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    Guard Impact Move FAQ by Skyrax

    Version: 0.1 | Updated: 01/28/04 | Printable Version | Search This Guide

    Soul Calibur 2 Guard Impact FAQ
    By Skyrax (skyrax@yahoo.com)
    v0.1
    
    --------------
    UPDATE HISTORY
    --------------
    0.1: Initial draft
    
    
    --------
    CONTENTS
    --------
    
    1. Introduction
    2. Legend
    3. Guard Impact Move List
      -Assassin
      -Astaroth
      -Berserker
      -Cassandra
      -Cervantes
      -Ivy
      -Kilik
      -Lizardman
      -Maxi
      -Mitsurugi
      -Nightmare
      -Raphael
      -Seung Mina
      -Sophitia
      -Taki
      -Talim
      -Voldo
      -Xianghua
      -Yoshimitsu
      -Yunsung
    
    4. Frequently Asked Questions
    5. Credits/ Legal Info
    
    --------------
    1.INTRODUCTION
    --------------
    -Why write a Guard Impact FAQ?
    
    Because the game does a lousy job of telling you what the Guard Impact (GI)
    Moves actually work against, leading to annoying hours of trial and error to
    see what works and what doesnít.
    
    -Notes on Guard Impact Moves
    ----------------------------
    
    -What is a Guard Impact?
    Guard Impact refers to the knocking away of an opponentís weapon to leave them
    open to attack. Guard Impacts can only be successful when the opponent is about
    to attack.
    
    There are two types of Guard Impacts: Repels and Parries. A repel is a GI that
    pushes the opponent back while the opponent steps forward. A parry is a GI that
    redirects the opponent to the side, leaving their sides wide open. Repels are
    performed by pressing 6G and are effective against high and mid-level attacks,
    while Parries are performed with 4G and are effective against mid- and
    low-level attacks.
    
    - What are Guard Impact Moves?
    Guard Impact Moves are attack moves that have a built in GI capability. GI
    Moves only GI for a brief moment: the GI moment is evident when the weapon or
    limb flashes purple. Most GI Moves are of the repel variety, though there are a
    few parry GI Moves.
    
    -What is Counter-GI?
    When an opponent is GIíed, they are unable to do anything EXCEPT GI. This means
    that successfully GIíing a move does NOT guarantee free damage. A smart
    opponent will GI your move right back, and if you are not wary you will be left
    WIDE open. This cycle can be repeated indefinitely or until someone falls
    asleep.
    
    Important Note: Guard Impact Moves can be counter-GIíed if there is enough time
    left to do so. GI Moves typically hit so fast after a GI that most people never
    even think to try it. The exception to this is IF the move changes properties.
    Then it becomes an inescapable throw.
    
    Other Notes: Moves that GI Horizontals will repel high- and mid-level
    horizontals, but not low-level horizontals. Moves that repel verticals also
    repel high, mid-level verticals and some low verticals. Special Mid-level
    attacks can be either, if they qualify. Be careful.
    
    --------
    2.LEGEND
    --------
    
    You see your numeric pad often indicated on the right side of keyboard?  Well
    if you cannot see your number for some reason, here is another way to know what
    I'm talking about.
    
    7 8 9		7 = up+back	      8 = up	9 = up+forward
    4 5 6		4 = back	      5 = neutral	6 = forward
    1 2 3		1 = down+back	2 = down	3 = down+forward
    
    A = Horizontal
    B = Vertical
    K = Kick
    G = Guard
    
    INPUT METHODS
    WC/FC = while crouching / fully crouched
    WR/WS = while rising / while standing
    8WR = 8-way Run
    
    + = simultaneous input (i.e. A+B, B+K)
    ~ = slide input (accompanied by small letters, a~B, b~B, a~K, etc.)
    ( ) = optional input
    [ ] = hold button
    * = can be delayed
    _ = OR (as in either this direction OR that direction).
    
    HIT CATEGORIES
    L = low attack
    M = mid attack
    H = high attack
    SM = special mid attack (can be blocked high or low)
    GI = guard impact with types of attacks specified
    SCUB = unblockable upon full (blue) Soul Charge
    ? = Unknown/ has no ATTACK property
    
    
    ------------------------
    3. GUARD IMPACT MOVELIST
    ------------------------
    
    Assassin
    --------
    
    -6A+B:
    Property: M, M
    GIs: Verticals and high Horizontals
    This move has a very short GI frame. When Assassin waves the weapon high
    (shortly after starting the move) is when the move will GI.
    
    -3B+K:
    Property: M
    GIs: Verticals
    This move GIs at the beginning, when Assassin crouches low to the ground.
    
    Astaroth:
    ---------
    
    -6B+K:
    Property: M
    GIs: Verticals
    The move will only GI when Astarothís chest glows purple. It will repel jumping
    verticals too like Seung Minaís 9B+K.
    
    Berserker:
    ----------
    
    -6B+K:
    Property: M
    GIs: Verticals
    This move is identical to Astarothís and as such shares the same quality.
    
    Cassandra:
    ----------
    -4A:
    Property: H
    GIs: Horizontals
    She will GI only if the shield is hit, so if you wait until she strikes with
    her sword you are too late. This moveís property changes on a successful GI.
    
    -4B:
    Property: M
    GIs: Verticals
    This move also changes property when successfully GIíed. However, remember two
    things: even on a successful counter, the counterattack can MISS if the
    opponent is far enough away, like with Nightmare, Astaroth and Ivy, and you can
    ring yourself out with the counter, as Cassandra jumps back during the
    beginning of the move.
    
    -214G:
    Property: ?
    GIs: Verticals
    This move is troublesome to get off if all you want to do is the counter, but
    as a mixup itís invaluable if your opponent is a predictable vertical abuser.
    This also changes property on success
    
    -FC 3BB:
    Property: SM, M
    GIs: Verticals
    
    The move has a rather small range, and also changes property on successful GI.
    The GI window is tricky to utilize.
    
    
    Cervantes:
    ----------
    
    -A+K:
    Property: ?
    GIs: Horizontals
    This is quite familiar to all who use Cervantes, even if they never use it. The
    GI window is quite large.
    
    -B+K:
    Property: ?
    GIs: Verticals
    This move can miss if the opponent is far enough away, like Ivy. The GI window
    is also relatively sizeable.
    
    -8WR 3_9A:
    Property: M
    GIs: Horizontals
    This move will GI when Cervantes holds his smaller blade out upside down.
    
    -8WR 2_8K:
    Property: M
    GIs: Horizontals
    
    This move looks like it has a large window, but getting it to work may be
    tricky.
    
    Heihachi:
    ---------
    -A+K:
    Property: ?
    GIs: Horizontals
    This move has a large window and is fairly easy to perform. It also Soul
    Charges Heihachi allowing him to pull of 10-hitters if you desire.
    
    Ivy:
    ----
    
    -4A+B:
    Property: MMM
    GIs: Horizontals
    This move GIs quite easily and has good range.
    
    -B+K:
    Property: ?
    GIs: Horizontals
    
    There is no counterattack after this move, it simply allows you to change
    stances.
    
    -WR B+K:
    Property: MMM
    GIs: Horizontals and Verticals
    
    This move only GIs at the beginning, so you can still be attacked as she stops
    spinning.
    
    Kilik:
    ------
    -236:
    Property: ?
    GIs: Horizontals
    The GI window is large relative to the move, but the move itself is a quick
    one. The move has several follow-ups, but nothing GI-specific.
    
    -214:
    Property: ?
    GIs: Verticals
    The move tends to work better when deflecting overhead verticals rather than
    underhand verticals.
    
    -B~K:
    Property: H,M
    GIs: Horizontals
    The move will only GI with his foot, not the staff.
    
    -4KB:
    Property: M,M
    GIs: Horizontals
    The move GIís with the initial spin of the staff BEFORE Kilik kicks. The actual
    kick does not GI this time.
    
    Lizardman:
    ----------
    Nothing(!?!) More research may need to be done, but thus far he has nothing.
    Even his FC 3BB doesnít GI like Cassandraís despite them being virtually
    identical.
    
    
    Maxi:
    -----
    Nothing (?!) Canít find anything for Maxi either. If you do, send it in.
    
    
    Mitsurugi:
    ----------
    -A6_4A+K:
    Property: M
    GIs: Verticals
    This move is tricky to GI with, as it has to hit fairly close since Mitsurugi
    GIs very close to his body.
    
    -4B+K:
    Property: H
    GIs: Horizontals
    You need some space for this to work, as Mitsurugi GIs with his sheath, which
    he sticks out at arms length.
    
    -Mist A+B:
    Property: M
    GIs: Horizontals, Verticals and Kicks
    Yes, this move GIís everything you throw at him as he steps forward for the
    slash. However, the move has a small GI window (as he leans back and winds up).
    
    -Relic A+B+K_6G:
    Property: ?
    GIs: Horizontals and Kicks
    This move will change property on a successful GI. After the hits, Mitsurugi
    will exit Relic stance.
    
    Necrid:
    -------
    -1A+B:
    Property: M
    GIs: Horizontals
    The move will only GI when Necrid motions with his right hand. The rest of the
    move has a purplish trail but does not GI.
    
    -8WR 2_8K:
    Property: M
    GIs: Horizontals
    The move has the exact same properties as Cervantesí version, including the
    trickiness of actually getting it to GI.
    
    Nightmare:
    ----------
    -3A:
    Property: M
    GIs: Horizontals
    This move switches properties on a successful hit. It GIs when Nightmare is
    bringing his hand out. Once his hand is halfway raised up, it will no longer GI.
    
    -44K 3A: horizontals (second hit).
    Same as 3A, just occurs after 44K.
    
    -Night Lower Stance K:
    Property: M
    GIs: Horizontals
    This move GIs when Nightmare places his sword into the ground for leverage as
    he rises up for the uppercut. The uppercut itself does NOT GI.
    
    Raphael:
    --------
    -A+K:
    Property: ?
    GIs: Verticals
    This is an autoevade. It does not deflect the attack, but leaves the opponent
    open. It has follow-ups.
    
    -B+K:
    Property: ?
    GIs: Horizontals
    This is also an autoevade, and it too has follow-ups.
    
    -1A+B:
    Property: ?
    GIs: Horizontals
    The move GIs during the first half of the spinning blade.
    
    -9A+B:
    Property: H,M
    GIs: Horizontals
    This move GIs shortly after the move begins, but before the move actually
    strikes.
    
    -Prep I_Prep II_214B:
    Property: M
    GIs: Verticals
    The move has a decent GI window, but it has a while before and after the GI
    frames where it does nothing.
    
    -Prep II_Prep III_Prep IV A:
    Property: ?
    GIs: Horizontals
    This move parries on successful GI. It also allows for the usual Prep
    follow-ups without overtly interrupting the flow.
    
    Seung Mina:
    -----------
    -B~K:
    Property: H,M
    GIs: Horizontals and Kicks
    The move will only GI with her foot, not the staff. The GI window is quite
    good, but the timing is tight.
    
    -4KB:
    Property: M,M
    GIs: Horizontals
    The move GIís with the initial spin of the staff BEFORE Seung Mina kicks. The
    actual kick does not GI this time.
    
    -6K:
    Property: M
    GIs: Overhead verticals
    The actual GI comes from the blade of Seung Minaís zanbatou, not the staff
    portion. It is almost imperceptible though, and the window is very small. Since
    she places the staff above her, it only works on tall people like Astaroth or
    jumping verticals like Seung Minaís 9B+K.
    
    Sophitia:
    ---------
    -A+B:
    Property: ?
    GIs: Horizontals
    
    Taki:
    -----
    Nothing(!!?) either. HmmÖ
    
    Talim:
    ------
    -BT A+K:
    Property: M
    GIs: Horizontals
    The move has a little bit of windup before it actually GIs.
    
    -BT B+K:
    Property: M
    GIs: Verticals and Kicks
    The move also has some windup, but it seems to be shorter than that of BT A+K.
    
    Voldo:
    ------
    -B+K:
    Property: ?
    GIs: Horizontals, Verticals and Kicks
    This is also an autoevade. It has a very large window.
    
    -6B+K:
    Property: ?
    GIs: High Horizontals and Kicks
    Also an autoevade. Itís more specialized so the window is smaller.
    
    -4B+K:
    Property: ?
    GIs: Horizontals
    This is also a specialized autoevade.
    
    -2_8B+K:
    Property: ?
    GIs: Verticals
    As is this one.
    
    -FC B+K:
    Property: M
    GIs: Low Horizontals and Kicks
    This is an EXTREMELY specialized autoevade, as it avoids only a very specific
    kind of attack.
    
    -Mantis Crawl [B+K]:
    Property: M
    GIs: Overhead Verticals
    This one takes a while to execute, but it has a very large window once
    executed. It also uses his ENTIRE body for the GI.
    
    Xianghua:
    ---------
    -8WR 2_8B+K:
    Property: ?
    GIs: Horizontals and Kicks
    This move may be able to GI verticals, but the initial sidestep at the start of
    the motion often places it out of range to try it.
    
    -4A+B:
    Property: M,M
    GIs: Horizontals
    The move GIs at the beginning, shortly after Xianghua steps sideways.
    
    -66B_BB~4:
    Property: ?
    GIs: Verticals
    The move is hard to effectively GI with, but it if it connects it brings the
    opponent closer to Xianghua despite how it looks.
    
    -44B~4:
    Property: ?
    GIs: Verticals
    Same as above.
    
    -66B+K:
    Property: ?
    GIs: Horizontals
    The move has a fairly large GI window, but offers no immediate follow-ups.
    
    -44B+K:
    Property: ?
    GIs: Verticals
    The GI window is fairly decent, but still no follow-ups.
    
    -B~A:
    Property: M
    GIs: Horizontals
    The window is small (just as Xianghua raises her sword above her head) but the
    move itself is fairly fast and allows a little lax in timing.
    
    Yoshimitsu:
    -----------
    -A+K:
    Property: M
    GIs: Horizontals, Verticals and Kicks
    This move by itself damages too, but on GI will only repel UNLESS it is a deep
    hit. Yoshimitsu has to be standing VERY close to his opponent to cause post-GI
    damage.
    
    Yunsung:
    --------
    -WS_6A+B:
    Property: M,M
    GIs: Horizontals
    This move has a very short GI frame. When Yunsung waves the weapon high(shortly
    after starting the move) is when the move will GI.
    
    -4A+B:
    Property: M
    GIs: Verticals
    This move GIs at the beginning, when Yunsung is crouched low to the ground.
    
    -Crane A+B:
    Property: M
    GIs: Verticals
    The move GIs when Yunsung rears back slightly before slashing down.
    
    =======================================================================
    FREQUENTLY ASKED QUESTIONS
    =======================================================================
    
    Q: Why do certain characters have no GI moves?
    A: Beats me. I didnít program them.
    
    Q: Can I GI unblockables?
    A: No, you can not. You can, however, GI moves that become unblockable by Soul
    Charging. So you can GI Nightmareís 66B after it has been Soul Charged to be
    unblockable, but you canít GI Nightmareís 236B.
    
    Q: How about throws?
    A: You can GI throws but it is DEPENDENT on the buttons used for the throw.
    Technically, you can GI a B-button throw with a Vertical parry, and an A-button
    throw with a Horizontal Parry. But good luck guessing which is which.
    
    Q: I thought (insert name here) had a GI move off (insert move here) in Soul
    Calibur 1?
    A: Move properties have been changed. For example, Kilikís 4[B] used to GI
    verticals, and Sophitia could also deflect verticals with her A+B move.  But it
    would seem that that has changed.
     =======================================================================
    CREDITS/LEGAL INFO
    =======================================================================
    Copyright 2003 Afolabiyi Okubanjo (Team Sky City). This FAQ and everything
    included within this file cannot be reproduced in any way, shape or form
    (physical, electronic, or otherwise) aside from being placed on a freely
    accessible, non-commercial web page in its original, unedited and unaltered
    format. This FAQ cannot be used for profitable purposes (even if no money would
    be made from selling it) or promotional purposes. It cannot be used in any sort
    of commercial transaction. It cannot be given away as some sort of bonus, gift,
    etc., with a purchase as this creates incentive to buy and is therefore
    prohibited.
    
      Furthermore, this FAQ may only be hosted here, on GameFAQS, and cannot be
    used by the publishers, editors, employees or associates, etc. of any company,
    group, business, or association, etc., nor can it be used by game sites and the
    like. It cannot be used in magazines guides, books, etc. or in any other form
    of printed or electronic media (including mediums not specifically mentioned)
    in ANY way, shape, or form (including reprinting, reference or inclusion),
    without the express written permission of the author, myself. This FAQ was
    created and is owned by me, Afolabiyi Okubanjo. All copyrights and trademarks
    are acknowledged and respected that are not specifically mentioned in this FAQ.