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SOUL CALIBUR 3: MOVE LIST
created by TwistedRyu
DemonxHeihachi (Soul Calibur Forum Name)
Version 0.1
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LEGAL COPYRIGHT
***************
This FAQ is the property of TwistedRyu. It may not be borrowed or use
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leave the content in this FAQ untouched.
IMPORTANT NOTE:
GameFAQs will be the ONLY site to use my FAQ. No other site will be
granted permission.
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TABLE OF CONTENTS:
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1. Introduction
2. Legend
3. Default Character Move Lists
-Abyss
-Astaroth
-Cassandra
-Cervantes
-Ivy
-Kilik
-Lizardman
-Maxi
-Mitsurugi
-Nightmare
-Raphael
-Rock
-Setsuka
-Seong Mina
-Siegfried
-Sophitia
-Taki
-Talim
-Tira
-Voldo
-Xianghua
-Yoshimitsu
-Yunsung
-Zasalamel
4. Bonus Character Move Lists
-Abelia/"Sword and Shield"
-Amy/"Rapier"
-Arthur/"Katana"
-Aurelia/"Sickle"
-Chester/"Dagger"
-Demuth/"Steel Fan"
-Girardot/"Lance"
-Greed/"Kunai"
-Hualin/"Staff"
-Hwang/"Chinese Sword"
-Li Long/"Nunchaku"
-Luna/"Chinese Blade"
-Lynette/"Tambourine"
-Miser/"Katana and Shuriken"
-Revenant/"Wave Sword"
-Strife/"Iron Sword"
-Valeria/"Grieve Edge"
5. The Rest
-Emailing Guidelines/Contacting Me
-Frequently Asked Questions
-Credits and Shout Outs
6. Revision History
***************************
1. INTRODUCTION:
***************************
Welcome, yet again to one of my (bored to death) FAQs. Aside from doing
this because I AM bored, I decided to write this FAQ to have
comprehensive move lists for Soul Calibur 3. Rather than leaving
everything unfinished, I'm being a little more serious now. I have in
fact, lots of unfinished FAQs, some that I never even submitted.
Anyway, this FAQ will be general and won't contain anything like
unlockable stuff, as that has been covered in many FAQs
already (the only exception are the unlockable and bonus characters).
**************************
2. LEGEND:
**************************
This is the basic outline of what is to be expected of Soul Calibur
players, whether new or not. It is absolutely important that you
know these, because many SC people are not going to go with general
notations like Up+Triangle. The following conventions are seen in
the SC3 boards (and a few that are missing):
Control Layout:
7 8 9
4 N 6
1 2 3
1 = Down/Back
2 = Down
3 = Down/Forward
4 = Back
N = Nuetral
6 = Forward
7 = Up/Back
8 = Up
9 = Up Forward
Buttons:
G = Guard Button
A = Horizontal Slash Button
B = Vertical Slash Button
K = Kick Button
Hit Level:
h = High
m = Mid
l = Low
sM = Special Mid
sL = Special Low
H = High that hits grounded opponents (limited to Yoshimitsu mostly)
M = Mid that hits grounded opponents
L = Low that hits grounded opponents
Uh = Unblockable High
Um = Unblockable Mid
Ul = Unblockable Low
UM = Unblockable Mid that hits grounded opponents
UL = Unblockable Low that hits grounded opponents
Move Properties:
GI-() = Guard Impacts H_V_K_Throw
GB/GC = Guard Break/Guard Crush
AT = Attack Throw
8WR = 8 Way Run
CH = Counterhit
NC = Natural Combo
c = Move Property is activated with a CH (ex: JGc, Juggle possible on CH)
co = Move Property affects a crouching opponent
cco = Move Property affects a crouching opponent on CH
JG = Juggle Starter/Launcher
FrC = Forced Crouch on Block
FrCh = Forced Crouch on hit
RO = Ring Out
Stun Properties:
DOS = Double Over Stun #1
FBS = Fall Back Stun
CS = Crumple Stun #2
CFS = Crumple Fall Stun
LCFS = Lift Crumple Fall Stun
LS = Lift Stun
THS = Toe Hop Stun
BN = Bounce Stun #3
QS = Quake Stun (aka Tremor) #4
KND = Knock Down #5
TS = Trip Stun #6
DSS = Double Side Stun #7
IS = Impale Stun #7
DS = Death Stun #7
TAS = Turn Around Stun #7
RS = Rise Stun #7
SDS = Sit Down Stun #7
FOS = Fall Over Stun #7
FS = Fall Stun #7
#1: Double Over Stuns can be escaped by moving the D-Pad around in
a 360 degree motion.
#2: There are two Crumple Stuns. The first Crumple Stun is when the
opponent falls down quickly in the same position; the other is when
the opponent stumbles back a little before slowly falling down,
this usually gives a launch.
#3: Opponent rebounds off the ground and into midair. The bounce
height is determined by range, usually shallow hit gives a higher
bounce while a deep hit gives a smaller bounce.
#4: Will cause the ground to shake and rumble, thus rendering an
opponent helpless. This is caused only if the initial move misses.
#5: In the move list there are three different knock downs that I will
mention. If a move has KND, then the opponent will be flattened on the
ground. If a move has KND(S), then it causes a stun of sorts in which
the opponent will lay in a FDFA position while recovering, in which
they are able to move again. If a move has KND(RO), then the opponent
will hang their legs in midair. KND(RO) moves can ring out, and be
comboed with followups.
#6: In the move list there are three different Trip Stuns that I will
mention. A regular TS is when the opponent gets knocked off their feet,
and is in a crouching position where they try to rise back into a
standing position. A TS(mini) is when the opponent gets knocked off
of their feet and hits the ground. A TS(JG) is when the opponent
gets launched into the air before hitting the ground. TS(JG) leaves
your opponent closer to you, which will allow different followups a
TS(mini) doesn't. All TS Ring Out, btw.
#7: These seven stuns are new to SC (I've made the names up, the last one
though I think was in SC2... hmm). DSS is where the opponent clutches
their side for a while before they collapse to the ground. An IS is
usually an air-related property, in which the opponent hits the ground,
but their body is raised up for a few seconds before lying on the
ground (Mitsurugi's 2A+B on airborne). DS is where the opponent
is on their knees with their back bended backwards (like when people
die if they get hit in the back), before hitting full faced to
the ground. TAS is when an opponent exposes their back,
then slowly hits the ground and lays in a FUFA position (Lizardman's
A+K). RS is when a opponent is put into a sit down animation and
takes a bit of time to recover before being able to stand up a
gain (this can Ring Out). SDS is an extended RS animation, except
the opponent struggles to rise from the ground, but to no avail and
instead falls to the ground in a FUFT position. This stun however
can be escaped with four inputs. FOS is when the opponent grabs their
face and stumbles backwards, before falling down in a FUFT
position. FS is an extended version of the animation when a low hits
(sounds confusing? to make it slightly easier to get the point across,
when a low hits an opponent, they slightly look at their legs as if
about to trip). The opponent then falls to the ground, in a way
somewhat similar to a THS. Sorry, I'm not really creative with these
names, so... any suggestions?
Move List Commands:
+ = Simultaneously
, = Followed by
xY = Tap X, then quickly tap Y (aka Slide Input)
[ ] = Hold
_ = Or
> = Delay
{} = Charge Second Delay for property (ex: Mitsurugi's 236[B]{1})
: = Just Frame Input
... = Repeat Input
= = Move offers several options after it (minus strings)
~ = Command Enters Stance
FC = Full Crouched
WS = While Standing
WL = While Landing
BT = Back Turned
Ground Positions:
FUFT = Face Up and Feet Towards
FUFA = Face Up and Feet Away
FDFT = Face Down and Feet Towards
FDFA = Face Down and Feet Away
***********************************************
3. DEFAULT CHARACTER MOVE LISTS
***********************************************
Move List Notes:
* The following Move Lists are for all standard characters (and unlockable
ones to the roster, bonus characters not included).
* Sorry, I'm not mentioning move names, since they all are already listed in
the game, plus I find commands easier to memorize. You will, eventually.
* Let me know if I'm missing any properties/moves/information on certain
moves.
* I'm not including any Soul Charge related properties atm.
* For 8WR attacks, I'm only included ones that are similar if they have
different properties or have different damage inputs. Otherwise, most of
the 8WR attacks listed are only unique to 8WR. 8WR attacks are done by
double tapping the specified direction (ex: 22B), or holding that specific
button and then tapping button (which is easier, although double tapping will
instantly buffer the move, which is important, especially when it comes to
combos).
* Delay moves (>) are optional, so I'm only listing them if they affect
properties that it normally has undelayed (ex: NCc is possible with
Nightmare's A,A,B, but when delayed, the last hit is blockable.
* Certain strings ARE natural combos by themselves in certain parts
(i.e. A,A,B, the first two hits ARE guaranteed), but to save space, I'm only
listing the entire string as a NCc. The only exception is if the move is not
a NCc but some parts ARE a NC.
* Certain moves that have JG are not always possible. They simply
indicate that the move renders an opponent airborne.
* If there are no information for a particular move, it is either
cancelled (using G) or only has properties.
* I'll add some Just Frame advice; don't always expect that it will help,
as it's not always true for all JFs (a good example is Cervantes' BT JF
with 4K,K:B+K).
* If a move has "End in [Stance]" but is not indicated with the ~ symbol,
the move remains in that particular stance. A move with "shift to
[Stance]" will have the ~ symbol. * / divides properties (usually
regarding jump attacks) if they are a result of different
situations. With jumping attacks though, when you see / in between
damage and properties, it means the first version (a jump attack
using 7 for instance) has this property, while the other two versions
(8_9) share a similar property. Other moves shown with this symbol
usually involves the first hit of the move that juggles and the followup,
which can follow and do 80% of its damage, or do 100% of its damage. The
properties interchange with the second hit if it's part of a juggle or not.
* Despite being a universal move, I'm adding Run K (slide) because every
character's Slide does different damage.
* For RO moves, some actually ground the opponent. I won't list exactly
where the move ROs though.
* Variable Cancel: Hold G, then double tap 2_8 to cancel the move. It would
look like this: [G]22_88. Certain moves have the option of being variable
cancelled.
* If you see a JG move that has two damages listed, but does not have
two ranges listed (ex: 33B, 15,15, M, JG) then this JG move is what I
like to call a "Spiral Launch". Your opponent is launched into the
air really high, but spins repeatedly, hence the Spiral Launch. Upon
hitting the ground, they take a bit of extra damage, and cannot tech.
I'm only listing regular launches that are not techable (ex: Cervantes'
1A,B).
* Look for footnotes (denoted with a #insert number here), as they
explain in a bit of detail some property changes or certain things
that could affect the move/fight.
And now for the move lists...
========================================================================
------------------------------------------------------------------------
ABYSS
------------------------------------------------------------------------
THROWS DAMAGE POSITION ESCAPE GROUNDED
=============================================================================
A+G 50 FRONT A FUFT
B+G 60 FRONT B FDFA
A+G_B+G 65 LEFT A_B FUFA
A+G_B+G 55 RIGHT A_B FDFA
A+G_B+G 60 BACK Voldo and Astaroth FDFT
236B+G 70 FRONT B FUFT
==============================================================================
HORIZONTAL ATTACKS DAMAGE HEIGHT PROPERTIES
==============================================================================
A,A 14,22 hh NC
1A 36 L TS(mini)
2A,B 14,23 Lm NCc, FOSc #1
3A,K,B 21,23,35 mhm NCc, CSc, FOSc, ROc, DOS
4A,B 22,23 hM NC, FrCh, FrC
6A 18 h
44A 36 m RO
66A 40 h RO
aK 12,18 hm NC
FC A 20 sm
WS A 39 m
BT A 15 h
BT 2A 15 l
7_8_9A 20_24_28 m
WL A 22_26_30 L
==============================================================================
#1: Second hit causes Fall Over Stun on CH.
VERTICAL ATTACKS DAMAGE HEIGHT PROPERTIES
==============================================================================
B,B 19,30 mM NCc, KND(RO)
1B 18 L
2B 23 M
3B,B 26,18 Mm NC, JG
3B,B:B 26,18,20/28 Mmm NC, JG, KND #1
4B 22 h FrC, KND(RO)
6B 30 m RS
44B 26 h RO
66B,B 19,12,12/23 MM NC, SS/TS
66bB 19,20 MM NCc, JG #2
66bB,K 19,16 Mm NCc #2
FC B 26 M
WS B 53 M GI-V, AT
BT B 23 m
BT 2B 20 M
7_8_9B 26_30_34 M
WL B 28/32_36 M JG #3
==============================================================================
#1: To pull JF off, tap B,B,B in a one two three rhythm. There are two
knockdowns that occur, one is a normal knockdown which afterwards, the
opponent can tech. The second is when you tap B on the earliest frames after
the second B hits. You'll get a flash JF (indicated by the Soul Charge
sound and the white "flash") and the knockdown will be a KND(RO) which you
can followup on (you can't Ring Out because the move pulls in, unless you
launched your opponent over a low wall).
#2: To make this easier, map a B to another button, then tap b,B at the exact
same time in order to pull move out.
#3: Launch height is low with WL B (8).
KICK ATTACKS DAMAGE HEIGHT PROPERTIES
==============================================================================
K 20 h
1K 23 L THSc
2K 16 L
3K,B 25,34 mM NCc, ROc, KNDc, FrCh
4K 25 m #1
6K,K 18,10 ml NC
6kA 24 h
44K 28 h
66K 28 h KND(RO)
FC K 16 L
WS K 19 h OS
BT K 12 h
BT 2K 15 L TS(mini)
7_8_9K 18/22_26 h RO
WL K
==============================================================================
#1: Abyss ends in Back Turned position.
EIGHT WAY RUN ATTACK DAMAGE HEIGHT PROPERTIES
==============================================================================
Run K 42 L TS(mini)
3_9B 36 M FBS
3_9K 22 m
2_8A 27 h
2_8B,B 19,30 MM KND, NCc, BNc
2_8K 25 M FrC, FrCh #1
1_7B 32 m DOSc
1_7K 26 L TS, GI-V #2
==============================================================================
#1: Abyss ends in Back Turned position.
#2: Guard Impacts downward vertical strikes only.
SIMULTANEOUS ATTACK DAMAGE HEIGHT PROPERTIES
==============================================================================
A+B 7,7,7,7 sMsMsMsM NC #1
[A+B] 7,7,7,7,7,7 sMsMsMsMsMsM NC, KND, GB #1 #2
4A+B 20,21/26 Mm NC #3 #4
4[A+B] 20,32/40 Mm NCc, GB #4
6A+B 28 m OB
66A+B 30 M KND(RO), FrC #5
B+K,B 20 h
B+K,B{1/2) KND(RO)c
B+K,B{1} 35 m RO, GB
B+K,B{2} 45 m RO, GB
B+K,B{3} 55 Um RO
B+K:B{4} 49,16 Um JG
2B+K 30 L THS #6
4B+K 12,25 mm NC, FOSc #7
6B+K,B 16,27 mM NC, JG #8
44B+K 15,15,15,40/15,15,50 UmUmUmUmUm NC, CS, RO #9
44B+K,G
66B+K,A+B 35,33/20,7,7,7,7,7 msMsMsMsMsM NC, KND/GB, KND #2 #10
BT B+K,B 20,21 mM DOSc, NCc, KND
BT B+K,[B] 20,31 mM DOSc, NCc, KND, GB #11
A+K 22 h SS, CSc
==============================================================================
#1: Can be doned in Back Turned position. Abyss will not turn around as he
does the move.
#2: Opponent can tech upon hitting the ground.
#3: On CH, second hit will miss.
#4: Move retreats, and whiffs if not at pointblank range.
#5: Knockdown(RO) is available only as an air hit. If blocked, Abyss ends in
Back Turned position.
#6: No matter what the position is, as long as the tremor connects or the move
hits, the Toe Hop Stun will still be in effect.
#7: Second hit causes Fall Over Stun on CH.
#8: Second hit launches higher on CH.
#9: On deep hit, move hits for 85 damage and rings out, but cannot wallsplat.
On mid range (partially shallow), the third hit will miss and the opponent
will be in Crumple Stun, and then get hit by the flame attack which can Ring
Out and wallsplat at any time during the knockback until opponent descends
and is about to hit the ground. Can do up to 90 damage near wall (hard with
the 85 damage unblockable though).
#10: The A+B part will knock down and then the opponent can tech, unless
delayed and used as a juggle.
#11: If opponent escaped the Double Over Stun, the [B] part can be
blocked.
------------------------------------------------------------------------------
ASTAROTH
------------------------------------------------------------------------------
THROWS DAMAGE POSITION ESCAPE GROUNDED
==============================================================================
A+G 60 FRONT A FUFT
B+G 60 FRONT B FDFA(RO) #1
A+G_B+G 75 LEFT A_B FDFA
A+G_B+G 75 RIGHT A_B FUFT(RO)
A+G_B+G 70 BACK Voldo and Astaroth FUFT
46A+G 68 FRONT A FUFA
46[A+G] 88 FRONT A FUFA
64B+G 44 FRONT B FDFA(JG)
64[B+G] 64 FRONT B FDFA(JG)
2A+G_3A+G 55 CROUCHING A FUFT(RO) #1
2B+G_3B+G 70 CROUCHING B FUFA
A+G 45 AIRBORNE Inescapeable FUFA
236B+G 80 AIRBORNE Inescapeable FDFT #2
1A+G_B+G 30 GROUNDED A_B Standing #3
2A+K_B+K 43 GROUNDED A_B FUFT
==============================================================================
#1: Throw will yield extra damage if it wallsplats.
#2: Astaroth will end up in BT position.
#3: Opponent must be FD (head first) for Ground Throw to activate.
HORIZONTAL ATTACKS DAMAGE HEIGHT PROPERTIES
==============================================================================
[A] 20 h AT, OB
A,A 18,28 h,h NC
A,[A]{1} 18,32 h,h RO
A,[A] 18,37 h,Uh AT, OB
A,B 18,20 hm NC, CFSc #1
A>B 18,20 hm CFSc #1
1A 34 L TS(JG)
1[A],A 34,24/34 LL NC, TS(mini)
1[A],B 34,34/74 LM TS(JG)/KND
2A 22 L
3A 20 m DOSc
4A 25 h ROc
4[A] 28 h AT, OB
6A,B 14,36 hM NCc, JG
6A,[B] 14,49 hUM JG
6A>B 14,36 hM JG
6A>[B] 14,36 hM JG
44A 28 m RO/ROc #2
44[A] 38 m SS
66A,B 30,40 mM NCc, TASc, JG
214A 28,55 m AT
214A,A,A,A,A,A 9,9,9,9,9 mmmmm NC #3
FC A 18 L
WS A 43 h RO
BT A 22 h
BT 2A 18 L
7_8_9A 27/31_35 h OS/RO
WL A 21_25_29
==============================================================================
#1: Second hit causes Crumple Fall Stun.
#2: Can Ring Out on normal hit if it connects shallow; otherwise it only Rings
Out on CH.
#3: Requires the first hit to miss in order for the swings to come out.
Subsequent spins have full 8WR capability, though spinning backwards with
1_7_4 is half the distance you'll take spinning 2_8_3_9_6.
VERTICAL ATTACKS DAMAGE HEIGHT PROPERTIES
=============================================================================
[B] 43/45 m FrC, FrCh #1
B,A 22,27 mh NC
B>A 22,27 mh NC
B,8A 22,27 mh NC
B,B 22,31 mM JG #2
B,[B] 22,54 mM JG, GB
B,B6 22,27 mm NC, CFSc #3
B,6K 22,20 hm NC, FBSc, KND(RO)c
1B 31 L KND(S)
2B 31 M
2[B] 49 M KND, GB
3B 36 M JG #2
3[B] 45 UM JG
4B 28 M KNDc
4[B] 52 M KND
6B 28 m CFSc
44B 44 M BNc #4
44[B] 90 UM BN
44[B]G
44B,2_8K 44,/36 MM NC, KND #5
66B 49 sm RO/KND(RO)c #6
9B 54 M KND
9[B] 63 M KND, GB
FC B 23 SM
WS B 25 M LSc
BT B 20 m
BT 2B 25 M
7_8 29_33 M KND(RO)
WL B 31/35_39 M FrCh/KND
===============================================================================
#1: On shallow hit, move causes 45 damage.
#2: On shallow hit, launch height is considerably low.
#3: Second hit causes Crumple Fall Stun.
#4: Axe can be alternated by pressing 2_8. 2 will make the axe hit right while
8 will make the axe hit left.
#5: Will not work if 44B causes a Bounce Stun.
#6: On shallow hit, move will not RO, but on CH opponent will be KND(RO). On
deep hit, move will always RO, normal or counter hit.
KICK ATTACKS DAMAGE HEIGHT PROPERTIES
===============================================================================
K 20 h
[K] 71 h AT
1K,A 27,38 lh TS, NCc, TS(JG)c
2K 14 l
3K,A 18,40 mh NCc, RO
3K>A 18,40 mh RO
3[K],A 36,40 mh NCc, RO
3K,[A] 18,29 mh RO
3K>[A] 18,29 mh RO
4K,K,K,K 13,19,17,19 mMmM NC, FrC
6K 28 m KND(RO)
44K 30 M KND
66K 32 m RO
66[K] 50/30,30,10 m/mm RO/NC, JG #1
FC K 14 L
FC 3K 32 m RO
WS K,A 21,41 mL CSc, NCc, RO
BT K 31 h
BT 2K 16 L TS(mini)
7_8_9K 17_21_25 m
WL K 15/19_23 l TS/KND(RO)
===============================================================================
#1: On shallow hit, move does 50 damage and Rings Out. On deep hit, move adds
an extra charge, followed by the actual Bull Rush which launches, and is a NC.
EIGHT-WAY RUN ATTACK DAMAGE HEIGHT PROPERTIES
===============================================================================
Run K 37 L TS(mini)
3_9A,B 18,40 mM TASc, NCc, JG
3_9K 32 m RO
3_9[K] 37,12/50 mm JG/RO #1
1_7_3_9A+B 37/44 h RO #1
2_8A,A 25,25 mm NC
2_8B 55 M JG
2_8B4 20 M JG
2_8K 37 M KND(S)
2_8[K] 34,11 M JG, QS #2
===============================================================================
#1: On shallow hit, move will Ring Out. (For 3_9[K], shallow hit will also
cause 50 damage).
#2: On a grounded opponent, this move will make them agitated and wiggle around
for a brief moment.
SIMULTANEOUS ATTACK DAMAGE HEIGHT PROPERTIES
===============================================================================
A+B 32/59 m ROc/RO #1
8A+B 32/59 m ROc/RO #1
3A+B 38 m JG #2
3[A+B] 38 m AT, FrCh #3
4A+B 21 m CS
4[A+B] 58 m AT
B+K 23 m AT, OB, GB
3B+K 50 L KND(RO)
3B+K:B 98 L AT #4
6B+K 33 m GI-H,V, KND(RO)c #5
6[B+K] 45 m GI-H,V, KND(RO) #5
236B+K 108 UM JG
236B+K,G
BT B+K 32 m CFSc
===============================================================================
#1: On shallow hit, move will Ring Out, otherwise on CH, it RO's at any range.
#2: On CH, opponent will be launched and sent right behind Astaroth.
#3: Opponent can GI after AT.
#4: For this JF, tap B as soon as 3B+K hits.
#5: Only confirmed as of now, a A/B must hit Astaroth in his stomach (where the
GI window appears). K MIGHT work, but still need to confirm.
-------------------------------------------------------------------------------
CERVANTES
-------------------------------------------------------------------------------
THROWS DAMAGE POSITION ESCAPE GROUNDED
===============================================================================
A+G 55 FRONT A FDFT (RO)
B+G~DC 0/20 FRONT B FDFA (JG) #1
A+G_B+G 55 LEFT A_B FDFA
A+G_B+G 60 RIGHT A_B FDFA
A+G_B+G 60 BACK Voldo and Astaroth FDFT (RO) #2
236236B+G 75 FRONT B FUFA
===============================================================================
#1: Initial startup does no damage (it launches), but when opponent hits the
ground, they take 20 damage (also, they cannot tech afterwards).
#2: Can Ring Out over low walls.
HORIZONTAL ATTACKS DAMAGE HEIGHT PROPERTIES
===============================================================================
A,A 14,15 hh NC
1A 30 L TS(mini)
1A,B 31 M JG #1
1aB+K 25 m CS
1a[B+K] 40 Um CS
3A,B 18,25 lM NC, JG #2
3A:B 18,25,22 lMUm NC, JG, RO #3
4A 22 h OS, CSc
6A 25 h OS
44A 38 h RO
44aB 40 m AT, BN
44aB,B 15,15 mm NC #4
44aB>B 15,15 mm
66A 37 h RO
aB 14,32 hM NC, FrCh
aK 20 h RO
FC A 14 sl
WS A,B 30,28 mM NC, DOSc, FrCh
WS A,[B] 30,40 mM DOSc, QS, KND, FrC, NCc #5
BT A 19 h
BT 2A 20 l
7_8_9A 20_24_28 h
WL A 18_22_26 L TS(JG)
===============================================================================
#1: Opponent cannot tech after launch.
#2: Opponent will be launched and land right behind Cervantes.
#3: For this JF, tap B after 3A hits. Has the option of being cancelled with G,
thus allowing you to juggle/followup.
#4: First hit of the move must miss for this to be available.
#5: If opponent breaks DOS, then the [B] is blockable.
VERTICAL ATTACKS DAMAGE HEIGHT PROPERTIES
===============================================================================
B,B,B 15,15,30 mmM NCc, KND(RO)
B,B,4B+K 15,15,36 mmM NC (first two hits), KND(S)
B2 8/30 m AT, RO #1
1B 24 M
2B 18 M
3B 34 M JG #2
3B,B 41,25 MM NCc, JG, KNDc #3
4B,K 18,20 mh NCc, RO
6B,B 22,26 mm NCc, RO
6[B],B 32,26 mm CS, NC, RO
44B 35 m RO
66B 30/50 m RO/AT #4
bA 18 h GI-H, SS, TASc
bK 28 m RO
FC B 16 M
WS B 32 M JG
BT B 25 m
BT 2B 23 M
7_8_9B 23_27_31 M FrCh
WL B 22_26_30 M JG #5
===============================================================================
#1: AT activates on an airborne opponent, and does 30 damage (in addition to
Ringing Out behind Cervantes).
#2: Launches higher on CH.
#3: Is available only on CH. Opponent can tech after second hit connects.
#4: Can Ring Out with either an AT or shallow hit. Shallow hit does 30 damage
and (from what I've tested) has farther knock back distance, while AT plants an
opponent on the ground, does 50 damage, and requires Cervantes near the edge to
Ring Out.
#5: If using 7, launch height will be considerably low.
KICK ATTACKS DAMAGE HEIGHT PROPERTIES
===============================================================================
K 15 h
1K 20 L FrCh
2K 15 L
3K:B+K 20 m #1
4K,K:B+K 20,20,16 mmm NCc, ROc #1 #2
6K 18 m LSc
44K 38 M KND(S), KND(RO)c
66K 24 m KND(RO)c
FC K 13 L
BT K 20 h
BT 2K 18 L TS(mini)
7_8_9K 14_18_22 h
WL K 14_18_22 m
===============================================================================
#1: Timing is rather odd for this JF. Mashing works (easier off 3K). At the
latest possible frame(s), tap B+K and hope the BT JF comes out. As with all
advices giving tips on doing something, this is easier said than done.
#2: Second hit Rings Out on CH.
EIGHT-WAY RUN ATTACK DAMAGE HEIGHT PROPERTIES
==============================================================================
1_7_2_8_3_9_6A+B 18,30 mm NC, CS, JG
3_9A 28 h GI-H, RO
8A 21,26 hm RO
2A 30,22 mh RO
2_8B 24/32 L FSc, AT #1
2_8K 22 m GI-K, RO, FrCh #2
1_7A,A 15,30 ll NCc, TS(JG)
1_7A,B 15,26 lm CS
1_7B 45 M KND, BNc, FrC
1_7K 28 L TS
===============================================================================
#1: AT activates on a grounded opponent regardless of position and does 32
damage.
#2: RO possible only on successful GI. Otherwise, it Forces Crouch on Hit.
SIMULTANEOUS ATTACK DAMAGE HEIGHT PROPERTIES
===============================================================================
A+B 24 m SS
1A+B 28 m FrCh
2A+B 30 M KND(S), BNc, FrC
3A+B 15,12 mm NC, CSc
4A+B 30 UM BN
4A+B,G
6A+B,B 20,25 mM NC, RO
6A+B:B 20,18,15 mmM NC, KND(S) #1
44A+B 40 M JG
44[A+B] 65 UM JG
66A+B 20,30 mm NC, CS, JG
7_8_9A+B 48 M JG #2
FC A+B 6,6,6,6,6,6,20 mmmmmmm NC, CS
FC A+B:B 6,6,6,6,6,6,36 mmmmmmm NC, CS, GB #3
B+K 42 m GI-V, KND(RO) #4
2B+K 40 M FrCh
2[B+K] 60 M QS, KND, FrC
4B+K 48 M KND(S)
4B+K,G
6B+K 45 m RO
6[B+K] 25,17,13 mmm NC, GB, RO
7_8_9B+K 42 M KND
7_8_9[B+K] 30/23 m #5
BT B+K 16 m
A+K 40 m KND(RO)
4A+K 25/45 M/MM FrC, BNc, KND/KND(S) #6
6A+K 60 Uh KND(RO)
8A+K 30 Uh KND(RO) #7
==============================================================================
#1: Tap B after the first initial hit connects.
#2: Will lift higher on CH.
#3: Repeatedly mash B to get JF out.
#4: GI can also Guard Impact Throws. KND(RO) only available after successful
GI.
#5: Does 30 on a standing opponent, and 23 on a crouching opponent. In most
cases, this move only comes out if opponent is crouching.
#6: KND(S) available only after successful GI, and does 45 damage.
#7: Move can whiff on certain characters based on height, and will whiff if not
in pointblank range.
STANCE ATTACK DAMAGE HEIGHT PROPERTIES
===============================================================================
214 - Dread Charge
6
G
A 55 Uh RO
A+K,A 12,15 ll NCc
B 45,15 m JG #1
:B (iGDR) 37,12 m JG #2 #3
2_8B 37,12 m JG #1
K 30 L TS(mini)
6B+K 48 M KND(S)
B+K 15,26,28 mmm NC, JG
:B+K (iTS) 15,26,28 mmm NC, JG #2
===============================================================================
#1: On hit or whiff, Cervantes will end up in BT position. If blocked,
Cervantes will not end up in BT position.
#2: To do instant version of move, complete the DC command and tap B_B+K at
the _RIGHT_ time, all in one motion. You know this is achieved if Cervantes
skips the DC animation (when he raises the sword right above his head. DON'T be
fooled though when doing iTS, as it may look like he's doing iTS, but he's not
if Cervantes does not skip the startup frames of DC). To make it slightly
easier to practice, buffer the command while guarding.
Character Specific Conventions:
DC: Dread Charge
iGDR: Instant Geo Da Ray
iTS: Instant Tornado Swell
-------------------------------------------------------------------------------
LIZARDMAN
-------------------------------------------------------------------------------
THROWS DAMAGE POSITION ESCAPE GROUNDED
==============================================================================
A+G 55 FRONT A FDFA
B+G 45 FRONT B FDFA
A+G_B+G 58 LEFT A_B FUFT
A+G_B+G 55 RIGHT A_B FUFA #1
A+G_B+G 60 BACK Voldo and Astaroth FDFT
214B+G 65 FRONT B FUFT
==============================================================================
#1: Lizardman will end up in BT position.
HORIZONTAL ATTACKS DAMAGE HEIGHT PROPERTIES
==============================================================================
A,A 13,20 hh NC
A,K 13,19 hL NC
1A,K 25,41/50 Lm NC, RO, TS(mini)
2A 14 sl
3A 29 m
4A 34 h OB
6A 21 h
66A 36 m DOSc
FC A 15 sl
WS A 33 h
BT A 25 h
BT 2A 15 l
7_8_9A 25/29_33 h OS/RO
WL A 20/24_28 L TS/TS(JG)
==============================================================================
VERTICAL ATTACKS DAMAGE HEIGHT PROPERTIES
==============================================================================
B,B 16,22 mm NC
B,K 16,26 mh NC, OS
B2B,B,B,K 15,7,7,7,45 LLLm NCc (first two), RO
B2K 15,38 Lm RO
1B 23 M
2B,K 16,40 mm NCc, RO
3B 32 M JG
4B 20 h FBSc
6B 30 m ROc
44B 28 m JG #1
66B 39 M BN, FrC
FC B 18 M
WS B 18 M
BT B 30 m
BT 2B 23 M
7_8_9B 30_34_38 m
WL B 24/28_32 M JG
==============================================================================
#1: Will lift higher on CH.
KICK ATTACKS DAMAGE HEIGHT PROPERTIES
==============================================================================
K 16 h
1K 28 L
2K 12 L
3K 22 m
4K 27 h OS, ROc
6K 30 m
7K 20,17 Mm NC, RO #1
44K 25/47 M KND, AT #2
66K 40 m RO
66K6 48 m RO, KND(RO) #3
FC K 12 L
WS K,K,K 16,16,15,18,15,13 mMmMmm NCc, RO #1
BT K 23 h
BT 2K 13 L TS(mini)
8_9K 28_32 m
WL K 15_19_23 m
==============================================================================
#1: Last hit will whiff if the first connects shallow. If the last hit
connects, opponent can air control.
#2: AT activates on a FD opponent (head first) and causes 47 damage.
#3: Will Knockdown(RO) on an airborne opponent only.
EIGHT-WAY RUN ATTACK DAMAGE HEIGHT PROPERTIES
==============================================================================
Run K 28 L TS(mini)
3_9A 42 h RO
3_9B 30,10 M JG #1
3_9[B] 40,13 M JG, GB
3_9K 28 M KNDc
1_7_2_8_3_9A+B 18,30 MM NC, RO
8A,A 22,31 hh OS, NCc
2A,A 31,22 hh OS, NCc
2_8B 34 h RO
2_8K 25 L
1_7A,K 22,25 lL TS(mini)
1_7B 27 m RS
1_7K 30 L TS(mini)
==============================================================================
#1: Not sure why this happens, but GB OCCASIONALLY appears by itself. I have
not listed GB despite this fact because it doesn't happen often on a standing
opponent.
SIMULTANEOUS ATTACK DAMAGE HEIGHT PROPERTIES
==============================================================================
A+B 34 M KND
66A+B 51 m KND(RO)
B+K 33 m GI-V, KND(S) #1
1B+K 46,15 UL JG
1B+K,G
4B+K 30 m CFSc #2
4B+K,G 27 M RO
8B+K 35 M KND(S)
8[B+K]{1} 40 M KND(S), GB
8[B+K] 55 UM KND(S), QS
66B+K,A,B 23,18,22,7 mhm NCc, JG, CSc #2
66B+K,A>B 23,18,22,7 mhm NC (first two hits), JG, CSc #2
BT B+K 28 L TS(mini)
A+K 38 h TAS
===============================================================================
#1: Guard Impacts downward strikes only. Knockdown(S) property is available
only after a successful GI.
#2: Crumple Fall Stun will not come in effect if move hits shallow.
#3: Second hit causes Crumple Stun. Some followups can be blocked however,
based on timing or how far opponent is from recovering (some mids work well
such as 236K).
STANCE ATTACK DAMAGE HEIGHT PROPERTIES
===============================================================================
236 - Crawling Stance #1
236 4_6
236 G
236A,B 20,32/40 mm NC, BNc/BN #2 #3
236B 25 m LS, LCFSc #4
236B:B 25,43 mm NC, BN #3
236K 45 m RO
===============================================================================
#1: Has the option of being Variable Cancelled; MUST be done before Lizardman
enters CRWL stance fully.
#2: Opponent can tech roll after the second hit if both hits connect.
#3: Opponent cannot tech roll after bounce. (Must be second hit that connects
for 236A,B).
#4: Lift Crumple Fall Stun can RO.
Character Specific Conventions:
CRWL - Crawling Stance
-------------------------------------------------------------------------------
MITSURUGI
-------------------------------------------------------------------------------
THROWS DAMAGE POSITION ESCAPE GROUNDED
==============================================================================
A+G 50 FRONT A FUFT(RO) #1
B+G 55 FRONT B FUFT #2
A+G_B+G 75 LEFT A_B FUFT
A+G_B+G 65 RIGHT A_B FUFT
A+G_B+G 70 BACK Voldo and Astaroth FDFT
Mist A+G 45 FRONT A FDFT
Mist B+G 45 FRONT B FDFT #2
==============================================================================
#1: Can Ring Out over low walls.
#2: Changes Positions with opponent.
HORIZONTAL ATTACKS DAMAGE HEIGHT PROPERTIES
==============================================================================
A,A 12,20 hh NC
1A 38 L TS(mini), TS(JG)c
1[A] 48 L TS(JG)c
1A,B 52 M JG, GB
2A 14 s.l
3A 18 m CFSc
4A 28 h OSc
4[A]~MST 28 h OSc, shifts to Mist
6A,A 15,20 hm NCc, DOSc #1
44A 40 h
66A 34 m DOSc
FC A 12 s.l
WS A 26 m
BT A 12 h
BT 2A 14 l
7_8_9A 42 h OS
WL A 24 L TS
==============================================================================
#1 Second hit causes Double Over Stun.
VERTICAL ATTACKS DAMAGE HEIGHT PROPERTIES
==============================================================================
B,B 16,22 mM NC
B,[B]~MST 16,22 mM NC, shifts to Mist
B6 22 h CSc
1B 22 M
2B 17 M
3B 35 M JG
4B 34 m DOS
4[B]~MST shifts to Mist
6B 24 m
6B8_9 28 h
6B2 20 L
6B:1_2_3 35 L THS #1
6B4 46 m RO
44B,B 22,35 MM JG, NC, FrC, KND
44B,[B] 22,38 MM JG, GB, KND, NC #2
44[B]~FMD 22 M KND, shifts to Full Moon Death
66B,B 26,11,26 MMM JG, NC, RO, KND, FrC #3
bA 34 m CSc
b:A 56 m AT #4
FC B 17 M
FC 1B,B 24,21 MM JG, NCc, ISc, KND #1 #5
FC 1B,[B] 24,7 MM JG, NCc, ISc, GB, KND #1 #5
FC 3B 33 h
WS B 23 M
BT B 23 m
BT 2B 19 m
7_8_9B 28_32_36 h
WL B 34 M KND, FrC
==============================================================================
#1: Tap 2 ASAP to get the JF to come out. Sometimes easier when using 1 for
the directional input, but watch out when doing 3 as you'll most likely throw
out 3B instead if your button slide input is too fast. The real command
overall, is this: 6b:~1_2_3.
#2: Second hit whiffs on shallow hit.
#3: Automatically juggles; can RO either way; is a NC either way. Opponent can
tech roll after final hit.
#4: Changes positions with opponent, but in most cases, Mitsurugi will end up
in the same position. Will not activate if done on an opponent's sides.
#5: Will knock down on normal hit, and will Impale Stun on airborne hit. First
hit will launch higher on CH.
KICK ATTACKS DAMAGE HEIGHT PROPERTIES
==============================================================================
K 14 h
1K 14 L
2K,B 22,26 L,M TS(mini), NC
2K,[B]~MST 22,26 L,M TS(mini), NC, shifts to Mist
3K 20 m
4K,B 24,32 mm NC, RO, KND, FrC #1
6K 23 h ROc
66K 24 m KND(RO)c
kB 22,44 mM NCc, KND, FrC
FC K 12 L
WS K 18 m
BT K 16 h
BT 2K 14 L TS(mini)
7_8_9K 20_24_28 m
WL K 18 m
===============================================================================
#1: Opponent can tech roll after final hit.
EIGHT-WAY RUN ATTACK DAMAGE HEIGHT PROPERTIES
===============================================================================
1_7A 36 L TS
3_9A 20 m DSS
1_7B,A,B 24,20,45 mhM NC, DS
1_7B,A,B,G 24,20 mh
1_7B,[A] 24,20 mh NC, shift to Mist
8A 35 m ROc
2A 25 m ROc, KNDc
2[A]~RLC 25 m ROc, KNDc, shift to Relic
3_9B,B 30,43 MM NC, JG
3_9B>B 30,21 MM NC, JG
3_9[B]~RLC 30 M JG, shift to Relic
2_8B 32 M DS, FrC #1
2_8K 25 m ROc, KNDc
3_9K 21 m KNDc
===============================================================================
#1: Has the option of being Variable Cancelled; can be done anytime during
move, but if done too early, the move may not come out.
SIMULTANEOUS ATTACK DAMAGE HEIGHT PROPERTIES
===============================================================================
A+B 18,26 MM NCc, JG
A+B:B 18,26,32 MMM NCc, JG, GB #1
2A+B 20 M IS #2
66A+B 46 M DS, FrC
66A+B,G
FC 1A+B 32 L TS(mini)
7_8_9A+B 29_38_48 M KND, FS, GB
A+K 28 h GI-V, TASc
4A+K 65 m AT #3
6A+K 40 m AT, RO, KND #3
B+K 52 M GI-H, AT, DS
BT B+K 42 m RO
2_8B+K 19 m FrC, FrChc
2_8A+K 16 h CSc
===============================================================================
#1: JF works only if preceding hit(s) are not guarded/blocked. A failed JF
input results in the second hit doing 20 damage.
#2: Causes Impale Stun on an airborne opponent only.
#3: AT does not activate on a crouching opponent, unless the move itself is a
CH.
STANCE ATTACK DAMAGE HEIGHT PROPERTIES
===============================================================================
236 - Crouch Dash
236A:A 19,20 hh NC, AT #1
236B 42 m ROc
236[B]{1} 52 m ROc
236[B] 62 m RO
-------------------------------------------------------------------------------
4B+K - Relic Stance
2
8 #2
A 5,24 mh NC, KND, RO, LS, OS
[A] 5,24 mh NC, KND, RO, LS, OS, shifts to
Mist
B 27 M KND, FSco
K 17 L
[K] 17 L shifts to Relic
A+B 45 U-h RO, Ends in Relic
[A+B]{1} 60 U-m RO, Ends in Relic
[A+B]{1 1/2} 32,40 U-lU-l NC, TS(mini)
[A+B] 75 U-m RO
[A+B]:A+B #3
A+B+K 60 mmm GI-A/B/K, NC, Ends in Relic #4
B+K shifts to Mist
-------------------------------------------------------------------------------
6B+K - Mist Stance
2
8 #2
A,A 25,31 hh NC
B,B,B 10,10,12 hhh NCc
B,B,[B] 10,10,12 hhh NCc, shifts to Relic
B4B 10,63 hm NCc, AT #5
B6B 10,38 hm NCc, AT, RO #5
B,K 10,19 hL NCc
4B 73 m AT #5
6B 48 m AT, RO #5
K 19 L
A+B 52 M CS, GI-H,V,K
[A+B] 52 M CS, GI-H,V,K, Ends in Mist
-------------------------------------------------------------------------------
214A - Half Moon Death Stance #2
214[A] 24 h
A 55 Um RO
A,A 15,45 UmUh RO, NC
A,A,A 15,15,51 UmUhUm NC, AT #6
B 48 m AT, FrC
K 18 L
B+K 40 m RO
-------------------------------------------------------------------------------
214B - Full Moon Death Stance #2
214[B] 16 h CSc
A 26 h RO
B 85 Um KND
K 18 L
B+K 40 m RO
===============================================================================
#1: JF works only when preceding hit is not guarded/blocked.
#2: Have the option of being Variable Cancelled. MUST be done right before move
is fully executed (or in other words, before you jump in Mist/Relic and before
you enter HMD/FMD).
#3: Tap A+B when Mitsurugi's sword is directly at his side, but really quickly
in order to avoid doing Relic [A+B]{1 1/2)_Relic [A+B] unblockable.
#4: Will GI all mids. An unsuccessful GI reverts Mitsurugi back to Relic
stance.
#5: AT does not activate on a crouching opponent, unless the move itself is a
CH.
#6: AT does not activate if done on an opponent's sides.
Character Specific Conventions:
MST = Mist Stance
RLC = Relic Stance
HMD = Half Moon Death Stance
FMD = Full Moon Death Stance
-------------------------------------------------------------------------------
NIGHTMARE
-------------------------------------------------------------------------------
THROWS DAMAGE POSITION ESCAPE GROUNDED
==============================================================================
A+G 55 FRONT A FUFA #1
B+G 50 FRONT B FDFT
A+G_B+G 60 LEFT A_B FDFT
A+G_B+G 65 RIGHT A_B FDFA
A+G_B+G 65 BACK Voldo and Astaroth FDFA
FC A+G_B+G 40/10/11 FRONT/GROUNDED A_B FUFT #2 (RO)
===============================================================================
#1: Changes positions with opponent.
#2: Does 10 damage on a FU position opponent, and 11 on a FD position opponent.
Rings Out on a standing opponent, while it picks up a grounded opponent.
HORIZONTAL ATTACKS DAMAGE HEIGHT PROPERTIES
===============================================================================
A,A,B 18,20,36 hhM NCc, KND, FrC
A,A>B 18,20,36 hhM KND, FrC
[A]~NSS 18 h shift to Night Side Stance
A,2A,5A 18,20,50 hlh GB, TAS
A,2A,A 18,20,38 hlL TS, NC(last two hits)
agA 35 h GB, RO
1A 36 L TS(mini)
1A6~GS 36 L TS(mini), shift to Grim Stride
1[A] 56 L TS(mini)
1[A]6~GS 56 L TS(mini), shift to Grim Stride
1A,K 65 m AT, RO, KND(RO) #1
1[A],K 65 m AT, RO, KND(RO) #1
2A 17 l
3A,A 28,30 m DSSc, NCc, RO
3A,2A 28,36 mL DSSc, NCc, TS(mini)
6A 30 h RO
4A 49 h GB, TAS
44A 40 m RO
66A 45 h KND(RO)
aB 22 h KND(RO)c
FC A 15 l
WS A,A 24,35 mm NCc
WS A,A6~GS 24 m shift to Grim Stride
BT A 25 h
BT 2A 16 l
7_8_9A 35/39_43 h OS/RO
WL A 16_20_24 L TS
===============================================================================
#1: Causes Knockdown(RO) on an airborne opponent only.
VERTICAL ATTACKS DAMAGE HEIGHT PROPERTIES
===============================================================================
B,B,B 18,10,28 MMM NCc, FrC, DS
1B 26 M FrChc
1[B]~GS 26 M FrChc, shift to Grim Stride
2B 23
3B 35 M BN, FrC
3[B]~NSS 35 M BN, FrC, shift to Night Side Stance
4B 38 M GB, RO #1
6B 22 m
6B:B 22,26 mm NC, RO #2
44B,B 36,24/24,8 MM NC, KND(S)/JG
66B 41 M JG
bA 34 h CS
bA6~GS 34 h CS, shift to Grim Stride
bK 49/25 M KND(RO) #3
FC B 23 M
FC 3B 67 m AT, RO
WS B 24 m JG, LCFSc
WS [B]~NSS 24 m JG, LCFSc, shift to Night Side Stance
BT B 36 M KND, FrC
BT 2B 21 M
7_8_9B 28/32_36 M FrCh/KND(RO)
WL B 26/30_34 M JG
===============================================================================
#1: Automatically Soul Charges to level 3.
#2: JF input must be done the instant 6B hits.
#3: If Nightmare lands on top of an opponent, bK will do 25 damage instead.
KICK ATTACKS DAMAGE HEIGHT PROPERTIES
===============================================================================
=
K 12 h
1K 11 L
2K 10 L
2[K] 20 UL THS
3K 16 m
3[K] 26 m CS #1
4K,K 15,16 mh NCc, KND(RO)
6K 19 h KND(RO)c
44K 30 m BN, FrC
66K 24 m
66K6~GS 24 m shift to Grim Stride
FC K 15 L
WS K 10,15 mm NC
BT K 19 h
BT 2K 12 L TS(mini)
7_8_9K 14_18_22 h
WL K 10_14_18 L
===============================================================================
=
#1: An immediate followup to the Crumple Stun can be guarded unless
done late (ex: when opponent barely touches the ground, a ground hit
can follow).
EIGHT-WAY RUN ATTACK DAMAGE HEIGHT PROPERTIES
===============================================================================
=
3_9A 42 h KND(RO)
Run K 30 L TS(mini)
3_9B 26,9 M JG #1
3_9B6~GS 26,9 M JG, shift to Grim Stride #1
2_8A,B 21,26 hM NCc, OS, KND(S)
2_8B 50 M KND(RO)
2_8K,K 24,24 mm NCc
1_7B 26 L KND(RO)
1_7K 22 m ROc
===============================================================================
=
#1: On CH, opponent will be launched and land right behind Nightmare.
SIMULTANEOUS ATTACK DAMAGE HEIGHT PROPERTIES
===============================================================================
A+B 30 L RO
2A+B 15/30 M KND, AT #1
3A+B 40 L KND(RO)
4A+B 45,15 UM JG
66A+B 58 M KND(RO)
66[A+B] 58 M KND(RO)
66B+K 12,12,20 mmM NC, RO
BT B+K 60 h AT #2
A+K 20/32/54 h ATc #3
===============================================================================
#1: AT activates on a FD opponent (head first) and does 30 damage.
#2: AT also works on an airborne opponent.
#3: AT activates on an airborne opponent (32 damage) or on CH (54 damage).
STANCE ATTACK DAMAGE HEIGHT PROPERTIES
===============================================================================
236 - Grim Stride
A 20 h OS, SSc, GI-V
B 40 M JG
B6 40 M JG, ends in Grim Stride
K,K 14,16/13 mm LS, NC, RO #1
-------------------------------------------------------------------------------
-
B+K - Night Side Stance
A 28 m
[A] 28 m ends in Night Side Stance
B 30 L KND(RO)c
K 20 h RO, FBSc
bA 46 h RO
A+B 30 m JG #2
236~GS shift to Grim Stride
===============================================================================
#1: Second hit does 13 damage. First hit will lift an opponent off of the
ground, allowing the second hit to connect, which can Ring Out, but not
wallsplat.
#2: Opponent cannot tech after NSS A+B.
Character Specific Conventions:
GS - Grim Stride
NSS - Night Side Stance
-------------------------------------------------------------------------------
YOSHIMITSU
-------------------------------------------------------------------------------
THROWS DAMAGE POSITION ESCAPE GROUNDED
==============================================================================
A+G 55 FRONT A FUFA
B+G 50 FRONT B FUFA
A+G_B+G 68 LEFT A_B FDFA (RO)
A+G_B+G 60 RIGHT A_B FUFA
A+G_B+G 70 BACK Voldo and Astaroth FUFT #1
214A+G 68 FRONT A FUFT
B+G6 30 FRONT B Standing #2
B+G4 30 FRONT B Standing #2
G,A+G 55 FRONT A FUFT #3
G,B+G 55 FRONT B FDFA #3
===============================================================================
#1: Yoshimitsu will end up in BT position.
#2: Both throws drain life; 6 will give 30 health to the opponent while 4 will
give 30 health to Yoshimitsu. When broken, the opposite throw will be executed
(if you do B+G4 and it is broken, B+G6 will be done instead). After throw,
Yoshimitsu gets three Tekken moves for the rest of the round. Use 6A+K to use
them.
#3: Can be done in any stance (minus regular of course).
HORIZONTAL ATTACKS DAMAGE HEIGHT PROPERTIES
===============================================================================
A,A 12,18 hh NC
1A,A,A,A,A 16,8,10,13,21 mmmmm NCc #1
1A:A:A:A:A 16,8,10,13,21 mmmmm NCc, GB #2
2A 12 sl
3A,B 14,18 mm DOSc, NCc, JG
3A>B 14,18 mm DOSc, NCc, JG
4A,A,A,A,A 16,8,10,13,21 hhhhh NCc #3
4A:A:A:A:A 16,8,10,13,21 hhhhh NCc, GB #2
6A 16 h
44A 40 m ROc
66A 30 m DOSc
214A 26 l TS(mini)
FC A 11 sl
WS A 26 m
BT A 18 h
BT 2A 15 sl
7_8_9A 25_29_33 h OS
WL A 20_24_28 L TS
===============================================================================
#1: After final hit, Yoshimitsu enters TAS.
#2: Sorry, I can't figure the JF timing off of these moves, but they do produce
a GB.
#3: After final hit, Yoshimitsu enters CS.
VERTICAL ATTACKS DAMAGE HEIGHT PROPERTIES
==============================================================================
B,B 16,22 mM NC
1B 20 M
1[B]{1} 24 M
1[B]{2} 40 UM KND
1[B] 80 UM KND
2B 18 M
3B 24 M JG #1
4B 30 m KND
6B 24 m
44B 130 UM CS
44B,G
44bA 24,21,17,13,24,20,24 mmmmmmm NC #2
44bA,G 24,21,17,13 mmmm NC #2
44bB 20 h CSc
66B,B 23,30/38 mm NC/KND, FrC #1 #3
66B,[B] 23,27/38 mm NCc, BNc, FRC, GB
236B 48 UM KND
bA 20/69 m ATc #4
FC B 16 M
FC 3B 30 m FOS
FC bA 10 m DOSc
WS B 23 M
BT B 35 m
BT 2B 26 M
7_8_9B 26_30_34 m
WL B 26_30_34 M KND, BNc
==============================================================================
#1: Launches higher on CH.
#2: The majority of the hits will miss.
#3: If both hits connect, opponent can tech afterwards.
#4: AT causes 69 damage and changes positions with opponent.
KICK ATTACKS DAMAGE HEIGHT PROPERTIES
===============================================================================
K 12 h
1K 35 m JG
2K 12 L
3K 18 m
4K,B 24,21/26 mm NC, KND #1
4K,[B]{1} 24,21/26 mM RO, KND #1
4K,[B]{2} 24,38/40 mUM RO, KND
4K,[B] 24,80 mUM RO, KND
6K,K 48,38 h RO, KND(RO)
6K,2K 48,18/22 L NC, RO/TS, TS(mini)c
66K 28 m RO
FC K 11 L
FC 1K,K,K,K,K 18,8,8,8,20 lllll NCc #2
FC 1K:K:K:K:K 18,8,8,8,20 lllll NCc, GB #3
FC 3K 22 l TS(mini)
WS K 18 m
BT K 23 h
BT 2K 15 L TS(mini)
7_8_9K 18/22_26 m OS/RO
WL K 16_20_24 m
===============================================================================
=
#1: Opponent can tech roll after last hit.
#2: After last hit, Yoshimitsu enters FUFT position.
#3: Sorry, I can't figure out the JF timing of this move, but it produces a GB
and is slightly easier than the other two JF GB moves mentioned in the
Horizontal Attacks section.
SIMULTANEOUS ATTACK DAMAGE HEIGHT PROPERTIES
===============================================================================
A+B 10 h GI-?, CS #1
[A+B] 10 h GI-?, CS #1
2A+B,B 18,12 MM CSc #2
2[A+B]~PG 18 M shift to Sword Pogo
6A+B 16 h
6[A+B] 16,30 h NCc #3
6[A+B]4 16,30 h NCc #3
66A+B 44 M DS
= G
= 2B+K~MD shift to Meditation
= 2B 20 L
7_8_9A+B 80 UM KND(S)
= 4 42 UM KND(S) #5
= 2 42 UM KND(S)
1B+K 14 M CSc
3B+K 36 m KND, BNc, FrC
4B+K,B,B,B,B,B,B 21,18,15,12,9,6,3 #4
6B+K,B,B,B 16,8,8,20 mhhm NCc, KND(RO)
44B+K 40 m RO
= B+K~PG shift to Sword Pogo
= 2B+K~MD shift to Meditation
66B+K 35 m
= A+B,K 20,31 Hm NC, JG
= [A+B] 80 UM
= 4 42 UM KND(S) #5
= 2 42 UM KND(S)
66[B+K] 35 m
= A+B,K 20,31 Hm NC, JG
= [A+B] 80 UM KND(S)
= 4 42 UM KND(S) #5
= 2 42 UM KND(S)
9B+K 22 M KND(S)
= 4 22 M KND(S) #5
= >K 22 M NC, KND(S)
= 4 22 M NC, KND(S) #6
A+K 10 m GI-H, CS
2A+K,A... 110,20,15,10,5,30,28 UmxN NC, CS #7
2A+K,A:A 110,20 UmUm NC, GI-Everything #8
66A+K
= A~PG shift to Sword Pogo
= B~MD shift to Meditation
66[A+K],A... 110,20,15,10,5,30,28 UmxN NC, CS #7
66[A+K]A:A 110,20 UmUm NC, GI-Everything #8
8A+K~SDGF 20,20,20 mmm NC, RO
===============================================================================
#1: Can someone help verify this? I don't know the GI window time nor
what moves does this GI work against.
#2: Causes Crumple Stun on CH.
#3: Throw can be breaked with B. The opponent will either be given or drained
of life. 6[A+B] will give 30 health to the opponent, while 6[A+B]4 will drain
30 health from the opponent. When broken, the opposite throw will be executed.
Yoshimitsu will gain three Tekken moves afterwards for the round; use 6A+K for
them.
#4: Yoshimitsu auto-sidesteps during move. After the last sidestep, Yoshimitsu
enters CS. Throughout the move, he takes damage.
#5: For a brief moment after landing, your directional commands & directional
+ button commands will be reversed (ex: If you input 3B after landing, you will
do 1B instead).
#6: Yoshimitsu will bounce off of opponent and retreat about a 1/4 distance
away.
#7: After suicide, Yoshimitsu can spin rapidly for four spins, then he will
stop and do one spin at a time afterwards. He takes 20,15,10,5 dmg during the
first four spins, then the next spin will deal 30 to him, and then each
subsequent spin will do 28 damage to him. Each successful spin that connects
will do 20 damage each.
#8: I have yet to find the JF timing on this move. However, if successful,
Yoshimitsu will restore 120 points of life. Additionally, Yoshimitsu will GI
everything except unblockables.
EIGHT-WAY RUN ATTACK DAMAGE HEIGHT PROPERTIES
===============================================================================
3_9B 26 m LS, JGc
= B+K 26/22 mm NC #1
= A+B,K 20,30 Hm NC, JG
= [A+B] 80 UM KND(S)
= 4 42 UM KND(S) #2
= 2 42 UM KND(S)
2_8A 34 m
3_9K 19 m JG
2_8B 20 m RS, SDSc
2_8K 18 h OSc
1_7A 28 L TS, TS(mini)c
1_7B 28 m RO
===============================================================================
=
#1: If opponent gets hit during the initial frames of the Lift Stun, they will
get juggled, and can then air control.
#2: For a brief moment after landing, directional input & directional + button
commands will be reversed (ex: if you do 3B after landing, you'll do 1B
instead).
STANCE ATTACK DAMAGE HEIGHT PROPERTIES
===============================================================================
B+K - Sword Pogo Stance
G
A 28 L TS
B 20 m JGc
[B] 30 m JG
K 30 m JG
kB 30 L
A+B 20 L ends in Sword Pogo
7_8_9 35 M KND, ends in Sword Pogo
[A+B]7_8_9 35 M KND, KND(S)co, ends in Sword Pogo
66 10,10,10 LLL NC
656 10,10 LL NC
8B+K~DGF shift to Dragon Fly
2B+K~MD shift to Meditation
-------------------------------------------------------------------------------
2B+K - Meditation Stance
A 28 L TS
kB 32 L
B 35 UM KND
K 30 m JG
A+B #1
4A+B #2
6A+B #2
aB,K 24,28 Hm NCc, JG
A+K 90 UM CS #3
[A+K] 90,35 UMUM CS #3 #4
8B+K~DGF shift to Dragon Fly
B+K~PG shift to Sword Pogo
-------------------------------------------------------------------------------
8B+K - Dragon Fly Stance
G
8WR any direction
A+B,8WR any direction
A 38 m SS
B 24 m KND, FrC
K 20 L TS(mini)
8B+K~SDGF shift to Super Dragon Fly
B+K~PG shift to Sword Pogo
2B+K~MD shift to Meditation
-------------------------------------------------------------------------------
8B+K,8B+K - Super Dragon Fly Stance #5
G
8WR any direction
A+B,8WR any direction
A 30 m RO #6
B 41 UM KND(S)
K THS #7
K,K THS #8
K:K THS, GI-Everything #9
A+K 140 UM KND(S) #3
B+K~PG 60 UM shift to Sword Pogo
8B+K~DGF shift to Dragon Fly #10
2B+K~MD 40,24 MM NC, QS, shift to Meditation #11
===============================================================================
#1: Yoshimitsu will rise in a standing position.
#2: Yoshimitsu will enter BT position.
#3: Yoshimitsu will take 90 damage.
#4: Opponent can tech and avoid second hit if the first hit connects.
#5: Yoshimitsu will take 10 damage per second while airborne.
#6: More hits are possible, but only if opponent is juggled.
#7: Yoshimitsu will trip and enter IS.
#8: Upon landing, tap K to make Yoshimitsu keep his balance.
#9: Upon landing, tap K at the _RIGHT_ time. Yoshimitsu will restore 60 health.
GI will GI everything except unblockables.
#10: Yoshimitsu will take 5 damage in transitioning from SDGF to DGF.
#11: Second hit whiffs if the first does not connect deep.
Character Specific Conventions:
PG - Sword Pogo Stance
MD - Meditation Stance
DGF - Dragon Fly Stance
SDGF - Super Dragon Fly Stance
*********************************
5. THE REST:
*********************************
EMAILING GUIDELINES/CONTACTING ME
=================================
My email address is crazytwisted@email.com.
I will accept:
- Missing Moves/Properties (NO SOUL CHARGE INFO)/Damage Input
- Requests for doing certain move lists (for now, regular characters only)
- Questions (Related to move list ONLY)
- Comments
- Constructive Criticsms
I will NOT accept:
- Email that is barely understandable
- Flames/Junk
- Questions related to unlocking stuff (minus unlockable/bonus characters if I
don't have them listed)
- In-Game modes (this is a move list, not a general FAQ)
FREQUENTLY ASKED QUESTIONS
==========================
Currently empty. Any questions, please email me with the above.
CREDITS AND SHOUT OUTS
======================
- God! He didn't give us a PS2, but a life to begin with. We should all thank
him, period.
- You, the reader for reading this FAQ. Hope it was useful ;-)
- Any contributions made from people (anyone?).
- Myself for writing this freaking long FAQ out.
- GameFAQs, for hosting many great FAQs. And being run by CJayC.
********************************
6. REVISION HISTORY:
********************************
Version 0.1
===========
- Started FAQ.
- Finished Table of Contents, Introduction and Legend section.
- Added Mitsurugi Move List.
Version 0.2
===========
- Added Move Lists for Astaroth, Nightmare, Cervantes, Lizardman and
Yoshimitsu.
Version 0.3
===========
- Made some changes/fixes on current move lists.
- Added some other sections and finished them.
Version 0.4
===========
- FAQ Rejected! lol... time to read the basics again. Currently fixing
everything. Made some move list corrections.
Version 0.5 (01/09/05)
======================
- Started used dates in Version History.
- Made ALOT of corrections, looks really messy in its current form
at GameFAQs (btw it was accepted. Woot-ness!)
- Added Abyss move list. Time for another update.
Version 0.6 (01/10/05)
======================
- Eek! I forgot to set the arrow thing to 6.6. Re-submitting again, it
SHOULD look better now.