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    Voldo by Robvalue

    Version: 3.03 | Updated: 09/21/08 | Printable Version | Search Guide | Bookmark Guide

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    VOLDO, CHARACTER GUIDE - SOUL CALIBUR 4
    
    Version 3.03
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    CONTENTS
    
    #1.0 PURPOSE AND INTRODUCTION
      #1.1 Who this guide is for
      #1.2 Who this guide is not for
      #1.3 Notes and version history
      #1.4 Using the search function
    
    #2.0 THE BASICS
      #2.1 Story
      #2.2 Character description
      #2.3 Strengths and weaknesses
      #2.4 Notation and jargon used in this guide
        #2.4A Controls
        #2.4B General jargon
        #2.4C Move information and properties
        #2.4D Voldo's Stances
    
    #3.0 LEARNING TO PLAY WITH VOLDO 
      #3.1 Basic strategies    
      #3.2 Moves to learn first (my movelists)
        #3.2A Using my movelists
        #3.2B Normal stance
        #3.2C Normal stance to blind stance
        #3.2D Blind stance
        #3.2E Blind stance to normal stance
        #3.2F Caliostro rush stance
        #3.2G Death roll stance
    
    #4.0 COMPLETE MOVELIST
        #4.0A Reading the movelist and move properties
        #4.0B Notes on the mantis stance and down stance
      #4.1 Normal stance
        #4.1A Normal stance to blind stance
        #4.1B Normal stance to mantis stance
        #4.1C Normal stance to death roll stance
        #4.1D Normal stance to caliostro rush stance
        #4.1E Normal stance to down stance
      #4.2 Blind stance
        #4.2A Blind stance to normal stance
        #4.2B Blind stance to mantis stance
        #4.2C Blind stance to down stance
        #4.2D Blind stance to blind caliostro rush stance
      #4.3 Mantis stance
        #4.3A Mantis stance to normal stance / blind stance
        #4.3B Mantis stance to death roll stance
        #4.3C Mantis stance to down stance
      #4.4 Death roll stance
        #4.4A Death roll stance to normal stance / blind stance
        #4.4B Death roll stance to mantis stance
        #4.4C Death roll stance to down stance
      #4.5 Calistro rush stance
        #4.5A Caliostro rush stance to normal stance
        #4.5B Caliostro rush stance to blind stance
        #4.5C Caliostro rush stance to mantis stance
        #4.5D Caliostro rush stance to down stance
      #4.6 Down stance
        #4.6A Down stance to normal stance 
        #4.6B Down stance to blind stance 
        #4.6C Down stance to mantis stance  
      #4.7 Blind caliostro rush stance
        #4.7A Blind caliostro stance to normal stance
        #4.7B Blind caliostro stance to blind stance
        #4.7C Blind caliostro stance to mantis stance
    
    #5.0 CREDITS, INFORMATION AND VERSION HISTORY
    
    *******************************************************************************
    
    -----------------------------
    #1.0 PURPOSE AND INTRODUCTION
    -----------------------------
    
    #1.1 Who this guide is for: 
    
    -People who want to start playing Voldo, or want some basic information about 
    him to help fight against him. I found that it is hard to know where to start 
    with him, his move list is all over the place, he has lots of strange stances 
    with lots of ways of getting between them. This guide will give you some
    sets of moves to get you started.
    -People looking for some basic strategy hints on how to play Voldo.
    -People who want an organised list of Voldo's complete moves including getting
    into and between his stances, with information on damage, hit ranges,
    horizontal/vertical information, properties, range and speed.
    
    #1.2 Who this guide is not for:
    
    -People who have just got hold of Soul Calibur 4 and have not played any
    previous SC games or got to grips with the basics. If this is the case, please
    either read the instruction manual or another comprehensive FAQ, have a good
    play around with the game, and return when you have a handle on how the game
    works. Be warned that Voldo is one of the more complicated characters, for a
    starting character you may prefer to learn Astaroth or Kilik as they are very
    straightforward and powerful. But if you are feeling brave, I welcome you to
    use my guide to get you started on one of the most interesting characters in
    the game!
    -People who are already competent with Voldo and are looking to become much
    better players. I do not consider myself good enough to be able to give you
    advanced strategy hints. Im sorry! Maybe one day I will feel more confident to
    do so. Feel free to browse my strategy hints at the end but you probably know
    more than me already.
    -People who want a frame data. I have described how quick the moves are
    generally, but not anything precise. You can find a lot of this 
    information at www.caliburforum.com in the soul arena section of the forum.
    -People who want details about all of Voldo's equipment, weapons stats and 
    such. All this information is can be found in other FAQs:
    
    Equipment http://www.gamefaqs.com/console/xbox360/file/940048/53716
    Weapons http://www.gamefaqs.com/console/xbox360/file/940048/53656
    
    #1.3 Notes
    
    -This guide was made using the Xbox 360 version, but it should apply to the PS3
    as I believe they are pretty much identical.
    -I have omitted the standard jumping attacks in blind stance as they won't
    connect and seem pointless, and left out attack information for those attacks
    which are almost certain to not connect.
    -Make sure you read the notation and jargon section and the how to read the 
    complete movelist section before jumping into the complete movelist, or you 
    will be unlikely to make sense of most of it!
    
    #1.4 Using the search function
    
    If you want to jump to a particular section in this guide, this is the 
    quickest way to do so:
    
    -Find the reference of the section you wish to jump to in the contents, for
    example #6.3D
    -Put the cursor at the very top of this guide
    -Hold Ctrl and press F, and where it says 'Find what' or 'Find' type in the 
    reference number (if using Firefox instead of Internet Explorer, the 'find' tab
    may appear at the bottom left of your screen)
    -Check that direction is set to down, then click the 'find next' button twice 
    (click the 'next' button twice if using Firefox)
    -You should now be at the section you want to find
    
    ---------------
    #2.0 THE BASICS
    ---------------
    
    #2.1 Story (my interpretation): Voldo is an intruiging character who was a 
    devoted servant to a master. After the master's death Voldo continues to carry
    out his wishes, this is all he cares about. Spending so long in service 
    underground has left him blind and heightened his other senses. He also learned
    to move and fight more like an insect than a human. This makes him a hard 
    character to fight against as he is so unorthodox. He uses nekode type weapons,
    claws or spikes attached to his wrists. 
    
    #2.2 Character description: Voldo plays much like any other character, with the
    addition of many stances and transitions. The most interesting thing to note 
    about him is the fact that in his back turned stance (referred to here as 
    blind stance) he can guard and parry, this makes him unique. Also, he 
    constantly moves on the spot even when you don't press any buttons (this 
    doesn't affect gameplay, unless it is creeps your opponent out). Also when he 
    guards or has a move impacted when in blind stance, he is forced to turn around
    back to normal stance. Strangely he uses his head to parry incoming moves 
    rather than his weapon. You have to wonder how he could ever be hurt! For some
    reason they game him the falling chop which is the signature move of Scotty
    2 Hotty's "worm" from WWE as an unblockable.
    
    #2.3 Strengths: Fairly fast, some scary long range moves including diving 
    throws, huge move variety, hard to predict, many stances and attacking choices,
    being unorthodox makes him hard to play against and read, a lot of nice low 
    moves, mainly easy to input his moves, a few decent unblockables (but not that 
    great).
    
    Weaknesses (or development points for the PC): Generally fairly limited range,
    not super high damage, complicated to learn, not the best at ring outs. 
    
    #2.4 Notation and jargon used in this guide:
    
    #2.4A Controls
    
    1: Down+left on the controller.
    2: Down on the controller.
    3: Down+right on the controller.
    4: Left on the controller.
    6: Right on the controller.
    7: Up+left on the controller.
    8: Up on the controller.
    9: Up+right on the controller.
    A: Press the A button (as referred to in the control scheme you have).
    B: Press the B button (as referred to in the control scheme you have).
    G: Press the G button (as referred to in the control scheme you have).
    K: Press the K button (as referred to in the control scheme you have).
    +: Simultanious button presses.
    /: Indicates alternative inputs.
    ~: Indicates the next input must be made extremely quickly.
    [x]: Indicates the input x should be held down. In the case of directional 
    inputs, this can also be replaced with a double tap in that direction.
    (x): Indicates an additional optional input.
    
    #2.4B General jargon
    
    BLOCK: See guard.
    COMBO: This is a succession of attacks that form into one longer move with two
    or more hits (such as A A).
    GUARD: Holding down the G button while standing to block high, mid, special mid
    or special low attacks; or holding down the G button while crouching to block
    low, special mid or special low attacks. This stops the attack damaging you.
    IMPACT (guard impact): A defensive move which deflects an incoming attack if
    timed correctly.
    INTERRUPT: To hit an opponent who is performing a move by doing a faster move.
    Sidestepping: Using the 8 way run system to try and move around your opponent's
    attacks.
    REPEL (guard repel): A type of impact, using 6+G or 3+G to repel high/mid or
    mid/low moves respectively. The player repelled cannot move, attack or block 
    for a short time.
    PUNISH: This means to land your own attack on a helpless opponent after they
    miss you with a move or are out of position.
    SIDESTEPPING: Using the 8 way run system to try and move around your opponent's
    attacks.
    STANCE: One of Voldo's various fighting style positions. You will become
    familiar with them as you try out his attacks. The stances often link together
    with various moves.
    TRACKING: The ability of a move to follow the opponent as they move.
    
    #2.4C Move information and properties
    
    h,l,m,sl,sm (high,low,mid,special low,special mid): The parts of the opponent 
    an attack aims for. 
    *n: Indicates special property number n which will be explained below the
    section of moves in which it appears (n is a number).
    AT (attack throw): A move which turns into a throw animation if the hit lands
    successfully and at close enough range.
    CH (counterhit/counterattack) : Striking the opponent during one of their 
    attacks.
    EC (ends in crouch): A move which will initially leave you in the crouching
    position when it is complete.
    EV (evasive): A move which is good at getting around, under or over other moves
    giving you the chance to hit without being hit back.
    GB (guard break): Indicates that a move has the guard break property. The move 
    has a blue lightning effect, and when guarded causes a short stun.
    H (horizontal): A move that hits in a sideways motion, designed to hit 
    sidestepping opponents. Usually involves the A button.
    HG (hits grounded opponent): A move which is able to hit an opponent who is
    lying prone on the floor.
    KD (knockdown): A move that knocks the opponent off their feet, giving you a 
    big advantage as they can't do much from that position.
    LA (launching): A move which sends the opponent high into the air, usually 
    allowing you to use a combo on them before they land.
    RO (ringout): Knocking the opponent out of the ring, winning the round 
    instantly. A move with this property is capable of causing a ringout, although
    you and/or your opponent have to be in the correct positions for it to happen,
    these vary with each move.
    SP (spins): A move which causes the opponent to spin around on the spot.
    ST (stun): An effect of a move which incapacitates the opponent for a short 
    while.
    TA (taunt): A move which serves no purpose other than to infuriate or mock
    the opponent.
    TH (throw): Indicates that a move is a throw/grapple, a move that cannot be 
    blocked or impacted. It can be escaped by A or B depending on the input of the
    throw. I suspect the new download 'fix' can allow throws to be impacted as a 
    just frame.
    TR (turn round): A move that turns the opponent round.
    UB (unblockable): Indicates that a move is unblockable. The move has a flame 
    effect and cannot be guarded or impacted.
    V (vertical): A move that hits in a forward motion, designed to have priority
    over horizontal moves, but that can be sidestepped. Usually involves the B
    button.
    WC (while crouching): Perform this move while crouching. To crouch, press 2+G,
    then you can release G while holding 2.
    WR (while rising): Let go of 2 while crouching.
    
    #2.4D Voldo's stances
    
    BLIND STANCE: Facing away from the opponent.
    BLIND CALIOSTRO RUSH STANCE: A strange little sprint backwards from blind 
    stance. Returns to blind stance if no move is inputted after a little while.
    CALIOSTRO RUSH STANCE: A strange little sprint forward. Returns to normal
    stance if no move is inputted after a little while.
    DEATH ROLL STANCE: Cowering in a ball on the floor.
    DOWN STANCE: Lying on the floor, can be face up or face down.
    MANTIS STANCE: Crawling on all fours with stomach arched up. Returns to normal 
    or blind stance if no move is inputted after a while.
    NORMAL STANCE: Standing up normally as you do when you begin the round.
    
    --------------------------------
    #3.0 LEARNING TO PLAY WITH VOLDO
    --------------------------------
    
    #3.1 Basic strategies
    
    Use these tips while working through my movelists in the next section.
    
    1) Vary your moves and your stances. I find one of the biggest advantage of 
    Voldo is he is so strange in his movements and stances that if someone doesn't
    play him themselves, they will probably have no idea what is going on or what 
    to expect. The more you can play on this, the more you can intimidate a player 
    and dictate how the duel will play out. Get into blind stance often as it 
    offers many long range and evasive moves. Use the caliostro rush stance as a 
    suprise long range weapon now and again, and the death roll as a confusing 
    addition to throw the opponent off guard when you feel it's the right time.
    
    2) Learn all of the moves below well. Know what range they have, whether they 
    are mid, high or low, how fast they are, and how much damage they do. Do not 
    try to learn any more moves until you feel 'at one' with the moves
    you have so far. Learn them one group at a time and break them down if needed.
    
    3) Make use of Voldo's low moves. He has many of these, a lot of which knock 
    the opponent to the floor, and some are very fast. Mix them up with your other
    moves and throws, so the opponent never knows what's coming next. From normal 
    stance 1 A has good range and damage, 2+A+B 236+B is a nice combo which hits 
    mid then quickly low, and 236+B is very fast. In blind stance make use of 
    1+A, 2+B (K/[K]) and [4] K.
    
    4) Get used to being able to guard and impact while in blind stance. At first 
    I found it hard to do, I instinctively want to run away or turn round again, as
    normally being turned away from your opponent leaves you vulnerable. Be 
    cautious still however, you don't want to get thrown while in blind stance by 
    an inescapable back throw. Don't worry about the same thing happening if your 
    moves are guard repelled though, as you will automatically turn round and have
    a chance at escaping an incoming throw attempt (with A or B). 
    
    5) In normal stance use A A as a very quick combo to interrupt slower attacks.
    Use B B as a decent damage, reasonable range advancing combo. Use 3+A as a 
    reasonably fast catch-all move, both mid and horizontal to catch sidesteppers, 
    and gives a nice stun on counterhit. [3]/[6]/[9] B is a great fast move to
    use to interrupt attacks at medium range.
    
    6) Make use of Voldo's high range moves. Although he generally suffers from 
    fairly short range, using his caliostro rush he can attack from a long way away
    and launch into throws, and [2]/[8] K can hit from some distance while 
    evading. 236+B is a fairly long range, extremely fast low move.
    
    7) If you like using throws a lot (like me!) and someone is getting wise to 
    your tactics, close in on them to fake a throw attempt. If they duck to avoid 
    it, punish them with 3+B B for considerable damage.
    
    8) Be aware of Voldo's evasive moves and stances. A lot of the stances such as 
    death roll make it hard to be hit by many moves at all. Don't stay in one 
    stance for too long, make sure that by the time the opponent has figured out 
    what to do about the stance you're in, you've changed to another one and kept 
    them off balance. In blind stance [4] K is decent damage and range, and gets 
    you out of the way of many things by sliding under them. Seriously annoying!
    
    9) If you are going for ring outs, the best moves I find to use are 3+B B or 
    [6] A+B for a mid-hit ring out and 236+B for a low-hit ring out. Other moves
    for this include [2]/[8] K and from blind stance A+B or 3+B then 3+K if 
    closer to the edge. Check the complete movelist for moves with property RO
    if you want to find more ringout moves.
    
    10) If you repel an attack while in blind stance, you can use 3+B to launch at 
    medium range quicker than the opponent can block, although they can impact it.
    This can also be used at close range after a repel as a mixup with the safer 
    option of a throw (which cannot be dodged if you are close enough after the 
    repel).
    
    11) To beat Voldo, you need to learn to play him, I think this is true of most
    characters. At least get a feel for his most powerful moves and what he is 
    capable of in each stance, rather than wondering what the flaming heck is going
    on when he is crawling all over the shop. Keep him out of short range if you 
    play a longer range character, but keep a sharp eye out for his diving moves 
    from his caliostro rush stance.
    
    12) To beat story mode most easily, just put it onto normal difficulty. 
    Approach each enemy and use a throw, A+G or B+G. When they get up, repeat. You 
    should beat the whole mode with little trouble this way. Against more difficult
    opponents a mixture of A A, B B, [3]/[6]/[9] B and 1+A will probably do 
    to start with, after that just use all the moves you have mastered and treat 
    them as a real opponent, unless you notice one move is giving the particular 
    opponent much difficulty!
    
    #3.2 Moves to learn first (my movelists)
    
    #3.2A Using my movelists
    
    I will cover which moves you should focus on when you first start to learn how 
    to play Voldo. To help with this I have selected groups of moves from the 
    complete movelist, and given commentary on how to use them. I recommend trying 
    to learn each section of the moves one at a time. Here are some hints for this
    (skip this part if you are used to learning character moves): 
    
    -Go into practice mode and go through all the moves in the list, get a feel
    for their timing, the range they hit from, their damage and whether they hit 
    high, mid or low. Imagine as you do them what kind of situations they would be
    useful in. Keep going through the moves until you can remember them all and 
    perform them as second nature. Feel free to print out any part of this guide.
    -Start having matches using this movelist, ideally against a human opponent,
    but even against the computer will help. As you use the moves in the movelist,
    see when they are successful, and when they are not, and learn when best to
    use them. Keep playing matches using these moves until you can recall all
    the moves, having the list in front of you may help to glance at after each
    match to see if you are forgetting any. Learn when each move is appropriate
    and effective, instead of performing moves randomly. I have provided comments
    for each move to help with this. Also refer to the Voldo strategy section.
    -Once you feel you have mastered the movelist, repeat this process with the
    next section of the movelist, continuing to apply all the moves you have learnt
    so far. I'd highly recommend learning these in order by section, but you can 
    tackle them in whatever order you feel is best for your playing style.
    
    I have kept each section quite short so it should be easy to remember them
    all, and you can make steady progress. This is better in my experience than
    trying to remember vast amounts of moves at once and not really knowing
    how to use any of them. If you find any of the sections too long to remember
    in one go, split them up into smaller parts and learn them one at a time. 
    
    I have put the moves in each section into roughly the order of importance
    as I see them, so focus on the moves towards the top of each section the most.
    
    I have left out the mantis stance, blind caliostro rush stance and down stance
    to make Voldo easier to learn from scratch. I feel they are the least important
    of his stances to being with. You can experiment with them once you feel 
    comfortable with the rest of his stances, along with the rest of the complete
    movelist.
    
    #3.2B Normal stance
    
    A A ... Very fast 2 hit combo to interrupt attacks
    [3]/[6]/[9] B ... Bread and butter flash elbow, fast mid attack to interrupt 
    moves giving nice stun on counterhit
    1+A ... Long range knockdown low move
    K ... A very quick poking kick for applying pressure
    B B ... Advancing 2 hit mid combo
    3+B B... Damaging close range mid combo
    3+A ... Quick horizontal slicing mid move, hard to avoid, stuns on counter hit
    [2]/[8] A ... Medium range mid to deal decent damage to sidesteppers
    [2]/[8] K ... Decent range spinning high kick to dodge attacks and kick 
    sidesteppers
    [6] A+B ... Decent range stepping in double mid attack, medium damage
    [6] A+B K ... Same as above except an evasive high kick instead of second hit
    2+A+B (2 3 6 to calistro rush stance, enter before the hit) ... Decent range 
    swooping knockdown mid strike leading to possible follow ups
    A+B ... Safe to use weapon spin, can help avoid or knock away some attacks
    2+A ... Useful for interrupting attacks
    
    #3.2C Normal stance to blind stance
    
    4+A ... Very fast high jab
    6+B B ... Deceptive high mid combo 
    [2]/[8] B ... Fairly slow mid attack but a nice move to punish a sidestepped
    attack and get to blind stance
    WC 3+B ... Far reaching and evasive mid stab
    WR [K] ... Fast and slightly evasive spinning kick, an easy way to blind stance
    from crouching
    
    #3.2D Blind stance
    
    (Use this often as an alternate attack stance, I usually find it stronger than
    normal stance)
    
    A A ... Very fast horizontal strikes to interrupt moves
    1+A ... High damage medium range evasive knockdown low move
    2+B (K/[K] to down stance) ... Deceptive decent range knockdown low move, 
    can be followed up by drop kick which can be charged up, evasive as you'll land
    on the floor
    B B ... Quite quick mid hitting advancing combo
    [2]/[8] A ... Spin attack to catch sidesteppers and duckers, to turn them 
    round or knockdown on counterhit
    3+A ... Nice range and damage, stun on counterhit, good for punishing or 
    pressure
    K ... A very quick poking kick for applying pressure
    3+B ... Launching mid hit
    [6] B ... Decent range and speed evasive mid stab
    [1]/[4]/[7] A... Medium range knockdown evasive high move
    2+A ... Useful for interrupting attacks
    
    #3.2E Blind stance to normal stance
    
    A+B ... A huge smack in the face from medium range to send your opponent flying
    and which can knock aside some attacks
    4+B A A ... Agressive close range 3 hit combo using mid and horizontal attacks
    6 6+A+G ... A throw with a little extra damage
    A+G/B+G ... Just keep in mind you can throw as normal in this stance
    [2]/[8] B ... Hits opponents on the ground, and if you have launched them
    you can relaunch with this move
    
    #3.2F Caliostro rush stance
    
    (Throw this in now and again for some suprise moves, especially at longer 
    range)
    
    (236 or 2+A+B 236 to enter stance, note all moves from this stance can be 
    delayed to any point during the sprint animation, if you do no moves it ends in
    crouch)
    
    B ... Very fast long range knockdown sliding low move, use as a suprise move
    as it can leave you at a disadvantage
    A+G/B+G (Throw, B+G leads to mantis stance on success) ... Leaping long range
    throw attempts, a unique suprise Voldo weapon
    A A ... Close in with 2 quick strikes especially if they expect B instead
    A+B ... A fast long range knockdown leaping high attack with guard break, 
    great for suprising or punishing at distance
    [A+B] ... Same as above except a little slower and unblockable, heavy damage, a
    great suprise move but easily ducked if overused
    K (To down stance) ... A hit and run downwards mid kick leaving you on the 
    floor and hard to hit
    
    #3.2G Death roll stance
    
    (A low down stance which is evasive, good for confusing and getting sneaky 
    damage then retreating)
    
    ([3]/[6]/[9] [A] or 4 [K] to enter stance)
    
    A ... Low hit while creeping on the floor, evasive and difficult to deal with, 
    effective if not overused
    B B B ... Nice advancing mid bash, can just use one attack and mix up with A 
    for confusion, or use 2 or 3 for advancing combo
    K (To normal stance) ... Use this when you think the opponent is wise to your 
    crawling about to retreat and regroup
    A+B ... Thrown in as a suprise, this unblockable could catch a player clamming 
    up because of your unusual style and attacks with A / B, don't overuse
    
    ----------------------
    #4.0 COMPLETE MOVELIST
    ----------------------
    
    #4.0A Reading the movelist and move properties
    
    INPUT: How you perform the move.
    
    HITS: Which areas of the opponent the move aims at, followed by whether it is
    vertical or horizontal. A sequence of letters shows the information about
    all the attacks in a combo in order. 
    
    DMG (Damage): The damage the move does if all the hits connect. Note that on 
    counter hit the damage may vary. I have left out the individual damage of each 
    move in a combo to save space. This is a general estimate of the damage, it may
    vary with how well moves connect and what way the opponent is facing. Note that
    the damage of throws can change if you are to the side or behind the opponent.
    The damage shown will be the standard throw when the opponent is facing you.
    
    PROPERTIES: Any special properties the move has. A little c after a property 
    shows that the property only applies if the attack is a counterhit. A little s
    after a property shows that the property only applies on a standard hit (not a
    counterhit). If a property is followed by (n) it shows that the property 
    applies to attack n in a combo. This property may be overridden if the combo is
    continued past that attack. A move is noted to be evasive (EV) if it is 
    generally more evasive than the stance from which the move is performed. See 
    move information and properties in the notation and jargon section. I have 
    noted only the more significant stuns.
    
    RGE (Range): Shows at what range the move can connect from; short, medium or
    long (S,M,L). If this varies during a combo I will assess the overall range.
    
    SPEED: Shows how fast the move is on a scale of 1 to 5, 1 being a very fast
    move and 5 being a very slow move. If the move has more than one attack, the 
    speed of each attack is listed in order. These are based on my own observation
    of the moves, not on any calculations. If you feel I have assigned the wrong
    number to any attacks, please let me know. If there is a delay between one
    hit and the next, that is taken into account in the speed of the move after
    the delay. This is a measure of how fast attacks connect after the input, not
    the recovery time afterwards.
    
    Note that some moves do not hit the opponent or cause damage, so not all moves
    will have an entry in each of these categories.
    
    Example (fictional move)
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    2+A [B] B~K        h-H,l-V,sm-H          57  KDc(1),GB(3)         M   1,2,4  
    
    This shows a move which you input by pressing down and A, then hold B, then
    press B and then quickly press K. The first hit will be high and horizontal, 
    the second low and vertical, and the third special mid and horizontal. The 
    total combo will do 57 damage. The first hit causes knockdown on a counterhit,
    and the third hit has guard break. This combo should be used at medium range. 
    The first hit is very fast, the second hit is fast, the third hit is slow.
    
    #4.0B Notes on the mantis stance and down stance
    
    There are two versions of his mantis stance, one facing towards the opponent 
    and one facing away from the opponent. Which one you enter depends on which way
    you were facing when you went into the mantis stance, and which move
    you used to get into it. Which way you face when you come out of the mantis
    stance depends similarly on which way you were facing in the mantis stance, 
    and which move you use to come out of it. Moves which go into or out of mantis 
    stance either have the property 'switch facing direction' (SW) or 'same facing 
    direction' (SA). So for example if I am in blind stance and I use a move that
    goes into mantis stance with property SW, I will enter facing towards mantis
    stance. If I then use a move that leaves mantis stance with the property SA,
    I will enter Normal stance. Or to put it another way, if I enter and leave
    the mantis stance with moves both with the same property (SA or SW) then I
    will end up facing the same way as I started. If I use one SA and one SW move 
    (in either order) I will end up facing the opposite way to when I started.
    
    When Voldo enters the down stance, he remembers which way he was facing when
    he went into this stance, and will face the same way when he returns to 
    standing (unless you entered the down stance from the mantis stance using a 
    move with property SW, in which case it will switch as above). You can tell 
    which way Voldo will face when he leaves the down stance by looking at how he 
    is lying on the floor:
    
    Face up and head away from opponent: Will face forward
    Face down and head away from opponent: Will face away
    Face up and head toward opponent: Will face away
    Face down and head toward opponent: Will face forward
    
    Note that the move that takes you to mantis stance from down stance B+K
    has property SW so it will reverse the direction that Voldo remembered.
    
    If anyone is still confused as to how this all works, feel free to email me
    with your question.
    
    #4.1 Normal stance
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    A A                h-H,h-H               20                       S   1,1
    A~B B B            l-V,l-V,l-V           15  HG                   S   3,1,1
    B B                m-V,m-V               28                       S   2,1
    K                  h-V                   14                       S   1
    (Run 3+ steps) K   l-V                   26  HG,KD,RO             S   2
    A+B                m-V,m-V               20  KD,EV                S   3,1
    A+G                h-V                   50  KD,TH,*4             S   2
    B+G                h-V                   54  KD,TH,*5             S   2
    B+K                m-V                   20                       S   3
    [B+K]              m-V,m-V,m-V           70                       S   4,1,1
    A+K                                          *14                      1
    A+K 6+A+K                                    EV                       1
    A+K 2/8+A+K                                  EV                       1,1
    A+K 4+A+K                                    EV                       1,1
    K+G                                          TA
    1+A                l-V                   34  HG,KD                M   3
    1+B                m-V                   20  EV,HG                S   3
    1+[B]              m-V                   20  AT,HG,*15            S   3
    1+K                m-V                   20  EV,LA,RO             S   3
    2+A                sl-H                  10                       S   2
    2+B                m-V                   16                       S   2
    2+K                l-V                   12  HG                   S   2
    2+A+B              m-V                   30  HG,KD                L   3
    2/8+A+K                                      EV                       2
    3+A                m-H                   18  STc                  S   2
    3+B B              m-V,m-V               55  HG(1),KD(1),*16      S   2,3
    3+K                m-V                   14                       S   2
    4+K                h-V                   18  EV,KDc               S   2
    4+A+B              m-H,m-H,m-H,m-H       40                       M   3,1,1,1
    4+A+K                                        EV                       1
    6+A                h-H                   22                       S   2
    6+K                h-V                   20  EV,KDc               S   3
    6+A+K                                        EV                       1
    6~6+B              m-V                   20  HG,KD,*17            M   2
    7/8/9+A            h-H                   26  EV                   S   3
    7/8/9+B            m-V                   28  EV                   S   3
    [1]/[4]/[7] A      h-H                   28  KD                   M   3
    [1]/[7] B B B      l-V,l-V,l-V,h-V       30                       M   3,2,2
    [1]/[7] K          l-V                   16                       S   2
    [2]/[8] A          m-H                   31  TRc                  M   2
    [2]/[8] K          h-H                   37  KD,RO                M   3
    [2]/[8] A+B                                  TA
    [3]/[6]/[9] B      m-V                   20  KDc                  M   2
    [4] A+K (G)        h-H                   78  KD,RO,UB,*18         S   5
    [4] B              m-V                   20  KDc                  M   3
    [6] A+B            m-V,m-V               40  KD,RO                M   3,1
    [6] [A+B]          m-V,m-V               30  KD,RO,*19            M   3,1
    [6] A+B K          m-V,h-V               40  EV(2),KD,RO          M   3,3
    WC A               sm-H                  10                       S   1
    WC B               m-V                   16                       S   2
    WC K               l-V                   14                       S   2
    WC A+K             sm-V                  18                       S   2
    WC 3+A+B           h-V                   45  GB,KD,RO             L   3
    WC 3+[A+B]         h-V                   70  KD,RO,UB             L   5
    WR A               h-H                   18  SP                   S   2
    WR B               m-V                   20  LA                   M   3
    WR K               m-V,h-V               18                       S   3   
    
    *4: RO if you grab the opponent from their front or their left.
    *5: RO if you grab the opponent from their left.
    *14: If Voldo is hit while doing this move, instead of taking damage he slides
    to the floor.
    *15: The attack throw only works if the opponent is on the ground. It does
    no damage, just lifts them up to standing.
    *16: Becomes ringout if you hit with both attacks.
    *17: If this hits an opponent in the air or on the ground, Voldo automatically 
    does a second elbow attack. (Thanks to the people on caliburforum.com for
    this.)
    *18: If G is pressed, Voldo cancels the attack.
    *19: On counterhit, Voldo does the superfreak dance and strange white and red 
    particles seem to come from his weapons, I have yet to understand the point of
    this! I'll be very interested if anyone can tell me.
    
    #4.1A Normal stance to blind stance
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    1+[K]              h-V                   18  EV,KD,RO             S   3
    4+A                h-H                   20                       S   1
    4+B A              m-V,h-H               35                       S   2,2
    6+B B              h-V,m-V               36  KDc(1)               S   2,2
    [2]/[8] B          m-V                   43  KD                   M   4
    [3]/[6]/[9] K      h-V,m-V               34  EC,HG,KD(2)          L   3,1
    WC 3+B             m-V                   28  EV,KD,RO             M   2
    WR [K]             h-H,m-H               19                       M   2,1
    
    #4.1B Normal stance to mantis stance
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    2+B+K                                        SW                       4
    2+A+K 2                                      EV,SW                    2,3
    6+[A+K]                                      EV,SW                    2
    8+A+K 8                                      EV,SW                    2,3
    [4] [B]            m-V,m-V               40  HG,KD(1),SA          M   2,2
    [4] [K]            h-V                   26  EV,HG,KD,SW          M   4
    WC [A+K]                                     EV,SW                    3
    WR [B]             m-V                   21  LA,SW                M   3
    
    #4.1C Normal stance to death roll stance
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    4+[K]              h-V                   18  KDc                  S   2
    [3]/[6]/[9] [A]    h-V                   26  HG,KD,ROs            L   4
    
    #4.1D Normal stance to caliostro rush stance
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    236                                          EC                       1
    2+A+B 236          m-V                   30  EC,HG,KD,*1          M   3
    4+[A+K]                                      EV                       5
    
    *1: Enter 236 before the initial attack lands.
    
    #4.1E Normal stance to down stance
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    7/8/9 K            h-V                   22  EV,HG,KD,*2          M   3 
    [1]/[7] B B B K    l-V,l-V,l-V,h-V       51  HG,KD,*2,*3          M   3,2,2,3
    [3]/[6]/[9] A      h-V                   26  HG,KD,ROs            L   4
    [4] K              h-V                   26  EV,HG,KD             L   4
    
    *2: Voldo enters the down stance as if he had entered it from the blind stance.
    *3: You can omit 1 or 2 of the B inputs.
    
    #4.2 Blind stance
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    A A                h-H,h-H               20                       S   1,1
    B B                m-V,m-V               29                       S   2,2
    K                  h-V                   14                       M   2
    1+A                l-H                   30  EV,KD                M   3
    1+K                m-V                   18  KD,RO                S   3
    2+A                sl-H                  10                       S   2
    2+B                l-V                   20  KD                   M   3
    2+K                l-V                   14                       S   2
    2+A+B              sm-V,m-V              48  KD(1)                M   3,5
    3+A                m-H                   10  STc                  M   2
    3+B                m-V                   30  LA                   M   3
    3+K                m-V                   16                       S   2
    6+B                m-V                   21  KD                   S   2
    6+K                h-V                   20  KD                   S   3
    2/8+A+K                                      EV                       2
    [1]/[4]/[7] A      h-H                   20  KD                   M   3
    [1]/[4]/[7] B      m-V                   20  KDc                  M   3
    [1]/[7] K          l-V                   16  STc                  S   3
    [2]/[8] A          m-H                   28  KDc,TR               M   2
    [3]/[6]/[9] A      m-H,m-H               36  KD,RO                M   3,1
    [3]/[6]/[9] K      m-V                   30  KD,RO                M   2
    [3]/[9] B B        m-V,m-V               35  KD(2)                S   2,2
    [6] B              m-V                   24  KDc                  M   2
    WC A               sl-H                  10                       S   1
    WC B               m-V                   15  KD,ROs               S   2
    WC K               l-V                   16                       S   2
    WR A               m-H                   24                       M   2
    WR B               m-V                   28  KD                   S   2
    WR K               h-V                   18                       S   2
    
    #4.2A Blind stance to normal stance
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    A+G                h-V                   50  KD,TH,*4             S   2
    B+G                h-V                   54  KD,TH,*5             S   2
    A+B                h-V                   33  KD,RO,*23            L   3
    B+K                m-V                   20  KDc                  M   3
    1+B                m-V                   20  HG                   M   3
    4+A                h-H                   14                       S   1
    4+B A A            m-V h-H m-H           50  HG(1),SP(2),*6       M   2,2,2
    4+A+B              m-H,m-H,m-H,m-H       40                       M   3,1,1,1
    6+A B B            h-H,m-V,m-V,m-V       52  KD(4),*6             M   2,3,3,1 
    6 6+A+G            h-V                   65  KD,TH                S   2
    [2]/[8] B          m-V                   30  HG,LA,*22            M   3
    [2]/[8] K K        l-V,h-V               42  KD(1),LA(2),*6       S   4,3
    
    *4: RO if you grab the opponent from their front or their left.
    *5: RO if you grab the opponent from their left.
    *6: Remains in blind stance if you omit the last input.
    *22: Relaunches an airborne opponent.
    *23: Is able to knock aside some attacks.
    
    #4.2B Blind stance to mantis stance
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    2+A+B G            sm-V                  23  HG,KD,SW             M   3
    2+B+K              m-V                   20  HG,KD,SW             S   4
    6+[B]              m-V                   20  KD,SW                S   2
    [1]/[4]/[7] [B]    m-V                   20  KDc,SA               M   3
    [2]/[8] K [K]      l-V,h-V               42  HG,KD(1),LA(2),SA,*6 S   4,3
    2+A+K 2                                      EV,SW                    2,3
    8+A+K 8                                      EV,SW                    2,3
    
    *6: Remains in blind stance if you omit the last input.
    
    #4.2C Blind stance to down stance
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    2+B K              l-V,l-V               43  EV,HG(2),KD,*6       M   3,3
    2+B [K]            l-V,m-V               48  EV,GB(2),HG(2),KD,*6 M   3,5
    2+A+B K            sm-V,l-H              56  EV,HG,KD,*6,*7       M   3,5
    2+A+B 2            l-H                   37  EV,HG,KD,*6          L   3,4
    2+A+B [2]          l-H                   37  EV,HG,KD,*6          L   3,5
    4+K A              m-V,h-V               44  EV,KD,RO,*6          S   3,3
    4 4+K (B+K)        l-V                   30  EV,HG,KDc,*8         M   3
    
    *6: Remains in blind stance if you omit the last input.
    *7: Can only input K on successful hit of first move, while Voldo flies
    up into the air.
    *8: If the optional B+K is inputted, Voldo will 'swim' away from the opponent,
    and will enter the down stance as if he entered facing forwards.
    
    #4.2D Blind stance to blind caliostro rush stance
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    236                                          EC                       1
    
    #4.3 Mantis stance
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    A+K                m-V                   25  EV,KD                S   2
    B+K                m-V                   20  LA                   S   3
    [B+K]              m-V                   30  LA                   S   4
    A+B G              sm-V                  10  *20                  S   3
    
    *20: You must enter the G as the first hit connects.
    
    #4.3A Mantis stance to normal stance / blind stance
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    Facing towards A    m-H                  20  KD,RO,SW,*9          S   3
    Facing away A       m-H                  30  KD,SW,*9             S   4
    B                   m-V                  36  KD,HG,SA             S   2
    K                   m-V                  20  KD,HG,SW             M   3
    A+B                 sm-V                 10  HG,KDc,SW            S   2
    6 6                 l-V                      HG,RO,SW,*10         L   2
    
    *9: This is really a two hit combo, but since he hits behind him then in front
    of him, he will almost certainly only connect with one of the moves so I have
    listed these as two seperate moves.
    *10: This move will only hit the opponent if Voldo is in the facing toward
    mantis stance. If it hits successfully, Voldo scampers past underneath the
    opponent and will then stand up in normal stance.
    
    #4.3B Mantis stance to death roll stance
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    2/8                                          SW                       3
    
    #4.3C Mantis stance to down stance
        
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
                                                           
    G                                            SW                       3
    A+B 2              Sm-V,l-H              24  HG,SW                S   2,4
    A+B [2]            Sm-V,l-H              24  HG,SW                S   2,5
    
    #4.4 Death roll stance
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    A                  l-H                   18  KDc,ROc              M   3
    B B B              m-V,m-V,m-V           50  KD                   M   3,2,2
    A+B                m-V                   40  KD,UB                M   5
    A+K                l-V                   16  *21                  M   3
    
    *21: Reverses the way you are facing
    
    #4.4A Death roll stance to normal stance / blind stance
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    K                  m-V                   20  KD                   L   4
    
    #4.4B Death roll stance to mantis stance
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    2/8                                          SW                       2
    
    #4.4C Death roll stance to down stance
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    G                                                                     2
    B+K                m-V,m-V,m-V           30  HG,*11               M   3,1,1
    
    *11: Voldo enters the down stance as if he had entered from the blind stance.
    
    #4.5 Calistro rush stance
    
    #4.5A Caliostro rush stance to normal stance
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    A A                h-H,m-H               37  KD(2),SP(1)          S   2,1
    B                  l-V                   25  EC,EV,HG,KD,RO       M   2
    A+B                h-V                   45  GB,KD,RO             L   3
    [A+B]              h-V                   70  KD,RO,UB             L   5
    
    #4.5B Caliostro rush stance to blind stance
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    A+G                h-V                   50  KD,TH,*12            L   3
    A+K                                          EC                       4
    
    *12:If you miss or hit the opponent while they face away from you, you end 
    in normal stance.
    
    #4.5C Caliostro rush stance to mantis stance
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    B+K                m-V                   15  HG,LAc,SW            S   3
    B+G                h-V                   50  KD,SW,TH,*12         L   3
    
    *12:If you miss or hit the opponent while they face away from you, you end 
    in normal stance.
    
    #4.5D Caliostro rush stance to down stance
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    K                  m-V                   24  HG,KD,*11            M   3
    
    *11: Voldo enters the down stance as if he had entered from the blind stance.
    
    #4.6 Down stance
    
    #4.6A Down stance to normal stance  
    
    Face up and head away from opponent / face down and head toward opponent
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    A                  h-H                   18  SP                   M   3
    B                  m-V                   20  LA                   S   3 
    K                  m-V,h-V               18                       S   3
    
    #4.6B Down stance to blind stance 
    
    Face down and head away from opponent / face up and head toward opponent
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    A                  m-H                   24                       M   3
    B                  m-V                   28  HG,KD                S   3
    K                  h-V                   18                       S   3
    
    #4.6C Down stance to mantis stance  
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    B+K                                          SW,*13                   2   
    
    *13: If Voldo is face down, he flips himself over into the mantis stance
    instead of arching himself straight up, this makes it a slower speed of 3
    
    #4.7 Blind caliostro rush stance
                   
    #4.7A Blind caliostro stance to normal stance
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    A+K                                          EC                       4
    
    #4.7B Blind caliostro stance to blind stance
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    A                  m-H                   24  KD                   M   2
    B                  m-V                   28  HG,KD                S   3
    K                  h-V                   18  KD                   S   2
    A+G                h-V                   50  KD,TH,*12            L   3
    
    *12:If you miss or hit the opponent while they face away from you, you end 
    in normal stance.
    
    #4.7C Blind caliostro stance to mantis stance
    
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    
    B+K                                          SA                       3
    B+G                h-V                   50  KD,TH,*12            L   3
    
    *12:If you miss or hit the opponent while they face away from you, you end 
    in normal stance.
    
    ---------------------------------------------
    #5.0 CREDITS, INFORMATION AND VERSION HISTORY
    ---------------------------------------------
    
    Version 1.0
    -Initial guide aimed at players just starting to play Voldo
    
    Version 2.0 
    -Added complete movelist
    -Reorganised moves into more logical order
    -Other minor improvements and corrections
    -Layout changes
    -Changed my advice on how to best use my movelist
    
    Version 3.0 
    -Added move information: high/mid/low and vertical/horizontal, move speeds, 
    properties
    -Improved presentation and added to jargon section
    -Added more notes on facing away and towards in mantis stance
    -Added some missing moves
    -Removed some incorrect moves
    -Thanks to NEV1NYRRAL for bringing to my attention that I'd wrongly stated that
    Voldo has no throws that can ringout, now corrected
    -Added help for using the search function
    -Made clear the different ways in which Voldo enters and leaves the down stance
    including how to identify which way he will face upon leaving it
    -Added seperate down stance to normal stance and down stance to blind stance
    sections as they are different moves
    -Added more special notes and comments in the complete movelist for special
    properties of moves
    Version 3.01
    -Corrected and added some minor things
    Version 3.02
    -Minor corrections and layout changes
    Version 3.03
    -Changed the order of contents, and made easier for a new player to read. 
    Thanks to NEV1NYRRAL for suggestions for this and for some corrections.
    
    Created by Robert Watts (Robvalue). The only sources I have used are the game 
    itself and my experience except where noted. 
    
    Feel free to reproduce anywhere, being credited would be nice.
    
    Please contact me if you have any suggestions, questions, comments or find an 
    error. Please let me know if you find this guide useful. My email is 
    robvalue (at) yahoo.com
    
    About me: I'm an avid gamer of some 25 years, having played on almost every 
    game system in that time. I've been a particular fan of 'fighting games', 
    dating back to things like IK+. Anyone remember that? So of course there was 
    the huge SF2 obsession, of which mine outlasted that of those around me. I was 
    introduced to Tekken by my brother, and eventually overcame the shame of being 
    beaten into the ground repeatedly to learn how to play. I stuck with the series
    until Tekken 5, having played that for a long time I eventually tired of the 
    importance placed on silly looking juggle moves and learning and practicing 
    tricky inputs and combos. So after some soul searching, I focused on the Soul 
    Calibur series (with some overlap). I have played since SC2, my Tekken 
    background giving me a baseline, and picked up a few moves to make myself feel
    I could give someone a decent game. Now with SC4 I have focused more seriously
    on learning characters thoroughly and improving my game. I have dabbled with 
    most of the characters, but have so far learnt the groundwork for Voldo (funny
    chap), Mitsurugi (Paul Pheonix in disguise), and Astaroth (who is bigger than 
    you). I consider myself a reasonable player but by no means an expert. While 
    learning Voldo I made many notes, and decided they could be useful to someone 
    else who was in my position of being overwhelmed by his move list and not 
    knowing where to start. This game is great and I am preferring it to Tekken
    now for sure.
    
    Thanks for reading my FAQ!