============================================
Soul Calibur III - Talim FAQ (v1.0 November 20th, 2005)
email - noirguy187@aol.com

This FAQ is made by me for those who need it, want it, or just looking.        
In no way may you take any part in the "for your purpose only" 
department. I didn't make this just for you to take it for free. You 
may use this FAQ as a help guide for you or to print it for yourself
for your own use, but other than that, if you want to use any part of 
this FAQ for your site or for moneyful purposes (which is me getting 
60%/40% of the profits) contact me FIRST, then, get my permission, 
then if I allow it, go ahead and do whatever you asked to do with it. 
Enjoy!
=============================================


   sss        cccc             333333333333333
  s   s      c   c               3     3   3
  s          c                   3     3   3
   s         c                   3     3   3
    s  OUL   c     ALIBUR        3     3   3
     s       c                   3     3   3
      s      c                   3     3   3
  s   s      c   c               3     3   3 
   sss        cccc            333333333333333



Hello ladies and gentlemen! Welcome to Fogkaze's first FAQ! I hope you enjoy 
this wonderous FAQ! If there is any mistakes that you'd like me to know,
please email me at noirguy187@aol.com. Thanks for taking a look!

____________________________________________________________________________
v.1.0 - The Start of the FAQ, basically, what's here is what I've done.
____________________________________________________________________________
v.1.1 - Put a few Enhanced Moves there. Put a Combo or Two done, not a 
        major update, but it's something right? Also put a Night Terror
        Path for Talim
____________________________________________________________________________
v.1.2 - Again, small really tiny update. Have a credits section now! 
        Adjusted combos, there's a lot there! You'd be surprised!
____________________________________________________________________________
v.1.3 - Actually, quite a good update! Revisions, additions, the works.
____________________________________________________________________________
v.1.4 - Small update again. There's more Tagalog. Ring out section 
        updated. Have a list of ring out moves.
____________________________________________________________________________
v.1.5 - It's just the latest version. There might be one or two more
        updates before I deem this FAQ complete.
____________________________________________________________________________
v.1.6 - Combo section completely remade!
____________________________________________________________________________



-------------------
TABLE OF CONTENTS - Use "ctrl+F" for Quick Find
-------------------
1.) Talim
2.) Legend
3.) Move Lists
 3.1 - Horizontal Attacks
 3.2 - Vertical Attacks
 3.3 - Kick Attacks
 3.4 - Simultaneous Attacks
 3.5 - Wind Sault Moves
 3.6 - Wind Leap Moves
 3.7 - Wind Charmer Moves
 3.8 - Moves during 8-Way Run
 3.9 - Throws
4.) Soul Charge Enhancement
 4.1 - Moves that are Guard Break Enhanced
 4.2 - Moves that are Unblockable Enhanced
5.) Combos
 5.1 - Air Combos
 5.2 - Wall Combos
 5.3 - Stun Combos
 5.4 - Other Combos
 5.5 - Major Combos
6.) Range Qualities
 6.1 - Short Range
 6.2 - Medium Range
 6.3 - Long Range
 6.4 - Ring Outing with Talim
 6.5 - Helpful Fighting Hints
7.) Tales of Souls Mode
 7.1 - The Way to Night Terror!
8.) Weapon FAQ
9.) Extras!
 9.1 - Infamous Q & A I've seen on the message boards
 9.2 - Talim Tagalog
10.) Credits I must give




----------------------------------------------------------------------------
1.) Talim, The Wind Priestess
----------------------------------------------------------------------------
Age: 15
Birthplace: Village of Wind Deity, Southeast Asia 
Height: 4'8"
Weight: 93 lbs.
Birth Date: June 15
Blood Type: Unknown
Weapon: Elbow Blade x 2 (Tonfas with blades on them really)
Weapon Name: Loka Luha & Syi Salika
Discipline: Wind Dance
Family: Father/Sanput; Mother/Lidi; 
Grandmother & Village elder/Kalana; Bird/Alun


Bio Coming Soon!



-----------------------------------------------------------------------------
2.) Legend [for Move Lists (#3)]
-----------------------------------------------------------------------------

====
Attack and Guard Buttons:

G - Guard
A - Horizontal Attack
B - Vertical Attack
K - Kick Attack
====
Direction Buttons:

For Directional Input, this mostly pertains to your number keypad.
Good to note that this is when player is facing right.

        7    8    9

        4    5(N) 6

        1    2    3

1 - Direction retreat right
2 - Direction sidestep right
3 - Direction advance right
4 - Direction back
5 - Neutral, no direction input. I will not use this as 5 but the character N
6 - Direction forward
7 - Direction retreat left
8 - Direction sidestep left
9 - Direction advance left
====
Hit Levels:

H - Hits High. Can block by standing and evade by crouching.
M - Hits Mid-level. Can block by standing.
L - Hits Low. Can evade by jumping and block by guarding while crouching.
SM - Special Mid-level attack. Can block by standing or crouching.
SL - Special Low-level attack. Can evade by jumping or can block by 
     standing or crouching.

====
Misc. Properties

GI - Guard Impact. Repels attack.
GB - Guard Break. Breaks guard and leaves them vunerable.
AT - Attack Throw.
ST - Stance
SP - Special
WC - While Crouching
WR - While Rising
WS - While Standing
WL - While Landing
WJ - While Jumping
FC - Forced Crouch
8WR - During 8 way run
BT - Back Towards opponent
[ ] - Hold
_  - Or
: - Just Input
... - Repeat
! - Unblockable
====
Talim Note Moves: (Inputs I made up)

GWS - Able to go to Wind Sault with input of [6]
DWS - During Wind Sault
GWL - Able to go to Wind Leap with input of [4]
DWL - During Wind Leap
GWC - Able to go to Wind Charmer with input of [8]_[2]
DWC - During Wind Charmer
CD  - Can Delay


-----------------------------------------------------------------------------
3) Move Lists
-----------------------------------------------------------------------------
If you're having understand this, please read the above content, right above
this one.

====
3. 1 - Horizontal Attacks (Moves that start with input of A)
====
Input       Name        	       Hit Levels                Notes
_____________________________________________________________________________
A A B       Swift Espada               H H SM H     

A A 6B A    Rapid Espada               H H M H                   GWS, GWL, 
                                                                GWC, CD

1A          Spinning Low Hiwa          L                         GWC

2A          Tuhod Slicer               SL                        

3A          Razor Gale                 H H                       BT 

4A A        Witik Sweep                H L                       

4A K        Witik Stomp                H M                       [K] cause BT

6A A        Mirror Fan Strikes         H H                       or 6A [8]_[2]

44A A       Double Abaniko             H M                       Can hold 
                                                                second A

66A         Flowing Gale Strike        H H                       GWS, GWL

WC A        Tuhod Slicer               SL                        

WR A        Left Witik                 M

WJ A        Jumping Witik              H                         GWS, GWL, 
                                                                GWC

WL A        Diving Tuhod Slicer        L                         


====
3.2 - Vertical Attacks (B)
====
Input       Name        	       Hit Levels                Notes
_____________________________________________________________________________
B B         Kamplian Slicer            M M                       G after 
                                                                first hit

1B A        Kali Strikes               M H                       Can delay, BT

2B          Satik                      M                         

3B 6B       Gust Hook                  M M                       Can Just Input 
                                                               for third hit

4B B        Air Blade Thrust           M M                       Can hold 
                                                                second input

6B          Turning Witik Blow         M                         BT

44B         Vertical Abaniko           M                         GWS, GWL, 
                                                                GWC

66B         Paayon Thrust              H                         

236B        Blue Sky                   M                         Can hold

WC B        Satik                      M      

WC 3B B     Rising Baraw               M M M                     Can delay

WR B        Rising Elbow Blade         M

WJ B        Swift Leap                 H                   

WL B        Diving Satik               M


====
3.3 - Kick Attacks (K)
====
Input       Name        	       Hit Levels                Notes
_____________________________________________________________________________
K           High Sipa                  H                         G to cancel

1K          Sipa Trip                  L                         

2K          Low Sipa Sweep             L                       

3K          Inner Sipa                 M      

4K          Roundhouse Sipa            H 

6K          Side Sipa                  M

44K         Sipa Rising                M H

66K         Parabolic Sipa             M                         [K] to 
                                                                make BT

WC K        Low Sipa Sweep             L

WR K        Front Sipa                 M

WJ K        Sipa Jump                  L

WL K        Diving Low Sipa Sweep      L   


====
3.4 - Simultaneous Attacks
====
Input       Name        	       Hit Levels                Notes
_____________________________________________________________________________
A+B...A...B Ice Wind Combo            M x 9                      

1A+B        Twin Baraw Lift           M               

2A+B        Rapid Force               M                          GWS

4A+B        Twin Espadas              M M                        BT

6A+B        Shearing Blades           M                          G to cancel

66A+B       Ice Wind                  M                          G to cancel 
                                                                and BT

B+K         Cold Wind                 !(M)                       G to cancel

K+G         Taunt                     No hit                     Taunts 
                                                                opponent


====
3.5 - Wind Sault Moves
====
Input       Name        	       Hit Levels                Notes
_____________________________________________________________________________
6B+K        Wind Sault                 Special Action            4 Shortens 
                                                                distance

DWS A       Double Inward              L                         GWS

DWS B       Swift Leap                 H   

DWS K       Layout                     H                         Continuos

DWS B+K     Double Bartikal            M

DWS A+B     Rolling Storm              M M M


====
3.6 - Wind Leap Moves
====
Input       Name        	       Hit Levels                Notes
_____________________________________________________________________________
4B+K        Wind Leap                  Special Action            Neutral input 
                                                                causes GWS

DWL A       Blade Cyclone              M M

DWL B       Paayon Thrust              H

DWL K       Leaping Double Sipa        M M

DWL A+B     Whirlwind Hambalos         !(M)


====
3.7 - Wind Charmer Moves
====
Input       Name        	       Hit Levels                Notes
_____________________________________________________________________________
8_2B+K      Wind Charmer               Special Action

DWC A A B   Turning Kali Strikes       H H M                     Can delay 
                                                                and BT

DWC 2A      Tuhod Strike               L

DWC B B     Baraw Strikes              M M                       delay second B 
                                                                for Rising 
                                                                Baraw Slice
DWC K       Tornado Sipa               H

DWC A+B     Razor Storm                M M M                     BT

DWC A+G_B+G Tagga                      Throw                     BT


====
3.8 - Moves during 8-Way Run
====
Input       Name        	       Hit Levels                Notes
_____________________________________________________________________________
[6]A        Flowing Gale Hook          H H                       GWS, GWL

[6]B        Paayon Thrust              H

[6]K        Sipa Slide                 L

8WR A+B     Ice Wind                   M                         G to 
                                                                cancel

[6]B+K      Wind Sault                 Special Action

[9]_[3]A    Blade Cyclone              M M

[9]_[3]B 6B Gust Hook                  M M                       Can just 
                                                                input second B

[9]_[3]K A  Sipa Slash                 H L L                     

8WR B+K     Wind Charmer               Special Action            Can not be 
                                                                running 4_6

[8]_[2]A    Crosswind                  H H 

[8]_[2]B    Rising Gale                M M                       GWS, GWL

[8]_[2]K    Sipa Windmill              H

[7]_[1]A    Spinning Low Hiwa          L                         GWC

[7]_[1]B    Isa Hampas                 M                         GWS, GWL, 
                                                                GWC

[7]_[1]K A  Sweeping Breeze            L H                       

[7]_[4]_[1]B  Twin Espadas             M M                       BT

[4]A A      Double Abaniko             H M                       Can hold 
                                                                second input

[4]B        Vertical Abaniko           M                         GWS, GWL, 
                                                                GWC

[4]K        Sipa Rising                M H  

[4]B+K      Wind Leap                  Special Action            GWS if 
                                                                Neutral


====
3.9 - Throws (All Throws listed here attack High)
====
Input       Name                  Notes
_____________________________________________________________________________
A+G         Tagga No Kamay        A escape

B+G         Monsoon               B escape

Left Side   Tower Kick            A_B escape

Right Side  Piggypack Tulison     A_B escape

Back Throw  Diving Wind Throw     Voldo and Astaroth only escape

236B+G      Monsoon Season        Follow up 214A_B. A_B escape





----------------------------------------------------------------------------
4.) Soul Charge
----------------------------------------------------------------------------

====
4.1 - Moves that are Guard Break Enhanced
====

   If you don't know what I mean, that means you go into fully Soul Charge
(Lv. 3 where your characters' weapon turns blue), execute the move, and it 
will have the properties of a Guard Break Move.

The following list moves that are Guard Break Enhanced when Soul Charged to
level 3.


Name                   Input
====
Shearing Blades        6A+B


====
4.2 - Moves that are Unbloackable Enhanced
====

   Again, if you having trouble understanding what I mean, when you Soul
Charge to level 3 (your weapons are blue now) and execute the move, it
will contain the same properties as a move that is unblockable.

The following list moves that are Unblockable when Soul Charged to
level 3.



Name                   Input         Side Notes
====                   ===           ===
Blue Sky               236[B]

Ice Wind               66A+B

Double Abaniko         44A A         If 1st hit blocked, 2nd becomes 
                                      unblockable when 2nd is held





----------------------------------------------------------------------------
5.) Combos
----------------------------------------------------------------------------

 There are 4 combo sections. What will happen, for each one is there will be
listed the starter or launcher at the top. Following it will be the list of
options you can take from there and the average amount of damage that will
be caused.

====
5.1 - Air Combos
====


When (4B+K) During Wind Leap K is the launcher


Input               Avg. Amount of Damage
_____________________________________________________________________________
 3B 6B              68

 4B B               57

 3A                 44

 [3_9]A             58

 4A K               57

 66A                50

 1B delayA          54

 2B                 42

 6B                 44

 44B                49

 66B                52

 WC 3B B            46

 K                  38

 4K                 38

 1K                 45

 3K                 42

 6K                 50

 44K                56

 WJ K               41

 1A+B               50

 2A+B               50

 4A+B               55

 6A+B               59

 [2_8]K             50

 [2_8]B             54

 [2_8]A             54

 A A B              60




When 4A K is the launcher


Input               Avg. Amount of Damage
_____________________________________________________________________________
 3A                 56

 B B                61

 4A K               71

 A A B              72

 4A A               72

 2A                 50

 WJ A               38

 1B delayA          67

 2B                 54

 3B 6B              81

 6B                 56

 44B                64

 K                  50

 1K                 57

 2K                 50

 3K                 50

 4K                 50

 6K                 62

 WJ K               53

 4A+B               48

 [3_9]A             71




When 3K is the launcher


Input               Avg. Amount of Damage
_____________________________________________________________________________
 2K                 31

 2B                 34




====
5.2 - Wall Combos
====

 A wall combo is when you use a starter move to launch an enemy to a nearby
wall. If the starter hit succeeds, then the enemy will bounce of the wall
and fly helplessly in the air. From there, you can use a follow up move to 
attack the enemy while they are defenseless. For the following format, read
the above "5.1 - Air Combos" section to learn how to read the following.



When 66A is the starter


Input               Avg. Amount of Damage
_____________________________________________________________________________
 [3_9]A             ?





====
5.3 - Stun Combos
====

 For a stun combo to happen, you must start out with a move that causes a 
stun on first hit. Like for instance, Talim's BT B move. Once the enemy is
in DOS, you can follow up the attack with a follow up move, but the big 
benefit is that it will take the effect of a counter hit and also cause more
damage than just a normal attack. If you have trouble reading the following
format, please read "5.1 - Air Combos" to learn how. 





When BT B is the starter


Input               Avg. Amount of Damage
_____________________________________________________________________________
 4B B               54

 2A+B               48

 2A                 56

 B B                45

 3B 6B              93

 6B                 41

 44B                51

 236B               46

 2B                 39

 WC 3B B            63

 WR B               61

 1K                 42

 2K                 35

 3K                 39

 6K                 49

 44K                54

 WR K               45

 WJ K               37

 WL K               37

 A+B ...A ...B      77

 1A+B               71

 4A+B               74

 6A+B               84

 66A+B              48

 [3_9]A             58

 [2_8]B             74

 [1_7]B             57

 DWC B B            47

 DWC B delayB       51

 DWC A+B            65


====
5.4 - Other Combos
==== 

 Other combos basically mean that the starting hit leave the opponent open 
for a follow up attack. The opponent in this situation is completely
defenseless and has no way of recovering before the follow up. If you have
difficulty reading the format of the section, please read "5.1 - Air
Combos" to learn how.



When 66B is the starter

Input               Avg. Amount of Damage
_____________________________________________________________________________
 44B                51




When 1A is the starter

Input               Avg. Amount of Damage
_____________________________________________________________________________
 [2_8], DWC 2A      37

 2K                 26

 2B                 32

 1A                 28



 
 
When (4B+K) During Wind Leap K is the starter

Input               Avg. Amount of Damage
_____________________________________________________________________________
 1A                 40

 2K                 39

 66K                42

 WL K               43

 66A+B              55

 [1_7]K             48

 [1_7]B             52




When 4A K is the starter

Input               Avg. Amount of Damage
_____________________________________________________________________________
 WL K               55

 [2_8]B             67

 [1_7]B             64

  


When 66A is the starter

Input               Avg. Amount of Damage
_____________________________________________________________________________
 [6], DWS B+K       55

 [6], DWS K         45



====
5.5 - Major Combos
====

 This section mainly just lists combos I feel are big and need to be down
here because either I feel them important, or sometimes they're combos I 
regularly use in battle.


Input                                       # of hits    Average Damage
====
[2_8]B, During Wind Sault B,                4            85
Facing Away K
---
During Wind Charmer A+B,                    8            98
Facing Away B, 2A+B[6],
During Wind Sault A+B
---
66B, 44B                                    2            51
---
6[6]K, 2K                                   2            39
---
During Wind Sault A[6],                     4            48
During Wind Sault A+B
---
Facing Away B, 2A+B[6],                     5            74
During Wind Sault A+B
---
1A[8]_[2], During Wind                      4            54
Charmer A A B              
---
While Crouching 3B B[6],                    6-9          69-98
K (1-3 times), A+B
---
A A 6B A[8]_[2],                            12           160
During Wind Charmer A+B,
Facing Away B, 2A+B[6],
During Wind Sault A+B
---
A A 6B A[8]_[2],                            17           180
During Wind Charmer A+B,
Facing Away B, While
Enemy Stunned A+B ...A...B
---








----------------------------------------------------------------------------
6.) Range Ratings
----------------------------------------------------------------------------

====
6.1 - Short Range
====

 Talim has almost everything she needs to make this range perfect for her.
Moves that knock back the enemy almost always connect with a wind maneuver
making it so that she can always stay next to them. Basically, Talim shakes
what her mama gave her in this range.
   

====
6.2 - Medium Range
====

 Talim is at disadvantage in this range because very few or her moves hit
anywhere long range. Even fewer are safe. When Talim is stuck in medium
range position, you have to rely on the enemy to slip up and attack first,
giving you the position to fight back. Some great medium ranged moves that
are greatly used here are moves like Shearing Blades (6A+B) help Talim find
holes in the enemy. This move has a slow start up, so when used as a
guaranteed hit, is closes the gap between medium range and changes it to 
short range.
 Also, moves like, Blade Cyclone ([3_9]A) are effective when you are
sidestepping a vertical attack and you need to go back into short range.
Another good note about Blade Cyclone is that it Tech Crouches under high
hits. So if you anticapte your enemy is using the standard A A attack or
they are about to use a high hit, quickly input the command and unleash
devastation.


====
6.3 - Long Range
====


 A Talim in this position is basically forced to do nothing but defend.
All her wind maneuvers are unsafe to use because they are easily poked
out of. You're only hope is to have your opponent attack first and counter
back with 66B (Paayon Thrust) to get back into short range and fight back.
 If you are looking for a rushdown technique, try using Flowing Gale
Strike (66A) to  have the enemy fly and then follow them with Wind Sault
(6B+K) after the hit.
 Even more good techniques is to sidestep and use either Isa Hampas
([1_7]B) or even Spinning Low Hiwa ([1_7]A). The main reason why Isa
Hampas is a good technique is because it Tech Jumps. So, if you 
anticipate your opponent is going to attack with a low, then quickly
input for an Isa Hampas strike. 
 Spinning Low Hiwa is good to because even though start up is slow, it
Tech Crouches during the main hit of the strike, good for a counter hit.
You can even follow up with the air combo A A B from the Wind Charmer
chain of Spinning Low Hiwa.




====
6.4 - Ring Outing with Talim
====

   If you learn Talim's ringing out moves, then this is an okay position
to ring out your opponent, however Talim isn't exactly the ring out Queen.
Some moves like her A+G throw have good ring outing when positioned
correctly. Also, moves like Gust Hook (3B 6B) set up well for the enemy 
to be lauched. You could possible ring out with Spinning Low Hiwa (1A).
If Spinning Low Hiwa is blocked or doesn't do the job, Talim can quickly
recover by going into Wind Charmer ([8]_[2]).

---
6.4.1 - Moves That Ring Out for Talim
---

Name -
---
Name of the move obviously (note: these are on normal hits)

Direction -
---
Which direction the enemy will fall. This corresponds to the button input
commands. Meaning if the most sends the player to the right, the number 6
will be there pointing to what direction they'll go.

How far -
---
My judging on far they'll go. This will be referenced to how much an average
character space will be.

1 - about 1/2 a person to person away
2 - A person to two people spaces away
3 - Anything greater than two people spaces away.


Name                       Direction        How far
----------------------------------------------------------------------------
Spinning Low Hiwa          6                1
Witik  Sweep               6                2
Witik Stomp                6                2
Flowing Gale Strike        6                3
Left Witik                 8                3
Gust Hook                  6                2
Paayon Thrust              6                3
Blue Sky                   6                2
Rising Baraw               6                2
Sipa Rising                6                2
Parabolic Spin             6                2
Twin Baraw Lift            6                2
Ice Wind                   6                3
Cold Wind                  6                3
Double Inwardi             6                1
Double Bartikal            6                1
Rolling Storm              6                2
Blade Cyclone              9                2
Leaping Double Sipa        6                2
Baraw Strikes (Delay)      6                2
Rising Gale                6                1
Tagga No Kamay             3                3
Diving Wind Throw          4                3

====
6.5 - Helpful Fighting Hints
====

  If you haven't noticed yet, Talim's fighting style has changed, quite
dramtically. Instead of a horizontal attack based style and the like, her 
game now includes evasion (Wind Maneuvers) and toe-to-toe fighting. 
Learning combos, guessing games, high-low switching should help you 
tremendously while combating as Talim.
  One thing is the loss of her manual backturn, Wind Charmer 1. Though 
replaced by Razor Gale (3A) and cancelling Ice Wind (66A+B G), it's unsafe. 
One way I find backturning well is using Isa Hampas ([1]_[7] B) and once it
lands, go immediately into Wind Sault following the attack. Doing this hits 
the enemy to lower them and Wind Sault will have Talim jump over the enemy
before the enemy recovers from the blow. This isn't manually backtunring
but a good alternative to it.
  Low hits are have become punishable in this game. Talim's main low hit, 
Spinning Low Hiwa (1A) has a slow start up and a slow finish. It will be
quicker to just Wind Charmer out rather than have the attack finish by 
itself manually. If 1A lands as a launcher, you can also follow up by the
combo, 1A[8]_[2], During Wind Charmer A A B. Also since Spinning Low Hiwa
can go right in to Wind Charmer, it's safer to use that to get up before
the enemy lands from the hit. Please note however, Spinning Low Hiwa is not
a good safe on block move at all and you must find alternatives to aid from 
recovering this attack. 
  Talim's game now relies on using Wind Manuevers. However, these moves
are poke-able. Because of this, you must learn how to anticipate any move
imaginable and know what your enemy is doing before they know themself.
In a way you can relate this to chess because you must know your opponents
startegy before you can move yourself or you will be serverely punished. 
You must also know how to get out of tricky and dangerous situations. Always
having a way out from any situation imaginable will help you severely
while fighting as Talim.
  Here is one example of this, you see your opponent charging. Anticipate
his moves and Wind Leap back to avoid the attack. Judging by what he does 
after you learn what his rushing attack is, Wind Sault right back to close 
range if safe, use Blade Cyclone is he's in range (A), Paayon Thrust to rush 
him down (B) and follow up with Vertical Abaniko (44B), or launch him into 
the air with Leaping Double Sipa (K) and follow up the launch combo with 
Gust Hook (3B 6B). This example shows that Talim's main play isn't rushing 
down or turtling, but knowing what your opponent is going to do before they
execute it. Having a plan B is a must for any Talim player.


----------------------------------------------------------------------------
7.) Talim's Tales of Souls Mode
----------------------------------------------------------------------------

====
7.1 - The Way to Night Terror!
====

   Okay, this section ultimately won't look like this in the future, but 
it's getting there soon so just hold on! I'll have a map up for you and
hopefully strategies in here.

Here is the Format for this Section so far.

|//\\ ROUND (#) - (Area) //\\|
BATTLES -
Who are you going to encounter
DIFFICULTY -
The difficulty that you might encounter. 1 is the easiest.
5 is the hardest to defeat.
DIRECTION -
This will tell you if you have a choice and what you should choose
SIDESTOPS - 
This will tell you if you have a choice to stop or go on ahead if
Talim feels she is being watched.
HELPFUL HINTS -
If there's anything I can give you, I'll put them here.


***NOTE***
You can not lose any of the battles if you want to get to Night Terror!
Also Ringing Out is a bad option. I'm pretty sure you can Ring Out 1
fighter at the most.
***END NOTE***



====
|//\\ ROUND 1 - Lakeside Coliseum //\\|
BATTLES - 
Talim vs. Gladiator
Talim vs. Rock
DIFFICULTY - 
1 out of 5
DIRECTION -
Choose to speak with the Swordswoman who communicated with a God.
SIDESTOPS -
N/A
HELPFUL HINTS -
It's pretty easy. The only threat if you consider threats this early
is that the Gladiator and Rock are Long Range Weapon fighters. You'll
have to sneak in the Close Range when you have the chance.
====
|//\\ ROUND 2 - Eurydice Shrine //\\|
BATTLES -
Talim vs. Sophitia
DIFFICULTY -
1 or 2 out of 5
DIRECTION -
N/A
SIDESTOPS -
N/A
HELPFUL HINTS -
Sophitia is as fast if not faster than Talim and Mid Range fighter.
She has somethings that make her have the upper hand here, but nothing
serious that should distraught you from continuing on your journey.
====
|//\\ ROUND 3 - Clock Tower //\\|
BATTLES -
Talim vs. Zasalamel
DIFFICULTY -
2 out of 5
DIRECTION - 
Follow the man. You'll be asked to follow him again after this, which
you want to follow him again. (So follow him twice for short)
SIDESTOPS -
N/A
HELPFUL HINTS - 
The scythe-weilding man is really just to get in your way. Again, the
only thing our Wind Priestess really has to worry about is the range
Zasalamel gets with that weapon of his.
====
|//\\ ROUND 4 - Valentine Mansion //\\|
BATTLES -
Talim vs. Ivy
Talims vs. Charade (3 parts) (Sidestop)
DIFFICULTY - 
2 or 3 out of 5
DIRECTION - 
N/A
SIDESTOPS -
IF you choose to stop, Talim will have to fight against Charade. The 
first battle is against all of Charade's body. The second one is against
his lower half from waist down and last but not least, the eye itself.
The body doesn't pose much threat. The waist down version is a slight
challenge due to the fact that you can't land High hits on it. The eye is 
hard due to it's eye-beam attack. For the waist down and eye parts of the 
fight, you'll want to guard until Charade does a little laser moves, after 
it hits you or you block it, attack it with a move or two and it gets hurt
real bad.
HELPFUL HINTS -
Ivy is only a challenge when versed on harder modes. She can be damaging
but if you are somewhat familiar with Ivy, this will be easy on you. Just
spam attack if you're in trouble which for me seems to do well right here.
====
|//\\ ROUND 5 - Pirate Raid //\\|
BATTLES - 
Talim vs. Cervantes
DIFFICULTY -
2 out of 5
DIRECTION -
N/A
SIDESTOPS - 
N/A
HELPFUL HINTS - 
Ivy's father is quite fast and he does have some tricky attacks, but
this battle shouldn't be anything to worry about unless you get the 
occasional, "Oops! I meant to do this but oh well"
====
|//\\ ROUND 6 - Lotus Garden //\\|
BATTLES - 
Talim vs. Xianghua
DIFFICULTY -
3 or 4 out of 5
DIRECTION -
Choose to search for the warrior
SIDESTOPS -
N/A
HELPFUL HINTS -
Okay, even I have some trouble for this one. Xianghua moves fast, fights
mid-ranged, and does some hefty damage to Talim at times. Sometimes
attacking first might spell doom on you, but finding ways to punish
Xianghua with meaty combos and wind manuevers should help you get by.
Be careful though because you want to stay away from the edges in this one.
====
|//\\ ROUND 7 - Grand Labyrinth //\\|
BATTLES - 
Talim vs. Unknown Soul
DIFFICULTY -
4 or out of 5
DIRECTION - 
Keep going further into the Labyrinth
SIDESTOPS - 
N/A
HELPFUL HINTS -
This battle is kind of a challenge. You can't see your opponent and he's
fast and mid-ranged. Sometimes spamming throws as much as possible will
sometimes get the job done, but fight this one very cautiously.
====
|//\\ ROUND 8 - Grand Labyrinth //\\|
BATTLES -
Talim vs. Raphael
DIFFICULTY - 
3 or 4 ouf ot 5
DIRECTION - 
Approach the presence
SIDESTOPS -
N/A
HELPFUL HINTS -
This battle will be challenging for some, but also easy for others. It is
good to note that Talim lost a few health points on her way her due to 
lack of supplies, so yeah, be careful of that. Sometimes I find just
spamming throws like heck will do this battle well.
====
|//\\ ROUND 9 - Grand Labyrinth //\\|
BATTLES - 
Talim vs. Olcadan
DIFFICULTY - 
5 out of 5
DIRECTION -
N/A
SIDESTPES - 
N/A
HELPFUL HINTS -
Okay, this battle is going to cause some PS2's being throw out the window
or some Olcadan hate sites on the web because this is hard. Olcadan starts
out with some random weapon so it could be any of the Soul Fighters making
it impossible to predict what can happen, unless you are familiar with
every Soul Fighters moveset. Don't bother spamming throws because that
tactic won't work here. You really just have to rely on blocking Olcadan
and taking the advantage. Also again, stay away from edges because Olcadan
will almost ring you out if he has the oppurtunity.
===
|//\\ ROUND 10 - Lost Cathedral //\\|
BATTLES - 
Talim vs. Zasalamel (Part 1)
Talim vs. Night Terror (Part 2)
DIFFICULTY
3 out of 5 (Part 1) and 4 or 5 out of 5 (Part 2)
DIRECTION -
N/A
SIDESTEPS -
N/A
HELPFUL HINTS - 
The first battle with Zasalamel isn't challenging. Night Terror might cause 
you a migraine or two if this is your first Night Terror fight. Night Terror 
is faster than Talim, long-ranged, and freaking ring-outing invincible.
Everything a Talim player doesn't look for in a fighting opponent. Again, 
you can't resort to ringing him out because he flies back up from the 
apparent nothingness (but you won't). Also, his charges are fast and 
his attacks are menacing. Basically, all a Talim player has to do is block
as much as possible and call on the wind to help our reigning Wind Queen
annihilate Night Terror.
====



ENDING SPOILER VERSION STARTS HERE!!!!! YOU HAVE BEEN WARNED!!!!

   You finally beat Night Terror or Abyss, or whoever. Talim then goes to
an open field with a windmill and calls upon the pure wind surrounding her
to help her destroy Soul Edge.

If you continuosly press X or G, the wind is strong enough to deplete the
powers of Soul Edge with the help of Talim. Yun-seoung enters the scene and
asks Talim if it's over. She replies with a yes and he's kind of bummed.
Talim then realizes he didn't listen to a word of hers this whole time and
Talim goes chasing after him, since Yun-seoung runs away, noticing that
he's in trouble.

If you fail to press the X/G button rapidly, then the sword is destroyed
but gives Talim a little zing before it goes. Talim drops to the floor due 
to the amount of energy it took Talim to destroy Soul Edge and looks up at 
the windmill. Talim notices that it's over and the wind is finally back to 
normal.

END OF SPOILER VERSION!!!! YOU MAY READ ON!!!!!!!!!
====




----------------------------------------------------------------------------
8.) Talim's Weapons
----------------------------------------------------------------------------

Name             Properties                          Cost of Weapon
//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\
Syi Salika &    | None                               |No cost
 Loka Luha (P1) |                                    |
///\\//\\//\\//\\//\\/\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\
Syi Salika &    | None                               |No cost
 Loka Luha (P2) |                                    |
//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\
Tonfa           | 1. Increase Attack Power           |13400
                | 2. Penetrate opponent's guard      |
                |   and inflict damage               |
//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\
Side Harpe      | 1. Guard Impact some attacks       |26000
                |   automatically                    |
                | 2. Guard Impacts damage opponents  |
//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\
Double Crescent | 1. Increase defense                |36900
 Blades         | 2. Avoid some Ring Outs            |
//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\
Soul Calibur    | 1. Increase weapon reach           |105600
                | 2. Increase attack power           |
                | 3. Gradually recover health        |
                |   automatically                    |
                | 4. Guard Impact some attacks       |
                |  automatically                     |
//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\
Weight          | 1. Health decrease every time you  |No cost
                |   attack                           |
                | 2. Change weapon hit SE into       | 
                |   special SE                       |
//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\
The Ancient     | None                               |No cost
//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\



----------------------------------------------------------------------------
9.) Extras!
----------------------------------------------------------------------------

====
9.1 - Infamous Q & A I've seen on the message boards
====

___________________________________________________________________________
Q. Someone goes "Talim sux0rs now! She got totally nerfed!"
---
A. Not totally. It's more of her movelist got rearranged differently
 which actually requires you to re-learn Talim! OMG!!!
___________________________________________________________________________
Q. Why'd they change her?
---
A. I don't work at NAMCO, I guess keeping her the same is okay, but really
 the new Talim isn't bad at all. You really just got to sit down and go
 "Talim is awesome, I'm gonna learn how to fight with this Wind Priestess."
___________________________________________________________________________
Q. Talim looks weird! What happened?
---
A. Well, see if you don't like the way Talim is, then go to CaS, make a 
 female with Saint class. Make a Talim of your liking, and give
 CaS Soul of Talim. There, that helped?
___________________________________________________________________________
Q. Talim's role is gone!
---
A. Meh... I really can't say it's gone but I do admit, she isn't as
 controversial in this one as she was in the second.
___________________________________________________________________________
Q. What origin is Talim?
---
A. Filipino. In fact, she's the first ever filipino fighting game 
 character! Wow!
___________________________________________________________________________
Q. I have trouble fighting against computer AI Talim!
---
A. Unfortunately, if you just let her strike you and stay on the ground on
  a fully opened ring-out area stage, soon Talim will push your downed
  character towards the edge and soon enough do some sort of wind maneuver.
  I've tested this out and about 90% of the time it works. The other 10% is
  that time runs out or she actually K.O.'s you on the ground. 
____________________________________________________________________________
Q. What's the fourth color edit for Talim? I don't see it!
---
A. It's her underwear. I personally don't have any proof but after many
  questions have been asked, I'd put my money and say it's her underwear.
  I guess there's a possibility that you can see flashes of it in here
  2P uniform.
____________________________________________________________________________


===
9.2 - Talim Tagalog
===

   Okay, now that you know Talim is from the Philipines, you're probably
wondering what some of her names in her move-set mean in English right?
Ok good! Here is what some mean!

Name                      English Meaning
____________________________________________________________________________
Talim                     Sharp/Edge
Kamay                     Hand/Arm
Sipa                      Kick
Espada                    Sword
Hiwa                      Slice
Paayon                    Stream
Abaniko                   Fan
Isa                       One
Tuhod                     Knee
Hampas                    Hit
Baraw (Bara)              Obstruction
Kali                      Hindu goddess and Filipino martial art
Tagga No Kamay            The Other Hand
Isa Hampas                One Hit
Hambalos                  Throw Around
Bartikal                  Tumbling/Rolling and Filipino martial art
Handa                     Preparation
Satik                     Proper Noun or Name
Olisi                     Stick (?)
Handa                     Island
Kamplian                  Sword-type martial arts
Sahig                     Floor



----------------------------------------------------------------------------
10.) Credits I must give
----------------------------------------------------------------------------

  If a person, place, thing, or event is listed here, it/ they must've
contributed the smallest amount of information to this guide in some sort
of form or way that was noticeable

Me
JD for giving me a few mindset moves and combos/very helpful 
  contributor! Thanks!!!
jjroca030@tmail.com for that nice comment!
XblindwandererX on Kali
One of my friends mom because she spoke Tagalog
Me
Wikipedia on the filipino thing
Me
Oh, did I mention, me?

An so far that's it! Have something here I don't? Tell me and your name
can be in this section! Thanks to everyone who's made this FAQ a big 
success! Which mostly right now is me... but thanks!