---------------------------------------
SOUL CALIBUR III

Interview with a madman 
-an in-depth FAQ of Voldo  (V 1.01)

Copyrighted by Hua Zheng (aka ZEN) 2005
Email: zenthirteen@yahoo.com
       zenthirteen@gmail.com
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Table of Contents

I.   FAQ History
     A. Version History
     B. Words from the Author
II.  Origin of the Madman
III. Moves of the Madman
IV.  Soul of the Madman
     A. Think like a madman
     B. Move like a madman
     C. Fight like a madman
        1.  Pokes
        2.  Counters
        3.  Combos/Juggles
        4.  Wake Up Game
        5.  Break-ins 
        6.  Defense     
     D. Pose (yes, pose) like a madman
V.   Path of the Madman
VI.  Credits and Thanks


=============================================================================

I.   FAQ History

A.   Version History


-Version 1.01 December 16, 2005
 Fixed minor Format errors, typos and some mis-spelled buttons.

-Version 1.0 December 14, 2005
 Basic Guide complete, featuring the most updated combos and insights of 
 Voldo

-Version 0.5 December 12, 2005
 Started the FAQ.

B.   Words from the Author

I have been a fan of fighting games since they first hit the arcades roughly 
15 years ago, and I must've say that none of the series grabbed as much 
attention from me as the Soul Calibur series.  Soul Calibur III especially 
intrigues me as it not only offered an array of smooth 3D interactions, but 
also featured a balanced fighting system between two equally matched 
opponents.

I honestly pondered whether I should start this FAQ or not, as I know there a 
lot of players who had just as much combat experience of the character as I 
do (if not more so).  But I could not hold back my excitement with this 
newest version of the series (Soul Calibur 3) as Voldo has finally risen to 
be a top tier contender!  Thus I dedicate this FAQ to any Voldo fans or any 
folks who would like to try him but had shunned away from him in the past due 
to the complexity of his move list.

To make this FAQ easy to read, this FAQ will adopt the following popular 
system to annotate his moves. 

      7  8  9                  A = Horizontal Attack Button
      4  N  6                  B = Vertical Attack Button
      1  2  3                  K = Kick Button
                               G = Guard Button

(Mentally place your joystick over the Matrix above,
 where N rest at the center of the Joystick.)

*For no particular reason, but all moves performed in this FAQ are done while 
the player is facing right towards the enemy.  Real game play may vary due to 
the possible camera angle changes during the stage*

This FAQ will also use the following abbreviations to help experts and novice 
player alike to speed read most of its paragraphs.

BT   = Back Turned/Blind Stance
MC   = Mantis Crawl
     MC/H = Mantis Crawl (Head towards the opponent)
     MC/F = Mantis Crawl (Feet towards the opponent)
DN   = Knocked down
FD   = Face Down and DN
     FD/H = Face Down (Head towards the opponent)
     FD/F = Face Down (Feet towards the opponent)
FU   = Face Up and DN
     FU/H = Face Up (Head towards the opponent)
     FU/F = Face Up (Feet towards the opponent)
CR   = Caliostro Rush

# A  = Tap the A button 
#[A] = Hold down the A button
,    = Then (e.g. A, B means press B after A)
+    = And  (e.g. A+B means hold down Both A and B buttons)
_    = Or   (e.g. 11_77 means the move can be performed by either double
            tapping on the 1 direction or on the 7 direction)
~    = Slide.  Command must be inputted immediately after the first action.
(WC) = While Crouching, Hold down G then 1_2_3. (some moves also recover WC)
(WR) = While Rising, while at WC position, let the joystick return to N.
GI   = Guard Impact
CH   = Counter Hit
ST   = StunGB   = Guard Block
!    = Unblockable
#    = Author's Notes.  Either insightful, or funny, or completely throws
       you off on a tangent on the topic of your mental stability :) 

e.g. #: The button A can be interchanged with any other button or directional 
inputs. #



II.  The Origin of the Madman

Well, Voldo is, Voldo.  I will updated this area with more information from 
either the game itself or other researches when I have more time on hand.

Name:         Voldo
Age:          50
Sex:          Male
Nationality:  Italian (so one assumes)
Height:       6 Feet
Weight:       185 lbs
Eye Color:    Unknown

#: I have always wondered why most Japanese games include HT/WT and even bust
   sizes in a fighting game.  It is not like this is the "SC3-Blind Date
   Edition" #

Job:          Former Assasin
Weapon:       A pair of Katar
Style:        Unknown (read my notes below if you are interested)
Personality:  Quite, the really quite type... the kind that sits back in a 
              room and thinks of ways of how to mutilate your body.
Relative:     Vercci (former Master)


#: Some tidbits about Voldo.
   -His weapon were a pair of Katar, and according to the author's research,
    it was used more as a ceremonial weapon than an actual weapon.  And even 
    when it was used, it was more a defensive tool rather a dagger.
   -His fighting style does not exist.  I don't care what other die hard
    Voldo fans may protest, but I could not find an actual account fighting 
    style that was even similar to his.  It seems more like a mix with some 
    Middle Eastern fighting style, and some acrobatic moves, and finally some
    good old drunken steps.
   -I heard that the creator of Voldo was actually the head designer of SC 
    series.  And the reason behind is to create a fighter that can function 
    as well while back turned in a 3D environment.
   -Voldo is 50 and some odd years old.  The old man must have done a lot of
    Yoga to remain still that nimble and agile. #



III. The Moves of the Madman

I will eventually cover this section when I have more time at hands after the 
holidays.  Until then, I would honestly suggest spend some time in practice 
mode with the madman to familiarize with his moves.  Now, let's move on...



IV.  The Soul of the Madman

Finally, we have arrived at the heart of this FAQ.  It is here where novices 
shall become experts, and experts become masters, and masters... in turn come 
back and criticize how ridiculous my advice had been.

A.   Think Like a Madman

Well, before you read any further, you must come on term with me on an 
empirical fact about Voldo--he IS different.  It is his difference that make 
him such a difficult character to master and the same difference that make 
him rises above others.  

Always keep in mind that Voldo was a psychopathic assassin, and his moves 
reflect just that.  It is for that reason that you need to keep your opponent 
constant guessing of your moves or what other tricks you may have in your 
pocket.  With that much said, most players would probably say that the safest 
thing to do with Voldo is vary his move list and play a very dynamic game 
with the opponent.  Though that philosophy itself is very novel and sound at 
a first glance, it will not win your many games as your opponents smarts 
himself or against an expert.  The reason is simple, most of Voldo's moves, 
are, albeit dynamic and odd, they are not safe at all.  A good player will 
soon learn your recovery windows and punish you dearly for that (Setsuka 
comes in mind for that).  

I propose the following, instead of trying to fool your opponent by your 
endless streams of moves, focus rather on the basic element of the game, and 
defeat your foe both psychologically and physically through counter damages. 
That way, not only will your fair well after your opponents have uncovered 
holes in your moves, you will also do well against an expert of the game who 
is often skilled in guard impact.

#: You probably realize by now that this FAQ's main purpose is for versus 
play and though some of the tips and combos offered by it may be helpful 
against a CPU opponent, most of time you will find yourself cursing in 
frustration as the AI for some reason did not get baffled by your moves. #

Before we go on, let's cover Voldo's Pros and Cons in this version of Soul 
Calibur and why I insist that he has Top Tier potential.

----
Pros
----

-Good reach.  Though he has only a pair of Katar, Voldo's reach is amazing 
with his basic A,A _ B,B attacks or 2K _ 3K kicks.  His lunge moves have even 
better coverage, though they tend to be a bit unsafe if blocked by opponent.

-Excellent Speed.  It is Voldo's speed that shall amaze your opponent, and 
how you abuse it even further earns you the many winning streaks that follow.

-Can guard while back turned.  Back turned for Voldo is not a bad thing, in 
fact, Voldo fights much better while his back is turned (we shall cover that 
in the following passages)

-Can guard impact while back turned. 

-Fantastic guessing games with your opponent.

-Fast Unblockables.

-NO JUST INPUT MOVES!  NIL!  NADA!  Felis Namida for your fingers!

-Good Ring Out Potentials.

-He makes no sound.  This IS very important in SC3.  Most of characters make 
their signature sound when they attack and in turn those served as warning 
signs for your opponent.  Voldo is mute, so your opponent has no choice but 
to mentally guess what attacks are coming from you.

----
Cons
----

-Average Damage Dealt.  Though Voldo can get some good damage with a couple
lucky counter hits, those are hard to set up and rather unreliable in the 
heat of a battle.

-Extra Damage Taken.  Since the game rewarded you with back guard and back GI, 
the game left the fact that if you are attacked while BT, you will still take 
the extra 50% damage on the first hit if you are hit.

-Low Combo Damage Yield.  Most of Voldo's staple combos had been removed or 
nullified from this version by changing the recovering position and the 
timing of his two launchers (1K and 3B).  A Voldo player can now no longer 
bank on taking over 40% of their opponent's life off one juggle.

-Bad Priorities. Though some of Voldo's moves still retained their good CH 
damage and ring out potentials, their priorities are horrid. (66B, 66A+B)

Any returning Voldo Vets had probably realized what I had stated now and knew 
that he had improved drastically in his ability to survive from the last 
version.  However, his damage yield had reduced even further which makes him
that much trickier to use.


B.   Move like a Madman

Voldo moves like no others.  Those who consider Voldo has a short reach often 
open their eyes in awe by how far the old man can cover in a brink of eye by 
going into some funky stances.  If done right, Voldo's movement in 
combination with his attacks should become seamless, making it VERY difficult 
for your opponent to read and thus creating windows of opportunity of attacks 
for you.

With that much said, there are three main stances that Voldo often uses and 
abuses.  Whether of not a player can smoothly transition between one to the 
other and taken full advantage of each stance's strength is the key between 
an expert and a novice.  I shall go over each stance in details as followed.

#: Very important note about this FAQ.  I have always used buffering 
techniques to initiate eight way run moves and thus all eight way run move 
will be recorded as a double inputs on the direction.  I shall explain the 
buffering techniques in greater detail in the fighting section to those who 
need a more detailed explanation. #

~Blind Stance~ (BT)
|  B+K  |  1K  | 11_77 A  |  1A  |  66K  |  (WR)K  |  6A+B  |  6B,[B] |

This is probably the one stance that you will spend a lot time fighting as 
Voldo.  The above are some popular moves the author frequent uses to switch 
to blind stance from normal position; they are by no means exclusive.  For 
some reason, Voldo has increased his reach while his back is turned in this 
version.  And since you can still guard and GI as usual while back turned, 
there is little reason why you should not remain in this stance. However, 
there are few things to keep in mind about the blind stance.

-Extra damage taken.  Though you can guard and GI, that does not remove the 
extra 50% damage penalty for getting attacked from the back.  Also keep in 
mind that some stun moves result better combo potential when hit the back.  
In this case, yours.

-Eight way run is disabled.  No big deals really since your guard is disabled 
while eight way running.  However, this does make it a lot difficult for you 
to dodge certain attacks.  

-You can still jump while back turned, just hold down G then 7_8_9.  

-If you successfully guard an attack while in BT, you will be turned to 
normal stance. 

~Caliostro Rush~ (CR)
|  236  |  4[A+K]  |  (WC)123  |  [A+B]  |  (BT) 236  |

This is my personal favorite stance due to the number of moves you can 
perform while Voldo is crawling on the ground.  Since the move itself is a 
bit long, (at least 30 frames I think), you can execute your moves at any 
point of the rush to mess with your opponent's GI timing.  Plus CR offers a 
good mix of high, mid, and low attacks that put safe distance between you and 
the opponent if executed.  Here are some pointers to better utilize your CR.

-Voldo dodges all high attacks while in CR, and some mid A moves as well.  
Unfortunately listing them here would be very time consuming if not tiring on 
my behalf, so I would leave that discovery for you to explore :)

-CR has no cancel (with one exception which is posted below).  If you don't 
execute a move, Voldo will SLOWLY get up at the end of the rush, and I do 
mean slowly, so if you wish to delay the attack, count to yourself to ensure 
you won't the command input.

-Though (WC)123 can initiate CR, you can cancel it by holding 1.  The window 
for CR is also a lot shorter than the actual CR.  I know the game gave these 
two moves two different names for a reason, but hey, they used to be the same 
move and give almost similar results.  Such were the reasons for my decision.

-The two throws from CR are great (236 A+G _ B+G), however, keep in mind that 
Voldo jumps pretty far (about 3 paces) and if your opponent is near a ring 
and dodges, you will find your self a long way from home...

-The two throws can be effectively used to go to the other two stances, BT 
(A+G) or the MC (B+G).  They can also be used to effectively jumping over 
your opponent or dodge low attacks, just be aware of the ring edge.

~Mantis Crawl~ (MC)
|  2B+K  |  (WR)[B]  |  4[K]  |  (BT)2B+K  |  (BT)44K  |  (CR)B+K | (CR)[B] |

This stance is a double edged sword for Voldo.  Though he has a few solid 
combos and ring out potential in this stance, Voldo can dodge only high 
attacks and can not guard or GI.  Unless you are planning on psyching your 
opponent out or use this move in the middle of combo, avoid going into it.  
Experts or even shmucks who had learnt your moves will punish you severely 
for going into this stance needlessly.

-The 66K is a good move for catch folks off guard or hitting a downed 
opponent. Keep in mind that you can ring yourself out with this move and if 
they do block it, it is almost guaranteed that a WR move will hit you due to 
the delay.

-The 8_2 can be used to avoid B attack, but try not rely on them as those 
moves has very low priorities to dodge most of attacks.

-There are actually two other minor stances that you can perform with Voldo 
while in the MC.

  ~Land Fish~
  While hitting 8_2, hit A_B_K, Voldo will start swimming/attacking on the 
  ground.  Keep in mind that these moves are very linear and Voldo can only
  do three of them in a row.  Also keep in mind that Voldo will swim in the
  direction of his head, try not swim away when you meant attacking. 
  ~Down~ (DN)
  Well, this is not a stance exactly, but Voldo can go to either BT or MC
  easily from this position and attack freely no matter if he is face up, or
  face down, or feet away, or feet towards.  Voldo in DN is more aggressive
  than most characters, your opponent will think twice before launching an
  Ukemi thoughtlessly.


C.   Fight Like a Madman

Finally, the meat, the bones, the soul of this FAQ has unfolded before us.  
It is from here, you shall follow the path of a serial killer and claim world 
domination through silent assassination.  Get it?  Silent Assassination... 
Never mind the bad pun, let us get up to speed in how to actually win with 
Voldo once and for all.

$$$ Buffer Technique $$$

Now, if you are an expert of the game and knows all there is about buffering, 
please skip to the next session and comment on the rest of my work.  If not, 
I believe the following passage would provide very helpful to your game play.

I have mentioned before that I do not use eight way run directions and 
instead used double tapping motion for them.  And the reason behind is 
obvious-you can not buffer eight way run motion precisely if you do not 
double tap them.  Even though Buffering had existed as early as some of the 
2D fighting games in the early ages, NAMCO had taken them to such an extend 
and reward those who do well easier time at victories.   

#: A technical note on buffering: Since each game second is 60 frames, and 
most of pokes are 11~13 frames.  If you can correctly buffer a motion or 
buttons of a power move prior, it will make the power come out a lot faster 
(not mentioning more stylish). #

For example, if you tap 11 while A is still been animated, by tapping B 
right after the animation ends, Voldo will go directly into his Rat Chaser 
move, which normally can only activate after holding 1 or 7 after initiate 
eight way run.

Another type of buffering aside from directional input is button buffering.  
These are lot simpler than directional buffering, since timing is less an 
issue in these instances.  All you have to do is holding down the first 
button still after the command had been executed, and hit a second button, 
the game will register it as a dual button input.  

#: Do experience a bit with button buffering, some moves when buffered too 
early.  The computer will only register the input of the second button and 
not the first button that had been held down.  And holding down G while 
hitting A_B to throw no longer work, as G supercedes any further command 
input. #

A good usage of button buffering is abusing the [A+B] move.  If you wish for 
a low attack then let go the B button after Voldo goes into CR then tap K 
and he will do the slide.  Otherwise, holding the B and K will make Voldo 
change into MC and will juggle any opponent that has been blocking low.  
Keep in mind that I expect any of you who read further has a full 
understanding of the buffering techniques, and will not mention it again as 
I diagnosis further fighting strategies and techniques.

$$$End of Instruction$$$

1.   Pokes

#: I must admit that I hate poking in a fighting game, it seems somewhat 
unfitting to initiate a fight with a slap over the wrist instead of a full 
round house over the face.  But it is only a video game, and it only mimics 
actually fighting and fighting style, so I shall cast my personal opinion 
aside and use what ever is most useful within my arsenals. #

Voldo is an excellent poker.  His speed is awesome and reaches fair.  
Especially with an arsenal of variations behind his belt, you can just out 
poke about anyone.

~ A _ A,A 
These should be your standard poke.  They hit very fast and can catch 
opponent who likes to sidestep off guard.  The single A attack also buffer 
really well with any eight way run motion, so you can create endless break in 
patterns with careful usage.  Be careful when you are faced against the Greek 
sisters though, they tend to out A,A you in a pinch.

~ B _ B,B 
I almost always prefer the B,B version than the single B.  Unlike the single 
A, the single B has a bad delay and do not buffer that well.  Most of 
opponent will be able to see your power moves coming out, thus, punish you 
heavily for them.  B,B on the other hand, put opponent at a safe distance or 
initiate a third DN attack off CH.

~ 6B _ 6B,B
This is a fast poke, but the first hit has horrid reach and only hits high.  
The second one will put you in BT with enough frames left over for GI 
against possible counter from opponent.  Keep in mind these move has a 
horrible tracking radius, even worse than the standard B,B.

~ 1B _ 1B,K _ 1B,K,K
The first one is a mid hit that dodges high hit as well, the second hit is a 
fast flip that will put you into MC, and the last hit is a fast hit to catch 
your opponent with.  Use it sparingly or you will find yourself getting DN 
during the second hit all the time.

~ 3B _ 3B,B
These moves won't hit an opponent that is 2A you, but it will hit most of 
folks when they are using high pokes. Due to the animation of the move, you 
can delay the input second hit and use it as a counter for someone who tries 
to poke back at you after blocking the first hit.

~ (WR)B _ (WR)[B] _ (WR)B,B
The first hit is fast and it juggles.  Incase you whiff the first one, input 
the second one immediately to avoid been punished.

~ 2A
This move has good speed, but it has bad reach and can put you at a bad 
situation if your opponent blocks it and then initiate a fast WR attack.  
Unless you are desperately in need to 2A someone's poke pattern, even then I
would suggest use the following...

~ 2K
...instead.  Good speed and good reach; this move has been Voldo's signature 
poke since the Soul Edge days.  The best part is that this move put enough 
room between yourself and the opponent, so even if you both initiate a WR 
move, it will be a trade off at its worst.

~ 3K
A very quick kick, kind of remind me of Yoshi's 3K from the Tekken series, 
only it has a much better reach in SC3.  This is a safe move.

~ 22_88 K
A kick with a slight delay, vary this and the 2K can mess up your opponent's 
timing for GI.

~ 1K
Ah, the ever trusted Mule Kick.  Even though this move is Voldo's only 
juggle starter now from the normal stance, it has lost some of its 
priorities in this version.  Still, you can safely dodge most of high A 
attack with a 1K and watch them fly to the air while your back is turned. 

~ (WR)K
This is a circular kick that will put Voldo in BT.  It has good reach, 
priority, and damage. Horrible delay if blocked, you can still safely GI any 
incoming attacks though.

~ (BT) A _ A,A
These two are golden.  For some odd reason, their reach and speed are better 
than then standard ones.  The best part, this moves will put your opponent 
and you at even frames even if both attacks are blocked, so you can continue 
your rock, paper, scissors game with him/her for a bit longer.  

~ (BT) 1A
This is a fast poke that hit low and put you back to the standard pose.  Use 
this for a quick turn around, or if you wish to add pressure with more of 
your lunge moves from the standard position.

~ (BT) 4A
This is not a poke by definition, since it is actually a GB move with a 
slightly longer execution.  But it is a fast GB, at it will send your 
opponent sailing across the ring on a clean hit.  It is a pity that it only 
hits high.

~ (BT) B _ B,B
Even though these won't reward you a third hit off counter, their recovering 
is slightly better, in which you can buffer some directional input after the 
first B.  

~ (BT) 6B _ 6B,B
The first hit of the chain is worthless.  Though it crumbles on CH, it has 
no reach and is high, any high, mid poke will hit you out of it.  The full 
chain, however, offers two solid hit off CH.  Still, it is best saving this 
poke as a surprise move to throw off your opponent's timing.

~ (BT) 2B
This move looks like the standard 2B _ 2B,B.  But it has a slightly 
different property; it will pop your opponent up slight on hit, in other 
words, if you hit them just once near the rim of the ring...

~ (BT) 2K
This is a fast low kick that will put you at great disadvantage if blocked.  
Still, the speed of this move often catches your opponent off guard.

~ (BT) 1K
This kick has delay and great reach.  You won't interrupt any pokes with 
this move, but you sure can throw someone off if they are used to block or 
GI your 2K move.

~ (BT) 3K
Though it looks like the standard mule kick, it actually has the same 
property of the 1K on a CH.  This simply means that you will juggle the 
opponent slightly higher for a better damaged yielded combo.

2.   Counters

Counter moves are what you use after GI, when your opponent whiff, or simply 
used to put distance between yourself and the opponent.  These moves are 
often fast with good priorities, and a very BAD delay if used in close 
quarter and blocked by your opponent.

~ 66B
The Demon Elbow.  This has been another one of Voldo's signature moves.  It, 
however, no longer has the priority as it did in the previous version of the 
game, if you try to trade off with your opponent's lunge move, you will more 
than often find yourself face planted on the ground.  The ring out potential 
still exists, but lessened since the last version as well.  

~ 66A+B,K _ 66[A+B]
These are Voldo's standard lunge moves.  If the kick is blocked, then Voldo 
is at a safe distance, albeit turned 90 degrees.  The second version of the 
set offers slightly more damage, but will put you at total disadvantage if 
blocked.  Both moves can ring out somewhat when near the edge.

~ 6A+B
A solid move that will DN your opponent and put Voldo in BT. 

~ (BT)6A+B
A fast power move that sends your foe flying across the ring.  It, however, 
hits only high, so make sure you can hit them with this and punish them 
dearly with it.  It also becomes unblockable after Lv 3 Soul Charge.

~ (BT)2A+B
This is your bread and butter move.  It has great reach and dodges both high 
and mid attacks.  You can also perform this move from FD/F to surprise your 
opponent.  The ring out potential of this hit is also phenomenal. 

~ (CR)A+B
Go, Voldo, Go!  If your opponent whiffs from afar and has bad recovery, you 
can almost catch them for sure with this move.  I wouldn't suggest using this 
as a move to close the gap as the recovery is pretty bad if blocked.  (Unless 
they are next to a wall)

3.   Combos/Juggles

Unlike the other popular 3D series released by NAMCO-Tekken, SC3 does not 
promote long, endless juggles.  Especially with the engine of air control, 
long chain of juggles seems not only improbable, but also impossible to 
perform in the heat of a match.  Instead, the game reward stun combos, ground 
combos that take advantage of your opponent and catch them crumbling again 
and again.  Voldo, unfortunately, can't take advantage of these traits as 
most of his crumbling moves will put him out of reach and his one CH stun 
starter has horrid recovery if blocked at close or mid range.

The combos and juggles I offer here are thus tried and true combo by me; they 
are often short, but as solid as they will come.

~ 1K, 2B+K, K
This combo will always hit, except that you have to learn the timing of 2B+K 
a bit to ensure the third hit.  If you hit the opponent too soon, the game 
engine will register it as a juggle and not only can they do recovery roll, 
they can always air control a bit.  If you hit too late, then it will be an 
Ukemi, and the opponent should be able to block as soon as they land.  Wait 
1/10 of second or so after 1K, then hit 2B+K.  If you do it right, the game 
will register it as a Ukemi even when the opponent is still in the air, you 
will see it when you do it right as they will be rolling on the ground.  Then 
all you have to do is hit K to finish the combo.  2A+B won't work, but can be 
used in case you failed this combo and wish to play a wake up game with them.

~ 1K, 6A
Do this fast.  You literally have to register the 6A right after the 1K or 
the combo will not link.  It will send your opponent flying, but for some 
reason it does not ring out at the range opposing to a clean 6A hit.

~ (CH)1K _ (BT)3K, 66A
This does good damage and will ring out if close enough to the edge.  I 
personally prefer the first combo since it is rather safe, but if you wish to 
take advantage of the ring, then be sure to use it.  If you hit them to a 
wall, use A+B instead, you will do so much damage, that they won't even know 
what had hit them.

~ (CH)66A+K, K
As silly and useless as this move may seem during normal game play, it 
actually does roughly 35% of your opponent's life off a counter hit.  Set up, 
that's the hard part, my vote is on the soul charge, and then you still have 
the hitting part to worry about...

~ (CH)1A+B, B, A+B
This is the signature move that Voldo comes with the game. You can add a bit 
spice to it by...

~ (CH)3A+B, 1A+B, B, A+B
This quite overwhelming, you can also [A+B] instead of A+B for a guessing 
game afterwards for another 100 or so damage.

~ (CR)[B], 7A+K, B
Learn this one well, it will force your opponent to block high for awhile the 
next time you go into CR.  The trick is the timing of 7A+K, depend on where 
you hit them in the fall, the camera will rotate differently and make the B 
whiff.
#: This is 7A+K not, 9A+K no matter what the camera angle may look like when 
you hit them.  It for some reasons turns and moves for a perfect follow up.# 

~ (CR)B+K, 9A+K, B
Similar combo, different directions.  Sometime the camera will shift a great 
deal and force the B to miss.  If you think you are going to whiff, either 
press A+B or K for a safe get away.

~ (BT)66K, 9A+K, B
Similar concept as the combos before, you have to wait just a bit after you 
launch your opponent to get the perfect pounce.  It also serves as a great 
ring out if you wish to hit them early/later.  The reason why it works so 
well is that 7_8_9 A+K send opponent spinning and nullifies their ability to 
air control.  There is nothing prettier then hit them once in the air and 
watch them spiral down to the bottom of the pit...


4.   Wake Up Game (Previously written up as Ukemi Wrongly)

A wake up game is the art to pounce on your opponent while they get up.  
Though Voldo has many options, only a few of them are actually safe.  I would
suggest soul charges instead of a wake up game, you will do more damage in
the long run.  But in case you insist, here are some useful ones...

~ A+B _ [A+B]
There is almost no question as which one you should use as [A+B] offers so 
much more choices as it put you in CR afterwards.  I suppose A+B is viable is 
your opponent hasn't tech rolled yet, but why the hell are you even bother 
with Ukemi if you know he/she is going to roll away?

~ 2A+B
This is a fast move that will catch most folks.  The problem comes when they 
guard instead of rolling, you will suffer a lot of disadvantages if that 
happens.

~ 66K
Fast Flip, you can also follow up with few more guesses while you are BT.

~ B~A,B
Use this when they are right next to you, I would suggest do all three hits or
face a really bad delay.

~ 4B
This is a very fast unblockable move, it will catch anyone who tries to get 
up with G suffer a good deal.  You can always hit A,A or let go the button at
anytime if you think your opponent is going to poke you.

~ 1[B]
Though this too is an unblockable move at close range, you better get ready 
to poke once you finished picking them up from the floor.

~ (CR)A+K
This offers a very fast slide that will knock most of foes off their feet, 
even though this move offers you NO advantage in frames when you hit.

~ (CR)B+K
If they are unfortunately enough to get up and blocked the wrong way, finish 
it off with one of the combo listed above.

~ Any mid/low pokes listed above.

5.   Break-ins

#: Break-ins are what I call routes of attacking.  I am sure there is an 
official slogan for it or a more educated word for it.  But since this is my 
FAQ, I am afraid you have to settle for Break-ins. :) #

I consider most players I face experts of the game when I play.  Even when I 
do play newbies, I still won't let my guard down.  Though you can obtain 
victories though odd moves and crazy combos, it is safer to assume that most 
of player you face has the ability to guard most of your attacks then counter 
or even worse, GI then attack.  Thus, you need a plan when you attack to 
ensure that no matter what kind of opponent you face, you will have a good 
chance of pinning them down.

Listing different break-ins will be too time consuming if not pointless since 
most of them varies from opponent to opponent and from matches to matches.  I 
will, however, give a few examples as what I meant by break-ins.

~ A, 11B, B, B
Often your A pokes end with A,A or A,B,A_[A].  So if your opponent is GI 
happy or a turtle, he/she will either guard mid/high or GI the same region, 
but if you buffer the Rat Chaser during A, it will come right after A, and 
mess up their guard and GI.

~ (Whiff)A, B, A
When I play Voldo, I take advantage of his A,A and abuse them to no end.  It 
is when my opponent think that is my staple move, do I bring out his better 
juggles and mid hits.  Even though a whiff is often bad, but once you have 
trained your opponent's eyes to react to A,A, when you do miss the first one, 
they would either duck, low poke or try to counter attack.  You can then 
follow up with the build in combo above or the simple A,K and catch them in 
their act.  Also, whiffing intentionally can bait out even a GI expert's GI 
whiff.

~ (BT)B, 66K
Simple tactic is used here.  Use the B to lock your opponent in mid guard 
while buffering the 66 for the low attack and set up for a juggle.  B, 
however, can easily be GI since it is a mid attack.  

~ 6B, 66A+G
6B pushes Voldo towards his opponent and it is often finished off with B for 
a safe attack and transition to BT.  If you buffer in the motion of the throw 
during the first move, you can cut down the execution time of Bloody Drill 
and catch your opponent "off guard" just as they rise up to guard the second 
mid attack.

~ (CR)A, A+G_B+G
Same "Hit-Throw" technique as above.  In order for you to get these kinds of 
techniques work, you have to spam some safe pokes over and over again to 
build habits into your opponent's reflexes.

~ A, 22K, 66A+B, K
This is a sample of customized combo built via the buffer system.  It offers 
a good high-low game plus a good recovery when blocked.


6.   Defense

Defense, huh?  I actually don't Guard that often with Voldo.  Once I learned 
my opponent's move I prefer interrupt their high horizontal pokes with 1K, or 
1B, 2K.  And counter their high/mid moves with my pokes.  As far as mid/low 
moves, I tend to use GI to pull them in then play a guessing game with the 
wide array of high/low pokes and stances which Voldo possess.

In other words, the best defense is offense with Voldo.  If you can pin your 
opponent down with his pokes, and custom Break-ins, you should have little 
difficulties winning your matches.  GI will help your game, but is not a must 
have when you play Voldo, it is there to switch the initiative between the 
attacker and the defender.  But if you know how to keep the pressures up, 
then there should be little need for it, right?


D.   Pose like a Madman

#: YES! Poses.  You must think that I am out of my mind when I dedicated a 
whole section of space to something as trivia as Voldo's poses.  But hey, 
look is half of the match, or was it "look is half of the catch"? # 

By poses, I meant in really, movements and evasions.  I do encourage you do 
some useless stance changes or taunts when battling, it will often enrage 
them and send them to a frenzy to attack you, in which, more power to you, if 
you know how to evade them.  Remember that a fight is as important 
psychologically as it is physically.  

~Super Freak~
|  A+K  |  2A+K  |  4A+K  |  6A+K  |  8A+K  |
While Voldo is in Super Freak, he dodges the first attack and side step a bit 
as well.  Try not use this move to an auto combo or you will find yourself 
biting the latter half of the moves.  The trick, however, is that the four 
directional inputted Super Freak moves can be inputted during the regular one 
and thus making dodging possible for Voldo.  Plus, they will put you in 
either the MS or CR stances.

~MC - Freak Roll Escape~
|  (MC/F)A+B  |
If you recall, I have said many times that MC is not safe; however, you can 
always use the Freak Roll to get away, then set yourself up for another set 
of attacks.

~Deadly Rose (Cancel)~
|  4A+B~G  |
This is not a safe move for Voldo when performed regularly, however, if you 
used it once or twice and let them know that you would be heavily penalized 
if they block your move.  You can use the cancel freely in close range and 
change the initiative to your favor.

~The Mute's Dance~
|  22_88 A+B  |
Though there are two directional input there, I prefer the second one, just 
incase I accidentally buffer in a sidestep in there.  This is a very 
interesting move.   Voldo will step towards and spin twice.  You can, however, 
attack while he is spinning.  So far, I am only able to buffer in single 
directional command during the spins, no eight way run input yet.  Depend on 
which stage Voldo is in, you can get either his normal moves or BT moves.  

~Taunt (Cancel)~
|  G+K, G  |
Voldo has one of most interesting taunt; the whole screen actually dims for 
him when he goes into the pose.  Keep in mind that you can press G to cancel 
the taunt and then be able to have a normal match (from GI to attacking).

Anyhow, the idea behind the poses is to create a dynamic Voldo while when you 
are not in the "zone" and makes your opponent unable to read you.  The "zone" 
is basically between your effective poking range to your [A+B] or (CR)A+K _ 
B+K moves.  


V.   Path of the Madman

When I have more time, I will add Voldo's path in the Tale of Souls to help 
those who are interested.  Until then, I would suggest the other sites on 
GameFAQs for your aid.


VI.  Credits and Thanks

I first thank NAMCO for creating a splendid game-Soul Calibur III.
I then thank GameFAQs for being the host of this FAQ.
I also thank my good Friend Paul, thanks for being such a good sport after 
losing countless of battles to me :)
My last thanks are for readers like you, for putting up with my occasion 
spelling/grammatical errors and odd sense of humor.

If you have any questions/comments/suggestions, feel free to email me at
zenthirteen@yahoo.com
zenthirteen@gmail.com

=============================================================================

May the Legend Never Dies