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    Lizardman by Akai Akuma

    Version: 1.4 | Updated: 04/29/05 | Printable Version | Search Guide | Bookmark Guide

             /================================================\
             | SOUL CALIBUR 2: LIZARDMAN MOVE LIST            |
             | For GameCube                                   |
             | Written by Joan Roda (joanroda@eresmas.com)    |
             | Version 1.4                           (30.6KB) |
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    =======================
    ---Table Of Contents---
    =======================
    
    1.  Version History
    2.  Game Information
    3.  Introduction
    4.  Character Profile
    5.  Move List
          I. Notations
          II. Move List
          III. Lizardman's Glitch
    6.  Strategies, Combos & Other
          I. Strategies
          II. Combos
          III. Lizardman & Soul Charge
    7.  How to Get Lizardman
    8.  Legal Stuff
    9.  Special Thanks
    
    ------------------------------------------------------------------------
    * 1. Version History
    ------------------------------------------------------------------------
    
    Ver. 1.0 (10/11/03) - First version of the FAQ. Move list, character
    profile and more. 
    Ver. 1.1 (10/22/03) - I modificated section 7 and added section 6.III
    with some Soul Charge useful information. I cancelled the description
    of techniques, because I found it useless.
    Ver. 1.2 (12/25/03) - I added some combos I found in ww.soulcalibur.com
    forums and an interesting glitch. And clarified how to get Lizardman.
    Ver. 1.3 (05/05/04) - I modificated section 7.
    Ver. 1.4 (04/29/05) - Some moves added.
    
    ------------------------------------------------------------------------
    * 2. Game Information
    ------------------------------------------------------------------------
    
    Title: Soul Calibur 2
    Genre: Fighting (Action)
    Platforms: Nintendo Gamecube, Playstation 2 and Xbox
    Players: 1-2 players
    Memory Card Blocks: 4(GC)
    Designed By: Namco
    Published By: Namco&Nintendo(GC), Electronic Arts(PS2 and Xbox)
    
    
    ------------------------------------------------------------------------
    * 3. Introduction
    ------------------------------------------------------------------------
    
    This is my 2nd FAQ, I hope you'll enjoy it.
    
    *Why a Lizardman's FAQ?
    The reason why I wrote this FAQ was that Lizardman was my on of my 
    favourite characters on Soul Calibur I(Dreamcast). Sadfully, in Soul 
    Calibur II he is only a secondary character. By the way, his command list
    isn't available in the game, so I'm going to solve it with this guide.
    
    *Is Lizardman(SCII) Lizardman(SCI)?
    Who knows... Well, his appearance has changed. The old Lizardman was
    more human and SCII's Lizardman is more animal, and Lizardman wasn't 
    unique so the new Lizardman could be one of his relatives.
    (For more information see section 4)
    
    *Could I use Lizardman everywhere in the game?
    :'( Lizardman is only available in Team Battle Mode, Versus Mode, Practice
    Mode, Extra Team Battle Mode, Extra Versus Mode and Extra Practice mode.
    
    *Then, why should I play with Lizardman?
    Lizardman's fighting style was inspired on Sophitia's(SCI) style, but
    his strength and speed are higher. He's a mid-range fighter, with some
    powerful and easy performable combos. His ability to ring out his rivals
    is remarkable, which is vital in many combats. Sophitia(SCII) and
    Cassandra, they both share many moves with Lizardman, so playing with him
    could help you to use them.
    (See section 6 for more details)
    Furthermore, he has 6 outfits. In fact there are only 2 but you can
    changed the colours of them.
    
    Outfit one:
    -----------
    Lizardman looks like a lizard. =)
    Type A) Green skinned with red spots, his shield is white and the shape
         is similar to the Cassandra's 2nd outfit shield.
    Type B) Blue skinned with red spots, his shield is brown and the shape
         is similar to the Cassandra's 2nd outfit shield.
    Type C) Red skinned with yellow spots, his shield is white and the shape
         is similar to the Cassandra's 2nd outfit shield.
    
    Outfit two:
    -----------
    Lizardman looks like a dinosaur.
    Type A) Brown skinned but the skin over his head and back is silver and 
         his spikes on the back are red. His has a nearly rounded red shield.
    Type B) Red skinned but the skin over his head and back is grey and his
         spikes on the back are blue. His has a nearly rounded blue shield.
    Type C) Beige skinned but the skin over his head and back is cobalt and 
         his spikes on the back are orange. His has a nearly rounded orange
         shield.
    
    ------------------------------------------------------------------------
    * 4. Character Profile
    ------------------------------------------------------------------------
    
    This section of this document has been taken from Vega's web
    (http://vega78.tripod.com/), whose web contains excellent bios of
    several fighters of the greatest fighting games: Soul Calibur, Street
    Fighter and Mortal Kombat.
    
    
    Weapon:          Short Sword and Small Shield
    Weapon's Name:   Gyulkus Sword and Shield
    Style:           Rapid Ares style
    Age in Years:    3
    Date of Birth:   Unknown
    Family:          Unknown.  There are many similar creatures
    Place of Origin: Unknown
    Height:          6 foot/183cm
    Weight:          190 lbs/88kg
    Blood Type:      Unknown
    
    In his worries over the demonic blade called Soul Edge, Hephaestus,
    Greek god of the forge, gave many mortals sacred oracles and ordered
    them to destroy the blade. A total of twenty-four were chosen, one for
    each letter in the Greek alphabet. They came from all walks of life,
    from the captain of the royal knights to the daughter of a baker. Yet
    each were pious and could hear the voices of the gods. One of the chosen
    was a man named Aeon Calcos. Born in Sparta under the occupation of the
    Ottoman Empire, Calcos was a powerful knight gifted in the art of
    swordplay. Once he received the oracle from Hephaestus he wandered the
    earth in search of the evil Soul Edge.
    
    One day he was wandering in a vast desert. His sight was fading and his
    mouth had been parched by the heat and the harsh sands. He cried out to
    Ares, god of war, as his remaining senses began to fade. He awoke
    sometime later and found himself lying on a bed in a dim room. He 
    learned that a man from an oasis village had found him buried in the
    sands and had saved him from death. The village was frequently ravaged
    by looters, so Calcos chose to repay the man's kindness by teaching the
    villagers to defend themselves. However, after only one week, the Evil
    Seed that had been released from the Soul Edge in Spain rained down on
    the village and showered it's people with pure evil. In that moment,
    Aeon Calcos was transformed into a berserk monster and he proceeded to
    massacre the entire village.
    
    Months passed, and a caravan crossing the desert brought back stories
    of an oasis that had been drenched in blood and gripped by terror. Many
    caravans had been lost since the night the Evil Seed rained down on
    humanity. The rumour spread throughout the land and eventually reached
    the ears of Kunpaetku, Grand Priest of the dark order Fygul Cestemus
    whose shrine lay hidden deep within the earth. Kunpaetku had plans for
    the creature who had caused this chaos, and sent out his henchmen to
    capture Aeon. The monster was bound to a huge boulder with several thick
    chains, but still violently resisted as he was taken back to the Palgaea
    shrine. Pleased with his acquisition, Kunpaetku ordered Calcos to be
    taken to the inner shrine where an experiment would be performed on
    Calcos. Days passed and the ritual was completed; What had once been
    Aeon Calcos had been born anew. His limbs were given immense power, his
    body was covered in scales, a reptile's tail hung behind him and his
    head was now that of a lizard's. The madness and the ritual had wiped
    Calcos' memory, but his body remembered how to fight. Kunpaektu, pleased
    with the results, decided to educate his creation thoroughly, and thus
    the once sacred warrior was transformed into a strong and loyal slave of
    the Grand Priest.
    
    When he had been sufficiently trained, the Grand Priest ordered
    Lizardman to search for the demonic sword Soul Edge. And so, after three
    years of living in the shadows, Lizardman emerged from the bowels of the
    earth and appeared at the port of India. It was there that he, along
    with the giant Astaroth and the Grand Priest's army, attacked a warrior
    who possessed a weapon of great power. The warrior, Kilik held his
    ground against the demonic horde, but the rest of the people on the ship
    were slaughtered. The battle was joined by the ship's captain, Nightmare,
    who did possess Soul Edge. Realizing that they could not defeat Nightmare
    until the time was right, Lizardman and Astaroth offered their services
    to the possessed warrior to prepare for the time when they could take the
    sword. They served as Nightmare's right-hand men, and carried out the
    mass executions that delivered the souls to power Soul Edge. 
    
    
    ------------------------------------------------------------------------
    * 5.  Move List
    ------------------------------------------------------------------------
    
    I took this move list from a *.xcl file from Soul Calibur for
    Dreamcast and I tried all the moves that appear there. Some have 
    disappeared, some have been modified and some are 'new'. Well, they're
    not new but I don't now their name so I renamed them with my name =).
    
    I. 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
    *: 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
    _: One move or another. E.g: u_d --> up or down
    [x]: Hold the aforesaid command control
    8WR: Tap stick in one direction, then hold stick in that direction.
    WS: While Standing. Hold stick down, then neutral stick
    WC: Fully Crouched
    WJ: Wall Jumping
    
    LND: As you land
    H: The move will hit high
    M: The move will hit mid
    S-M: The move will hit mid, but can be blocked while crouching
    L: The move will hit low
    UM: Unblockable Mid
    UH: Unblockable High
    UL: Unblockable Low
    SC#: Soul Charge level #
    GB: Guard Break
    (X+X): in damage, the 1st value is for the hit and the 2nd for 
           hitting the ground
    
    *What's Guard Break?
    Guard Break is a move that break your opponent's guard without taking
    any damage, but it gives you the chance to hit him or to perform a
    combo.
    
    !!NEW!!: this moves aren't really new, I just don't know their name
    mOdIfIeD: this moves have been modified from Soul Calibur I. Their
              damage, number of hits or their execution has changed.
    
    This is the way I'll display the moves:
    MOVE NAME
    How to perform it       Type of hits     Damage given
    
    Example:
    REFRAIN EDGE
    A A          H,H          13,16
    
    The name is Refrain Edge, you should tap button A 2 times and your 
    rival will receive 2 High hits of 13 and 16 damage respectively.
    
    
    Finally, there is a list of the Lizardman's disappeared moves. :(
    One minute of silence, PLEASE.
    
    
    GRIP BLOW
    KAMIRA STYLE GRIT FLOAT
    KAMIRA STYLE GRIT CASCADE
    TWOLNU STYLE NASTY BLAST
    TWOLNU STYLE FEINT NASTY BLAST
    DOUBLE GLOOM KICKS
    TWOLNO STYLE CLIMB TEMPEST
    TWOLNU STYLE GRIT AVENGER
    
    OK, let's continue,
    
    
    II. MOVE LIST
    =============
    
    The damage which appears in this FAQ is all at 100%. What does it mean?
    That if you hit your opponent from far, the hit won't impact him 
    completely and the damage could decrease to 70%. And if you use a Soul 
    Charge then the effectiveness raises to 120% or more. Sometimes after 
    using the same move many times its effectiveness rises to 105% or 110%
    without executing a Soul Charge.
    
    ******A hits list******
    
    JOAN STYLE SIMPLE STAB              !!NEW!!
    A                  M            13
    
    REFRAIN EDGE
    A A                H,H          13,16
    
    JOAN STYLE TRIPLE ATTACK            !!NEW!!
    A B B              H,H,M        13,11,38
    
    JOAN STYLE TRIPLE COMBO             !!NEW!!
    A B K              H,H,L        13,11,20
    
    EDGE LOW KICK
    A K                H,L          13,19
    
    AGOSTINO ROTATORY SLICE             !!NEW!!
    A~G~A              M            30
    
    JOAN STYLE HILT HIT                 !!NEW!!
    f+A                M            21
    
    GRIFT DRAFT
    df+A               M            23
    Notes: Staggers when blocked
    
    JOAN STYLE DOUBLE MOON SLASH        !!NEW!!
    df+A B             M,M          23,35
    
    LOWER SIDE EDGE
    d+A                S-M          13
    Notes: Recovers Crouching
    
    MEZE STYLE GRIFT DRAFT
    f f+A              M            36
    Notes: Staggers when blocked
    
    TWOLNU STYLE GRIT BREEZE
    db+A A             L,M          25,38
    Notes: If first hit delayed then 48,38
           If motion delay staggers when blocked
    
    TWOLNU STYLE GATHERING REFRAIN
    b+A A A            H,L,M        25,23,28
    Notes: If first hit delayed then 48,23,28
           If motion delay staggers when blocked
    
    TWOLNU STYLE GATHERING BLADE
    b+A B              H,H          25,45
    Notes: If first hit delayed then 48,45
           If motion delay staggers when blocked
    
    TWOLNU STYLE VESPER WARNING
    b+A A B            H,L,M        25,23,35
    b+A A [B]          H,L,UM       25,23,55
    Notes: If first hit delayed then 48,23,28
           First motion delay staggers when blocked
           The third hit could become a GB before it becomes an UM.
    
    TRAP MIRAGE                         mOdIfIeD
    b b+A              H            43
    
    KAMIRA STYLE GRIT TEMPERANCE
    d df f+A A         M,L          37,40
    Notes: Can also be done as: d df f d df f+A A
    
    KAMIRA STYLE 2 GRIT TEMPERANCE
    d df f u_d* +A A   M,L          37,40
    Notes: Can also be done as: d df f d df f u_d* +A A
    
    UNDER BASE CUT
    u+[G] LND A        L            25
    
    HOPPER SPINNING EDGE
    u_uf_ub+A          M            33
    Notes: Depends on the direction, Lizardman will vary
    
    CLIMB SIDE EDGE
    WS A               M            32
    Notes: If motion delay 45
    
    JOAN STYLE CROUCHED EDGE            !!NEW!!
    WC A               S-M          13
    
    
    ******B hits list******
    
    
    JOAN STYLE SIMPLE BLAST             !!NEW!!
    B                 M            16
    
    SCALE STRIKE
    B B               M,M          16,25
    
    BLADE ROUND KICK
    B K               M,M          16,22
    Notes: 2nd hit staggers when blocked
    
    JOAN STYLE SHIELD BLAST             !!NEW!!
    B f~              M            22
    
    JOAN STYLE DOUBLE SHIELD BLAST      !!NEW!!
    B f+B             M,M          16,30
    Notes: 1st and 2nd hits stagger when blocked
    
    JOAN STYLE MULTIPLE GROUND STABBING !!NEW!!
    B d~ B B B B      L,L,L,L,M    15,7,7,7,50
    
    AGOSTINO STYLE MULTIPLE GROUND STABBING !!NEW!!
    B d~ B B B K      L,L,L,L,M    15,7,7,7,20
    
    SPOT STRIKE
    f+B               M            35
    Notes: Staggers when blocked
    
    TWOLNU STYLE DUNE RISER
    f f+B             M            36
    Notes: Staggers when blocked
    
    RISING GRIT
    df+B              M            32
    
    JOAN STYLE SLASH & HEADING         !!NEW!!
    d+B B             S-M,M        16,50
    
    BASE SCALE BLADE
    db+B              M            18
    Notes: Recovers Crouching
    
    MEZE STYLE LIGHTING HEAD MASHER
    b+B               M            31
    Notes: Staggers when blocked
    
    WEAPON GEYSER
    b b+B             M            32
    Notes: Staggers when blocked
    
    MEZE STYLE GRIT BLAST
    d df f+B          M            50
    Notes: Can also be done as: d df f d df f+B
    
    MEZE STYLE SHIELD RUSH
    d df f u_d* +B    M            48
    Notes: Can also be done as: d df f d df f u_d* +B
    
    TAIL GEYSER
    u+[G] LND B       M            33
    
    HOPPER BASE SCALES
    u_uf_ub+B         M            41
    Notes: Depends on the direction, Lizardman will vary his jump
    
    TAIL WEAPON GEYSER
    WS B              M            18
    
    JOAN STYLE DOUBLE CROUCHED HIT      !!NEW!!
    WC df+B B         S-M,M        18,38
    
    
    ******K hits list******
    
    
    JOAN STYLE SIMPLE KICK              !!NEW!!
    K                 M            16
    
    JOAN STYLE KNEE HIT                 !!NEW!!
    f+K               M            30
    
    GLOOM FRONT KICK
    f f+K             M            45
    Notes: If motion delay 64
           Staggers when blocked
    
    AGOSTINO DEATHLY BITE               !!NEW!!
    f f+K~B           M            40
    
    GLOOM MIDDLE KICK
    df+K              M            22
    
    ROMPER BASE KICK
    d+K               L            12
    Notes: Recovers Crouching
    
    MEZE STYLE SINGER SPIN KICK
    db+K              L            30
    db+[K]            L,L          30,30
    Notes: Staggers when blocked
    
    SAND SPLASH KICK
    b b+K             M            27
    Notes: Staggers when blocked
    
    KAMIRA STYLE ROMPER FLOAT
    d df f+K K A B    M,M,M,M,L    16,16,18,18,21
    or WC K K A B
    Notes: Can also be done as: d df f d df f+K K A B
    
    KAMIRA STYLE ROMPER CASCADE
    d df f+K K B      M,M,M,M,M    16,16,18,18,45
    or WC K K B
    Notes: Can also be done as: d df f d df f+K K B
    
    KAMIRA STYLE ROMPER SAULT
    d df f+K K K      M,M,M,M,M,M  16,16,18,18,28
    or WC K K K
    Notes: Can also be done as: d df f d df f+K K K
    
    SAND ARCH KICK
    d df f u_d* +K    M            30
    Notes: Can also be done as: d df f d df f u_d* +K
           Staggers when blocked
    
    ROMPER BASE TAIL
    [G]+u LND K       M            24
    
    KAMIRA STYLE GRIT SAULT        mOdIfIeD
    uf+K K            M,M          25,30
    
    JOAN STYLE AIR SPINNING KICK        !!NEW!!
    ub+K or K~B       M            32
    
    JOAN STYLE DOUBLE AIR SPINNING KICK !!NEW!!
    u+K K             M,M          25,30
    
    
    ******MISCELLANY list******
    
    
    JOAN STYLE AIR BOMBING              !!NEW!!
    A+B               M,M          16,30
    f_b_db+A+B        M,M          16,30
    
    JOAN STYLE DEATH IMPULSE            !!NEW!!
    f f+A+B           M            42
    
    TWOLNU STYLE DOUBLE RISING
    df+A+B            M,M          14,38
    Notes: 2nd hit staggers when blocked
    
    MEZE STYLE DESER WARNING
    u_uf_ub+A+B       M             35
    u_uf_ub+[A+B]     UM            55
    Notes: The third hit could become a GB before it becomes an UM.
    
    MEZE STYLE TWISTER HIGH KICK
    A+K               H             38
    Notes: Staggers when blocked
    
    MEZE STYLE GRIT TWISTER KICK
    A+K K             M             36
    
    MEZE STYLE AIR SHIELD BLAST
    B+K B             M,M           30,50
    Notes: 1st hit staggers when blocked
    
    MEZE STYLE SHIELD RUSH
    f f+B+K A B       M,H,M       18,23,28(21+7)
    Notes: 1st and 3rd hits stagger when blocked
    
    MEZE STYLE SAND REVENGER
    db+[B+K]          UM          61
    Notes: Press G to cancel
    
    SAND REVENGER
    b+B+K             M           37
    b+[B+K]           M or GB     45   
    Notes: Staggers when blocked
    
    GRIT SAND REVENGER
    b+B+K G           M           27
    
    WEAPON GEYSER
    WS B+K            M           26
    Notes: Staggers when blocked
    
    
    ******STANCES list******
    
    
    SERPENT SLIDE
    d df f
    Notes: Crouch dash
    
    SERPENT SLIDE CANCEL
    d df f u_d*
    Notes: Crouch dash to side step cancel
    
    TWIN SERPENT SLIDE
    d df f d df f
    Notes: Double crouch dash. Ends standing
    
    TWIN SERPENT SLIDE CANCEL
    d df f d df f u_d*
    Notes: Double crouch dash to side step cancel
    
    KAMIRA STYLE TWIN SERPENT SLIDE
    d df f d [df]
    Notes: Double crouch dash. Ends crouching
    
    
    ******8WR ATTACKS list******
    
    JOAN STYLE RISING SLASH           !!NEW!!
    8WR df_uf+A         M           32
    Notes: Staggers when blocked
    
    MEZE STYLE GRIFT DRAFT
    8WR f+A             M           36
    Notes: Staggers when blocked
    
    MEZE STYLE DOUBLE SHIELD SWING
    8WR u_d+A A         H,H         22,31
    Notes: 1st and 2nd hits stagger when blocked
           It's better to use d instead of u, because with u the first hit
           throws your opponent to the ground and then second blow can't hit
           him
    
    KAMIRA STYLE LAVA CURRENT
    8WR db_ub+A A       L,M         25,45
    8WR db_ub+A [A]     L,UM        25,65
    Notes: 2nd hit staggers when blocked
    
    SHINJIN'S STYLE LEG BROKER      NEW!!!!
    8WR db_ub+A K       L,L         25,25
    
    TWOLNU STYLE GATHERING REFRAIN
    8WR b+A A A         H,L,M       25,23,28
    Notes: If first hit delayed then 48,23,28
           If motion delay staggers when blocked
    
    TWOLNU STYLE DUNE RISER
    8WR f+B             M           36
    Notes: Staggers when blocked
    
    MEZE STYLE SHIELD CANNON
    8WR df_uf+B         M           40(30+10)
    Notes: Staggers when blocked 
    
    MEZE STYLE SHIELD JOLT
    8WR d_u+B           M           38
    Notes: Staggers when blocked
           If motion delay 48 or GB if blocked
    
    WEAPON GEYSER                  
    8WR b+B             M           32
    Notes: Staggers when blocked
    
    JOAN'S STYLE LEGs DESTRUCTION      NEW!!!!
    8WR db_ub+B         L           28
    Notes: Staggers when blocked
    
    SLIDING
    8WR f+K             L           28
    
    RANTING KICK                       mOdIfIeD
    8WR uf_df+K~K       L,H         15,32
    
    RANTING KICK 2                     mOdIfIeD
    8WR uf_df+K [K]     L,H         15,32
    
    GLOOM MIDDLE KICK                  mOdIfIeD
    8WR u_d+K K         L,M         25,20
    
    MEZE STYLE TWISTER HIGH KICK
    8WR ub_db+K         M           27
    Notes: Staggers when blocked
    
    SAND SPLASH KICK                   mOdIfIeD
    8WR b+K             M           20
    Notes: Staggers when blocked
    
    TWOLNU STYLE DOUBLE RISING BEAT    mOdIfIeD
    8WR (any dir)+A+B   M           42
    Notes: Staggers when blocked
    
    MEZE STYLE TWISTER HIGH KICK
    8WR (any dir)+A+K   H           38
    Notes: Staggers when blocked
    
    MEZE STYLE GRIT TWISTER KICK
    8WR (any dir)+A+K K    M        36
    
    MEZE STYLE SHIELD RUSH
    8WR f+B+K A B       M,H,M       18,23,28(21+7)
    Notes: 1st and 3rd hits stagger when blocked
    
    TWOLNU STYLE GRIT AVENGER
    8WR b_db_d_df_uf_u_bf+B+K   M      43
    Notes: Staggers when blocked
    
    AGOSTINO DEATHLY BITE               !!NEW!!
    8WR   K~B           M            40
    
    ******WALL hits list******
    
    UNDER BASE CUT
    WJ        A           L            25
    
    TAIL GEYSER
    WJ        B           M            33
    
    ROMPER BASE TAIL
    WJ        K           M            24
    
    ******THROWS list******
    
    MEZE STYLE STADISTIC RUSH LIFT
    on front side of opponent A+G             55
    Notes: Press A to scape throw
    
    MEZE STYLE SATANA STORM
    on front side of opponent B+G             60
    Notes: Press B to escape throw
    
    MEZE STYLE REPTILE RUMBLE
    on front side of opponent d db b+B+K      60
    
    
    MEZE STYLE SCALE BRUSHER
    on left side of opponent, any throw       55
    Notes: Press A or B to escape throw, depends on which used the opponent
    
    MEZE STYLE SAND TOMB
    on right side of opponent, any throw      58
    Notes: Press A or B to escape throw, depends on which used the opponent
    
    MEZE STYLE SAND BOMB
    on back side of opponent, any throw       60
    Notes: Press A or B to escape throw, depends on which used the opponent
    
    III. Lizardman's Glitch (extracted from www.soulcalibur.com forums)
    =======================
    
    While the 214B+K throw is animating, if you mash on 2_3_6A+G_B+G you will
    execute the first part of 214B+K then half way through RE THROW THEM. This
    results in the 214 B+K throw dealling 95 points of damage.
    
    Frankly, I find it quite difficult to execute it(it took me 2 hours
    training until I did it). By the way, if you master it and use it
    constantly, then Lizzy will be totally broken, it's your decission.
    
    ------------------------------------------------------------------------
    * 6. Strategies & Combos
    ------------------------------------------------------------------------
    
    This section is so poor right now, but I hope it will grow quickly.
    
    To be honest my gameplay is quite tricky. I prefer winning in 4 seconds
    than losing in a dreadful 50 seconds battle, specially against AI. 'Only
    winners are remembered'. Assuming that, let's go.
    
    I. Strategies
    =============
    
    *****Strategy 1*****
    Objective: Throw your enemy out of the ring.
    Explanation: when your opponent is near the border of the ring execute
    any of the following moves:
    f f+A+B       HIGHLY RECOMMENDED
    f f+K         HIGHLY RECOMMENDED
    d df f+B      RECOMMENDED
    b b+K         RECOMMENDED
    d df f K K K  RECOMMENDED
    ub K          RECOMMENDED
    8WR db_ub+A [A]
    b+A A A
    b+A B
    b b+B
    There're more but the first 6 are quite useful and easy to perform
    
    *****Strategy 2*****
    Objective: One move, many possibilities
    Explanation: my favourite moves are those which can be used in many
    different situations. df+A+B is the one for Lizardman, Sophitia and 
    Cassandra. With it you can hit your opponent when he/she is stand up 
    or on the ground and can throw him out of the ring also. It's easy to 
    win many matches with it, practice with the timing to master it.
    
    *****Strategy 3*****
    Objective: Hit the opponent on the ground
    Explanation: this kind of move don't take many damage, but many of
    them could mean the difference between winning or losing. So use it as
    much as you can. In this category I will recommend these:
    (ordered by the damage taken)
    db+[K]        46   RECOMMENDED, slightly slow
    u+[A+B]       45   REEEEALLY slow
    u u+B+K       32   
    B~d B B B B   28   Maybe too slow to perform it and too many hits
    df+B          25   HIGHLY RECOMMENDED
    db+A          20   RECOMMENDED
    db+B          14
    df+A+B        11
    
    There are much more, but these are which I use most.
    
    II. Combos
    ==========
    
    Lizardman's ability to elevate his opponent to the air gives him an
    ideal chance to create many combos.
    
    *****Combo Type 1*****
    8WR df+B  elevates your opponent very high, it gives you the chance to
    hit him many times. I recommend B hits, because they allow you to hit
    your opponent more times than with A, don't forget to hit him on the
    ground also. The timing is crucial, practice a lot to master it.
    Damage: it's a really creative combo, it depends on your ability
    
    *****Combo Type 2*****
    df+B elevates your opponent on the air, so take advantage of it. Remember
    that aerial hits lose their effectiveness. First aerial hit 70%, 2nd 60%,
    3rd 50%, 4th and more decreases to 45%.
    
    df+B A A A A       32+9+10+6+7=64  If opponent air recovers, then it misses
    df+B A A B B       32+9+10+8+11=70 If opponent air recovers, then it misses
    df+B [b]+B [b]+B...   32+22+19+15+...=88 or more         If opponent air
                       recovers, then it misses. Maybe his best combo.
    df+B df+B          32+22=54
    df+B d df f+A A    32+26+24=82
    df+B d df f+B      32+35=67    
    df+B uf+K K        32+17+21=70
    df+B ub+B+K        32+35=67
    
    *****Combo Type 3*****
    f f+B or 8WR f is similar to df+B, more powerful but it throws your opponent
    farder and higher, which means an extra afford to perform the combo.
    
    f f+B A A A A       36+9+10+6+7=68  If opponent air recovers, it misses
    f f+B A A B B       36+9+10+8+11=74 If opponent air recovers, it misses
    f f+B d df f+A A    36+26+24=86
    f f+B b+A A A       36+17+18+20=90 more or less    EXTREMELY DIFFICULT the
                        timing is crucial
    f f+B f f+B         36+26=62
    f f+B uf+K K        36+17+28=71
    f f+B uf+A d df f+A A  36+23+22+21=106   If air control, the last hit misses 
    In the following 2 combos, after f f+B you should advance one step to 
    approximate to your opponent and continue the combo properly.
    f f+B STEP [b]+B [b]+B...   36+22+19+15+...=92 or more    if opponent air
                              recovers, then it misses. Maybe his best combo.
    f f+B STEP d df f+B      36+35=71    
    
    *****Combo Type 4*****
    This combo doesn't work quite often, but if it does is shattering.
    [b]+B d df f+A A   31+37+40=108
    [b]+B d df f+B     31+50=81
    
    *****Various Combos*****
    -df df+B A+B              36+11+18=65
    -A+B df+B                 16+30+25=71
    -df+A+B d df f+A A        23+35+26+24=108
    -df+A+B d df f+B          23+35+35=93
    
    III. Lizardman & Soul Charge
    ============================
    
    *What's Soul Charge?
    Soul Charge is a state in which your character damages more your enemy
    and some moves become Unblockable or Guard Break.
    
    *How can I perform a Soul Charge?
    Press A+B+K, C-stick up or button Z. The longer you press it the higher
    level you get.
    Level 1: Lime Green     Damage:100%
    Level 2: Green          Damage:115%
    Level 3: Blue           Damage:140%
    
    /////Unblockable Moves\\\\\
    SC3 u+A+B (no motion delay needed)   49
    SC3 f f+A+B                          59
    SC3 8WR df_uf+[B]                    56(42+14)    This is like Combo Type1,
                                                so take a look at section 6.II.
    SC3 8WR d_u+[B]                      67
    SC3 8WR (any direction)+B+K          60
    
    /////Guard Break Moves\\\\\
    These are as useful as the unblockable moves or more, because you can
    connect combos with them. This is for experimented players, so don't
    try them until you feel confident on your gameplay.
    The main difficulty is that you should perform them the nearer
    to your opponent as you can, because after executing the GB your opponent
    will be pushed one step backward.
    Ok, and what? It means that once you begin any of the combos displayed
    above, it's possible that some moves don't impact him. So I'll tell you
    which fit better in any case.
    
    SC3 f f+B
    ---------
    df+B A A A A
    df+B A A B B
    df+B [b]+B [b]+B...
    df+B df+B
    df+B d df f+A A     RECOMMENDED
    df+B d df f+B       RECOMMENDED
    df+B uf+K K         RECOMMENDED
    
    SC3 8WR f+B
    -----------
    The same that SC3 f f+B
    
    SC1 or SC2 u+A+B (no motion delay needed) and SC3 K~[B]
    -------------------------------------------------------
    These Soul Charge moves GB your opponent, but they're pretty slow and
    very difficult to connect with any combo. If I found any, I would post them.
    
    
    ------------------------------------------------------------------------
    * 7. How to get Lizardman
    ------------------------------------------------------------------------
    
    You must complete WMM, what is to say, complete ALL missions. Most
    people doesn't have Sub-Chapter 2 in Weapon Master Mode. Where is 
    Sub-Chapter 2? It's over Chapter 4(see map), and you can only access
    there when you had level 76(Platinum Edgemaster) or higher, which means
    380000EXP points. When you have this level go to mission 4-3 and beat it,
    Sub-Chapter 2 should be unlocked. So you won't be able to unlock
    Lizardman until you nearly complete Weapon Master Mode.
    
                          ----
                          |E1|
                    -----------
                    |5 |S2|9 |S3|
              -----------------------
              |1 |2 |3 |4 |6 |8 |10 |
              -----------------------
                    |S1|  |7 |S4|
                    ----  -------
                             |E2|
                             ----
    
    ------------------------------------------------------------------------
    * 8. Legal Stuff
    ------------------------------------------------------------------------
    
    This document is Copyright 2003 Joan Roda. All trademarks and copyrights 
    contained in this document are owned by their respective trademark and 
    copyright holders. Feel free to distribute or post as long as you don't
    change my name or try to make any money off of it, okay? Letting me know
    about it would be appreciated too. (joanroda@eresmas.com)
    
     
    This FAQ is exclusive to the following websites:
         GameFAQS            www.gamefaqs.com
         IGN                 www.ign.com
    
    ------------------------------------------------------------------------
    * 9. Special Thanks
    ------------------------------------------------------------------------
    
    To Namco for creating this fantastic game.
    To me for writing this FAQ.
    To you for reading it.
    To Agostino for his collaboration with some moves.
    To Vega for Lizardman's bios.