Deathgod's Soul Calibur Techniques FAQ
Version 2.51 (posted/updated August 8th, 2005)
100% compliant with both Dreamcast and Arcade versions of Soul Calibur.

This material is copyright 2000-2005, Jim Rodis/Deathgod/Priest of B.

Soul Calibur, Astaroth, Rock, Nightmare, and all related characters, names,
etc. are the property and copyright of Namco, 1995-2005, all rights reserved.

This FAQ can only be posted at www.gamefaqs.com, www.fighters.net, and
VGStrategies.about.com, and obviously my site.  These sites have either asked
for my permission or been expressly granted permission by me.  If you want to
put it on your site, email me for permission.  For the latest version, be sure
to check my site at http://www.fudonline.com. The site has a web-enabled
version that's easier to read.


***Revision history***
1.0 Jan. 9th, 2000: The first version, contained only the cancels stuff.  Very
small and unassuming at this point, and also not much help for most people.  It
tried to be of service, and did a good enough job for me to get compliments and
email asking where the rest of it was; hence the future updates.

1.1 Jan. 11th, 2000: Added some info on time attack and survival mode, promised
comprehensive ringout lists for all characters. Didn't actually post any yet,
just promised they were on the way.

1.2 Jan. 12th, 2000: Added Voldo's RO moves list.

1.314159 Jan. 16th, 2000: Added Ivy's RO moves list.

1.444 Feb. 5th, 2000: It's been a while. I've been holding out on you lucky
readers though; I've had Mitsu and Sophie done for a week or so now.  I also
did Kilik tonight before I typed this up.  Expect Xiang and Maxi soon, though I
am pretty busy running the chats, working, sleeping whenever not busy, and
going to school and such.  I am also fleshing out some new techniques I have
discovered in the last week or so relating to canceling guard cancels into
parries or repels.  Needless to say, this is much more tactically advantageous
than just doing regular guard cancels, as it would give you the attacking
advantage.  More info on execution and application of this snazzy technique
will be coming soon.

1.5 Xiang, Maxi, and Nightmare added today, go check out my new site at
http://deathgod69.tripod.com.  It's keen.

1.6 March 20th, 2000: Taki, Asta, and Hwang added. My site's about done, except
for the character FAQs.  Go check it out.  This, incidentally, is why updates
have been so sparse as of late. Once the RO sections get done, I'm going to be
adding stuff on G-Cancels and my spiffy new G-Cancel to Parry shift I found out
about. :)  It's like Irish Spring: "You'll like it too!"

1.7 March 20th, 2000: Yoshimitsu, Lizardman added. More to come tonight.

1.8 March 20th, 2000: Later that evening....
Siegfried added, plus the stance RO moves for Nightmare and Siegfried.  Also,
the big man Rock got his stuff added as well.

1.9 March 25th, 2000: I have a message board up on my site now, and the FAQ has
added Seung Mina, Cervantes, and EM/Inferno for RO moves, so that portion of
the FAQ is complete.  The work on each character's individual cancels, plus
some cancel and RO strat, will begin soon.

1.99 May 3rd, 2000: Lots of corrections and fixes posted, plus the site's about
done. I have two more characters to add, which will probably get done tonight.
I'll also be adding a list of RO moves that are Spirit Charge Unblockables, and
be starting on the cancels work as soon as finals week gets over. >:O  Visit
the site, you know you want to. http://deathgod69.tripod.com.

2.0 May 7th, 2000: Site's finally all finished. Also, I've added a list of
Spirit Charge Unblockable RO moves. They're denoted by a [2] after the move.
Enjoy.

2.1 June 20th, 2000: More updates to come shortly with stuff from K3 added. My
site has changed, it's now www8.ewebcity.com/deathgod.  The message board is
also changed, as I made my own. Site's down until June 23rd for server
maintenance tho.

2.5 November 10th, 2001: Minor revisions and corrections.

2.51 August 8th, 2005: Minor corrections again, new site address.
**********************

CONTENTS:
1) Explanation of this FAQ
2) Who should read this
3) What I am not going to do in this FAQ
4) The actual FAQ
5) Ring out movelists for each character
6) Coming soon: Character specific info-a list of all cancelable moves for each
character, along with possible followups and suggestions.

1) What's this FAQ for, anyway?
Well, one day on the Soul Calibur forum, someone posted asking for strat to set
up throws with Astaroth and Rock.  I partially wrote this in response to that
post. It'll basically explain guard cancels to you, the lucky reader and fan of
SC. I'll also be adding some other info as necessity dictates.

2) Who can benefit from this?
Everyone, at some point in their SC growth, will want this info.  It's not for
the beginner, as you need to be pretty familiar with the timing of some moves,
as well as ranges, etc. but everyone can use the basic stuff for sure.
Advanced users will find this helpful in faking out the computer and their
friends.

3) What's not in this FAQ
There will be no movelists, except for the list of moves that ring out for each
character, as they're in the DC version or on the website already, as well as
on GameFAQS.com.  I am using the arcade conventions found on the SC website,
and if you don't use them, well, learn to.  This is purely semantics, but it
pleases myself and others who want to read this who don't want to see DC
controls in here.  Also, I'm going to avoid teaching people how to play, as
that's been overly covered on the SC forum. Go to www.soulcalibur.com and look
in the System section if you want to learn all about the game's fighting engine.

4) The real deal-the FAQ
Guard cancels, in essence, are normal or unblockable attacks that are cancelled
with the guard button to create kind of a "feint" or faked attack.  As you can
probably guess, these are nice for confusing the opponent.  You can fake high,
then go low.  You can fake a power move, then duck in and throw while they're
still blocking or trying to parry your former attack.  Potential applications
are limitless.

Guard cancels can also be done to fake an attack, then come out with a throw.
This is done using a technique called "One Frame Shift."  More explanation of
this can be found at www.soulcalibur.com in the System Technical section.

You can abuse the guard cancels with AstaRock to great effect, mainly because
he has so many beefy throws.  You can, if you're fast, even get off the qcb+G+B
of Rock after a cancel, but you have to be fast, and buffer some buttons.

Basically, it works like this.  Say you're going to fake a B attack, then throw
their miserable butt up into the air to abuse at your will.   The first input
would be B~G.  You have up until the actual hit frame to cancel these attacks,
so you can wait quite a while with some moves.  To be really sneaky, wait until
your character says something or makes an attack sound, then cancel.  In
AstaRock's case, wait until he makes kind of a grunting noise, then hit G.
This way, the opponent will probably block or parry because of the imagined
attack.  Little do they know that you're a sneaky guy or gal, and you were just
kidding about that proposed attack they saw a second ago.

Next, you want to roll to B right after the guard.  This would read: B~(G~B).
This has to be done really really fast, because it uses the one frame shift. If
it works correctly, Astarock should fake the B, say something if you waited
long enough, then give them some free chiropractor work because he's just a
great guy like that.  I recommend practicing this until you can get the throw
to work at least 90% of the time.  You don't want to screw this up in actual
combat, and you definitely will agree that the next part is even tougher,
depending on how you like your controls, or next to impossible if you're
playing on the arcade version.

Obviously, it's easiest to guard cancel to the throw of the same attack button.
This makes your roll easier, and each attack button has a built-in fake
associated with it (for most characters) anyways.  *Almost* all characters can
do A~G~A, B~G~B or K~G~K as a feint, then an attack. Now, you CAN also cancel
to the other throw options as well, but you have to be fast like Bruce Lee,
foo. This would look like B~G~A or A~G~B.  This seems to work best on the DC if
you set your throws to the triggers, then just hit the buttons like this:
B~G~L, where L is set as G+A.  You can also cancel to special throws, like
Lizardman's QCB+B+K, but that's really tough to do.  Presumably, one could even
buffer Ivy's Summon Suffering into a cancel if you waited long enough before
canceling the attack, but this would require insane speed which I am not sure
many people can muster. I know I couldn't, seeing as how I still use the crack
monkey method to do SS.

Now, keep in mind this isn't just AstaRock strat, these guard cancels work with
anyone.  These are great fakeout tactics against humans, but don't usually work
so well against the CPU since it always knows what you're doing.

Back to the strat, foo.  Wise one once say, "Practice makes formidable, not
perfect, players." Now, with Asta, you can cancel to G+B~b, and then abuse them
in evil ways once they hit the air.  If you're crazy with the timing, and
you're fighting somebody big like Rock, Voldo, SigMare or Asta, you can
repeatedly to G+B~b (on the Arcade only, not Dreamcast version) to catch them
in the air, as demonstrated in the System Technical part of this site.
Alternately, you can do b+K, the "WCManeuver" for those of you who frequent the
Soul Calibur Forum at www.soulcalibur.com, or try his air throw or any other
juggles you can think of.  You can also cancel to G+B~f for a punishing
piledriver-looking beatdown.  This will usually teach them to think twice about
what you're doing, especially if you play like me and my buddies and talk smack
the whole time you're playing, even if you're losing (which is when you begin
talking smack to your character and yourself in third person).  This
psychological trashing technique works best if you yell something like
"BANGALAAAAAA!" in a deep throaty voice when AstaRock throws them.  It's funny,
and people will be like "What the heck's he saying?......oh crap, I'm dead!!!"

5) Character specific sections:
Notes: a 1 by a move means it's a CH only RO. A 2 by a move indicates that it
is a Spirit Charge Unblockable move, and any restrictions on this are also
noted.  The moves listed as SCUBs are DC only SCUBs.

***The Voldo RO Movelist***
d+A,A,A [1]
ff+A+B
ff+A+B,K rings out to Voldo's left
df+A+B_[A+B] [2] if A+B are held down, move becomes unblockable
FC df+A+B_[A+B] [2] if A+B are held down, move becomes unblockable
d+A+B
b+A+K rings out VERY far to Voldo's right, if you can land it
ff+B
df+B
df+B,B
FC,df+B
db+K
   ***Caliostro Rush (QCF or ff+B+K)***
[CR]B,B,B
[CR]K [1]
[CR]A+B
   ***Mantis Crawl (d+A+K)***
[MC]B+K may need to be done more than once
[MC]A
   ***Blind Stance (QCB)***
[BS]f+B
[BS]d+K
[BS]d+A+B
[BS]ff+[A] must be fully charged.
[BS]f+A to Voldo's left, knocks them pretty far away
[BS]A+B be careful not to RO yourself
[BS]A+B~[d] This is insulting to do to someone.
   ***8WR***
f+K
uf_df+K if uf, rings out to Voldo's left; if df, rings out to Voldo's right
u_d+K [1]

G+A rings out to wherever Voldo's upper left was at the start of the throw
RS throw rings out to wherever Voldo's right was at the start of the throw.
This can be easily be caused by doing a quick QCB, G+B, the 'Blind Ownership"
technique out of [BS].

WL K
***************************

***The Ivy RO Movelist***
d+A+B [1]
db+A+B [2] non-CH only
bb+A+B to Ivy's right, also can be done bb+[A+B]
uf+A+B,A
WS+A+B,A
d+A+K knocks them slightly to Ivy's right
f,d,df+A+K
f+[B]~u [1] opponent must be directly in front of Ivy or off to the right
slightly, and must have their right side flush against the ring's edge
ff+B [1]
df+B works with CH or non-CH, but CH knocks them higher and slightly farther
away.
db+[B] [2]
FC, db+B [2] non-CH only, rings out over Ivy's head.  To really demoralize
them, follow up with a B to turn yourself around, then do uf+B+K to grab them
away from the ringout so you can beat the crap out of them some more.
db_d_df+B+K [2]
ff+K_[K] [2] ROs to Ivy's left
df+K_[K]
db+K
b+K
bb+K [1]
   ***8WR***
uf_df+[B]
u_d+B
f+K
uf_df+K
u_d+K
ub_db+K

G+A ROs over Ivy's head
(G+u~a)_(ub_u_uf+A) ROs to Ivy's right
WL A ROs to Ivy's left
(G+u~k)_(u+K)
WL K
*************************

***The Sophie RO Movelist***
db+A
db+A,A
b+A,A_b+[A],A
b+A,A,A_b+[A],A,A
b+A,B
bb+A
df+A+B
A+K
A+K,K hits mid instead of high, more range, and seems to RO from farther away
also; much preferred over A+K
f+B
ff+B
df+B

	***The "Matrix Wannabe Series" Ver. 1***
-Can be started with d+B; FC df+B; B+K; QCF; QCFx2.
-Links to:
B~A
B~A,A
B~A,A,K [2] SCUB 3rd hit only (wtf is with this?)

bb+B [2]
ff+B+K,A,B ROs over Sophie's head
bb+B+K [2]
WS B+K [2]
bb+B~A
ff+K
db+K_[K] [1] unless fully charged version used
bb+K [2]
ub_u_uf+K,A
ub_u_uf+K,A,B
ub_u_uf+K,K
K~B [1][2] unless opponent is hit from the side

   ***8WR***
d+A
ub_db+A,A_A,[A]
uf_df+B [2] ROs over Sophie's head
u_d+B [2]
ub_b_db+B [2]
(any direction except f)+B+K [2]
f+K
uf_df+K
d_df_f_uf_u+K~B [1][2] unless opponent is hit from side
db_b_ub+K

G+u~A
WL A
BS throw cheesy way to set this up is to do WS [A+B] as it makes them show
their back when hit (as long as they're not against the ring edge) and then do
ff+G+A to get a back throw.  IF done fast enough on the CPU or a dumb opponent,
easy RO.

	***The "Matrix Wannabe Series" Ver. 2***
-Can be started with: QCF; QCFx2; QCF~N,u_d; QCFx2~N,u_d.
-End with :
B,A,B ROs over Sophie's head
A_A,A

****************************

***The Mitsurugi RO Movelist***

db+A_[A]
db+A~B_[A]~B
A+B
FC, db+A+B
WS A+B
A+K [1]
f+B~b
b+B
ff+B_[B]
ff+B,B_B(delay),B [2] SCUB on delayed version only, 2nd hit
df+B
bb+B,B
FC db+B
FC db+B,B
f+K [1] ROs to Mitsu's left
d+K
d+K,B
b+K
b+K,B

   ***8WR Section***
ub_db+A
uf_df+B_[B]
uf_df+B,B_B(delay),B [2] SCUB on delayed version only, 2nd hit
any direction+B+K
f+K
u_d+k [1]
ub_db+K
ub_db+K,B

   ***Mist Stance***
B [1][2]
G+A

   ***Relic Stance***
[A+B] Any one of the Relic UBs will work here, cause Mitsu's just that damn
cool.

   ***Silent Step***
B_[B] [2]

   ***Half Moon Death***
A

   ***Full Moon Death***
B

WL A
G+A
A+K [1]
*******************************

***The Kilik RO Movelist***

A,A,B
A~A,B
f+A,A,A
ff+A ROs to Kilik's right
df+A,A ROs to Kilik's left
d+A
b+A ROs to Kilik's left
bb+A,A
f+A+B
db+A+B on successful throw only
b+A+B,B [2] SCUB 3rd hit only, non delay only
d+A+K
db+A+K [2]
df+B
df+B,B
b+B_[B] [2]
WS B
b+B~K,B [2] best used if delayed until move becomes UB
B+K [2]
b+B+K
f+K
f+K~B
ff+K,K,B
db+K [1]
b+K,B_b+K~B
WS K,B

   ***8WR Section***
df+A,A
uf+A,A
u_d+A,A
u_d+A,B
u_d+b
ub_db+B_[B] [2]
ub_db_u_d+B+K [2]
f+K
uf_df+K,K,B
u_d+K~A [2] SCUB 2nd hit only
f+K

   ***Monument Stance***
A
K
A+K
B+K [2]

   ***Face Down/Face Up***
A+K

WL A
WL B

LS throw ROs to Kilik's right
db+A+B [2]

***************************

***Xianghua's RO Movelist***
A,A,b+B,B,B
ff+A
A~B [2]
A~K,B
A+B_[A+B] [2] SCUB 2nd hit only
ff+A+B
df+A+B [2]
d+A+B
b+A+B [2]
WS A+B,d+B
A+K,B+K
d+A+K
d+A+K,K
df+B
db+B,A
bb+B
FC df+B [2]
WS B
WS B~A [2]
df+B+K
f+K
db+K [1]
b+K
bb+K
WS K
db+K~A,A,B
   ***8WR***
ub_u_uf_db_d_df+A~K,B
ub_db+A
u_d+B
f+K
uf_df+K [1]

RS throw
BS throw

****************************

***The Maxi RO Movelist***
I left out his stances, because I don't know much about how to use them.  Once
I figure them out, I'll get it up here.  If anyone wants to volunteer, email me.

ff+A
b+A,B [2] SCUB 2nd hit only
b+A,B~[b]
FC df+A,A,A
A~K~[b]
A+B
b+A+B  [2]
df+A+K
f+B [2]
f+B~B
f+B~[b]
ff+B
df+B
b+B,B,K
B+K,B,B,B_A
ff+B+K
f+K
ff+K
b+K
bb+K
WS K
WS K,K
K~B,K [2]
   ***8WR***
uf_df+A
u_uf_df_d+A+B
ub_db+A+B [2]
uf_df+B
u_d+B_B~[b] [2] SCUB B only, not B~[b]
f+K
d+K
d+K,K
ub_db+K

WL B
WL K

BS throw ROs behind Maxi

**************************

***The Nightmare RO Movelist***
A,d+A
A,d+A,A
A,d+A,A~b
f+A_[A]
ff+A [2]
df+A
db+A_[A]
WS A,A
A~G~A Nightmare doesn't have a normal guard cancel for this move, as it's a
faster version of b+A.
ff+A+B [2]
df+A+B

   ***Spin Kick Series 1***
A+K,A,d+A
A+K,A,d+A,A
A+K,A,d+A+K
A+K,A,d+A+K,A
A+K,K [1]

B,B
B,d+A
f+B
ff+B
df+B_[B]
db+B ROs over Nightmare's head
ff+B~A [2]
bb+B,B [2] SCUB first hit only
B~G~B Nightmare also doesn't have a normal guard cancel for this move, as it's
a faster 8wr u_d+B,B (the second hit).
WS B_[B]
ff+B+K [2]
f+K [1]
ff+K [1]
df+K,K [1]
df+K,K,B
b+K [1]
bb+K
WS K

   ***8WR***
uf_df+A [2]
u_d+A
any direction+A+B_A+B~[d] [2] SCUB A+B only, not A+B~[d]
uf_u_ub_df_d_db+A+K [1]
uf_df+B_[B]
u_d+B,B,B
u_d+B,B,K
u_d+B,d+A_[A]
u_d+B~G~B,K
ub_db+B
uf_df+K [1]
ub_db+K
f+K

   ***Spin Kick Series 2***
u_d+K,A,d+A
u_d+K,A,d+A,A
u_d+K,A,d+A+K
u_d+K,A,d+A+K,A
u_d+K,K [1]

  ***Night Below Stance***
A [1]
B_[B]
B~A
A+B [2]

   ***Night Side Stance***
A [1]
A,d+A
B_[B]
B~A
K

WL B_[B]
WL+A
uf_u_ub+A
uf_u_ub+K

G+A
RS throw
db+B ROs over Nightmare's head

*******************************

***The Taki RO Movelist***
A~f [2]
A,A,f+B
A,B,K
db+A
WS A,A,A
u_d~N,A+K,A
B~[d] [2] SCUB 3rd hit only
B,A,A
B,A,K_[K] [2] SCUB 3rd hit only, only [K] version
B,K_[K] [2] SCUB 2nd hit only, only [K] version
df+B
bb+B
HCF+B
back turned, B+K
df+K,K,K
   ***8WR***
ub_db+A,B,K
u_d+B
u_d+B~A
ub_db+B,A,A
ub_db+B,A,K_[K] [2] SCUB 3rd it only, [K] version only
ub_db+B,K_[K] [2] SCUB 2nd hit only, [K] version only
uf_df+K
u_d+K,A
f+K

BS throw ROs over Taki's head

   ***Possession Stance***
A
uf_u_ub+K,A [2] SCUB 3rd hit only
d+K
A+B

   ***Wind Roll***
B
B,B [2]
B,B,B
B,K
B,K,B

G~u+A
WL A
WL K,K,K

**************************

***The Astaroth RO Movelist***
A,[A]_[A],[A]
f+A,B_[B]
df+A_[A]
db+A_[A]
b+A [1]
WS A [2]
A+B [1] or at long range only
df+A+B_[A+B] [2]
B,B_[B],B_[B],[B]_B,[B] [2] SCUB 2nd hit only
ff+B [2]
df+B_[B]
db+B
WS B [1], must be close to opponent
f+B+K [1]
f+[B+K]
df+B+K (Freight train, baby! Woo! I love this move!)
QCF+B+K
f+K [1]
ff+K_[K]
FC df+K_[K]
db+K
WS K,A

   ***8WR***
ub_db+A_[A] [2]
db_d_df+A+B_[A+B] [2]
ub_u_uf+A+B_[A+B] [2]
uf_df+B_[B]
u_d+B
f+K
uf_df+K_[K]
u_d+[K]  [2]

RS throw
G+B~b

G~u+A
WL K

******************************

***The Hwang RO Movelist***
ff+A
A~B
A~K,B
A+B [2]
ff+A+B
df+A+B [2]
b+A+B [2]
WS A+B [2]
A+K
d+A+K
d+A+K,K
df+B
bb+B
FC df+B [2]
FC df+B,B [2]
WS B
WS B~A [2]
df+B+K [2]
ff+K
ff+K,K
ff+K,K,K
d+K
db+K [1]
bb+K
bb+K,K
db+K~A,A,B
K~B,B

   ***8WR***
db_ub+A
u_d+B
ub_db+B
uf_df+K [1]
uf_df+K~A,A,B
u_d+K [2] This move ROs in the direction Hwang was moving.

G+B (Bow to the almighty Machine Gun Boot!!!)
LS throw

G~u+A
WL A
WL K

***************************

***The Yoshimitsu RO Movelist***
bb+A [1]
FC db,d+A [2]
ff+B
df+B
bb+B~A ROs to Yoshi's left
f+B+K,B,B,B [1][2] SCUB 4th hit only
f+K
f+K,K
ff+K
b+K
b+K,B
FC df+K

   ***8WR***
uf_df+B
u_ub_b_db_d+B+K
f+K
uf_df+k
u_d+K [1]
ub_db+K
ub_db+K,B

LS throw

WL A

********************************

***The Lizardman RO Movelist***
db+A
db+A,A
b+A,A_[A],A
b+A,A,A_[A],A,A
b+A,B_[A],B
b+A,A,B_[A],A,B_A,A,[B]_[A],A,[B]
bb+A [1]
df+A+B
A+K
A+K,K
f+B [1]
ff+B
df+B
d+B,B
bb+B [2]
FC df+B,B
B+K,B
ff+B+K,A,B ROs over Lizzy's head
db+B+K
bb+B+K [2]
WS B+K [2]
B~A,B,B,B,B
B~A,f+B
ff+K_[K] [2]
db+K
bb+K [2]

   ***The Flippy Lizard Series 1***
Can be started with:
   ub_u_uf+K
   WS K
   QCF+K
   QCF,QCF+K
Ends with A_A,B_K

   ***8WR***
d+A
d+A,A only if the first one misses or is blocked, but the second hits
u+A,A
ub_db+A,A_A,[A]
any direction+A+B
any direction+A+K [2]
any direction+A+K,K
uf_df+B ROs over Lizzy's head [2]
u_d+B [2]
ub_db+B
(any direction but f)+B+K [2]
f+K
uf_df+K
ub_db+K

   ***The Flippy Lizard Series 2***
Starts with QCF or QCF,QCF
Ends with:
   A
   A,A
   B
   N,u_d+A
   N,u_d+A,A
   N,u_d+B,A,B ROs over Lizzy's head

G+A
RS throw
BS throw

G~u+A
WL A

*******************************

***The Siegfried RO Movelist***
A,d+A
A,d+A,A
A,d+A,A~b
f+A_[A]
ff+A [2]
df+A
db+A_[A]
b+A
WS A,A
A~G~A
ff+A+B_A+B~[d]
df+A+B

   ***Spin Kick Series 1***
A+K,A,d+A
A+K,A,d+A,A
A+K,A,d+A+K
A+K,A,d+A+K,A
A+K,K [1]

B,B,B_[B]
B,B,K
B,d+A_d+[A]
f+B
ff+B
df+B_[B]
bb+B,B [2] SCUB 1st hit only
ff+B~A [2]
B~G~B,B_[B]
B~G~B,K
WS B_[B]
ff+B+K [2]
f+K [1]
ff+K [1]
df+K,K [1]
df+K,K,B [1]
b+K [1]
bb+K
WS K

   ***8WR***
uf_df+A [2]
u_d+A
ub_db+A
any direction+A+B_A+B~[d] [2] SCUB A+B only, not A+B~[d]
ub_u_uf_db_d_df+A+K [1]
uf_df+B_[B]
u_d+B,B,B
u_d+B,B,K
u_d+B,d+A_d+[A]
u_d+B~G~B,B_[B]
u_d+B~G~B,K
ub_db+B
f+K
ub_db+K

   ***Spin Kick Series 2***
u_d+K,A,d+A
u_d+K,A,d+A,A
u_d+K,A,d+A+K
u_d+K,A,d+A+K,A
u_d+K,K

   ***Base Hold***
A [1]
B_[B]
B~A
A+B [2]

   ***Side Hold***
A [1]
A,d+A
B_[B]
B~A
K

G+A
RS throw ROs overhead
db+B on successful hit, ROs overhead

ub_u_uf+A
ub_u_uf+B [1]
ub_u_uf+K
WL A
WL B_[B]

*******************************

***The Rock RO Movelist***
A,[A]_[A],[A]
f+A,B_[B]
df+A_[A]
db+A_[A]
b+A [1]
QCB+A,A,A
WC A,B [2]
A+B [1] or close range only
df+A+B_[A+B] [2]
b+A+B
d+A+K
B,B_[B],B_[B],[B]_B,[B] [2] SCUB 2nd hit only
B,df_d_db_b+B,B
df+B_[B]
db+B
WS B close range only
f+B+K [1]
f+[B+K]
QCF+B+K
f+K [1]
ff+K_[K] if fully charged, ROs overhead
FC df+K
db+K [1]
WS K,A

   ***8WR***
db_ub+A_[A] [2]
ub_u_uf+A+B_[A+B] [2]
db_d_df+A+B_[A+B] [2]
uf_df+B_[B]
u_d+B
f+K
uf_df+K_[K] if fully charged, ROs overhead
u_d+[K] [2] ROs overhead

G+A
LS throw
QCB+G+B, u_d+A+B

ub_u_uf+A

WL A only ROs if enemy is lying on the ground
WL K

**************************

***The Seung Mina RO Movelist***
A,A,B
ff+A
df+A
d+A
bb+A,A
A~A,B
A+B,A,B
F+A+B
b+A+B,B [2]
b+A+B,B,B
u+A+B
A+K
d+A+K
db+A+K [2]
f+B~d [1]
f+B,A
df+B
WS B
B+K [2]
b+B+K
f+K
f+K~B
ff+K
ff+K,K
ff+K,K,K
db+K
db+K,K
b+K,B
WS K

   ***8WR***
uf_df+A,A
u_d+A,A_B
u_d+B
u_ub_db_d+B+K [2]
f+K
uf_df+K,K
u_d+K~A [2] SCUB 2nd hit only

db+A+B

WL A
WL B

********************************

***The Cervantes RO Movelist***
A~b_A~G~A [2]
ff+A
db+A_[A]
db+A_[A],B
b+A~A non CH only
bb+A
A+B,A
A+B,B
df+A~B [2] SCUB 2nd hit only
d+A+B [1]
bb+A+B_[A+B]
ub_u+A+B [2]
A+K ROs behind on successful GI
db+A+K_WC A+K
B,B,B
B,B,d+A
f+B,B_f+[B],B
ff+B
df+B
df+B,B
bb+B
WS B
B~G~B,B
B~G~B,d+A
B+K ROs on successful GI
db+B+K_[B+K]
K~f
ff+K [1]
b+K,K
bb+K [1]
K~B_f+K~B_ff+K~B
d+K~B [1]

   ***8WR***
uf_df+A
u_d+A,A
ub_db+A [2]
u_d_f+A+B
uf_df+B
uf_df+B,B
ub_db+B [1]
f+K
ub_db+K
any direction+B+K_A+K RO on successful GI

G+A
ff+B either side
B~d

WL A
WL B

   ***Dread Stance***
A
B

*******************************

***The EM RO Movelist***
8wr u_d+A,A,A only when impersonating Kilik/Mina


6) Bonus: help with time attack/survival modes
Well, I beat the game in 44'98" with Mitsu, 56'74" with Nightmare, 58'23" with
Mina, and under 1 min 20 seconds with everyone else in the game before my
memory card got FUBARed, so I can give you a few tips. The best way to get time
records is to go into practice first, and find a move that you can abuse
against the CPU that either juggles or gives a knockdown where they slide
across the ring on counterhit. The CPU falls for the same move over and over
again on Easy through Very Hard, and if you have the life bars set at 90% your
job gets easier also.  Since you can't change the number of rounds, difficulty,
or life meters in the official Time Attack mode, just find a move or two to
abuse.

Survival is a different story. The CPU is just plain dumb. If you can't get at
least thirty wins with each character, you should learn to block/GI. The only
tough fights come every ten rounds against either Cervy or Inferno. If you can
beat them, you will probably go on to win the next set of ten as well. Getting
over 100 wins is a sizable feat of skill, buit if you're shooting for 400, you
have to be very careful. Always keep an eye on your ring position, which is
something you should be doing anyways. Always look for a ringout against the
CPU, as it costs you the least time and energy. Always be prepared to parry,
and don't get cocky because someone like Seung Mina will come along and play a
turtle-counter game with you, waiting until you're in a recovery frame to
attack. This inevitably happens to me, and I find these turtle-counter matches
the hardest to beat. (I really really hate the CPU's Seung Mina.)  Also, only
the CPU can know exactly when you let go of the block button, so it can be
really dirty.

If you can get really good with your GI game, and get a little lucky as well,
you should be able to hit 100 wins with no problem after some practice. Good
luck to you. I have to go rebuild all my SC data now, have fun.

7)End/Credits

OK, that concludes Deathgod's "Fun With Soul Calibur" class for today.  If
anyone has any questions, comments, criticisms, corrections, or suggestions,
feel free to mail me at dethlord69@hotmail.com.
I'll be updating this regularly as my research expands to include more
characters.

By the way, DON'T STEAL MY DAMN FAQ!!!!!!! I've read stories, and if you take
this, I will find you and cut off your testicles and feed them to my dog.  It's
mine, you can send me stuff if you want to help with it, but you can't take it
in whole or in part without my consent.  It's not that hard to do, just email
me and ask.

Credits:
Thanks to Namco for making such a beefy game, and to Jason Arney especially for
running the sites.

Thanks to everyone on the SC forum who contributed and got me to write this
guide, especially D. Mon, Misato-san, Ai-Uchi, Shiranai Hito, Viper, Jubei YM
(especially for The Tale!), AK404, Deathcom, and everyone else who has been
attending our chats, and WCMaxi, who is THE MAN.

This material is copyright 2000-2005, Jim Rodis/Deathgod/Priest of B