# SoulCalibur II

## Weapon Ranking FAQ by Porcupine

**Version:** 1.0 | **Updated:** 10/31/03 | **Printable Version**

================================== Soul Calibur 2 Weapons Ranking FAQ ================================== Version 1.0 by Porcupine Introduction ============ The main purpose of this FAQ is to objectively, and mathematically, rate the power of all the special weapons obtainable in any of the console versions of SC2. I do not claim to have tournament level experience in the playing of this game, however this is just a formula-based analysis of each individual weapon, and so such advanced expertise is not necessary. All qualities of each weapon are usually analyzed without any regard to the actual character that wields it. Occasional comments may be given as to a specific character's ability or inability to abuse the traits of a certain weapon, but this will never be factored into the numerical rating the weapon is given. In the end, the player is the one who should get to decide how useful a weapon actually is. Here is how the system works. I give the weapon name, followed by the percentage of damage it deals relative to the default weapon. This modifier is global and multiplies properly with all other damage modifiers in SC2. Then I give the percentage of damage that is taken when wielding that weapon relative to the default weapon. Then I calculate the ratio of Offense/Defense, and this gives the overall damage advantage relative to the default weapon. If the weapon is actually worse off than the default weapon, I instead invert the ratio and give it a minus sign. So if my weapon has a Ratio of 2 and I fight against someone with the regular weapon, I do twice as much damage as I take. But if my weapon has a Ratio of -2 then I take twice as much damage as I deal out. Next I list all the special abilities of the weapon. To each ability I assign in paranthesis a multiplying factor which represents how much advantage or disadvantage I feel this ability grants. Finally, I multiply the Ratio by all the multiplying factors present. Positive Ratios get multiplied by positive multiplying factors, but divided by negative multiplying factors. Negative ratios get multiplied by negative multiplying factors, but divided by positive multiplying factors. I call the result my Rating, and this is the final mathematical adjusted ratio representing how effective a weapon is relative to the default weapon. To Rank my weapons in a more intuitive sense, I use the Rating, but apply it to a logarithmic scale as follows: Rating Ranking Advantage/Disadvantage -------------------------------------------------------------------------- -2.488 0 you are doomed -2.074 1 you probably lose -1.728 2 large disadvantage -1.44 3 significant disadvantage -1.2 4 minor disadvantage +1.0 5 none +1.2 6 minor advantage +1.44 7 significant advantage +1.728 8 large advantage +2.074 9 you probably win +2.488 10 you are super strong Most weapons in the game range from Ranking 3 through 8, indicating that most weapons were intended to be balanced. This is very different from the weapons that were available in Soul Blade for PSX many years ago. The variation and brokeness of those weapons was extreme. Rock had some huge stone club that practically killed anyone in one hit, but he was so slow to swing it that no one would ever be hit to begin with. No such obscene variations in damage exist now, and weapon speeds are not allowed to change (except for some special ones, under Soul Charge only, and the speed changes are very very minimal). Even the strongest weapons now are only two times advantaged over the default weapon, which can be overcome on occasion. Many of the weapons with abnormally high or low Ratings got that way because of obvious errors with making them. Namco certainly didn't playtest their weapons much, as a lot of them don't do what they say they do! Many other weapons are abnormally strong or weak because of a mistake made during the weapon design mathematical process. It is obvious that Namco felt a weapon with Atk: 130% and Def: 100% was the same as a weapon with Atk: 100% and Def: 70%. If you browse through all the weapons you will see such examples. However the Ratios for these weapons are not the same, and this partially contributes to why some weapons ended up better than others. Since the Rankings are scaled logarithmically a weapon of Rank 7 is just as favored over a weapon of Rank 6, as a weapon of Rank 6 is favored over a weapon of Rank 5, and so on. This logarithmic system works perfectly except for weapons with certain types of special abilities. They sometimes interact in a complicated manner with one another in a way that cannot be quantified by a single Rating number. However the Rating and Ranking are always a reasonably accurate reflection of the power of a weapon relative to the default one. Multiplying factors for Abilities ================================= Here I try to justify my choices for the multiplying factors assigned to the various special abilities possible. A lot of them are highly subject to my own personal opinion, or are calculated with overly simplistic global assumptions, which may skew my ratings for certain types of weapons. Hits are automatic Counters --------------------------- Weapons that automatically deal out counterhits I gave a +1.2 multiplying factor, since counterhits do 20% extra damage. This is a rough approximation, as oftentimes counterhits open up horrid guaranteed combos. On the other hand, hits from strings that are natural combos do not get the 20% damage bonus. Also if you really DO counterhit the opponent, you get no additional damage bonus. Similarly, you will not get bonuses for hitting a sidestepping opponent, etc. Hopefully it all just balances out in the end. Can't block ----------- I gave this a -2 factor. This is a really gross approximation, the really lame logic being that normally you block half of all incoming attacks and get hit by the other half; now they all hit you. This is a really bad simplification, but it's the only thing I can easily quantify mathematically. Hopefully, proper play by both players when one can't block sort of ends up similar to this. You will probably need to do a lot of Guard Impacting, ducking, sidestepping, and other forms of evasory movement to survive, while your opponent likewise tries to punish whiffed GIs, launch crouchers, smack sidesteppers, etc. It may balance out. Block damage ------------ Weapons that deal XX% block damage I added XX% into their Atk. Weapons that take XX% block damage I added XX% to their Def. Note that I added and not multiplied, as I feel this is the best way to treat this ability. Again, the assumption is that half of all attacks are blocked. These factors, though added, did not go into the Ratio. I did calculate them properly in the Rating. For consistency I also figure out an effective multiplying factor, but it turns out to be 1.XX in most cases. Note that block damage ignores the other player's Defense stat. Thus weapons that deal block damage are exceptionally good against weapons with a good Defense. If a weapon that deals block damage hits a weapon that itself takes block damage, the block damage adds. Sometimes this results in broken situations in certain match-ups that my Rankings cannot reflect. Gains back XX% of hit damage dealt ---------------------------------- Weapons like this went through a complicated calculation of sorts. The Atk damage of this weapon is used to figure out how much percentage is gained back, and this number is subtracted off the effective Defense. Multiplying factors "Hits are Counters" and "Can't block" must be taken into account first. Other factors including "Block damage" must be taken into account afterwards. For consistency I also reduce this complex calculation into a single effective multiplying factor. It was assumed that the opponent has the default weapon. Opponents who use better weapons with higher Atk and Def gain a disproportionate advantage over this type of weapon. Less damage is dealt, causing less life to be gained back. Furthermore, more damage is being taken and so the life gain you do get is also relatively reduced. These weapons, and all life-gaining weapons in general, tend to have terrific Rankings but they are only accurate against the default weapon. A lower Ranking weapon that is a brute (only good Ratio, no abilities) may be advantaged over a higher Ranking weapon of this type. The life gain applies to all attacks except throws. Gains X HP/sec -------------- An additional assumption I had to make to calculate multiplying factors for these effects is that a typical round, in standard Arcade or VS mode, lasts for 30 seconds (the default time limit is 50 seconds). This definitely depends on matchup, the players, and playing style, but I have to make some global rough assumption here to be able to calculate. This amounts to saying that players with regular weapons damage each other at 8 HP/sec overall. Given that, I subtracted X/8 (converted to percent) from the effective Defense. Multiplying factors "Hits are Counters" and "Can't block" are taken into account first. The entire calculation is reduced into an effective multiplying factor. For a life loss of X HP/sec, X/8 is instead added into the effective Defense. Life gain tends to be somewhat overpowered and the Rankings show it. But other weapons with high Attack gain a disproportionate advantage over this type of weapon, since the life gain is relatively reduced. The life-gain weapons are balanced against other high Ranking weapons; they are just really unfair against the weaker weapons, which struggle to do damage faster than the regeneration rate. Gains X HP per attack --------------------- Here I make the assumption that on average, a character makes 1 attack every second. Then the calculation becomes identical to the above. The life gain applies to all attacks except throws. Reach ----- Weapons with long reach I gave a +1.2 multiplying factor, figuring that I value long reach about as much as I value a 20% increase in damage. Long reach is not that game breaking in SC2 as it is usually somewhat easy to close in. It is also dangerous and difficult to back off, as you take 40% more damage if hit while moving backwards. Backdashing speed was also nerfed in SC2 compared to SC1 days. Reach mostly comes into play when previous attacks push characters out of ideal spacing range, which while significant is not utterly game breaking. Difference in reach granted also tends to be fairly minor for most characters. In certain extreme cases I decided to grant less or more bonus when I really felt that the particular weapon was making very little or a lot of difference. Soul Charge abilities ===================== The remaining list of abilities are active during Soul Charges only, or apply only to Soul Charges. I personally do not think Soul Charges have much impact on the overall game, and most of these abilities are minor to begin with, so I will just describe them and not give a multiplying factor. Many weapons have multiple SC effects, so combined they may have some tiny influence on gameplay. Refer to the individual weapon list to see the various factors used. First, some quick notes about normal Soul Charges need mentioning. Contrary to what I have read in some places, the standard damage modifiers that apply to normal play always stack properly. The only exception to this rule that I know of is that the modifiers Counterhit (+20%), Backdash (+40%), Sidestep (+18%), and Run (+15%) do not ever stack with each other. But they do stack with all other possibly applicable modifiers such as side hits or rear hits. When under the effects of a normal Soul Charge, certain damage modifiers occur in addition to the move-altering properties of a Soul Charge. Under any level of Soul Charge, any hit taken by the one using Soul Charge will become a counterhit. This is bad, but fortunately this extra damage cannot stack with the Sidestep or Run penalties. Unfortunately the Backdash penalty does override this one, but at least it does not stack on top. Under a level 2 Soul Charge, the wielder gets a damage bonus of his own. Any hit dealt automatically gets the Run damage bonus. What is really bad though is that the Run bonus cannot stack with, and even overrides, the better modifiers Counterhit, Backdash, and Sidestep. You cannot even inflict Counterhits while under level 2 Soul Charge, thus many guaranteed combos are lost. Under a level 3 Soul Charge, all the wielder's hits automatically get the Backdash bonus. Backdash hits also count as counterhits for purposes of opening up new combos. This is perhaps the only advantageous Soul Charge state. A Soul Charge wears off instantly the moment an attack from the wielder makes contact with the opponent, either hit or blocked. It also wears off the moment any attack from the opponent makes contact with the wielder. SC boosts Attack 40%, diminishing effect ---------------------------------------- Any level 2 or 3 Soul Charge gives a 40% damage bonus, instead of the normal Soul Charge damage bonus. This bonus withers down to 0% steadily as the Soul Charge wears off. The Soul Charge does not end if the user's attacks contact the opponent, but it still ends if an opponent's attack contacts the user. Hits dealt while under level 2 Soul Charge are still unable to be counters. Hits dealt while under level 3 Soul Charge are still considered counters. Level 2 Soul Charges are probably a tiny bit better with this ability, but they were poor to begin with and still are. For level 3 charges, it is arguable if this ability even makes them better. Some might consider it worse. Overall this ability is pretty much completely insignificant. SC boosts Attack 70%, diminishing effect ---------------------------------------- Exact same as above except the damage bonus is initially 70%. Though I do not think highly of Soul Charges, I consider this a dangerous and useable ability simply because the damage potential is so high. It can probably be a surprising round ender. SC boosts Attack 0% - 30% or 50%, continuous effect --------------------------------------------------- Any level 2 Soul Charge results in a damage bonus of 0% to 30%, depending on how long the initial charge was. If the user manages to reach level 3 Soul Charge the damage bonus will jump to 50%. This bonus remains constant until the Soul Charge wears off. The Soul Charge does not end if the user's attacks make contact with the opponent, but still ends if the opponent contacts the user. Hits dealt while under level 2 Soul Charge are still unable to be counters. Hits dealt while under level 3 Soul Charge are still considered couners. Level 3 charges are definitely superior under this ability, but a quick level 2 charge could actually be worse. Overall I think this is a decent improvement upon Soul Charge, but by itself still insignificant in the greater scheme of things. SC lowers damage received by 25%, diminishing effect ---------------------------------------------------- Though damage taken while under a Soul Charge still counts as a counterhit and gains a 20% damage boost, stacked with this is the fact that you will take 75% of normal damage after doing a Soul Charge of any level. Unfortunately this damage reduction withers to zero as the Soul Charge wears off. What is weird though is that even if your Soul Charge ends because the opponent struck you or you blocked something, this damage reducing effect manages to linger on, and will always wither at the natural decay rate your Soul Charge would have had. Note that if you get hit while still attempting to charge up, this ability will never activate to begin with. I think this ability is definitely one of the better Soul Charge abilities. Unlike the offensive damage abilities, which replace the default one and are hardly any better, the defensive ability is new and replaces nothing. SC increases speed ------------------ Speed of running and moving around increases slightly. Move recovery time improves very slightly. Move execution speed increases ultra slightly. The overall speed increase seems to wither away as the Soul Charge wears off, but everything is so slight to begin with I can hardly tell. As an example, right after the Soul Charge is engaged a 13 frame regular B becomes a 12 frame B, and a 12 frame regular K becomes a 11 frame K. But anything 11 frames or faster stays the same. I still think this is one of the better Soul Charge abilities simply because speed is so highly valuable. SC decreases speed ------------------ Same as above, but I feel that the decrease is set to be somewhat larger than the increase. It is fairly noticeable just by looking carefully. Fortunately, the cure for this negative ability is to just never Soul Charge, so it isn't too bad. SC recovers up to 32 HP each time --------------------------------- Whenever charging up Soul Charge, life is gained at a constant rate. A complete level 3 Soul Charge will gain 32 HP. You can gain a tiny bit more by moving while charging, as it takes slightly longer to charge if you move. This is a way more useful ability in my opinion than any of the other SC abilities. SC takes away up to 16 HP each time ----------------------------------- Fortunately there is a cure for this. Don't ever Soul Charge. Quicker soul charge time ------------------------ One of the better SC abilities, but it still takes some time to fully charge. Ultra quick soul charges ------------------------ Much faster than even the above ability. You can run around in level 3 Soul Charge for a good fraction of a match. But even being in permanent level 3 is not completely broken, so the usefulness of this still has an upper limit. Mitsurugi ========= Souvenir Gift Atk: 80% Def: 120% Ratio: -1.5 Rating: -1.5 Ranking: 3 Damascus Sword Atk: 175% Def: 50% Ratio: +3.5 - Can't block. (-2) Rating: +1.75 Ranking: 8 Soul Edge (Complete) Atk: 150% Def: 100% Ratio: +1.5 - Loses 3 HP/sec. (-1.375) Rating: +1.091 Ranking: 5 Masamune Atk: 130% Def: 80% Ratio: +1.625 - SC increases speed and boosts Atk 0%-30% or 50%, continuous effect. (+1.05) Rating: +1.706 Ranking: 8 Tulwar Atk: 100% Def: 135% Ratio: -1.35 - Deals 20% block damage. (+1.2) - Long reach. (+1.2) Rating: +1.067 Ranking: 5 Gassan Atk: 100% Def: 100% Ratio: +1 - Hits dealt are counters. (+1.2) - Loses 3 HP per attack. (-1.375) Rating: -1.146 Ranking: 4 Basilard Atk: 100% Def: 70% Ratio: +1.429 - Short reach. (-1.2) Rating: +1.191 Ranking: 6 Shamshir Atk: 100% Def: 100% Ratio: +1 - Hits taken are counters. (-1.2) - Long reach. (+1.2) Rating: +1 Ranking: 5 Two-Handed Sword Atk: 100% Def: 100% Ratio: +1 - SC boosts Atk 40%, diminishing effect. Rating: +1 Ranking: 5 Korefuji Atk: 130% Def: 100% Ratio: +1.3 - Short reach. (-1.2) Rating: +1.083 Ranking: 5 Shishi-Oh Atk: 100% Def: 100% Ratio: +1 Rating: +1 Ranking: 5 Mitsurugi has good weapons. I will subsequently refer to his Masamune as a respectable standard by which other powerful weapons may be compared against. Damascus Sword is very iffy, but it has a lot of hidden potential. Used skillfully it may be the most powerful weapon in the game, but a skillful opponent might be able to turn it into one of the worst. Range seems to benefit him more than other characters. Most of his cuts involve little forward body motion, and he rarely extends his arms or straightens his wrists, in true samurai fashion. Thus the range of his cuts comes primarily from the raw length of his blade. This may explain why he appears to gain a significant amount of range with Tulwar and Shamshir. Mitsurugi players may want to take a closer look at these two weapons. The unfortunate thing is that Mitsurugi's main staple low attacks d+K,B and db+K do not gain range, although f+B~d does gain decent range. Kilik ===== Bamboo Staff Atk: 80% Def: 120% Ratio: -1.5 Rating: -1.5 Ranking: 3 Jingu Staff Atk: 100% Def: 100% Ratio: +1 - Takes 10% block damage. (-1.1) - Extra long reach. (+1.4) Rating: +1.273 Ranking: 6 Soul Edge (Complete) Atk: 140% Def: 100% Ratio: +1.4 - Loses 2 HP/sec. (-1.25) Rating: +1.12 Ranking: 6 Duel Rod Atk: 100% Def: 130% Ratio: -1.3 - SC decreases speed and boosts Atk 40%, diminishing effect. - Long reach. (+1.2) Rating: -1.083 Ranking: 5 Amud Atk: 135% Def: 100% Ratio: +1.35 - Loses 3 HP per attack. (-1.375) - Deals 20% block damage. (+1.148) Rating: +1.127 Ranking: 6 Rokushakuboh Atk: 100% Def: 100% Ratio: +1 - Hits taken are counters. (-1.2) - Long reach. (+1.2) Rating: +1 Ranking: 5 Kunlun Bamboo Atk: 100% Def: 100% Ratio: +1 - Gains 3 HP per attack. (+1.6) Rating: +1.6 Ranking: 8 Iron Staff Atk: 130% Def: 100% Ratio: +1.3 - Loses 3 HP per attack. (-1.375) Rating: -1.058 Ranking: 5 Ling-Sheng Su Bo Atk: 100% Def: 100% Ratio: +1 Rating: +1 Ranking: 5 Quarterstaff Atk: 100% Def: 70% Ratio: +1.429 - Short reach. (-1.2) Rating: +1.191 Ranking: 6 Kali-Yuga Atk: 100% Def: 100% Ratio: +1 Rating: +1 Ranking: 5 Kilik lacks a standout weapon. His only weapon of note is Kunlun Bamboo, but being a life regenerator it is weak against strong weapons. Against Masamune it effectively drops to Rating: 1.405 and Ranking: 7, though that is still only a minor disadvantage to Masamune's Ranking 8. Jingu Staff is neat, but its reach will not break the game. Kilik already has long reach and at some point longer does not help as much. He does gain nice reach with most of his staples like d+A or A,A or 8WRup+B etc. Also, even the back end of his rod has longer reach for things like f,f+B. Unfortunately, his f+A does not get any longer because apparently the back end of his stick does not count as an active hitting part of the attack; only his arm counts. Seung Mina ========== Feather Broom Atk: 80% Def: 120% Ratio: -1.5 Rating: -1.5 Ranking: 3 Hraesvelgr Atk: 110% Def: 100% Ratio: +1.1 - Gains 7 HP per attack, but loses 6 HP/sec. (+1.143) - You can sweep the air with f+A+K to gain a cheap 42 HP... (+1.2) Rating: +1.509 Ranking: 7 Soul Edge (Complete) Atk: 125% Def: 100% Ratio: +1.25 - Hits taken are counters. (-1.2) - Gains back 40% of hit damage. (+1.714) Rating: +1.786 Ranking: 8 Ambassador Atk: 100% Def: 100% Ratio: +1 - Loses 5 HP per attack. (-1.625) - SC boosts Atk 40%, diminishing effect. Rating: -1.625 Ranking: 2 Halberd Atk: 110% Def: 135% Ratio: -1.227 - Gains 4 HP/sec. (+1.588) Rating: +1.294 Ranking: 6 Bardiche Atk: 130% Def: 100% Ratio: +1.3 - Takes 20% block damage. (-1.2) Rating: +1.083 Ranking: 5 Couse Atk: 100% Def: 100% Ratio: +1 - Deals 30% block damage. (+1.3) Rating: +1.3 Ranking: 6 Naginata Atk: 70% Def: 100% Ratio: -1.429 Rating: -1.429 Ranking: 3 Hyup Do Atk: 120% Def: 100% Ratio: +1.2 - Hits taken are counters. (-1.2) - SC boosts Atk 0%-30% or 50%, continuous effect. - SC lowers damage received by 25%, diminishing effect. (+1.05) Rating: +1.05 Ranking: 5 Defender Atk: 60% Def: 55% Ratio: +1.091 Rating: +1.091 Ranking: 5 Scarlet Thunder Atk: 100% Def: 100% Ratio: +1 Rating: +1 Ranking: 5 Mina has a fair share of both good and lousy weapons. Naginata is one of those weapons that was supposed to have some ability, but in reality it does nothing except suck. Ambassador is one of the worst weapons out there. On the other hand her Soul Edge is a really good life absorber. Although against Masamune her Soul Edge drops dramatically to Rating: 1.401 and Ranking: 7 since it not only gains life, but gets it by stealing from the opponent. Opponents who go up against Hraesvelgr must make sure to apply enough constant pressure to prevent Mina from sweeping the air cheesily with f+A+K or her other similar moves. In that case the Hraesvelgr will not be particularly strong. Taki ==== Tobacco Pipes Atk: 80% Def: 120% Ratio: -1.5 Rating: -1.5 Ranking: 3 Kris Naga Atk: 140% Def: 100% Ratio: +1.4 - SC boosts Atk 0%-30% or 50%, continuous effect. - Long reach. (+1.1) Rating: +1.54 Ranking: 7 Soul Edge (Complete) Atk: 140% Def: 60% Ratio: +2.333 - Loses 3 HP per attack. (-1.625) Rating: +1.436 Ranking: 7 Kamizoroe Atk: 80% Def: 100% Ratio: -1.25 - SC increases speed and boosts Atk 0%-30% or 50%, continuous effect. (+1.05) Rating: -1.19 Ranking: 4 Silent Edge Atk: 80% Def: 100% Ratio: -1.25 - Long reach. (+1.1) Rating: -1.136 Ranking: 4 Fumakugi Atk: 100% Def: 100% Ratio: +1 - Gains 3 HP per attack. (+1.6) - Takes 20% block damage. (-1.32) - Short reach. (-1.1) Rating: +1.102 Ranking: 6 Yoroitoshi Atk: 100% Def: 130% Ratio: -1.3 Rating: -1.3 Ranking: 4 Kagegiri Atk: 100% Def: 135% Ratio: -1.35 - Deals 20% block damage. (+1.2) Rating: -1.125 Ranking: 4 Slicer Atk: 100% Def: 100% Ratio: +1 - Hits taken are counters. (-1.2) - Quicker soul charge time. (+1.05) Rating: -1.143 Ranking: 4 Kunai Atk: 120% Def: 70% Ratio: +1.714 Rating: +1.714 Ranking: 8 Rekki-Maru & Mekki-Maru Atk: 100% Def: 100% Ratio: +1 Rating: +1 Ranking: 5 Taki's weapons all seem like mistakes. Most are weak, but fortunately for her, Kunai is broken in her favor! It was supposed to have short reach, but it does not. It doesn't matter what a weapon looks like. Though many weapons appear to have extremely slight variations in reach and curvature, only the light trail that appears whenever a weapon is swung is used to detect hits. If you do not believe this test out Talim's weapon Maila Kari for yourself. In any case, the Kunai is Taki's best weapon, even slightly better than the Masamune. If you really find long reach helpful, you will like the Kris Naga. However, much of Taki's reach comes from the length of her arm and forward body motion, so the length of her sword doesn't influence reach as much. What little reach she does get doesn't seem to be enough to change her from being an in-your-face character to a ranged fighter. Taki has maybe the best Soul Edge in the game, tied with Nightmare. Against Masamune it effectively improves to Rating: 1.576 and Ranking: 8 since the life loss is relatively less significant as the Attack power scale goes up. This essentially makes Soul Edge versus Masamune a perfectly balanced matchup. Yoshimitsu ========== Shepherd's Crook Atk: 80% Def: 120% Ratio: -1.5 Rating: -1.5 Ranking: 3 Hihiirokane Atk: 130% Def: 100% Ratio: +1.3 - SC boosts Atk 70%, diminishing effect. (+1.1) Rating: +1.43 Ranking: 7 Soul Edge (Complete) Atk: 140% Def: 100% Ratio: +1.4 - Can't block. (-2) - Gains back 40% of hit damage. (+1.389) Rating: -1.029 Ranking: 5 Monohoshizao Atk: 100% Def: 100% Ratio: +1 - Loses 3 HP per attack. (-1.375) - Long reach. (+1.2) Rating: -1.146 Ranking: 4 Pakayun Atk: 100% Def: 130% Ratio: -1.3 - SC increases speed and boosts Atk 0%-30% or 50%, continuous effect. (+1.05) Rating: -1.238 Ranking: 4 Kagekiyo Atk: 100% Def: 130% Ratio: -1.3 - Loses 3 HP/sec. (-1.288) - Long reach. (+1.2) Rating: -1.396 Ranking: 3 Dha Atk: 70% Def: 100% Ratio: -1.429 - Hits dealt are counters. (+1.2) Rating: -1.191 Ranking: 4 Zantetsuken Atk: 130% Def: 100% Ratio: +1.3 - Deals 30% block damage. (+1.231) Rating: +1.6 Ranking: 8 Kastane Atk: 130% Def: 100% Ratio: +1.3 - Hits taken are counters. (-1.2) Rating: +1.083 Ranking: 5 Shiranui Atk: 120% Def: 135% Ratio: -1.125 Rating: -1.125 Ranking: 4 Yoshimitsu Atk: 100% Def: 100% Ratio: +1 Rating: +1 Ranking: 5 Zantetsuken is a bug, so abuse it well. It was supposed to take block damage, not dish it out. Against Masamune, the Zantetsuken improves slightly to Rating: 1.675 and Ranking: 8 because the block damage ignores Masamune's Defense. This is a perfectly balanced matchup. Hihiirokane is good too, and it seems born for Yoshimitsu and his fancy-pants weirdness. Xianghua ======== Calligraphy Brush Atk: 80% Def: 120% Ratio: -1.5 Rating: -1.5 Ranking: 3 Soul Calibur Atk: 120% Def: 100% Ratio: +1.2 - Hits taken are counters. (-1.2) - Gains 2 HP per attack. (+1.263) Rating: +1.263 Ranking: 6 Soul Edge (Complete) Atk: 120% Def: 100% Ratio: +1.2 - Loses 3 HP per attack. (-1.375) Rating: -1.146 Ranking: 4 Blue Storm Atk: 120% Def: 120% Ratio: +1 - Long reach. (+1.2) Rating: +1.2 Ranking: 6 Krita-Yuga Atk: 100% Def: 100% Ratio: +1 - SC recovers up to 32 HP each time. (+1.2) Rating: +1.2 Ranking: 6 Qi Xing Sword Atk: 80% Def: 120% Ratio: -1.5 - Long reach. (+1.2) Rating: -1.25 Ranking: 4 Kopis Atk: 100% Def: 100% Ratio: +1 - Deals 40% block damage. (+1.4) - Short reach. (-1.2) Rating: +1.167 Ranking: 6 Soul Calibur (Evil) Atk: 100% Def: 130% Ratio: -1.3 - Hits dealt are counters. (+1.2) - SC boosts Atk 40%, diminishing effect. - SC takes away up to 16 HP each time. (-1.05) Rating: -1.138 Ranking: 4 Northern Star Atk: 100% Def: 100% Ratio: +1 - Hits dealt are counters. (+1.2) - Hits taken are counters. (-1.2) Rating: +1 Ranking: 5 Kard Atk: 70% Def: 100% Ratio: -1.429 - Short reach. (-1.2) Rating: -1.714 Ranking: 2 No Name Atk: 100% Def: 100% Ratio: +1 Rating: +1 Ranking: 5 Poor Xianghua has been abandoned by her weapons in SC2. It's not a mistake, her Soul Calibur is the weakest one in the game. Maybe it wasn't meant for her. Nightmare ========= Galley Oar Atk: 80% Def: 120% Ratio: -1.5 Rating: -1.5 Ranking: 3 Soul Calibur Atk: 100% Def: 75% Ratio: +1.333 - Gains 3 HP/sec. (+2) Rating: +2.667 Ranking: 10 Soul Edge (Complete) Atk: 140% Def: 60% Ratio: +2.333 - Loses 3 HP/sec. (-1.625) - SC boosts Atk 70%, diminishing effect. - SC takes away up to 16 HP each time. Rating: +1.436 Ranking: 7 Soul Edge (Growth) Atk: 120% Def: 100% Ratio: +1.2 - Gains 2 HP/sec. (+1.333) - Takes 20% block damage. (-1.267) Rating: +1.263 Ranking: 6 Faust Atk: 100% Def: 70% Ratio: +1.429 - Loses 3 HP per attack. (-1.536) - SC boosts Atk 40%, diminishing effect. Rating: -1.075 Ranking: 5 Requiem Atk: 100% Def: 70% Ratio: +1.429 Rating: +1.429 Ranking: 7 Glam Atk: 130% Def: 100% Ratio: +1.3 - Hits taken are counters. (-1.2) - Deals 15% block damage. (+1.115) Rating: +1.208 Ranking: 6 Steel Paddle Atk: 100% Def: 70% Ratio: +1.429 - Loses additional 15% of hit damage. (-1.214) - Deals 20% block damage. (+1.2) Rating: +1.412 Ranking: 7 Great Blade Atk: 100% Def: 100% Ratio: +1 - Loses 3 HP per attack. (-1.375) - Quicker soul charge time. (+1.05) Rating: -1.31 Ranking: 4 Flamberge Atk: 100% Def: 100% Ratio: +1 - Deals 30% block damage. (+1.3) - Takes 30% block damage. (-1.3) Rating: +1 Ranking: 5 Soul Edge Atk: 100% Def: 100% Ratio: +1 Rating: +1 Ranking: 5 Behold the power that is Siegfried. He must be the destined holder of both the Soul Edge and Soul Calibur, for their power thrives under his ownership. His Soul Calibur's stats don't appear broken, but the synergistic combination of both high Defense and good regeneration create a nearly unstoppable defensive juggernaut. Against the Masamune, the Soul Calibur downgrades to Rating: 2.167 and Ranking: 9, but even the Masamune is no match. Even against the unparalleled brute strength of the Damascus Sword, the Soul Calibur retains a Rating: 1.867 and Ranking: 8, so it is still very slightly favored. Against an ultra high powered opponent like the Damascus, Nightmare's Soul Edge (Complete) really improves to Rating: 1.719 and Ranking: 8. Both his Soul Calibur and Soul Edge deserve the utmost respect. Cassandra ========= Keepsake Atk: 50% Def: 100% Ratio: -2 Rating: -2 Ranking: 1 Valkyrie Atk: 135% Def: 70% Ratio: +1.929 - Gains 3 HP/sec. (+2.154) - Takes 40% block damage. (-2.231) Rating: +1.862 Ranking: 8 Soul Edge (Complete) Atk: 135% Def: 100% Ratio: +1.35 - Hits dealt are counters. (+1.2) - Loses 3 HP per attack. (-1.375) Rating: +1.178 Ranking: 6 Ivan the Terrible Atk: 100% Def: 100% Ratio: +1 - Loses additional 15% of hit damage. (-1.15) - Long reach. (+1.2) - SC boosts Atk 40%, diminishing effect. Rating: +1.043 Ranking: 5 Red Crystal Rod Atk: 100% Def: 100% Ratio: +1 - Gains 2 HP/sec. (+1.333) Rating: +1.333 Ranking: 7 Katzbalger Atk: 100% Def: 130% Ratio: -1.3 - SC increases speed and boosts Atk 0%-30% or 50%, continuous effect. - SC takes away up to 16 HP each time. - Long reach. (+1.2) Rating: -1.083 Ranking: 5 Spine Blade Atk: 130% Def: 100% Ratio: +1.3 - Deals 40% block damage. (+1.308) - Short reach. (-1.2) Rating: +1.417 Ranking: 7 Metesashi Atk: 75% Def: 70% Ratio: +1.071 Rating: +1.071 Ranking: 5 Dark Blade Atk: 100% Def: 140% Ratio: -1.4 - Deals 20% block damage. (+1.2) - Long reach. (+1.2) Rating: +1.029 Ranking: 5 Spiked Shield Atk: 130% Def: 100% Ratio: +1.3 Rating: +1.3 Ranking: 6 O. Sword & Nemea Shield Atk: 100% Def: 100% Ratio: +1 Rating: +1 Ranking: 5 Cassandra has a very strong lineup of weapons. The only thing keeping Valkyrie from being totally broken is the block damage which brings an otherwise invincible defense back down to Earth, especially since the 40% block damage bypasses the 70% Defense wall. You may wonder why one would ever block if the multiplying penalty for the block damage is -2.231 which is worse than -2 for never blocking at all. If I had replaced the block damage attribute with the "Can't block" one, I would be forced to take into account the -2 before I figured out the 3 HP/sec effective healing factor. The weapon would have ended up much worse that way. Against Masamune, the Valkyrie surprisingly improves to Rating: 1.877 and Ranking: 8, because although a life healer, the Valkyrie also suffers block damage which happens to be unaffected by an increased Attack of the opponent. The Valkyrie is a superior weapon. The only weapon seen previously that has a minor advantage over it is Siegfried's Soul Calibur. Sophitia ======== Memento Atk: 100% Def: 150% Ratio: -1.5 Rating: -1.5 Ranking: 3 Orichalcum Atk: 120% Def: 100% Ratio: +1.2 - Ultra quick soul charges. (+1.2) Rating: +1.44 Ranking: 7 Soul Edge (Complete) Atk: 135% Def: 100% Ratio: +1.35 - Loses 3 HP per attack. (-1.375) - Gains back 25% of hit damage. (+1.325) Rating: +1.301 Ranking: 6 Synval Atk: 100% Def: 135% Ratio: -1.35 - Hits dealt are counters. (+1.2) - Long reach. (+1.2) Rating: +1.067 Ranking: 5 Gladius Atk: 100% Def: 100% Ratio: +1 - SC increases speed and boosts Atk 0%-30% or 50%, continuous effect. (+1.05) Rating: +1.05 Ranking: 5 Fire Blade Atk: 120% Def: 100% Ratio: +1.2 - Loses additional 15% of hit damage. (-1.18) - Long reach. (+1.2) Rating: +1.22 Ranking: 6 Blue Crystal Rod Atk: 70% Def: 100% Ratio: -1.429 - Gains 3 HP per attack. (+1.6) - SC boosts Atk 0%-30% or 50%, continuous effect. - SC lowers damage received by 25%, diminishing effect. (+1.05) Rating: +1.176 Ranking: 6 Owl Shield Atk: 60% Def: 75% Ratio: -1.25 Rating: -1.25 Ranking: 4 Xi Sword Atk: 100% Def: 100% Ratio: +1 Rating: +1 Ranking: 5 Swordbreaker Atk: 70% Def: 100% Ratio: -1.429 - Quicker soul charge time. (+1.05) - Short reach. (-1.2) Rating: -1.633 Ranking: 2 O. Sword & Elk Shield Atk: 100% Def: 100% Ratio: +1 Rating: +1 Ranking: 5 Astaroth ======== Rock Atk: 80% Def: 120% Ratio: -1.5 Rating: -1.5 Ranking: 3 Thanatos Atk: 100% Def: 60% Ratio: +1.667 - Can't block. (-2) - Gains back 70% of hit damage. (+2.4) Rating: +2 Ranking: 9 Soul Edge (Complete) Atk: 120% Def: 100% Ratio: +1.2 - Loses 2 HP/sec. (-1.25) Rating: -1.042 Ranking: 5 Bulova Atk: 100% Def: 100% Ratio: +1 - Loses 3 HP per attack. (-1.375) - SC recovers up to 32 HP each time. (+1.2) Rating: -1.146 Ranking: 4 Nanbanfu Atk: 130% Def: 100% Ratio: +1.3 - Takes 20% block damage. (-1.2) Rating: +1.083 Ranking: 5 Tabar Atk: 100% Def: 100% Ratio: +1 - Hits dealt are counters. (+1.2) - Takes 20% block damage. (-1.2) Rating: +1 Ranking: 5 Great Maul Atk: 120% Def: 100% Ratio: +1.2 - Short reach. (-1.2) Rating: +1 Ranking: 5 Battle Ax Atk: 70% Def: 70% Ratio: +1 Rating: +1 Ranking: 5 Terror Moon Atk: 100% Def: 130% Ratio: -1.3 - Deals 20% block damage. (+1.2) Rating: -1.083 Ranking: 5 War Hammer Atk: 100% Def: 100% Ratio: +1 - SC decreases speed and boosts Atk 40%, diminishing effect. Rating: +1 Ranking: 5 Kulutues Atk: 100% Def: 100% Ratio: +1 Rating: +1 Ranking: 5 Astaroth has only one good weapon. It is the Thanatos, sibling of Mitsurugi's Damascus Sword. In a direct battle of the brutes, Damascus comes out on top as the Thanatos totally downgrades to Rating: 1.25 and Ranking: 6. Thanatos is at a significant disadvantage as its life sucking ability is crushed down by raw power. Though it is arguable what the effect of being unable to block does to weapons, the outcome of Damascus vs Thanatos is certain, as both weapons are unable to block and the playing field is completely level. Against Masamune, Thanatos effectively has Rating: 1.3 and Ranking: 6, not much better off. Thanatos is a life stealer and is really crippled against other good weapons. But against the default weapon, it is ultra powerful. Raphael ======= Cane Atk: 70% Def: 140% Ratio: -2 Rating: -2 Ranking: 1 Queen's Guard Atk: 130% Def: 60% Ratio: +2.167 - Loses additional 5% of hit damage. (-1.108) - Long reach. (+1.2) Rating: +2.346 Ranking: 10 Soul Edge (Complete) Atk: 140% Def: 70% Ratio: +2 - Loses 2 HP/sec. (-1.357) Rating: +1.474 Ranking: 7 Estoc Atk: 100% Def: 150% Ratio: -1.5 - SC decreases speed and boosts Atk 40%, diminishing effect. - Quicker soul charge time. - Long reach. (+1.2) Rating: -1.25 Ranking: 4 Holy Antler Atk: 100% Def: 130% Ratio: -1.3 - Hits dealt are counters. (+1.2) Rating: -1.083 Ranking: 5 Schweizer Atk: 100% Def: 100% Ratio: +1 - SC boosts Atk 40%, diminishing effect. Rating: +1 Ranking: 5 Wo Dao Atk: 135% Def: 100% Ratio: +1.35 - Short reach. (-1.2) Rating: +1.125 Ranking: 6 Reiterpallasch Atk: 130% Def: 100% Ratio: +1.3 - Hits taken are counters. (-1.2) Rating: +1.083 Ranking: 5 Stiletto Atk: 100% Def: 100% Ratio: +1 - Deals 50% block damage. (+1.5) - Short reach. (-1.2) Rating: +1.25 Ranking: 6 Epee Atk: 100% Def: 70% Ratio: +1.429 Rating: +1.429 Ranking: 7 Flambert Atk: 100% Def: 100% Ratio: +1 Rating: +1 Ranking: 5 Raphael's two best weapons, the Queen's Guard (sure looks like the Soul Calibur in disguise) and the Soul Edge, are completely on par with Nightmare's. He must be the next destined successor of one of these weapons. Unlike Nightmare's Soul Calibur, the Queen's Guard doesn't get worse against strong weapons. It may be the best weapon in the game, essentially the king of brutes. In a head-to-head matchup, Nightmare's Soul Calibur is completely even with Queen's Guard. Talim ===== Weight Atk: 80% Def: 120% Ratio: -1.5 Rating: -1.5 Ranking: 3 Soul Calibur Atk: 100% Def: 100% Ratio: +1 - Hits taken are counters. (-1.2) - Gains 5 HP per attack. (+2.087) Rating: +1.739 Ranking: 8 Soul Edge (Complete) Atk: 140% Def: 130% Ratio: +1.077 - Gains back 15% of hit damage. (+1.193) Rating: +1.284 Ranking: 6 Maila Kari Atk: 100% Def: 100% Ratio: +1 - Loses additional 15% of hit damage. (-1.15) - Left blade has very long reach. (+1.3) Rating: +1.13 Ranking: 6 Cao Ankana Atk: 100% Def: 100% Ratio: +1 - Loses 2 HP/sec. (-1.25) - Deals 30% block damage. (+1.3) - Right blade has very long reach. (+1.3) Rating: +1.352 Ranking: 7 Chaqu Atk: 130% Def: 100% Ratio: +1.3 - Takes 20% block damage. (-1.2) Rating: +1.083 Ranking: 5 Double Crescent Blade Atk: 130% Def: 70% Ratio: +1.857 - SC decreases speed and boosts Atk 40%, diminishing effect. Rating: +1.857 Ranking: 8 Side Harpe Atk: 60% Def: 100% Ratio: -1.667 Rating: -1.667 Ranking: 2 Tonfa Atk: 85% Def: 80% Ratio: +1.063 Rating: +1.063 Ranking: 5 Wind Guide Atk: 100% Def: 70% Ratio: +1.429 - Hits taken are counters. (-1.2) - Deals 40% block damage. (+1.4) Rating: +1.667 Ranking: 8 Syi Sarika & Loka Luha Atk: 100% Def: 100% Ratio: +1 Rating: +1 Ranking: 5 The winds have granted Talim some pretty impressive weaponry. Double Crescent Blade is one of the best in the game, completely superior to the Masamune. The regenerative power of her Soul Calibur can be frightening to go up against, but a powerful weapon can crush her down instantly. Against Masamune, her Soul Calibur only has Rating: 1.39 and Ranking: 7. The right blade of the Soul Calibur appears slightly longer than the left, but I haven't been able to notice any actual difference in reach between either weapon. It is probably only a visual difference; the game treats them as the same length. The Double Crescent Blade looks sorta short and stubby, especially with f+B, but I haven't been able to prove any difference in reach to myself either. Wind Guide is also very strong, especially against weapons with high Defense. Maila Kari and Cao Ankana are really fun to play around with. Talim users should definitely give them a try. Make sure to figure out which attacks use which blade so that the reach can really be abused. The problem is that less than a quarter of Talim's attacks will use a particular blade. Besides kicks and throws, Talim's attacks are often punch-like strikes where she does not whirl either blade into the attack position. Cervantes ========= Imitation Sword Atk: 80% Def: 120% Ratio: -1.5 Rating: -1.5 Ranking: 3 Lethe Atk: 150% Def: 80% Ratio: +1.875 - Loses 3 HP per attack. (-1.469) - Short sword gains same reach as long sword. (+1.3) Rating: +1.66 Ranking: 8 Soul Edge (Complete) Atk: 140% Def: 100% Ratio: +1.4 - Loses 4 HP/sec. (-1.5) - Gains back 15% of hit damage. (+1.163) Rating: +1.085 Ranking: 5 Styx Atk: 100% Def: 100% Ratio: +1 - SC increases speed and boosts Atk 0%-30% or 50%, continuous effect. (+1.05) Rating: +1.05 Ranking: 5 Cocytus Atk: 130% Def: 100% Ratio: +1.3 - Loses additional 15% of hit damage. (-1.195) Rating: +1.088 Ranking: 5 Phlegethon Atk: 100% Def: 100% Ratio: +1 - Deals 20% block damage. (+1.2) Rating: +1.2 Ranking: 6 Acheron Atk: 100% Def: 100% Ratio: +1 - Takes 20% block damage. (-1.2) - SC boosts Atk 40%, diminishing effect. Rating: -1.2 Ranking: 4 Erlang's Blade Atk: 100% Def: 100% Ratio: +1 - Long sword has long reach. (+1.1) Rating: +1.1 Ranking: 6 Firangi Atk: 100% Def: 100% Ratio: +1 - Gains 2 HP/sec. (+1.333) Rating: +1.333 Ranking: 7 Falchion Atk: 120% Def: 70% Ratio: +1.714 - Long sword has short reach. (-1.1) Rating: +1.558 Ranking: 7 Soul Edge & Nirvana Atk: 100% Def: 100% Ratio: +1 Rating: +1 Ranking: 5 Cervantes has good weapons. Lethe is especially nice. Is it the Soul Calibur in disguise? Falchion is also really good. Yunsung ======= Child's Sword Atk: 80% Def: 120% Ratio: -1.5 Rating: -1.5 Ranking: 3 Han Guang Atk: 100% Def: 110% Ratio: -1.1 - Deals 10% block damage. (+1.1) - SC increases speed and boosts Atk 0%-30% or 50%, continuous effect. - SC takes away up to 16 HP each time. - Extra long reach. (+1.4) Rating: +1.4 Ranking: 7 Soul Edge (Complete) Atk: 135% Def: 100% Ratio: +1.35 - Gains back 15% of hit damage. (+1.254) - Takes 50% block damage. (-1.627) Rating: +1.04 Ranking: 5 Blue Thunder Atk: 85% Def: 100% Ratio: -1.176 - Hits dealt are counters. (+1.2) Rating: +1.02 Ranking: 5 Ramdao Atk: 100% Def: 100% Ratio: +1 - Hits taken are counters. (-1.2) - Gains back 15% of hit damage. (+1.143) - Takes 20% block damage. (-1.19) - Long reach. (+1.2) Rating: -1.042 Ranking: 5 Cheng Ying Atk: 80% Def: 80% Ratio: +1 - Quicker soul charge time. (+1.05) Rating: +1.05 Ranking: 5 Giant Butcher Knife Atk: 130% Def: 100% Ratio: +1.3 - Short reach. (-1.2) Rating: +1.083 Ranking: 5 Xiao Lian Atk: 100% Def: 100% Ratio: +1 - Loses additional 25% of hit damage. (-1.25) - Long reach. (+1.2) Rating: -1.042 Ranking: 5 Khanjar Atk: 100% Def: 80% Ratio: +1.25 - Short reach. (-1.2) Rating: +1.042 Ranking: 5 Machete Atk: 100% Def: 140% Ratio: -1.4 - Deals 20% block damage. (+1.2) Rating: -1.167 Ranking: 4 White Storm Atk: 100% Def: 100% Ratio: +1 Rating: +1 Ranking: 5 Ivy === Prototype Ivy Blade Atk: 80% Def: 120% Ratio: -1.5 Rating: -1.5 Ranking: 3 Kaleidoscope Atk: 130% Def: 100% Ratio: +1.3 - Loses 3 HP per attack. (-1.375) - Deals 60% block damage. (+1.462) Rating: +1.382 Ranking: 7 Soul Edge (Complete) Atk: 120% Def: 100% Ratio: +1.2 - Loses 2 HP/sec. (-1.25) - SC boosts Atk 70%, diminishing effect. - SC takes away up to 16 HP each time. Rating: -1.042 Ranking: 5 Demon Tail Atk: 100% Def: 100% Ratio: +1 - SC boosts Atk 40%, diminishing effect. Rating: +1 Ranking: 5 Alraune Atk: 120% Def: 75% Ratio: +1.6 - Takes 20% block damage. (-1.267) Rating: +1.263 Ranking: 6 Viper Edge Atk: 130% Def: 100% Ratio: +1.3 Rating: +1.3 Ranking: 6 Chained Flail Atk: 135% Def: 100% Ratio: +1.35 - Loses 3 HP per attack. (-1.375) Rating: -1.019 Ranking: 5 Dream Blade Atk: 100% Def: 100% Ratio: +1 - Deals 20% block damage. (+1.2) Rating: +1.2 Ranking: 6 Wiseman Mace Atk: 100% Def: 145% Ratio: -1.45 - Gains back 15% of hit damage. (+1.115) Rating: -1.3 Ranking: 4 Mirage Blade Atk: 60% Def: 100% Ratio: -1.667 Rating: -1.667 Ranking: 2 Valentine Atk: 100% Def: 100% Ratio: +1 Rating: +1 Ranking: 5 The Kaleidoscope is a very dangerous weapon, much more powerful than its Rating indicates. Against strong weapons, the Kaleidoscope's Rating improves a lot. It is only at a minor disadvantage even against Nightmare's Soul Calibur. On the other hand, Damascus Sword should crush it into oblivion. Maxi ==== Termite Snack Atk: 80% Def: 120% Ratio: -1.5 Rating: -1.5 Ranking: 3 Vajra Atk: 150% Def: 100% Ratio: +1.5 - Can't block. (-2) - Hits dealt are counters. (+1.2) Rating: -1.111 Ranking: 4 Soul Edge (Complete) Atk: 130% Def: 100% Ratio: +1.3 - Loses 3 HP/sec. (-1.375) - Deals 40% block damage. (+1.308) Rating: +1.236 Ranking: 6 Falcon Atk: 100% Def: 100% Ratio: +1 - SC increases speed and boosts Atk 0%-30% or 50%, continuous effect. (+1.05) Rating: +1.05 Ranking: 5 Modified Flail Atk: 100% Def: 100% Ratio: +1 - Takes 20% block damage. (-1.2) - Long reach. (+1.2) Rating: +1 Ranking: 5 Fuzoroi Atk: 120% Def: 100% Ratio: +1.2 - Long reach. (+1.2) Rating: +1.44 Ranking: 7 Raimei Atk: 100% Def: 100% Ratio: +1 - Loses additional 10% of hit damage. (-1.1) - SC boosts Atk 40%, diminishing effect. Rating: -1.1 Ranking: 4 Fatibal Atk: 130% Def: 130% Ratio: +1 Rating: +1 Ranking: 5 Chained Kozuka Atk: 100% Def: 130% Ratio: -1.3 - Long reach. (+1.2) Rating: -1.083 Ranking: 5 Tetsuryu Atk: 85% Def: 100% Ratio: -1.176 Rating: -1.176 Ranking: 4 Soryuju Atk: 100% Def: 100% Ratio: +1 Rating: +1 Ranking: 5 Voldo ===== Tambourines Atk: 80% Def: 120% Ratio: -1.5 Rating: -1.5 Ranking: 3 Guillotine Atk: 100% Def: 100% Ratio: +1 - Ultra quick soul charges. (+1.2) - SC boosts Atk 40%, diminishing effect. Rating: +1.2 Ranking: 6 Soul Edge (Complete) Atk: 135% Def: 100% Ratio: +1.35 - Loses 3 HP/sec. (-1.375) - Deals 30% block damage. (+1.222) Rating: +1.2 Ranking: 6 Full Moon Atk: 70% Def: 100% Ratio: -1.429 - Long reach. (+1.1) Rating: -1.299 Ranking: 4 Karma & Mara Atk: 100% Def: 70% Ratio: +1.429 Rating: +1.429 Ranking: 7 Heavy Jur Atk: 100% Def: 100% Ratio: +1 - Long reach. (+1.1) Rating: +1.1 Ranking: 6 Iron Ram Atk: 100% Def: 100% Ratio: +1 - SC boosts Atk 40%, diminishing effect. Rating: +1 Ranking: 5 Shame & Blame Atk: 80% Def: 80% Ratio: +1 Rating: +1 Ranking: 5 Tofana Scissors Atk: 130% Def: 100% Ratio: +1.3 - Loses 2 HP/sec. (-1.25) Rating: +1.04 Ranking: 5 Cat Claws Atk: 130% Def: 100% Ratio: +1.3 - Hits taken are counters. (-1.2) Rating: +1.083 Ranking: 5 Manas & Ayus Atk: 100% Def: 100% Ratio: +1 Rating: +1 Ranking: 5 I'm not able to tell if Voldo's long reach weapons really have longer reach or not. Voldo is not really a short range character but he gets all his range due to his ability to defy all laws of physics as he flops all over the place and swings around his ultra long arms like a fool. His weapon has next to no effect on his reach. The bizarre appearance of his various weapons makes detecting any possible differences in reach even more difficult. I used the in-game weapon descriptions of range to rate his weapons, but I have my doubts as to their accuracy. Necrid ====== Ethereal Edge Atk: 80% Def: 120% Ratio: -1.5 Rating: -1.5 Ranking: 3 Chaos Atk: ???? Def: ???? Ratio: ???? - Copies all attributes of opponent's weapon except reach. Rating: +1 Ranking: 5 Soul Edge (Complete) Atk: 130% Def: 100% Ratio: +1.3 - Loses 4 HP/sec. (-1.5) - Gains back 15% of hit damage. (+1.149) Rating: -1.004 Ranking: 5 Infernal Edge Atk: 120% Def: 100% Ratio: +1.2 - Loses 3 HP per attack. (-1.375) - SC increases speed and boosts Atk 0%-30% or 50%, continuous effect. (+1.05) Rating: -1.091 Ranking: 5 Hex Luminae Atk: 10% Def: 150% Ratio: -15 - Hits taken are counters. (-1.2) - Deals 100% block damage. (+11) Rating: -1.636 Ranking: 2 Lambent Viper Atk: 100% Def: 130% Ratio: -1.3 - Hits dealt are counters. (+1.2) Rating: -1.083 Ranking: 5 Ignis Fatuus Atk: 70% Def: 85% Ratio: -1.214 - Gains 3 HP per attack. (+1.789) Rating: +1.474 Ranking: 7 Orcus Claw Atk: 100% Def: 130% Ratio: -1.3 - Takes 20% block damage. (-1.154) - SC boosts Atk 40%, diminishing effect. Rating: -1.5 Ranking: 3 Morphos Atk: 120% Def: 100% Ratio: +1.2 - Hits taken are counters. (-1.2) Rating: +1 Ranking: 5 Lemures Atk: 70% Def: 100% Ratio: -1.429 Rating: -1.429 Ranking: 3 Maleficus Atk: 100% Def: 100% Ratio: +1 Rating: +1 Ranking: 5 The Ranking for Hex Luminae requires the assumption that the opponent be unaware of what it does. A smart player will never block against Hex Luminae. If that happens it has a laughable Rating: -9 and is so bad it is unrankable. Link ==== Bug-Catching Net Atk: 80% Def: 120% Ratio: -1.5 Rating: -1.5 Ranking: 3 Great Fairy Sword Atk: 120% Def: 100% Ratio: +1.2 - Gains 5 HP/sec. (+2.667) - Takes 20% block damage. (-1.533) Rating: +2.087 Ranking: 9 Soul Edge (Complete) Atk: 140% Def: 65% Ratio: +2.154 - Loses 2 HP/sec. (-1.385) Rating: +1.556 Ranking: 7 Biggoron's Sword Atk: 130% Def: 100% Ratio: +1.3 - Loses 3 HP per attack. (-1.375) - Long reach. (+1.2) Rating: +1.135 Ranking: 6 Magic Sword Atk: 100% Def: 100% Ratio: +1 - Deals 40% block damage. (+1.4) Rating: +1.4 Ranking: 7 Mirror Shield Atk: 100% Def: 100% Ratio: +1 - Hits taken are counters. (-1.2) - 33% of damage received is inflicted back upon opponent. (+1.396) Rating: +1.163 Ranking: 6 Cane of Byrna Atk: 100% Def: 100% Ratio: +1 - SC boosts Atk 0%-30% or 50%, continuous effect. - SC lowers damage received by 25%, diminishing effect. (+1.05) - SC recovers up to 32 HP each time. (+1.2) Rating: +1.26 Ranking: 6 Megaton Hammer Atk: 135% Def: 100% Ratio: +1.35 - Short reach. (-1.2) Rating: +1.125 Ranking: 6 Armos Series Atk: 100% Def: 130% Ratio: -1.3 - SC boosts Atk 40%, diminishing effect. Rating: -1.3 Ranking: 4 Razor Sword Atk: 125% Def: 100% Ratio: +1.25 - Takes 15% block damage. (-1.15) - Short reach. (-1.2) Rating: -1.104 Ranking: 4 Master Sword Atk: 100% Def: 100% Ratio: +1 Rating: +1 Ranking: 5 Link's weapons are very strong. The regeneration rate of Great Fairy Sword is matched only by Talim's Soul Calibur. Against Masamune, its stats go down to Rating: 1.783 and Ranking: 8. Link's Soul Edge is equally powerful, about the same as Nightmare's. Most powerful weapons ===================== If you only want to remember the most dangerous weapons this is my suggestion, based on both the default Ranking as well as performance against other powerful weapons. Mitsurugi - Damascus Sword, Masamune Kilik - nothing Seung Mina - Soul Edge (Complete) Taki - Soul Edge (Complete), Kunai Yoshimitsu - Zantetsuken Xianghua - nothing Nightmare - Soul Calibur, Soul Edge (Complete) Cassandra - Valkyrie, Spine Blade Sophitia - nothing Astaroth - Thanatos Raphael - Queen's Guard, Soul Edge (Complete) Talim - Soul Calibur, Double Crescent Blade, Wind Guide Cervantes - Falchion Yunsung - nothing Ivy - Kaleidoscope Maxi - nothing Voldo - nothing Necrid - Chaos Link - Great Fairy Sword, Soul Edge (Complete)