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    Voldo by GANON1025

    Version: 1.44 | Updated: 09/18/03 | Printable Version | Search Guide | Bookmark Guide

    =============
    Soul Calibur II
    =============
    
    The Voldo Guide
    ---------------
    
     ________________________________________
    | Table of Contents:                     |
    |1. Legal Information                    |
    |2. Version History                      |
    |3. Voldo: The Man, The Myth, The Legend |
    |4. Voldo's Moveset                      |
    | 4.1 Standoard Moves                    |
    | 4.2 Andvanced Moves                    |
    |5. Voldo's Equipment                    |
    | 5.1 Weapons                            |
    | 5.2 Accessories                        |
    |6. Voldo Tips and Strategies            |
    |7. Voldo Combos                         |
    |8. Special Thanks                       |
     \______________________________________/
    
    
    ====================
    1. Legal Information
    ====================
    
    This Guide is Copywrighted by me, GANON1025, and is only to be used by 
    GameFAQs. If you so wish to put this guide on your site, you can e-mail me at: 
    jcj4241@comcast.net
    
    If you try to copy this Guide and put your name on this as "Creator", you will
    be hunted down and/or assimilated.
    
    All trademarks and copyrights contained in this document are owned by 
    their respective trademark and copyright holders.
    
    
    ==================
    3. Version History
    ==================
    1.0: (September 6, 2003)- Voldo FAQ is created
    1.35: (September 8, 2003)- More strategies, Changed "Voldo's weapons" 
    to "Voldo's Equipment" with two sections, added locations to buy 
    weapons, added an "Other Equipment" section with costumes with 
    pictures and locations to buy them, Exhibition Theater and where to 
    buy it, and Voldo's Profile and how to get it
    1.41: (September 10, 2003)- Completed Movelist, Better explanation on 
    Numbers, fixed a strategy
    1.44: (September 18, 2003)- More combos
    
    
    =======================================
    3. Voldo: The Man, The Myth, The Legend
    =======================================
    
    Name: Voldo
    
    Age: 50
    
    Birthplace: Kingdom of Naples Palermo, Italy
    
    Height: 6 feet, 0 inches
    
    Weight: 185 pounds
    
    Birthdate: August 25
    
    Bloodtype: A
    
    Weapon: Katars
    
    Most Famus Weapon Name: Ayus and Manas
    
    Discipline: Self-Taught
    
    Family:
    Parents Deceased
    Master Vercci Long Deceased
    Four Brothers Killed Through Warfare
    
    Background: 
    Somewhere in the middle of the Mediterranean Sea, there was a small island 
    said to hold the treasures of a wealthy Italian merchant of death named Vercci. 
    His riches were stored in a chasm known to thieves who schemed to plunder it as
    the Money Pit. Rumors circulated amongst them about the numerous traps that 
    awaited foolish intruders and of the eerie guardian who watched over Vercci's 
    fortune deep within the pit. 
     
    Although Vercci was renowned for saying, "There is nothing that I do not 
    possess," there was one thing he desired more than anything...Soul Edge. 
    Vercci tried everything within his powers to locate the coveted weapon- going 
    as far as leading a fleet of his ships on an expedition- but ultimately failed.
    During his absence, Vercci lost most of his fortune to a war that broke out 
    in Italy.
    
    His possessions were the only things that mattered to Vercci. He took whatever
    treasures remained on his fleet of ships and hid it in a pit that he had dug 
    with the help of his loyal followers on a small island in the Mediterranean 
    Sea. Vercci rigged the chasm with countless traps in order to ward off treasure
    -seeking intruders. And for over twenty years, the Money Pit ensnared thieves 
    who attempted to steal his treasure, just as Vercci expected.
    
    There was a man who stood watch over the treasure- a guardian feared by all 
    who dared to enter the pit. He was Vercci's loyal vassal. The man served Vercci
    on his expedition, helped dig the pit, and after his master's death, defended 
    the vault faithfully. After years of solitude in darkness, the man lost his 
    sight and sanity. He even forgot his name, which was Voldo. All of this must 
    have been trivial for him, for his only desire was to serve his master's will 
    by protecting the treasure. 
    
    But he had forgotten something. Something was missing.
    
    In the silence broken only by the death throes of foolhardy intruders, Voldo 
    slowly began to piece together what he had forgotten- Soul Edge, the treasure 
    amongst treasures. 
      
    Voldo ventured abroad in an attempt to fulfill his master's last wish. He 
    followed numerous leads, and he returned periodically to the pit to ensure 
    the safety of the treasure and the working condition of the traps. The 
    guardian focused solely on performing his duties.
    
    One day, after Voldo chased an intruder away, he heard his long-lost master's 
    voice. Obeying his master's orders, Voldo followed Soul Edge's aura emanating 
    from the female intruder's sword. And after a long journey, he finally 
    succeeded in bringing back a single-handed sword that emitted a strange aura.
    
    Upon his return, Voldo found his master's pit flooded with seawater. Voldo sat
    quietly, barely moving, on his master's throne in the small chamber behind the
    statue of Vercci, which overlooked the treasure vault now covered by water.
    
    Voldo believed he had found Soul Edge. He had obtained the one thing Vercci 
    desired. Yet he did not hear the voice of his deceased master.
    
    Four years passed, but it was as if time stood still inside the Money Pit. The
    guardian's duty of defending the Money Pit never changed. Voldo felt as though
    he would spend eternity in the silence of the pit, waiting to hear his master's
    voice once again.
    
    But fate brought Voldo back to the present. When he defeated an 
    intruder one day, Voldo found several metal shards that possessed the 
    same aura as Soul Edge. And although each piece was merely a fragment, 
    they seemed to radiate the same amount of power as Soul Edge itself.
    
    Voldo finally understood why he did not hear his deceased master's 
    voice. The sword he brought back was not Soul Edge. The guardian did 
    not know whether or not the metal pieces were truly from Soul Edge, but
    he knew that the truth would be revealed if he searched for the weapon 
    once more.
    
    Voldo collected the fragments, placed them on the throne carefully, and
    then ventured outside. His mission was to bring Soul Edge- the weapon 
    his master desired to the very end of his life -back to the Money Pit. 
     
    ================
    4. Voldo Moveset
    ================
    
    Here's th moveset for Voldo. You can find out what the letters (a, g, 
    b, k) in the instruction manual.  This moveset can also be found 
    in the Sould Calibur II game (Practice Mode). This is just for 
    reference while reading this guide (I'll call the Moves by their names,
    not by their move combinations). 
    
    Number Explanation:
    Numbers correspond to directions. Look at this diagram-
    
    789
    456
    123
    
    This shows what numbers correspond to which directions. 4 would be 
    back, 2 would be down, etc. You can also look at the numbers on the 
    far right of your keyboard. This is the same as the diagram.
    
    Symbol Explanation:
    [x]- Hold whatever button is in it
    x_y- either x or y (or whatever button is on each side)
    8WR- 8 Way Run (For of Movement for Voldo and all characters)
    FC- Fully Crouched
    WS- While Standing
    WL- While Landing from jump
    CR- Calisto Rush (get into CR by pressing 236 or 8WR B+K)
    MC- Mantis Crawl
    BS- Blind Stance
    LF- Land Fish
    HT- Head Towards opponent (MC-HT would be Mantis Crawl- Head Towards 
    opponent)
    FT- Feet Towards opponent (so MC-FT would be Mantis Crawl- Head Towards
    opponent)
    
    4.1 Standard Attack Moves:
    -------------------------
    A Commands-
    
    A        Claw
    A,A      Scissor Claw
    A,B,A    Dark Shredder      
    A,B,4A   Dark Shredder Reverse      
    A,K      Side Claw Kick
    6A       Jolly Ripper
    66A      Elegant Claw
    3A       Blind Blade  
    2A,K     Rat Chase
    2A,A,A,K Rat Cheese
    1A       Mouse Cutter
    4A       Blind Slash    
    4A,A     Blind Spin  
    44A      Lunatic Doll   
    
    B Commands-
      
    B        Shreeder
    B,B      Stampeed Shredder
    OB B,B,B Full Stampeed Shredder 
    6B       Blade Nail
    6B,B     Blade Nail Elbow   
    66B      Demon Elbow
    3B       Guillotine Upper   
    3B,B     Guillotine Scissors
    2B       Power Slave Straight    
    2B4      Power Slave Reverse    
    2B,B     Power Slave Complete
    1B,K     Asylum Mantis 
    1B,K,K   Asylum Dance
    4B       Power Split
    4[B]     Power Split Mantis
    44B,A    Hell Chop Blind Claw 
    44B,A,A  Hell Chop Blind Claw Extra
    44[B]    Hell Digger
    bA       Grave Digger
    
    K Commands- 
    
    K        Basic Kick
    1K       Scorpion Tail
    1K,6     Scorpion Tail Front
    2K       Rat Kick
    3K       Mute Mid Kick
    4K       Mute High Kick
    4[K]     Mute High Kick Mantis
    44K      Lunatic Flip
    66K      Bowing Lunatic Flip
    
    Other- 
    
    A+B      Praying Mantis
    6A+B     Katar Gore
    66A+B    Gate Opener
    66A+B,K  Gate Pryer
    3A+B     Blind Dive
    3[A+B]   Blind Dive Extreme
    2A+B     Evil Bow
    4A+B     Guillotine Clap
    4[A+B]   Guillotine Shredder
    B+K      Super Freak
    8_2B+K   Super Freak Inner / Outer
    [8_2]B+K (G) Super Freak Mantis
    6B+K     Super Freak Stretch
    6[B+K]   Super Freak Stretch Mantis
    4B+K     Super Freak Avoid
    4[B+K]   Super Freak Chaser
    A+K      Death Rose
    [A+K]    Death Rose Extra
    4A+K     Web Weaver 
    66A+K    Insane Flip
    66A+K,K  Insane Freak
    1_2A+K   Mantis Crawl
    3A+K     Mantis Crawl Reverse
    FC A     Mouse Cutter
    FC B     Chop
    FC 3B    Rat Drill
    FC K     Rat Kick
    FC 3A+B  Blind Dive
    FC 3[A+B]     Blind Dive Extreme
    FC 1_2_3B+K   Rat Bounce
    FC [1_2_3]B+K Rat Bounce Mantis
    WS A     Scorpion Claw
    WS B,B   Bat Taste
    WS [B]   Bat Taste Mantis
    WS [B],A+B (G) Bat Taste Roll
    WS K     Lunatic Spin
    WS K6    Lunatic Spin Front
    Jump A   Brain Robber
    Jump B   Floral Callus
    Jump K   Rat Drop Kick
    WL A     Suspended Gears
    WL B     Suspended Pendulum
    WL K     Rat Slaughter Kick
    236      Caliostro Rush
    214      Blind Stance
    FC 123   Rat Chaser
    
    Throws- 
    
    A+G      Swinging Umbrella
    B+G      Knee Drop Spin
    A+G or B+G  Fool's Inquest
    A+G or B+G  Bush Whacker
    A+G or B+G  Sadistic Spider
    K+G      Bloody Drill
    BS B+G   Blind Ownership
    1[B]     Death Lift  
    CR A+G   Lunging Spider Claw
    CR B+G   Centipede Nightmare
    
    4.2 Advanced Moves:
    ------------------
    
    Blind Stance (When you have your back to the opponet by pressing 
    214)-
    
    A        Blind Claw     
    6A       Madness Spin
    66A      Lunatic Wheel
    4A       Mute Elbow    
    4A,B     Mute Elbow Rush
    B        Shredder    
    6B       Rat Straight
    66B      Red Stitch
    4B       Ensnare
    4B,5B    Death Ensare
    4B,4B    Mute Blade Rush
    66bA     Scarecrow
    K        Blind Kick
    3K       Blind Low Kick
    2K       Blind Drop Kick
    1K       Scoprion Tail 
    4K       Mute Kick     
    A+B      Freak Roll    
    A+B[2]   Freak Roll Spasm     
    A+B[G]   Freak Roll Mantis     
    2A+B     Reverse Evil Bow     
    B+K      Super Freak
    8_2B+K   Super Freak Inner / Outer
    [8_2]B+K Super Freak Mantis
    4B+K     Super Freak Stretch     
    4[B+K]   Super Freak Stretch Mantis
    6B+K     Super Freak Avoid
    A+K      Death Rose
    [A+K]    Death Rose Extra
    2A+K     Mantis Crawl Reverse
    
    Mantis Crawl (when you are lamost lying down, with your hands and feet
    up and you can walk around like that by pressing 1_2A+K)- 
    
    G        Mantis Break
    2_8      Mantis Option
    24_26    Mantis Switch Up switch
    84_86    Mantis Switch Down Switch
    8_2G     Mantis Break
    4_6      Mantis Walk
    66       Mantis Fire Dance
    66B+K    Mantis Fire Dance Hump
    MC-FT A  Twisted Salute Reverse
    MC-HT A  Twisted Salute
    MC-FT B  Asylum Breakout
    MC-HT B  Asylum Breakout Reverse
    MC-FT K  Scorpion Kick
    MC-HT K  Bowing Lunatic Flip
    MC-LF-HT A Fish Slice
    MC-LF-HT B Centipede
    MC-LF-HT K Scorpion Kick
    MC-LF-HT B+K Shark Attack
    MC-LF-FT A   Fish Slice
    MC-LF-FT B   Centipede
    MC-LF-FT K   Fish Flip
    A+B Lunatic  Wheel
    B+K Mantis   Dry Hump
    MC-FT dash into wall- Wall Mantis
    MC-HT dash into wall- Wall Mantis
    
    
    Calisto Rush (236 or 8WR B+K)-
    
    A,A     Katar Slap
    A,3A    Slap Behind Claw     
    A,4A    Blind Slap      
    A,4A,A  Blind Slap Attack     
    B,B     Shredder Rush     
    B,[B]   Shredder Mantis   
    B,B,B   Mad Shredder     
    K Rat   Slaughter Kick
    A+B     Snake Eater
    B+K     Lunging Rat Bounce
    [B+K]   Lunging Rat Bounce Mantis    
    A+G     Lunging Spider Claw
    B+G     Centipede Nightmare
    
    8-Way-Run (8WR) Attacks- 
    
    6A      Elegant Claw
    3_6_9B  Demon Elbow
    6K      Sliding     
    3_6_9A+B   Gate Opener      
    3_6_9A+B,K Gate Pryer       
    any B+K    Caliostro Rush CR        
    3_9A    Silent Embrace
    3_9K    Demon Tail      
    2_8A    Blind Blade     
    2_8B    Despair 
    2_8K    Mute Low Kick
    2_8A+B  Crazy Legs
    1_4_7A  Lunatic Doll     
    1_4_7B,A   Hell Chop Blind Claw      
    1_4_7B,A,A Hell Chop Blind Claw Extra   
    1_4_7[B]   Hell Digger 
    1_7K    Scorpion Tail   
    1_7K,6  Scorpion Tail Front     
    1_4_7A+B   Guillotine Clap     
    1_4_7[A+B] Guillotine Shredder
    4K      Lunatic Flip
    
    Wall Attacks-
    
    WJ A    Suspended Gears      
    WJ B    Suspended Pendulum      
    WJ K    Rat Slaughter Kick 
    MC-FT dash into wall   Wall Mantis      
    MC-HT dash into wall   Wall Mantis
    
    
    ====================
    5. Voldo's Equipment
    ====================
    
    Just for reference, "WMM" means "Weapon Master Mode".
    
    5.1 Weapons:
    -----------
    
    Manas and Ayus
    +++++++++
    
    Picture:
    http://www.felixmcli.org/sc2/voldo-w-1.JPG
    
    Where You Can Buy it in WMM: 
    Default weapon, already have it.
    
    Description:
    A pair of katars from Vercci's collection, that Vercci himself found
    when leading his fleet in search of the Soul Edge. Scince his death, 
    they have been used by Voldo. They are valued not only as works of art,
    but also as excellently balanced weapons.
    
    Effect Description:
    Most familliar and well-balanced weapons for him.
    
    Cat Claws
    +++++++
    
    Picture:
    http://www.felixmcli.org/sc2/voldo-w-3.JPG
    
    Where You Can Buy it in WMM: 
    Chapter 1: Regulus
    
    Description:
    Weapons long favored by assassins. They consist of several sharp claws 
    fixed in parallel on a pair of gauntlets. Striking the enemy with these
    weapons cause wounds as if clawed by an animal. They excel in 
    delivering damage but are somewhat fragile and ill-suited for defense.
    
    Effect Description:
    Good offense, but easy to lose balance.
    
    Tofana Scissors
    ++++++++++
    
    Picture:
    http://www.felixmcli.org/sc2/voldo-w-4.JPG
    
    Where You Can Buy it in WMM:
    Chapter 2: Thuban
    
    Decription:
    Unusual weapons shaped like pairs of scissors. As appropiate for 
    weapons named after the famous Tofana poison water, the blades are 
    imbued with poison. But, perhaps as some sort of malicious joke on the 
    part of the designer, the poison soaks through the hilt and reaches the
    wielder as well.
    
    Effect Description:
    Good offense, but required energy to wield.
    
    Shame and Blame
    ++++++++++
    
    Picture:
    http://www.felixmcli.org/sc2/voldo-w-5.JPG
    
    Where You Can Buy it in WMM:  
    Chapter 2, Thuban, Chapter 3: Banetnasch
    
    Description:
    A pair of katars obtained by Vercci on his journy across the seas. 
    Voldo used them to defeat intruders, but even when stained with blood
    they remain stunning works of art. Their heavy blades are sturdy and 
    well-suited to defense.
    
    Effect Description:
    Good defense but lack offense.
    
    Iron Ram
    ++++++
    
    Picture:
    http://www.felixmcli.org/sc2/voldo-w-6.JPG
    
    Where You Can Buy it in WMM: 
    Chapter 4: Mizar, Chapter 5: Altair
    
    Description:
    Giant iron spikes used for torture and execution. Spiral patterns are 
    engraved into the surface, but they are not for decoration-- upon 
    piercing the enemy, they allow the blood to flow freely. They are 
    constructed so that the killing power increases with applied force.
    
    Effect Description:
    Offense increases with Soul Charge, but defense decreases.
    
    Heavy Jur
    +++++++
    
    Picture:
    http://www.felixmcli.org/sc2/voldo-w-7.JPG
    
    Where You Can Buy it in WMM: 
    Chapter 4: Mizar, Chapter 6: Aldebaran, Chapter 7: Rigel, Chapter 9: 
    Agol, Subchapter 3: Pollux
    
    Description:
    Jurs are made of metal and resemble animal horns. These ones are unusually 
    large variants that make a powerful impression worthy of their names.
    
    Effect Descriptions:
    Lon reach, but vulnerable to impact.
    
    Karma and Mara
    +++++++++++
    
    Picture:
    http://www.felixmcli.org/sc2/voldo-w-8.JPG
    
    Where You Can Buy it in WMM:
    Chapter 6: Aildebaran, Chapter 8: Merak, Chapter 9: Agol, Subchapter 3:
    Pollux
    
    Description:
    A pair of katars obtained by Vercci on his journey across the seas. 
    They are valuable works of art, but from the fact Voldo chose to fight 
    with them, it is safe to say that they are also quite effective as 
    waepons. The blades are heavy, and the overall design is robust and 
    sturdy.
    
    Effect Description:
    Good defense, but have weak single strikes.
    
    Full Moon
    +++++++
    
    Picture:
    http://www.felixmcli.org/sc2/voldo-w-9.JPG
    
    Where You Can Buy it in WMM: 
    Chapter 10: Antares, Subchapter 3: Pollux
    
    Description:
    Eastern Weapons consisting of iron rings with bladed outer edges. Their
    ring shape actually gives them good defensive capabillities. They are 
    better suited for slashing than thrusting Weilding them effectively 
    tajes significant skill.
    
    Effect Description:
    Long reach and strong against impact, but lack offense.
    
    Soul Edge (Complete)
    ++++++++++++++++
    
    Picture:
    http://www.felixmcli.org/sc2/voldo-w-10.JPG
    
    Where You Can Buy it in WMM:
    Extra Chapter 1: Castor
    
    Description:
    An evil blade with a reputation for devouring souls. This weapon is 
    also known to be a shape-shifter-- which for it takes depends on it's 
    current owner. The forms it has taken are legendary as are the souls of
    the renowned warriors it has consumed. Only those with great mental 
    discipline can retain tehir will while wielding this weapon. The 
    instable blade will inevitably consume all the souls around it.
    
    Effect Description:
    Fersome demonic weapon said to penetrate defenses... (Very good 
    offense and defense, but slowly consumes health)
    
    Guillotine
    +++++++
    
    Picture:
    http://www.felixmcli.org/sc2/voldo-w-11.JPG
    
    Where You Can Buy it in WMM: 
    Extra Chapter 2: Cepheus
    
    Description:
    Lerge pendulum-sized guilotines. The areas behind the blades are shaped
    conveniently for gripping, and they can be used as-is like a weapon, 
    but they are heavy and require strength to handle. They are 
    appropriate weapons for one such as Voldo whose duty is to deliver 
    justice to intruders.
    
    Effect Description:
    Legendary weapons. Weild them to discover their true power! (Very good 
    offense and defense, but not as good as Soul Edge. Takes health away
    for each attack, though not as much/frequent as Soul Edge)
    
    Tambourine
    +++++++
    
    Picture:
    http://www.felixmcli.org/sc2/jw-7.JPG
    
    Where You Can Buy it in WMM: 
    Supchapter 2: Aloith
    
    Description:
    Thw tambourine has a very long history, and drawings of it that date 
    back to the birth of Christ look lttle different than modern ones. 
    These particular tambourines, a part of Vercci's collection, are 
    presumably extremely old and valuable. They are not weapons, but 
    perhaps it might lead opponets to let their quard down.
    
    Effect Description:
    Old, antique instruments treasured by Vercci.
    
    5.2 Accessories:
    ---------------
    
    Costumes:
    ++++++++
    
    1st:
    Picture- http://www.felixmcli.org/sc2/voldo-1p.JPG
    Where You Can Buy it in WMM- Default, Already Have
    
    2nd:
    picture- http://www.felixmcli.org/sc2/voldo-2p.JPG
    Where You Can Buy it in WMM- Already have
    
    3rd:
    Picture- http://www.felixmcli.org/sc2/voldo-3p.JPG
    Where You Can Buy it in WMM- Chapet 3: Banetnasch
    
    Other:
    +++++
    
    Voldo's Exhibition Theater:
    Where To Buy In WMM- Subchapter 1: Schedar
    
    Voldo's Character Profile:
    How to get it- Complete Arcade Mode with Voldo
    
    
    ============================
    6. Voldo Tips and Strategies
    ============================
    
    1. The one thing I tink is most important (not only for Voldo, but all 
    characters) is to lern to use Guard Impact (Forward + G) effectively. 
    This maybe even more important iwth Voldo, sense due to his weapons and
    attacks he has to get up close for most of his moves. This will also be 
    good againts new players who only button mash. Now, you probably won't 
    be able to GI an experienced player all the time, but anything that can
     give you an edge is good to learn.
    
    2. Learn to use all 3 Stances seemlessly. You should be bale to know
    what attacks lead to a change in stance, and what attack you should be 
    using in that stance. Something I have seen with new users who use 
    Voldo is that they don't know what to do during Blind Stance or Mantis 
    Crawl and they try to get out of it as soon as they can. But, learning
    to effectivlely use the different stances is very important.
    
    3. Remember that the C-Stick is a short to some combinations. C-Up is 
    A+B+K, C-Down is A+K, C-Left is A+B, and C-Right B+K. This makes going
    into Mantis Stance more simpler (3 C-Down), as well as other commands.
    
    4. Voldo is effective because he is hard to guess what he'll use. 
    Therefore, using the same attacks over and over again won't be a good
    idea. A good Voldo is one that uses many different attacks to catch the
    opponet off-guard. This is also why it is hard to use Voldo when you 
    are beginner: Voldo doesn't have allot of moves that can used 
    constantly to win (though he does have some).
    
    5. Two good effective attacks toRing Out the opponet is the Demon Elbow
    and the Swinging Umbrella.
    
    6. If none of these help, try your own way of playing. Just because I 
    I tihk this is an effective way of using Voldo doesn't mean you will. 
    
    
    7.Like I said before, it'll take some time to get good with Voldo. 
    Don't get discouraged when CPU keeps on beating you in the beginning. 
    If stick with him and practice allot, you'll be good with him in no 
    time.
    
    8. farfetchd says: "And I can't stress enough the usefulness of Blind 
    Dive Max and Super Freak independently when not in stances. Death Rose
    can even be used during Blind Stance, so that should mix things up. And
    Calisto Rush~Mad Shredder: simplistic yet satisfying."
    
    LordLockeRA gives a few strategies
    9. "I play Voldo somewhat of a mix between a speed character and a reach 
    character- while his Katar have pretty short reach, his arms to NOT- 
    it's not apparent just how much reach Voldo has until you start 
    reliably zoning people out with moves like his 6B and 8WR 2_8A, or use 
    the 1K to launch Nightmare after ducking the tip of his sword on the 
    basic A.
    
    With that in mind, Voldo tends to lend himself to a poking/whittle 
    strategy, since he both has the reach and speed to excel at it, and he 
    also has a number of good, if short, combos, many of hwich can be 
    started at that range. Voldo also has a number of great lunge-in 
    moves- the A+K and it's chargable variants, the 66A+B or 66A+B~K, 6BB, 
    66K, A+B, 2A+B and 4B. Since Voldo has both a naturally-long reach AND 
    he steps in to do many of his attacks, this gives him a much-greater 
    range of threat then he first appears. When stuff like the 66A+B, 66K, 
    and A+K are hitting from three full steps away from the opponent or 
    more, that's simply huge."
    
    10. "Entering Voldo's stances is a tricky art- his Blind Stance is a 
    horrible stance to just mash into, because if your opponent gets an 
    opening, you get back-thrown. Not good. My all-around favorite 
    entry-move for it is probably 4A- a fast high attack that leaves 
    Voldo at a minimal disadvantage if blocked. The 1K gets a special 
    place in my heart, with it's high-ducking, launching, can go into 
    Blind or not goodness. Another favorite is using the Life Drinker 
    (A+G in the Rush), since it leaves Voldo in Blind Afterwards, where 
    Voldo has a better mid-low wakeup game. 
    
    Once I'm in Blind Stance, I like to keep my opponent guessing- 2A+B, 
    6B, 4BB. 1K, and 66A all have useful applications from there, as does 
    A+B and A+B~2 wheel attacks, and the ever-present A+K. Blind Stance 
    isn't a place to remain- your opponent shouldn't even realize you've 
    gone into it half the time until it's too late to recognize that 2A+B 
    swinging at their ankles. Be quick about getting in then out in a 
    similar fashon.
    
    The Rush is a move I use mostly to extend combos, but it's got other 
    applications. CR A+B is one of the best surprise moves in the game, 
    and CR B can hop lows, something that's surprisingly lacking in Voldo's
     arsenal (It's the CR A+B and the 66A+K is just about it, I believe). 
    Also, the leaping Grabs gives Voldo a forward-moving unblockable that 
    can add a bit more threat into his impressive-but-blockable ranged 
    game. Also CR [B]+[K] is a better way to quickly get into the Mantis 
    Crawl then 2A+K.
    
    Although, outside the CR B+K, the best way into Mantis (Perhaps even 
    better thnen the CR [B]+[K]) is the 4[K]- it flows smoothly from the 
    kick into the Mantis Crawl feet-first, instantly able to do something. 
    Head-first, the options are a 4[B] or bust- you must enter the MC as 
    part of a mixup, cause like the Blind Stance, it's VERY punishable if 
    caught quickly. Also, when it comes to seeing the MC in action, this 
    is frequently Voldo's most-mangled stance. IMO, it's main purpose 
    should be to bait opponents into doing something that leaves them 
    open to either a mid-low mixup via the 2_8~AAA or BBB or mix Wurm 
    Strings, blitzing them with the low-hitting 66, or punisihing someone 
    who begins rushing in with the MC K, which is lightning-fast for it's 
    reach. While trying to get the opponent to do something rash, using 
    the MC's 2 or 8- it'll dodge a LOT of things, consindering that it 
    brings Voldo really low to the ground and moves more then fast enough 
    to avoid most B's. As for other MC attacks, the A is for people 
    by your head, the B for people by your feet, and the B+K launch into 
    combo for people who whiff an inital punishment attempt, although the 
    range of it is very pitiful if some part of the enemy's body isn't 
    extended."
    
    
    
    ===============
    7. Voldo Combos
    ===============
    
    salshen789 gives two Combos:
    "right at the start of the match, I CHARGE at the enemy and use Gate 
    Prier (66BA + K) and while they're on the ground, I go into mantis 
    crawl head first (3C-Down) and when they get up I just hit A to do the 
    little flip punch out of mantis crawl. Another combo I use is to go 
    into Mantis Crawl headfirst (3C-down again) and use Superwyrm (the B 
    version) (2 (8) BBB) and then RIGHT afterwards, I go into Blind Dive 
    (which I THINK is 3BA)."
    
    Legato49 gives a Combo:
    "I'm not accurate on names, so bear with me. I like doing 3 A+B, which 
    is like a leap, immideatly followed by s Freak Roll and the explosion 
    that he does. If you can corner your opponent in the corner with that, 
    it's sweet."
    
    zigmover21 said I could list the Voldo combos from his FAQ here:
    "BS Blind Stance
    MCHT Mantis Crawl Head Towards (3A+K or BS 2A+B)
    MCFT Mantis Crawl Feet Towards (2_1A+K)
    CR Calistro Rush (236 or 8WR B+K)
    
    1K
    -BS 6B
    -BS 6A (Best overall follow up.)
    
    66K
    -BS 2A+K, MCHT 66, MC B
    
    CH 6B
    -A+B
    -CR A+B (Best overall follow up. May be easier to buffer 8WR B+K to go into CR.)
    
    CH 6B,B
    -CR A+B (Best overall follow up. May be easier to buffer 8WR B+K to go into CR.)
    
    66A
    -2A,A,A
    
    CH WS A
    -CR B,B (May be easier to buffer 8WR B+K to go into CR.)
    -3A+K, MCHT 66, MC B
    
    BS 66[A]
    -A+K
    -CR B,B (May be easier to buffer 8WR B+K to go into CR.)
    
    8WR 2_8B
    -2B4 (Opponent is left standing. Ends in BS.)
    
    66B
    -CR A+B (Best overall follow up. May be easier to buffer 8WR B+K to go into CR.)
    
    CH 8WR 3_9A
    -1A
    
    MCFT B+K
    -Opponent lands, MCFT 66, MCFT K
    
    66A+K[4]
    -2A,A,A"
    
    
    CyrusShadowBlade gives a combo:
    "Very wacky combo- 1K, hold down and then do [B+K](hold into mantis 
    crawl) then run over them (66)"
    
    
    farfetchd: gives some combos:
    "I tend to use Katar Gore~Blind Stance, Reverse Evil Bow, Mantis Crawl, 
    Mantis Fire Dance, and Asylum Breakout as one of my combos. 
    It works pretty well. If you don't already have it and you like it, 
    then put that in there.
    
    I also use Katar Gore~Blind Stance, Reverse Evil Bow, and Broken Wheel,
    too. Or instead of Broken Wheel, Lunatic Wheel.
    
    4[B], K, 6B.
    66A, 1[B], G+K. Don't forget to get off the 1[B] while your opponent is
    on the ground.
    1B, WR [B], 2A/2K/8A/8K. Any one of those four will do. Don't roll over
    completely with 2 or 8 though.
    1B, WR [B], A+B, 3[A+B]. The A+B is for retreat which gives you time 
    to charge 3[A+B] as much as possible."
    
    
    Wyzt gives a Combo:
    "66K, BS down ab+, 2A+B (MCHF), then do the run over thing
    It works all of the time."
    
    
    
    
    
    If you want to submit a Combo or Strategy, contact me at 
    jcj4241@comcast.net.
    
    
    ================
    8. Spcial Thanks
    ================
    
    To www.guardimpact.com and www.soulcalibur.com for Voldo information.
    To Namco for making the Soul Calibur series and the great Voldo.
    To salshen789, Legato49, zigmover21, CyrusShadowBlade, farfetchd, and 
    Wyzt for providing Combos.
    To http://www.felixmcli.org/sc2 for it's pictures.
    To You, the Reader, for taking your time to read this and chosing this 
    guide for your Voldo needs!
    
    
        
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    (c)2003