you can charge
    up the sword.  If you can charge up the sword fully, the second hit will
    become a UM.  Nice but you need to use the motion delays wisely to avoid
    and possibility of vicious counterattacks.  The second hit will stagger
    whenever it's blocked.
    Much like Mitsurugi's knockout kick to one-hand overhead slash, but
    Yo-Man can charge up the sword slash to replicate one of his old-school
    unblockables.
    
    Mizore
    ------
    Execution: WS+K
    Location: M
    Just a simple kick to the chin.
    
    Oroshi
    ------
    Execution: [g]~u+K
    Location: M
    A leaping kick where Yo-Man uses his heel to hit his foe right at the
    face.
    
    Mountain Wind
    -------------
    Execution: [g]~u,LND+K
    Location: M
    Same as the Oroshi, except this is the delayed leaping side kick.
    
    Storm
    -----
    Execution: u+K
    Location: M
    A pile-driving jump kick that uses the power of the toe to smack some
    sense at the foe's jaw.
    
    Mine Detector
    -------------
    Execution: WC,df+K
    Location: L
    Pretty much an old-school style sweep where Yo-Man does a turnaround
    foot sweep.
    
    Spinning Low Kicks
    ------------------
    Execution: WC,db+K,K,K,K,K
    Location: L,L,L,L,L
    An old-school style multiple shin kick attack, except that it may not
    be executed during the Stone Fist attack.
    
    Start a Sword Pogo
    ------------------
    Execution: A+B
    Location: Special Movement
    This move will start a Sword Pogo Combination
    
    Backhand
    --------
    Execution: f+A+B
    Location: H
    An old-school backhand that will force the foe facing away from Yo-man
    when he gets hit, but you need to use this move wisely as this one
    has disgusting range, and it also hits high.
    
    Crying Spirit Slash
    -------------------
    Execution: f,[f]+A+B
    Location: M
    Note: Press the G button during the move to cancel.
    Much like Mitsurugi's version of the f,[f]+A+B
    
    Crying Sprit Slash-Death
    ------------------------
    Execution: f,[f]+A+B,G,B
    Location: L
    Pretty much a combination of a cancelled Crying Spirit Slash into a
    sweeping slash that hits your foe at his/her leg!
    
    Crying Spirit Slash to Sword Pogo
    ---------------------------------
    Execution: f,[f]+A+B,G~[u]
    Location: Special Movement
    Cancelling a Crying Spirit Slash in favor of starting a Sword Pogo
    combination
    
    Digging Cyclone
    ---------------
    Execution: d+A+B,B
    Location: M,M
    Note: The second hit will stagger a foe whenever it's blocked
    A combination of Mitsurugi's version of the d+A+B with an uppercut slash
    
    Start Helicopter
    ----------------
    Execution: uf+A+B
               [d] to do a landing overhead slash
               [b] to do a reverse helicopter
    Location: UM
    An old-school move where Yo-Man flies up in the air spinning his sword
    like a chopper propeller.  Yo-Man can do several variations with this
    move depending if he pressed d or b.
    
    Standing Suicide
    ----------------
    Execution: d+A+K
    Location: UM
    Note: This move will do 100 points of damage to Yoshimitsu, so don't
    execute this move!
    Yo-Man stabs himself with his sword.
    
    Fake Suicide
    ------------
    Execution: f,[f]+A+K
    Location: Special Movement
    Note: This move will leave you with your back turned, so be sure to get
    a good counterattack if you don't want to suffer a back throw
    premonition!
    Yo-Man fakes his death by attempting Harakiri, but refuses to stab
    himself with the sword.
    
    Turnaround Harakiri
    -------------------
    Execution: f,[f]+[A+K]
    Location: UM
    Note: This move will do 140 damage points to Yoshimitsu, so don't even
    think about doing this move!
    One of the more damaging unblockables, Yo-Man turns around and stabs
    himself with the sword.  A nice way to fool your foe that he/she will
    be able to perform a backthrow, but you need to keep in mind that Yo-Man
    will also lose energy this way as well, so use this move wisely.
    
    Sit Down
    --------
    Execution: B+K
    Location: Ends in Sit
    An old-school sitting down move
    
    Door Knocker
    ------------
    Execution: f+B+K,B,B,B
    Location: M,M,M,M
    Note: The final hit will stagger a foe whenever it's blocked, and you
    can delay the hits after the initial starter.
    An old-school move where Yo-Man starts with a hand uppercut and then
    bashes his foe using overhead strikes with the hand.  Pretty disgusting
    range.
    
    Shark Attack
    ------------
    Execution: f,[f]+B+K to start
               A+B,K to complete the Shark Combination
               [A+B] to shift to Helicopter.  Follow that with either d or b
    Location: M,H,M for A+B,K, M,H,UM for [A+B]
    Note: The Third hit of the A+B,K will stagger a foe whenever it's blocked.
    Yo-Man does a cartwheel, a drilling punch, and then a kangaroo kick.  If
    Yo-Man prefers, he may do a helicopter after the initial cartwheel.
    
    Circium
    -------
    Execution: df+B+K
    Location: M
    Note: This move will stagger a foe whenever it's blocked
    Just like Heishiro Mitsurugi's version of the df+B+K
    
    Spinning Evasion
    ----------------
    Execution: b+B+K,B,B,B,B,B,B
    Location: Special Movement
    Note: The first spin will do 23 points of damage to Yoshimitsu.  Subsequent
    spins will do 25 points of damage to Yoshimitsu.  I wouldn't use this move
    if I was you, though.
    Another old-school move where Yo-Man does a quick teleport to another location.
    This is a good way to escape, but you will lose energy everytime you spin, so
    don't use it unless you need to.
    
    Poison Wind
    -----------
    Execution: uf+B+K
    Location: M(G)
    Note: This move will stagger a foe whenever it's blocked and will strike
    prone foes as well.
    An old-school forward roll leap.
    
    ------------------------------------------------------------------------
    Sword Pogo Moves: These moves can only be done right after Yo-Man stabs
    the ground with his sword and places his feet on top of the Katana's
    handle.
    ------------------------------------------------------------------------
    
    Sit
    ---
    Execution: B+K
    Location: Special Movement
    A nice way to end the pogo into a crouching sit.
    
    Kangaroo Kick
    -------------
    Execution: K
    Location: M
    Note: This move will stagger a foe whenever it's blocked.
    Just like the normal version of this move.
    
    Pogo Rush
    ---------
    Execution: f,f_[f]
    Location: L,L,L
    Yo-Man rushes his foe while stabbing the ground with his sword.
    
    Pogo Hop
    --------
    Execution: Any jumping direction
    Location: UM
    An old-school style hop where Yo-Man hops on one point of the arena to
    another.
    
    ------------------------------------------------------------------------
    Sit moves: These moves can only be executed whenever Yoshimitsu sits
    down on the ground.
    ------------------------------------------------------------------------
    
    Life Rejuvenation
    -----------------
    Execution: SIT+N
    Location: Special Movement
    Note: Yo-Man will recover 8 points of life per stroke.
    An old-school style life regain that has been popular ever since Tekken 2.
    
    Teleport
    --------
    Execution: SIT+f_b
    Location: Special Movement
    Yet another old-school move that allows Yo-Man to travel to one point of
    the arena to another, but this time without the energy loss of the standing
    teleports.
    
    ------------------------------------------------------------------------
    Eight-Way Run: These moves can only be executed right after you press one
    direction two times in a row.  There are also some moves that require an
    eight way run before doing the move.
    ------------------------------------------------------------------------
    
    Breath
    ------
    Execution: 8WR,f+B
    Location: M
    Note: This move will stagger a foe whenever it's blocked.
    Much like the original version of this move.
    
    Hiiraku
    -------
    Execution: 8WR,right+B
    Location: H
    Just a simple slice to the foe's neck
    
    Mouthless
    ---------
    Execution: 8WR,b+B
    Location: M
    Note: This move will stagger a foe whenever it's blocked
    Much like the original version of this move.
    
    Mist Banishment
    ---------------
    Execution: 8WR,db_ub+A
    Location: L
    Note: Since Yo-Man will be crouching right after this move, you can perform
    a While Standing Move and/or hold down to continue crouching after the move.
    Try to create some unconventional combos after this move.
    Much like Mitsurugi's version of this move.
    
    Firmiana Branch
    ---------------
    Execution: 8WR,f+B
    Location: M
    Note: This move will stagger a foe whenever it's blocked
    Much like the original version of this move.
    
    Rain Thicket
    ------------
    Execution: 8WR,d_u+B
    Location: M
    Note: This move will stagger a foe whenever it's blocked and will also
    strike prone foes.
    A simple overhead slash with lots of range, much like Mitsurugi's version
    of the move.
    
    Crying Hell Fire
    ----------------
    Execution: 8WR,ub_db+B,A,B
    Location: M,H,M
    Note: During the third hit, you can hit G to cancel it.  The third hit
    will stagger a foe whenever it's blocked.
    Much like Heishiro Mitsurugi's version of this move.
    
    Fierce Screaming Fist
    ---------------------
    Execution: 8WR,b+B
    Location: UM
    Note: Press the G button during the move to cancel the move.  Since this
    is a UM, be sure to use the Unblockables wisely.
    Much like the original version of this move.
    
    Knee Bash
    ---------
    Execution: 8WR,df_uf+K
    Location: M
    Note: This move will stagger a foe whenever it's blocked.
    Just like the original version of the move.
    
    Whirlwind
    ---------
    Execution: 8WR,d_u+K
    Location: H
    A simple kick right into the face
    
    Bullet Cutting Fandango
    -----------------------
    Execution: 8WR,db_ub+K,B
    Location: M,M
    Note: Hold the B button to charge up sword.  If the sword is charged up
    to the max, the move becomes a UM, but you need to be using your delays
    wisely to avoid massive counterattack damage.
    Same as the original version of the move.
    
    Crying Spirit Slash
    -------------------
    Execution: 8WR,any+A+B
    Location: M
    Note: Press the G button during the move to cancel.
    Much like Mitsurugi's version of the f,[f]+A+B
    
    Crying Sprit Slash-Death
    ------------------------
    Execution: 8WR,any+A+B,G,B
    Location: L
    Pretty much a combination of a cancelled Crying Spirit Slash into a
    sweeping slash that hits your foe at his/her leg!
    
    Crying Spirit Slash to Sword Pogo
    ---------------------------------
    Execution: 8WR,any+A+B,G~[u]
    Location: Special Movement
    Cancelling a Crying Spirit Slash in favor of starting a Sword Pogo
    combination
    
    Shark Attack
    ------------
    Execution: 8WR,f+B+K to start
               A+B,K to complete the Shark Combination
               [A+B] to shift to Helicopter.  Follow that with either d or b
    Location: M,H,M for A+B,K, M,H,UM for [A+B]
    Note: The Third hit of the A+B,K will stagger a foe whenever it's blocked.
    Yo-Man does a cartwheel, a drilling punch, and then a kangaroo kick.  If
    Yo-Man prefers, he may do a helicopter after the initial cartwheel.
    
    Ninja Sun Flare
    ---------------
    Execution: 8WR,any+B+K
               To shift to Sit, u_d_b+B+K~d
               To shift to Sword Pogo, u_d_b+B+K~u
    Location: M
    Much like Mitsurugi's version of the move, except that Yo-Man can go into
    one of the two stances available for him.
    
    ========================================================================
    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 Yo-Man 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 Yo-Man's fancy combos to view, and then
    after selecting Yoshimitsu 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
    Yoshimitsu as Combo Lead-offs:
    
    Execution                                   Throw            Launcher
    ---------                                   -----            --------
    * df+A                                      Yes              Yes
    
    E.C.'s special
    --------------
    Execution: df+B,b+A,A,A,(walk in a little),db+K,K,K
    Counterhit Required: No
    Number of Hits: 5
    Air Recovery Point: Does not apply
    Not guaranteed after: Guaranteed for experts, not guaranteed for
    beginners.
    Author: E.C.
    Some hits will miss your foe but once you get the timing right for
    this one, then you'll just love Yo-Man spinning to a juggling.
    
    Jase's special
    --------------
    Execution: df+B,f+K,K
    Counterhit Required: No
    Number of Hits: 3
    Air Recovery Point: Does not apply
    Not guaranteed after: Guaranteed all the way
    Author: Jase
    Once you get the timing of the first juggling K right, there is virtually
    no way out of this combo.
    
    Masamune's special
    ------------------
    Execution: df+B,b+K,B
    Counterhit Required: No
    Number of Hits: 3
    Air Recovery Point: Does not apply
    Not guaranteed after: Guaranteed all the way
    Author: Masamune
    Although Masamune says that the combo's not guaranteed after the
    starter, when you get the first juggling hit right, the move becomes
    a guaranteed nightmare for most scrubs disdaining any juggling combos.
    
    Jase's special
    --------------
    Execution: df+B,f+K,f,[f]+B
    Counterhit Required: No
    Number of Hits: 3
    Air Recovery Point: Does not apply
    Not guaranteed after: The second hit
    Author: Jase
    This is a tougher combo to land because the f+K will drain you after
    the execution of the move, and you will need to land the f,[f]+B
    quickly for the combo to become guaranteed all the way.
    
    WCMaxi's Old-School Combo
    -------------------------
    Execution: db+K,d,df,f+B
    Counterhit Required: No
    Number of Hits: 2
    Air Recovery Point: Does not apply
    Not guaranteed after: Guaranteed all the way
    Author: WCMaxi
    Hard juggling combo to do because of the Kangaroo Kick starter.  Once
    you get the juggling hit right, then you should be able to pull off the
    combo with lots of ease.  Guaranteed because foe cannot air recover after
    the kangaroo Kick.
    
    Jase's Special
    --------------
    Execution: df+B,A,b+A,A,db+A,A
    Counterhit Required: No
    Number of Hits: 6
    Air Recovery Point: The second hit
    Not guaranteed after: The enemy escapes or after you goof up during the
    duration.
    Author: Jase
    One of the combos that a foe can escape, so try to limit the use against
    scrubs.  Remember, the more hits you can inflict during juggles, the less
    potent it becomes.
    
    Jase's special
    --------------
    Execution: df+B,A,f,f+K,db+B
    Counterhit Required: No
    Number of Hits: 4
    Air Recovery Point: The second hit
    Not guaranteed after: The enemy air recovers or if you have goofed up
    during the combo.
    Author: Jase
    Although this combo is pretty much expert-level, the combo isn't effective
    since the second hit is a rather weak horizontal slash.
    
    Jase's special
    --------------
    Execution: df+B,A,f,f+K,f+K
    Counterhit Required: No
    Number of Hits: 4
    Air Recovery Point: The Second Hit
    Not Guaranteed after: The enemy air-recovers or if you goofed up during
    the juggle.
    Author: Jase
    Pretty much the same as one of Jase's previous specials.
    
    WCMaxi's special
    ----------------
    Execution: df+B,f+B~u,uf+K,B,B
    Counterhit required: No
    Number of Hits: 5
    Air Recovery Point: The Third Hit
    Not guaranteed after: The Third Hit
    Author: WCMaxi
    A hard combo to do requireing that you time the head stab correctly and
    that you learn how to use the hopping kick to the fullest.
    
    WCMaxi's Old School Combination
    -------------------------------
    Execution: df+B,f,[f]+K,A,f,[f]+K
    Counterhit Required: No
    Number of Hits: 4
    Air Recovery Point: The Third Hit
    Not guaranteed after: The Third Hit
    Author: WCMaxi
    Pretty much an old-school Tekken 3 combo, but you do need to be aware
    that the third hit can hurt you more if the foe happens to air-recover
    from the combo.
    
    Tickstone's Old-School Twist
    ----------------------------
    Execution: f,[f]+A+K,A+B,[G]
    Counterhit Required: No
    Number of Hits: 3
    Air Recovery Point: Unknown
    Not guaranteed after: The First Hit
    Author: Tickstone
    A hard combo to do because of the nature of the hits are all unblockables.
    
    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!
    
    E.C.'s pin attack
    -----------------
    Execution: b+K,[B],qcf+B
    Counterhit Required: No
    Number of Hits: 3
    Air Recovery Point: Does not apply
    Not guaranteed after: Guaranteed all the way
    Author: E.C.
    A seemingly hard combo to pull off, but once you can get the hits OK,
    then be prepared to snap, crackle, and pop your foe's jaw!
    
    E.C.'s pin attack
    -----------------
    Execution: b+K,[B],uf+A+B~d_b
    Counterhit Required: No
    Number of Hits: 3
    Air Recovery Point: Does not apply
    Not guaranteed after: Guaranteed all the way
    Author: E.C.
    Same as the previous one, but a lot harder to make the combo guaranteed
    because of the Helicopter follow-up.
    
    Jase's tough maneuver
    ---------------------
    Execution: f,[f]+B+K,A+B,K
    Counterhit Required: Yes
    Number of Hits: 3
    Air Recovery Point: Does not apply
    Not guaranteed after: Guaranteed all the way
    Author: Jase
    Although this move is an easy one, please be aware that you do need
    to have the first hit connect as a counterstrike.  Once this move is
    over, then keep on pounding your foe for some cheese.  The cheese has
    been disabled due to the counterstrike starter.
    
    E.C.'s quick maneuver
    ---------------------
    Execution: f+B+K,B,B,B,f,[f]+A+B
    Note: You must do a Spirit Charge before doing the execution
    Counterhit Required: No
    Number of Hits: 5
    Air Recovery Point: Does not apply
    Not guaranteed after: The moment Yo-Man does the Spirit Charge
    Author: E.C.
    Hard combo to do well because of the spirit charge requirement.
    
    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.
    
    Redfoot's flash
    ---------------
    Execution: b~B+K right when opponent is in Jab distance than THROW
    Note: This move will damage Yo-Man, so be careful
    Number of Hits: Unknown
    Air Recovery Point: Unknown
    Not guaranteed after: Unknown
    Author: Redfoot
    
    Acel's comic reliever
    ---------------------
    Execution: df+B,f+A+B,f+B+K,B
    Number of Hits: 4
    Air Recovery Point: The second hit
    Not guaranteed after: The second hit
    Author: Acel
    
    E.C.'s Harakiri
    ---------------
    Execution: f,[f]+A+K,d+A+K
    Note: Do the starter from a distance, and wait for foe's approach before
    doing the second hit.
    Number of hits: Does not apply
    Air Recovery Point: Invalid
    Not guaranteed after: Invalid
    Author: E.C.
    
    That's it for today!  I'll tell you some Vestiroth's Unconventional Moves
    in a future update!
    
    ========================================================================
    HOW TO USE YOSHIMITSU EFFICIENTLY
    
    1. Use Yoshimitsu like you would use him in Tekken.  This character
       assumes that you've been using Yo-Man for a long time ever since
       the original Tekken came out.
    
    2. Since Yo-Man has shorter range than Mitsurugi, there are bound to
       be situations when some moves that Mitsurugi would strike ground
       foes, it fails.  Also, because of this, Yo-Man will need to play
       some variety games.
    
    3. Try to use juggles as much as you can.  This way Yo-Man will get
       a head start whenever a foe viciously attacks him.
    
    4. Don't use any move that will drain Yo-Man's energy, as these moves
       are something to worry about if fighting competency is what you are
       yearning for.
    
    5. The Shark attack and the Helicopter moves may force Yo-Man into a
       self-ring out if you are not careful with these moves.
    
    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 Yoshimitsu.
    
    ========================================================================
    YOSHIMITSU'S ENDING
    
    Realizing that the sword is nothing more than a pawn of evil, Yoshimitsu
    decided to destroy the sword at all accounts.  However, in doing so, a
    spark tried to make Yoshimitsu possess the evil that was once contained
    in the sword.  Refusing in his name to store the evil in his sword, Yo-Man
    then uses his will to send the sparks away from his sword.  Afterwards,
    Yo-Man becomes a robinhood for the poor, and assembles a clan that will
    help feed the poor for many ages to come.
    
    ========================================================================
    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)
    - Critical Calibur (http://www.vibe.mcmail.com/soulcalibur/)
    
    Note: Please let me know of any changes to ANY References at all costs!
    
    ========================================================================
    
    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!
    
    ** 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