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    Nightmare by MKim

    Version: 0.3.4c | Updated: 01/31/00 | Search Guide | Bookmark Guide

                                   Soul Calibur
                     "Welcome back to the Stage in History"
                                Nightmare Moves List
                        For both the Namco Coin-Op Upright
              and the Sega Dreamcast Version developed and published
                                     by Namco
                       Compiled by Mark Kim (Vesther Fauransy)
                                   Version 0.3.4c
                Date of Completion: January 31, 2000 (No Time Given)
              Date of Public Release: January 31, 2000 (No Time Given)
    Copyright Information
    Unpublished work trademarked (tm) and copyrighted (c) by Mark Kim.
    All Rights Reserved.
     This file is basically derived from the move lists located at
     Namco America's Official Soul Calibur Site (http://www.soulcalibur.com)
     with the exception of some combos, move comments, and some rantings
     that the player might find useful during gameplay.  If for any reason
     the URL is incorrect, I would like to know the change of URL RIGHT
     This file is SHAREWARE and is strictly for entertainment use only.
     In addition, this file can only be HTMLized by the sole owner of the
     file (Mark Kim), regardless whether the content is good or bad.
     Furthermore, only the following sites shall be granted an exclusive
     license to view this file over the web:
      * Verasnaship Interactive (http://www.verasnaship.net)
      * GameFAQs (http://www.gamefaqs.com)
      * Secrets of the Game Sages (http://www.gamesages.com)
      * Cheat Code Central (http://www.cheatcc.com)
      * Game Shark Code Creators Club (http://www.cmgsccc.com)
      * Al Amaloo (http://vgstrategies.about.com and
     It is a criminal act to reproduce and/or retransmit this file in
     any way, shape, or form (regardless of the medium) and it shall be
     a criminal act to to use this file at a password-protected site
     where either user accounts are utilized and/or money is made through
     these accounts.  It is a direct felony to use this file for any
     profitable (even if you fail to make any money out of it), promotional,
     and/or commercial transactional purposes (including but not limited
     to giving this file as some sort of bonus, gift, or any other means
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     criminal act to make any money out of this document.
     Currently, this document is being maintained and is the sole property
     of Mark Kim, and this file is protected by all applicable copyright,
     trademark, and patent laws in addition to all International Treaties.
     Any breach of copyright, trademark, and/or patents (which includes
     but not limited to plagiarism, stealing, laming, pirating, or otherwise)
     and/or using this document for any other purposes other than personal
     and private purposes, and/or illegal mirroring of this file (other than
     the five aforementioned URLs as described in the beginning of this
     disclaimer) is a direct violation of ALL APPLICABLE COPYRIGHT LAWS,
     International Treaties, Patent Laws, US Title 107, and the Berne
     Copyright Bill of 1976.  Violators and Transgressors shall face severe
     civil and criminal penalties through the maximum extent possible by
     Mark Kim acknowledges and respects all copyrights, patents (pending
     or not), and trademarks whether if it's mentioned or not somewhere
     in either the FAQ Text File and/or site as no copyright infringement
     was intended. If for any reason I MUST USE any copyrighted resource,
     then credit will be given at the Acknowledgements Section for the
     common part.  Note that whenever I give credit, I WILL NOT REVEAL
     ANY E-MAIL ADDRESSES AND/OR OTHERWISE in order to protect the privacy
     of the people for whom I give credit to.  This file has been carefully
     written by Mark Kim in respect to all copyrights, patents, and
     Soul Calibur, the Soul Edge Sword, Siegfried Schtauffen, Nightmare,
     and all other Soul Calibur-related events and objects are registered
     trademarks and copyrighted (c) 1995, 1996, 1997, 1998 Namco, Ltd.  All
     Rights Reserved.  SoulCalibur.com is copyrighted (c) 1998 Namco America
     Inc.  All Rights Reserved.  This document was carefully prepared and
     created by Mark Kim in respect to all Namco Properties, as no copyright
     infringement was intended.
    FAQ SO BE IT!!!  It is to remain in its original state, free of charge,
    and in one piece at all costs.  And that's the bottom line.
    Genre: Fighting
    Number of Players: Featuring head-to-head competition against two players
    or play against the computer
    Platform: Arcade and Dreamcast
    Usual Price: Arcade, 50 cents US; Dreamcast, Not Available
    Developer: Namco
    Publisher: Namco
    Dreamcast ESRB Rating: Teen for Strong Animated Violence
    Arcade AAMA Rating: Strong Animated Violence
    Features: Continue for Arcade, Memory Card Save for Dreamcast
    October 1, 1998
    The premiere version of the Nightmare Move List for play on the Soul
    Calibur Arcade Game by Namco.  I was soaked into Nightmare because of
    his good blend of power and range, making him an enjoyable character.
    However, his speed isn't as good as Heishiro Mitsurugi's or Taki's, but
    should give him the edge to beat Astaroth up.
    October 3, 1998
    This FAQ has been updated as far as Legal and Personal issues are
    concerned.  As much as I can, I would like to TRY TO MAKE THIS FAQ
    pertinent to my own self.  Some parts of this work has been removed
    because of this suspiction.
    October 4, 1998
    Added the missing Neutral Notation in the Notations List.  Added a few
    more moves (confirmed by Mark Kim a.k.a. Vestiroth) on the Moves Section.
    Added the definition of Unblockables in this document.  I'm far from
    finishing this guide because there are a lot of moves that has to be
    confirmed by me before I do this and with Siegfried Schtauffen just days
    away from release, maybe I should think about exporting this document's
    template into my proposed Siegfried FAQ.
    November 30, 1998
    Upset because I have to rely directly on http://www.soulcalibur.com to
    get this guide finished!  I haven't performed all the moves yet so no
    complaints please!  A Siegfried Schtauffen Strategy Guide is on the
    December 7, 1998
    Pretty easy update.  I only have to add Nightmare's Ending on this
    January 12, 1998
    Pretty Mild Update.  Switched the "Why a Nightmare Guide" to "Nightmare's
    Strengths and Weaknesses".  Added some Vital Statistics to Nightmare's
    April 12, 1999
    Use of Vesther Fauransy Brand Name begins.  An emergency site has been
    given out in the event that you can't get the text file directly from
    Verasnaship Interactive.  Also, missing theories are being completed for
    the first time.  Nuts and Bolts for some extent...
    May 17, 1999
    Minor Update.  Voice Talentor gets credit for his time with Nightmare.
    January 4, 2000
    First it was to revamp my Seung Mi Na Movelist in order to allow a
    beginner to understand that due to Seung Mi Na's major drawbacks
    (crappy Vitality, abmyssal Spirit, poor hitting power, laughable
    Throw Range, and insanely high KO Recovery Times).  Then it was to
    revamp the Siegfried FAQ that I have created thus far in order to
    force people to understand that at the Beginner Level, it is really
    important to spend your time with Nightmare for a while before
    trying your luck with Siegfried.  Really.  Use Nightmare before
    you use Siegfried not because you want to make him your character.
    It's a prerequisite before you can use Siegfried.  Now it's time to
    go back to the basics and explain a bit more why Nightmare should
    proceed Sieg Schtauffen.  There are some ups and downs that Nightmare
    and Siegfried has, and through my test plays as the Zweihander twins,
    I have managed to "spot the target".
    Now that the Dreamcast version of Soul Calibur has came out, This FAQ
    will work for both versions.  However, there are some Dreamcast only
    stunts that I WILL NEVER EXPLAIN.  Never.  I am centralizing this FAQ
    for Arcade Enjoyment Purposes.  Feel free to use this FAQ so that you
    can practice up a bit more with Nightie, but keep in mind that this FAQ
    WILL ALWAYS be centralized towards the Arcade Version, though this FAQ
    can be used as a Dreamcast "double" towards a certain extent.
    The differences between the Sieg and Nightmare FAQs that I have created
    is rather minimal because they both play the same way.
    Coming Soon
    * With my Nightmare and Siegfried FAQs refined and updated in order to
      ban much of the "unneeded legal tralala", I would then set my sights
      upon updating Lizard Man since he's my major back-up character.  If
      all goes well with Lizard Man, then I'll try to spend some time with
      Sophie, even though she's pretty slow and bland to use.  To tell you
      the honest truth, both Sophie and Lizzie are scrub-friendly characters
      and they should only be used as backup characters if you think you
      can't win after 3-5 matches.  They're pretty easy to get used to and
      they also qualify as Conventional characters thanks to their ease of
    * Next would have to be either Voldo or Yoshimitsu.  While these two
      weirdoes are hard to use, Voldo is worthwhile because he provides
      speed and variety without having to sacrifice power, vitality, KO
      Recovery, or any major drawbacks that is plaguing Seung Mi Na.
      Yoshimitsu is as potent as he was in the Tekken Series with a few
      twists and turns so that the learning curve for Yo-Man would be
      fresh for the Stage in History.
    * Astaroth and Rock comes last.  While they have massive power and
      high vitality, they don't offer too much depth in comparison with
      some of the lower-vitality characters, namely Voldo, Seung Mi Na,
      or et. al.
    By the way, the Update Comments for January 4, 2000 is directly borrowed
    from my very own Siegfried FAQ with some twists and turns.
    Enough rambling, enjoy the updates.
    January 29, 2000
    OOPS!!! Sorry!!! Got the Newsflash wrong!!!
    January 31, 2000
    Al Amaloo looks to be a promising licensee: I've given him my seal of
    approval to mirror 6 out of 8 Soul Calibur FAQs (Notice that I have yet
    to update 2 of them which is Astaroth and Rock, and I have to tune up
    Astaroth and Rock before I can give Al my seal of approval to mirror
    the Astaroth and Rock Move Lists).  The FAQs that Al now has in mirrored
    stock are Seung Mi Na, Nightmare, Siegfried, Voldo, Yoshimitsu, and
    Lizard Man.  I have yet to update both Astaroth and Rock so that it
    can be presently mirrored by Al Amaloo.  Thanks for your patience.
    - Newsflash
    - Reasons for a Massive Update
    - What is Soul Calibur?
    - What was the Siegfried Move List intended for
    - Sieg Rants
    - Sieg at a glance
    - Starting Theories
    - Advanced Theories
    - The Notations
    - Move List
    - Combos
    - How to use Sieg efficiently
    - Sieg's Ending
    - Playing your Soul Calibur Share
    - Do's and Dont's
    - Resources
    - Acknowledgements
    As always, newer versions of this document can be found at Verasnaship
    Interactive, which is my website (http://www.verasnaship.net to be
    exact).  If you have any suggestions, bug busts, or other things that
    you need to share with me, please point your browser to my convenient
    Web Mail Form (http://www.verasnaship.net/emailme.html).
    I give you explicit rights to e-mail me using the E-Mail Form, however
    USE OF AN E-MAIL CLIENT.  I will only be able to answer letters that
    have been submitted via the Form Mail Page (The URL again is
    http://www.verasnaship.net/emailme.html).  If you send any e-mail
    directly to my POP3 Mailbox through use of an E-Mail Client, then
    I won't answer it unless it came from the form mail page.
    This document must be viewed on a monotype font like Courier New or the
    alignment of this file will never be correct.  To fix the alignment
    problem while you are browsing throughout the web, please follow the
    1. On Netscape Navigator, click on Edit, and click on Preferences.
    2. On the Appearance Pane, click on Fonts
    3. On "Fixed Width Font", choose COURIER NEW as the font face and for
       the font size, click on "10".
    Here's a piece of useless text to make sure that the alignment of the
    file is correct:
    I highly recommend that you view this file through Edit.COM if you are
    either a Windows/DOS User or through SimpleText if you are a Mac User.
    Linux users should follow the directions on how to align this document
    This section is taken directly from my own Siegfried FAQ with the
    exceptions of more reasons why Nightmare goes first before Siegfried.
    Many months has passed since I have last updated this Move List for
    Sieg Schtauffen.  While Sieg and Nightmare are identical as far as
    the move variety is concerned, both Sieg and Nightmare have their own
    physical differences in order to keep the twists of the time release
    characters going, much to the tradition of Hajime Nakatani's Tekken
    series.  As you probably know already, Nightmare is basically Siegfried
    possessed by the cursed sword.  More on this later as I progress.
    Unfortunately, I have to write this section because "I felt a disturbance
    in the force".  This could be the fact that many Siegfried players are
    using Sieg as their first character the first time they play Soul Calibur
    because they are familiar with Sieg's moves from Soul Edge.  The worst
    possible reason (IN ANY FIGHTING GAME) is for "sex appeal".  More on
    this later as I progress on.
    I just hate it whenever I see someone play as Siegfried first since
    it's because his speed is higher than Nightmare's, it's the only character
    they knew how to use from Soul Edge, or even worse, sex appeal *yuck*.
    No matter what are your positions between Nightmare and Siegfried would
    having you master Nightmare first before Siegfried because if you don't
    take some time to master Nightmare, you may not be able to know the
    CHEERS AND JEERS Sieg holds.
    in ANY FIGHTING GAME, then DO NOT CHOOSE A CHARACTER simply because you
    like how they look.  You need to select a character that you will be able
    to last for more than 5 minutes on Versus Games the first time you play
    the fighting game.  Don't get all pissed if you can't master the
    character in one day as fighting games require you to spend a lot of
    time with one character and to take full advantages of a character's
    strengths while you tame the weaknesses to make the character work for
    your repetoire.
    Sieg plays a lot differently than he did in Soul Edge.  He is a lot
    quicker in his draws and he has three stances like Nightmare.  However,
    his only drawbacks is that he has less vitality than Nightmare.  To
    tell you the honest truth, Nightmare recovers from KOs A LOT BETTER
    THAN SIEGFRIED CAN, and Nightmare can't be juggled as often as
    Siegfried can.  However, Siegfried can still recover from KOs
    surprisingly fast, although Nightmare can recover from KOs a lot
    better than Sieg.  To make it simple, both Nightmare and Siegfried
    are easier to use than Siegfried in Soul Edge, but Nightmare is a lot
    more basic.  So if you want to use Siegfried, you minus well use
    Nightmare first.
    In the Dreamcast Version, the same thing holds between Nightmare and
    Sieg.  Use Nightmare first and use him like you would with Bread and
    Butter before using Siegfried.  You'll know the strengths and weaknesses
    of the Zweihander (pronounced Tsvei-hahndur and it's "Two-Hander" in
    English) a lot better if you start out with Nightmare first.
    While Siegfried has more variety than Nightmare, Nightmare is a lot more
    forgiving when you use any of his moves because his lag time isn't as
    high as Siegfried's.  However, Nightmare is noticeably slower than
    Siegfried so you might notice that some of the juggles that I have
    stated on my Siegfried FAQ to be a lot harder to perform with Nightmare
    as opposed to Siegfried.  When properly used and when his weaknesses
    (rather poor dexterity and some lag times in between conventions in
    addition to unimpressive juggling power) are tamed in order to make
    Nightmare one with you, Nightmare can prove to be a formidable character
    and a powerhouse.  While Siegfried has some bonuses that makes him worth
    playing, it is Nightmare who will help you shed the light towards your
    path to become a good Siegfried player.  If you have taken lots of time
    to tame up Nightmare, then you should have no problem taming up Siegfried
    (possibly minimal effort) by the time you make your transition between
    Nightmare and Siegfried.  Basically speaking, it's hard to say which
    one's better.
    Enough rambling.  Let's get it ON.
    Soul Calibur is the sequel to the Three Dimensional Weapon Arcade Hit
    Soul Edge which was created by Hajime Nakatani utilizing the System 12
    Board.  Soul Calibur boosts the same gameplay of Soul Edge but with
    even smoother frame animation, octogonial-dimensional running, and even
    more features that may burn its father to a crisp.
    Captain Cervantes De Leon has taken the Soul Edge when he was only 26
    years of age, and during the next 2 decades, rumors have been discovered
    that Soul Edge has been deemed as the Sword of Salvation, while others
    consider Soul Edge as the Ultimate Evil Sword.  Not all warriors were
    able to reach Soul Edge, as some souls (such as Li Long) has been killed
    by Cervantes's strength and agility, but there are a few who was able to
    reach Cervantes and best him in sorts.  Sophitia Alexandra destroyed the
    jagged right blade of the Soul Edge, but was wounded by the shards.
    At the self-same instant, Cervantes vowed to kill Sophie with the left
    blade (unjagged), but was attacked and defeated without warning by Taki.
    Taki took a shard of the foul blade while taking Sophie back to Greece.
    As Siegfried Schtauffen attempted to retrieve the foul blade, he is
    forced to wield his Zweihander (Faust) against Soul Edge, the keeper of
    Secrets.  After Soul Edge's demise, Siegfried took the foul blade, not
    realizing that the sword was trying to accept Sieg as a new host to
    house its evil power.  Meanwhile, a village at Spain has witnessed the
    birth of the Evil Seed, which are grounds for serious disasters of the
    This game features 10 characters when the game is first stocked:
    - Xianghua
    - Kilik
    - Nightmare
    - Heishiro Mitsurugi
    - Sophitia Alexandra
    - Voldo
    - Astaroth
    - Maxi
    - Taki
    - Isabella Valentine a.k.a. Ivy
    There are also Time Release characters available after the TRC warms up.
    Here are the confirmed character addies as per SoulCalibur.Com:
    - Hwang Sung Kyung
    - Yoshimitsu
    - Lizardman
    - Siegfried Schtauffen
    - Rock
    - Seung Mina
    - Edge Master
    The reason why I focus primarily on Nightmare and Siegfried is because
    they are my primary characters I use.  I also offer movelists for
    Astaroth, Rock, and Seung Mi Na (I know it sucks, but I have to meet the
    demands of the many "Mi Na Lovers" around the world).
    This move was intended to serve primarily as a very descriptive move list
    for the malformed host of the foul blade and the soul responsible for the
    murder of Stefan Ostrinesburg and the destruction of the proud Ostrinesburg
    Castle, Nightmare.  I am NOT going to help you on how to fight the CPU foes
    (since the focus is human against human competition), but I am also going
    to help you out on some combos.  Nightmare is one of the 10 default
    characters that are unlocked immediately right after the cabinet is stocked
    at its arcade shelves.  I highly recommend Nightmare for beginners because
    even though Sophitia may be a beginner's character, I highly recommend
    Nightmare (in addition to Heishiro Mitsurugi) for beginners.  All it takes
    is to master all of his moves and to learn how to use the stances correctly.
    After some time taming Nightmare, you'll realize that Nightie is much more
    forgiving to use than Sophie on the long run thanks to his attributes that
    allows room for drama.  Throughout the TRC Lifestream, you will eventually
    get Siegfried Schtauffen.  I STRONGLY RECOMMEND that you play as Nightmare
    a couple times before using Siegfried.  If you go ahead and play as Ziggy
    before you even use Nightie, then you will be unaware of the bonuses Ziggy
    has.  So it's IMPORTANT THAT YOU MASTER NIGHTMARE before you even play as
    Siegfried when Siegfried is released!  I create Text-Based Move Lists so
    that you can print-out and since I'm doing it on a character to character
    basis, my whole intention for this work is to make learning a character
    simple focusing on one character at a time.
    I will also review some of the theories with you.  These theories are
    universal to all characters.  Because a fighting game has some theories
    that you need to learn for a healthy fight, I recommend that you read the
    Fighting Theories in this document.
    Read this guide over and over again, and practice your I/O on a "fake"
    controller.  Therefore, you will be prepared to execute the moves that
    will keep your foes at bay.
    In conclusion to this, here is what I recommend for the Beginner,
    Intermediate, Advanced, and the Professional Players:
    * Nightmare
    * Heishiro Mitsurugi
    * Kilik
    * Xianghua
    * Astaroth
    * Maxi
    * Taki
    * Voldo
    * Ivy
    Much of the reason why I didn't put Sophie Alexandra in one of the
    skill level characters is because Sophie is the blandest character
    in the game.  Since you need to master the default characters first,
    this is how things are done.  And that is why I created a move list for
    Nightmare and Siegfried so that you will be aware that "you need to master
    Nightie before Ziggy".
    You're welcome to offer me with any bug fixes at this location:
    - http://www.verasnaship.net/text/emailme.html
    NOTE: This section is ALSO derived from my very own Siegfried FAQ but
    with more reasons why it's important to use Nightmare first before
    There are bound to be times in the Soul Calibur Forum (located at
    http://www.soulcalibur.com/cgi-bin/wwwboard.cgi) when people will say
    "Voldo is the man!" just because that character doesn't have any weaknesses
    at all.  That is wrong.  You should understand that by writing this work,
    NO CHARACTER is complete without any strengths or weaknesses.  some rants
    that you need to know:
    Nightmare is just as powerful as Siegfried is but he attacks slightly
    slower and his dexterity is a lot lower than Sieg's.  However, when
    concerned about the Recovery and Vitality Issues, Nightmare is the winner
    in these categories.  Although Sieg and Nightmare can recover quickly and
    can withstand exceptional amounts of punishment, Nightmare can recover
    from KOs a bit easier than Siegfried and Nightmare's vitality is slightly
    higher too.  Nightmare sacrifices speed for ease-of-use, higher recovery
    times, and better HP and Vitality as well.  Nightmare's only drawbacks is
    his modest depth of complicated juggles that Taki offers.  Although 
    Nightmare and Siegfried shares the same attacking power, you need to use
    him offensively and mix in between high and low hits.  If you keep on using
    moves that has high lag time (Nightmare has less lag time than Siegfried),
    then "you will be seriously wounded" in a flash.  That is why you need to
    learn how to use Nightmare first before using Siegfried.  If you use
    Siegfried before you use Nightmare, then you won't know the full bonuses
    and drawbacks Sieg has over Nightmare.
    Some of the moves Sieg has a longer lag time than Nightmare but most of
    the moves Sieg can recover faster in between transitions when used
    properly.  Like Nightmare, Sieg has a good collection of moves that
    can be used either at short or long range, but it's recommended that you
    use these moves to protect your front.  Fortunately, Sieg (like
    Nightmare) has some good short-range moves that can drag the foe
    further back so that Sieg can force a foe to play range games.
    Nightmare is more suitable for starters, but Siegfried is just as good
    with a little more variety.  Part of the reason why Soul Calibur is a
    complicated game is because of the physical differences in between
    characters.  No matter how long it will take you to master the
    fighters, you will take hits and you'll eventually lose.  That is why
    getting to know Nightmare first before Siegfried is just as important
    as to tame Sieg's weakness so that Sieg can work for you.
    Basically, Nightmare and Siegfried are identical as far as variety and
    attributes are concerned, but since I'm a Zweihander player, I would
    say it's a tossup as of this point.  It's hard for me to say which
    character's better of the two.  In a future update for the Nightmare
    Move List that I have created, I will explain more about the reasons
    why I'm pretty vehement about using Nightmare before Siegfried.  It might
    take you a lifetime to tame up Nightmare before you are capable of using
    Siegfried, so don't get pissed just because of this rant.
    Both Nightmare and Siegfried lack the hardcore juggles of expert players
    so avoid trying out risky juggles from the start.  Use only moves that
    will protect your entire front and will force your foe to play defensively
    all the time.  Although Nightmare is slightly slower than Siegfried in
    certain conventions, Nightmare has less lag time when recovering from
    non-conventional moves.  This allows Nightmare to fire off as many
    mid-ranged shots he need to make a foe play defensively.  Don't bother
    using Nightmare for range games since his Zweihander (Soul Edge actually)
    allows Nightmare some time for error, plus his weapon is suitable for any
    If Nightmare gets into a jam, don't worry--he has plenty of close-range
    moves that he can use--Not only this will drag an opponent backwards,
    but it *should* force an opponent to think twice before attacking Night
    once again.
    Power: ****
    Dexterity: **
    Range: *** (Nightmare has a good assortment of mid-ranged moves)
    Vitality: ****
    Spirit: ****
    Health: ****
    Throw Range: Better than Siegfried's, but only second to Astaroth's,
    Rock's, and Hwang's "elastic reach".
    This section of this document has been taken from Namco America's Soul
    Calibur Site at http://www.soulcalibur.com and from Fighters.NET's Soul
    FAQ by Mr MG (http://www.fighters.net).
    Catch Copy:      The Azure Nightmare
    Weapon:          The Legendary Sword Soul Edge
    Weapon's Name:   The Legendary Sword Soul Edge
    Style:           The Memories of Soul Edge (Assumed)
    Age in Years:    Unknown
    Date of Birth:   Unknown
    Family:          Unknown
    Place of Origin: Unknown
    Height:          5 foot, 6 inches
    Weight:          209 lbs
    Blood Type:      Unknown
    Stage:           Ruins of Ostrinesburg Castle.  Founded by Sir Stefan
                     somewhere at Mittelbirge.  However, after Nightmare
                     destroyed the castle, it became a ruin of evil nobody
                     wanted to touch!
    BGM Music:       In the Name of the Father
    Sub-Boss:        Sophitia Alexandra
    Reason:          Sophie is ordered to destroy the forbidden sword at all
    Voice Talent:    Nobuyuki Hiyama
    Throughout bloody battles, Siegfried has finally came to the point where
    Soul Edge is finally defeated.  This soul, this armor, this sword, no
    more battles have to be fought.  Soul Edge stood in front of him.  He
    picked up the sword, but ownership of the sword came at a price...
    Demons were inside the sword.  Siegfried's armor began to twist and
    pain begins to develop in his right hand.  Take pity on poor Sieg, for
    he cries in extreme agony.  Siegfried is no more.  Nobody knows where
    Siegfried is right now.
    Three years ago, the villagiers at Spain witnessed the birth of the
    Evil Seed that signifies that further disaster will strike new fears
    around the world.  Newer evils will arise as newer souls will help
    cleanse the lands of the Evil Seed.
    Unfortunately, three years after the birth of the Evil Seed, the proud
    region known as Ostrinesburg was in for a night of terror and despair
    as a mysterious knight bearing the altered Soul Edge on its malformed
    right hand (eye on Soul Edge to denote its hunger for souls) approached
    through a full moonlight.  It seemed that Cervantes De Leon might have
    returned.  Only this time, the evil and the will to steal souls is a
    lot more dreaded than before.
    After destroying Ostrinesburg Castle, Nightmare made himself at home
    on this once-proud castle at Mittelebirge, Germany.  Is there any weak
    spots for this soul stealer?!
    Please credit either Mark Griffin as Mr MG (http://www.fighters.net),
    Jason Arney (http://www.namco.com) as WCMaxi, or just type in the
    aforesaid URLs in your Acknowledgement section where credit is due.
    This section is basically derived from Namco's explanation of Basic
    Soul Calibur Theories (http://www.soulcalibur.com/system.html).  I won't
    explain too much of them with the exception of partial explanation since
    the aforementioned acknowledgement in parentheses does a good job handling
    the theories in detail.  Remember, this document is basically a depriative
    of Namco's index of theories at their Soul Calibur Site with the exception
    of text descriptions and only partial description of the theories in the
    If for any reason you MUST learn a Martial Art, then the obvious art that
    you learn at the early stages of development is DEFENSE.  Without defense,
    the Martial Art is all for naught.  To play the game efficiently, I'll
    tell you what each type of blocking means.  Here's how to execute a
    Neutral Guard (first seen in Tekken 2):
    - Neutral Guard High, Joystick Neutral.  Blocks all High and Mid Attacks
    - Neutral Guard Low, Joystick Down.  Blocks all Low Attacks
    Be aware that there is a minus when using Neutral Guard: Any attack that
    forces a Block Stagger WILL deplete your guard, meaning that the next
    blow could hurt you in some sorts.  I call Neutral Guard "Weak Guarding"
    as this type of guard was meant for blocking attacks that doesn't block
    stagger you.  This falls into the term of Heavy Guarding, which you do
    by holding the Guard Button.  Here's how to continually block without
    receiving a hit during a Neutral Guard:
    - Heavy Guard High, Hold G and Joystick Neutral, Blocks all High and
      Mid Attacks, and any High and Mid Staggers
    - Heavy Guard Low, Hold G and Joystick Down, Blocks all Low Attacks and
      Low Staggers
    Even though you are staggered, provided that you ARE holding the Guard
    Button you will continue to block even though you are staggering.  To
    start blocking right after you are attacked during a combo, you need to
    joystick Neutral and hit and hold Guard at the right time.
    For abbreviations about properties, see the Notations.  Also, during
    the moves, I MAY BE ABLE to alert you if a move is a block stagger or
    a whatever.
    High: A Head Hit.  Crouchable.  Nuff Said
    Mid: These hits will hit you in your mid-section.  Definitely must be
    blocked high.
    Low: Slice the legs!  Block Low or try to jump.
    Special Mid: These will hit you in your midsection, but can be blocked
    either high or low, just be sure to jam in that Guard Button.
    Ground: Limited use, only hits prone foes.
    Unblockable Moves
    Unblockable Moves are techniques that require a long time to charge but
    when the move hits the foe, it will cause damage even though it's blocked.
    Unblockable moves leave you vulnerable during the execution of the move
    which can cause some spectacular (and embarrasingly painful) counterhits
    if for any reason your foe gets into you.
    Unblockable High: Defeats a High Guard, MUST BE CROUCHED!
    Unblockable Mid: This will hit the Mid section and will defeat any type
    Unblockable Low: Defeats a Low Guard.  Dodge or jump to avoid getting
    No need for much explanation here.  Throws also defeat guard, but unlike
    Unblockables, with the right timing, you can escape throws, a feature
    first seen in Tekken 2.  As you are being grabbed, press the following
    button(s) to escape the throw.  If you are not fast enough, oh well... =O
    All G+A Throws: A
    All G+B Throws: B
    Side Throws, and Back Throws: Escape dependant on throw used
    Throws mainly are considered high hits, but Astaroth has a Mid Throw and
    a Ground Throw.  To escape Astaroth's Drop of Lava, A at start of throw.
    To escape Astaroth's Burial, B at start of throw.  I don't want to spoil
    all the fun of having to discover the throw escape methods so I'll leave
    the escapes up to you (with the exception of the universal throw commands).
    No need for explanation here.  All you need to do is to just tap the
    joystick lightly in any direction and return joystick to Neutral.  In
    Soul Calibur, you can step at any direction!  This is good because this
    gives you a way for free movement around the arena!
    Octagonial-Way Running (Eight-Way Run)
    This is brand new in a Namco Fighting Game, and is probably the most
    obvious skill you need to learn if you want to master Soul Calibur at a
    faster pace than in Soul Edge.  Eight-Way Running is done by tapping the
    joystick at the desired direction you want to run, and holding the lever
    at the SAME DIRECTION you want to run once again.  Please remember that
    in order to make the Eight Way Run work, the key to make the run work
    correctly is to make the lever "touch" instead of tapping the direction
    too quickly.  Also, please be aware that some moves can only be executed
    using an Eight Way Run, so keep that in mind.  For example, in Tekken 3,
    if you press Back, and hold Back, then you would just leap backwards.
    In Soul Calibur, if you tap back, and then hold back, then you would run
    backwards (though not as fast as if you were to dash forward).  Tapping
    on the desired direction you want to move and holding the desired
    direction you want to run (with the exception of forward) is the key to
    effective defensive assaults.  MORE ON EIGHT-WAY RUN ATTACKS ON THE OFFENSE
    No need for much explanation here.  Just hold Down all the way while
    pressing guard to crouch.  Remember since you are given freedom of
    movement in this game, you may not need to crouch unless you need to
    block a low attack, or et. al.
    In Soul Edge and Tekken 3, you can jump depending on how long you hold
    UP on the joystick.  Now those days are gone.  In Soul Calibur, you can
    only jump by performing certain moves or by holding Block and pressing
    UP while the Block Button is held.  You shouldn't need to use a jump
    because Soul Calibur's Freedom of Movement puts this feature to a crying
    Offense Overview
    Soul Calibur's offense system is pretty complex, that it would take a
    beginner about $25 to master offensive arts.  Here are the types
    of offense Soul Calibur has available (Examples and/or descriptions on
    - Button Tapping (Astaroth's B,B)
    - Button Rolling (Mitsurugi's K~B)
    - Button Holding (Nearly all of Asta's attacks for variety)
    - Multiple Buttons (Mitsurugi's A+B)
    - Tapping (Yoshimitsu's f+B)
    - Double Tapping (Yoshimitsu's f,[f]+B)
    - Shift Motions (You press a button first and then tap a Joystick
      Direction, gives this game more depth!)
    - Joystick Rolling (Kilik's QCF+A+B)
    - Completely Crouched (Hold G, Press down.  Now release G and a good
      example would be Nightmare's WC+df+G+B)
    - Rise up from a Crouch (Siegfried's WS+B)
    - Eight Way Run Attacks (Siegfried's Brain Masher)
    - Combination Commands (Probably the most difficult form to understand,
      let's take Mitsurugi's f,[f]+A+B for instance)
    It's easy to do these motions than to say, so I recommend going onto
    Namco's explanation at http://www.soulcalibur.com/system.html for
    a more in-depth explanation of the Basic Arts of Sword Fighting as I
    don't want to spoil all the fun of theory discovery. :)
    Now here's the CREME DE LA CREME of Soul Calibur.  Read them carefully
    as these will be important to know on your quest to become a good player
    in Soul Calibur.  This section basically runs through Namco's index
    of Advanced Soul Calibur Theories (http://www.soulcalibur.com/systemadv.html)
    but I will ONLY go partial on these theories because I don't want you
    to rely on this document directly.  As much as I want you to have fun
    with Namco's Soul Calibur Site, you are encouraged to browse through
    the aforementioned acknowledgement in parentheses.
    Guard Impacts
    Something new way back in Soul Edge.  You block the instant you see a
    slash coming at you.  In Soul Edge, when you block the instant something
    is coming at you, you just stagger the foe.  Now there's something more
    in Soul Calibur.  Pressing Forward and the Guard Button as soon as some
    slash is coming at you will push the offensive character into a back
    stagger.  You can only do a Forward and Block Button Impact Stagger
    at High to Mid Attacks.  Pressing Down-Forward and Guard Impact Staggers
    any Mid to Low Attacks.  This is one important move to learn because
    sooner or later you may get upset seeing your foe play pattern games, etc.
    and if your patience has been used up, then it's time to Impact-Cut your
    foe off.  I like to call this "Frontal-Push" because Guard Impact
    Repelling also pushes your foe backwards.
    To be more descriptive, here's how to "Front-Push" your foe:
    - f+G to Repel High and Mid Attacks
    - df+G to Repel Low Attacks
    Guard Parries
    Guard Parries are something new in Soul Calibur that isn't included in
    Soul Edge.  To Guard Parry, press Back and Guard the moment a slash is
    coming at you to side-push your foe at high and mid attack heights or
    press Down-Back and Guard at the same time to side-push your foe at Mid
    to Low attack Heights.  This seems to be a great counterattack because
    when mastered, can be satisfying to pull off at times just because you
    can go into a side throw afterwards.  The Guard Impaction causes your
    character to block the attack and side-push your foe at the same time.
    A must do for the faster characters like Taki, Sophitia, Hwang Sung
    Kyung, Maxi, and Heishiro Mitsurugi.
    In more-depth explanation, here's how to "side-push" your foe:
    - b+G to parry High and Mid Attacks
    - db+G to parry Low Attacks
    Parries are best done when your foe tries to use a powerful long-range
    move on you.
    Understanding Throws
    I'm not going to explain too heavily on this (mainly because I want
    you to just sit back and enjoy Namco's Advanced Theory Explanations
    at http://www.soulcalibur.com/systemadv.html) but this seems weird:
    Characters sometimes scream differently when doing throws, meaning
    that there are some time for error to jam in that escape button before
    all is lost.  Use this as a hint for what button you need to use in
    order to escape throws.  A good example would be Siegfried's "Taaah!"
    in one throw and "Eiihhh!" in another throw.
    What is a stagger?  It's when you throw a blow and if the opponent
    blocks it, he/she falls back, causing you to maintain your distance
    away from foe.  However, there are also some moves that drain you after
    it's blocked so be careful.  You need to learn how to stagger and then
    try to let him/her have it with a move that hits at a different location
    other than the height he/she is trying to block you at.  Variating hits
    and hitting him/her at the unguarded area while he/she is staggered will
    help, though you may need to allow some room for error.
    Pinning Attacks
    In Soul Edge, you had to jump up and stab at your opponent by using a
    certain command.  Gone are the days of those sissy pin attacks.  Now
    you can use VIRTUALLY ANY ATTACK to perform all the Pin Attacks when
    your foe is down!  However, Pin Attacks are a lot harder to get this
    time around now that quick recovery has been enabled.
    Quick Recovery
    When you are knocked over the air, or right after you get knocked down,
    hit the Guard Button as much as you can to recover.  This reduces the
    amount of juggling pain and Okizeme the foe can commit.  If you are
    knocked down on the ground, try leaving the joystick neutral and hit
    the Guard Button rapidly to recover blocking.  The recovery time and
    the amount of drama required to recover depends on your character's
    physical attributes.
    Ever since my Nightmare Move List I first created, I felt that it's
    time to go with the Namco way of using moves.  I suggest that you
    read the Notations over and over again in order to become familiar
    with the moves.  The Notations I've been using on the Nightmare Move
    List and Siegfried Move List has been confusing, so I'm planning to
    fix the notations on these move lists as well.
    Soul Charging
    Soul Charging allows you to perform more powerful versions of your
    special moves.  I call Soul Charging a preparation for Desperation because
    this allows you to inflict as much damage as a Counter Hit would cause.
    Soul Charging also has some added bonuses such as longer staggers.  Be
    careful that while you are Soul Charging, you leave yourself vulnerable
    for high-damage hits so use the Soul Charge wisely.  Hold A+B+K and as
    soon as you are charged up, let loose.
    Spirit Charging
    Spirit Charging allows you to perform even more powerful attacks that
    a Soul Charge would have dreamed of.  Spirit Charging takes more time and
    effort to perform than a Soul Charge.  BTW you can't block while you are
    on Soul or Spirit Charge Mode so use these features wisely.  Spirit Charges
    are also called Divine Desperations which allows you to perform attacks that
    has higher bonuses than a Soul Charge, and it's possible that some attacks
    using a spirit charge may become unblockable!  All you have to do is to
    hold A+B+K, and then hold G to charge up.  As soon as you are flashing
    yellow, let loose.
    Delaying to Increasing Weight of the Moves
    So what do I do on this?  I simply hold the button to increase the
    weight of the move and I inflict extra damage with the move.  This is
    actually called a Motion Delay, a feature that allows you to delay the
    move to either change property or increase damage, or even TO TRICK THE
    FOE THAT YOU ARE ATTACKING ALL OF A SUDDEN!  If you happen to inflict
    Maximum Delay at times, the move will either turn into an unblockable
    move, will have the hitting location change, or more commonly, increase
    the damage done to your foe.  Combine that with either a Soul or Spirit
    Charge-Up for maximum OUCH!  Use this feature wisely, though.
    Part of the reason why I had to omit some of the more useful theories
    bubbled out at Namco's Index of Advanced Soul Calibur Fighting Theories
    (http://www.soulcalibur.com/systemadv.html) is because I DON'T WANT TO
    PARENTHESES like I said before.  Keep on browsing through the two
    aforementioned acknowledgements in both the Basic and Advanced Sections
    of the Theory Review and you should be fine.  Remember, I'm only reviewing
    theories derived from Namco's official Soul Calibur Site.
    f: Forward
    b: Tap Backward
    u: Tap Up
    d: Tap Down
    uf: Tap Up-Forward
    ub: Tap Up-Backward
    df: Tap Down-Forward
    db: Tap Down-Backward
    n: Point the Joystick back to Neutral
    A: Horizontal Slash Button
    B: Vertical Slash Button
    K: Kick Button
    G: Guard Button
    ~: Tap the control Command immediately
    +: Tap the control command at the same time
    [x]: Hold the aforesaid command control
    8WR: Perform an Eight Way Run first
    WS: Crouch, then Rise up with the following commands performed at
        the same time.
    WC: Fully Crouched
    BT: Back Turned
    qcb: Do a quarterspin of the Joystick from Down to Back
    qcf: Do a quarterspin of the Joystick from Down to Forward
    hcf: Do a halfspin of the joystick from Back to Forward
    hcb: Do a halfspin of the joystick from Forward to Backward
    qcdf: Do a quarterspin of the Joystick from Down-Back to Down-Forward
    qcdb: Do a quarterspin of the Joystick from Down-Forward to
    L: As you land
    H: The move will hit high
    M: The move will hit mid
    SM: The move will hit mid, but can be blocked while crouching
    L: The move will hit low
    !: Unblockable Mid
    ?: Unblockable High
    &: Unblockable Low
    P: Hits Prone Foes
    NSS: The move must be started from a Night-Side Stance
    NBS: You must initiate a Night Behind Stance First
    NLS: You must initiate a Night Lower Stance First
    Throwing Moves
    The following are available to Nightmare as Throw Moves.  Keep in mind
    that Astaroth's throw range is excellent while Seung Mi Na's throw range
    is rather lame.  Nightmare's throw range is probably second to Astaroth's
    throw range.  The throw range depends on the Power, Speed, and Range of
    your character.  I'll try to explain about Throw Escapes in the future.
    Hilt Impact
    Command: G+A on Front
    Throw Type: Front Throw
    Button to escape: A at start of throw
    Comments: This throw has to hurt so much.  Nightmare uses the Soul Edge's
    handle to land two hard punches on your face.  If you are close enough to
    the edge of the ring, this move can ring-out.
    Nightmare Slasher
    Type: Front Throw
    Command: G+B
    Button to escape: B at start of throw
    Nightmare does two Siamese slashes to his lame foe.  Not a good throw if
    you are ring-out minded.
    Flap Jack
    Type: Front Throw
    Command: Any throw fully crouched
    Button to escape: Escape dependant on throw being used
    If you are crouching and if you are pretty close to your foe, then you
    can still flip your foe and piss the foe off.  However, the best time to
    use this throw is when somebody's doing a Horizontal Slash Combo at you.
    Just make sure it's not an attack that hits Mid instead.
    Prone Flap Jack
    Type: Prone Throw
    Command: While your foe's on the canvas, perform the Flap Jack
    Button to escape: INESCAPABLE
    A brutal attack.  Dirty Nightmare!  Nightmare likes to crouch and when
    his foe is on the canvas, alley ooop his foe.
    Calamity Fall
    Type: Left Side Throw
    Command: Any throw on Foe's left side
    Command to escape: Escape dependant on throw being used
    Nightmare shows his brute strength by performing a crowd-pleasing
    Side-Suplex shared in Pro Wrestling
    Unholy Terror
    Type: Right Side Throw
    Command: Any throw on Foe's right side
    Command to escape: Escape dependant on throw being used
    This has to be one of the more fantastic throws in the game: Nightmare
    impales his foe, and then tosses him (with foe still impaled) over his
    shoulder.  The foe is released from the edge afterwards.  OUCH.
    Witch Hunting
    Type: Back Throw
    Command: Any throw close from behind
    Command to escape: Escape dependant on throw being used
    Nightmare stabs his foe's back and SHOVES him/her VERY HARD and then
    stops pin-impaling.  Not one of the more spectacular moves, though.
    I know it sucks but I have to use this site and credit them because their
    information's pretty reliable on the long run.  Forgive me on this. =(
    Regular Moves
    These moves can be performed at anytime.  Keep in mind that now that
    there are Eight-Way (Octo) Run moves, your strategy has to change a bit.
    The explained here are the following that you can perform assuming that
    you did not press any direction twice and attack after initiating an
    Eight-Way Run.
    One Slash
    Command: A
    Property: H
    Note: Hold A to shift to NSS
    Nightmare does a single slash.
    Slash Cross
    Command: A,A,B
    Properties: H,H,M
    Note: The Third Hit can be delayed.  Final tap staggers when blocked
    Nightmare does two horizontal slashes and ends with a vertical slash
    that strikes prone foes.  For a delayed version, pause after the second
    HS press, then press VS as soon as your confident enough that you won't
    execute the final slash without drama.
    The Double Grounder
    Command: A,d+A,A
    Properties: H,L,L
    Note: Hits 2 and 3 staggers whenever blocked.
    Nightmare does a single slash, then does two sweeping slashes.  Not
    really effective since the High Slash can be crouched and the sweeping
    slashes can be blocked at any time.
    Quick Spin Slash
    Command: f+A
    Property: High
    Note: Hold A to shift to NSS
    Nightmare does a turnaround high slash.
    Turnaround Right Slasher
    Command: f,[f]+A
    Property: H
    Note: Staggers whenever blocked
    Nightmare does a turnaround slash that side-knocks your foe.  A quick
    move, but people can crouch from it.  Not a good move to use against the
    smaller characters like Xianghua and Seung Mi Na.
    Armet Crusher
    Command: df+A
    Property: M
    Note: Staggers whenever blocked
    Nightmare does a mid-section blow using the base of the sword instead of
    the edges.  Pretty much like a Backhand I say...
    Leg Slicing
    Command: d+A
    Property: L
    Note: Recovers Crouching, use this to start WS or WC Moves
    Nightmare lands a Horizontal slash at his foe's shin.
    Shadow Slicer
    Command: db+A
    Property: L
    Note: Hold A to motion delay.  Motion Delaying this move does more
    damage and has higher ring-out power, but you need to use the Motion
    Delay wisely because it also slows down the flow of liquid.
    A turnaround sweeping slash similar to what you have seen with the
    Double Grounder Move.
    Back Spin Slash
    Command: b+A or A~G,A
    Property: H
    Nightmare spins backwards and ends with a lovely Horizontal Slash.  The
    Alternate Execution of this move does less damage.
    Diving Leg Slash
    Command: [G]~u,LND+A
    Property: L
    Nightmare jumps, and as he lands, slashes you at your shin.  This move
    looks like it'g gonna hurt.
    Leaping Back-Spin Slash
    Command: u+A
    Property: H
    Notes: This move will stagger a blocking foe
    Nightmare performs a leaping decapitating slash.
    Demon Maelstrom
    Command: WS+A,A
    Property: SM,L
    Note: Hold D to cancel second hit and recover crouching.  The second hit
    staggers blocking foes
    Nightmare does two spinning Low Slashes.  While these slashes hit your
    shin, the First Blow can be blocked high, meaning that this move isn't
    cheap enough.  An easy way to crouch is to Hold BL, then press Down, and
    then Release BL.
    Sword Busting
    Command: B
    Property: M
    Note: Hold B to shift to NLS
    Nightmare does a prone-hitting Overhead Slash.
    Gun/Cannon Turret Buster
    Command: B~f
    Property: M
    Nightmare does an Overhead Slash that DOES NOT hit prone opponents.
    More like a Melee move because it's pretty much half-contact in nature.
    Rampart Buster
    Command: B~b
    Property: M
    Note: Recovers crouching
    Nightmare does a delayed turnaround Overhead Slash.  I still have to study
    this move a bit more to get to know it's real effects.
    Buster Feint to Night Behind Stance
    Command: B~N~b
    Property: Ends in Night Behind Stance
    Note: Very hard to do because you have to have the joystick at the Neutral
    Position just a little bit before you press Back.
    Nightmare tries to do a full-contact Overhead Slash, but decides to do a
    Night Behind Stance instead.  Not a good way to start a Night Behind Stance
    Combo, though.
    Two-hit Armor Breaker
    Command: B~G,B,B
    Properties: M,L
    Note: The Second Hit will stagger a blocking foe
    Ziggy's special minus one Overhead Slash.  One Overhead Slash and a Nose
    Picking Low Slash.
    Two-Hit Break Kick
    Command: B~G,B,K
    Properties: M,M
    Ziggy's Interrupt minus one Overhead Slash.  One overhead slash and a
    quick-recovering Kick.
    Mail Splitter
    Command: B,B
    Properties: B,B
    Note: Second Hit staggers blocking foes
    Nightmare does two prone-hitting overhead slashes.  Has lots of brute
    force packed in.
    Buster Grounder
    Command: B,d+A
    Properties: M,L
    Note: The second hit can be delayed, but PLEASE USE THE MOTION DELAYS
    b to cancel second hit (during motion) to shift to NBS.
    Nightmare does one prone-hitting overhead slash and a sweeping slash.
    You may want to mix up this one with the other moves because you'll hit
    Mid with the Overhead, and low with the Sweeping Slash.
    The Piercing Strike
    Command: f+B
    Property: M
    Note: Staggers blocking foes
    Nightmare does a stab at your chest.  It's more damaging at long range,
    so take advantage of the Soul Edge.  However, this move can be easily
    dodged at, so use this move wisely.
    Splitting Locks
    Command: f,[f]+B
    Property: M
    Note: Staggers blocking foes and recovers crouching
    Nightmare does a turnaround Overhead Slash that looks like it moves so
    Cannonball Splitting
    Command: f,[f]+B~A
    Property: M,M,M
    Note: Final hit staggers blocking foes
    Nightmare does a tumbling prone overhead slash.  While the Feet will
    do some hits, it is the slash that does the most damage.
    Sky Splitter
    Command: df+B
    Property: M
    Note: Hold B to shift to NBS.  Initiates juggles on counterhits
    Nightmare does an uppercut slash.  This is one of the most important
    moves to use because not only it covers Nightmare's front, but it can
    be used in ANY OCCASION, SUCH AS initiating juggles in counterhits.
    Shadow Buster
    Command: d+B
    Property: SM
    Note: Recovers crouching.  Hold B to shift to NLS
    Nightmare does a crouching Overhead Slash.  This Mid-Hitting attack
    can be blocked while crouching, so the standard B is the best choice.
    Drilling Thrust
    Command: db+B
    Property: M
    Note: If clean hit shifts to over-shoulder throw.  The throw can ring
    Nightmare stabs you with a one-hand piercing strike.  On clean hits,
    he tosses you over the shoulder while impaling you with the sword.
    Much like the Unholy terror move, except that he doesn't keep you
    impaled right after tossing you--HE JUST LETS GO AS HE'S FINISHING
    Command: b+B,B
    Property: M,M
    Note: Second Hit staggers blocking foes
    Nightmare does two defensive Headbutts that hit the torso.  A great
    move to use if the foe gets insanely close to you.  Close-range combat
    requires quick reflexes, and these Headbutts are two quick shots for
    Nightmare to use.
    Fatal Dive
    Command: b,[b]+B,B
    Property: M,L
    Note: Hold the first B to shift to NLS.  Both hits staggers blocking
    Nightmare does a leaping Overhead Slash and ends the combo with a Nose
    Picking Low Slash Lifter.  My definition of OUCH!
    Earth Divide
    Command: qcf+VS
    Property: UM
    Note: Press G during duration of move to cancel
    Nightmare uses the power of lightning to perform a harsh Overhead Slash.
    Press the Block Button to cancel it out.  However, people can dodge this
    move quite easily and you can be hit out of this move, so don't use it
    unless you can pull it off without drama.
    Diving Cannonball Lifter
    Command: [G]~u,LND+B
    Property: Mid
    Note: Hold B to shift to NBS
    Nightmare leaps, and does a landing uppercut.  Nice way to start a
    juggle, if it's a counterhit that is.
    Fatal Buster
    Command: u+B
    Property: M
    Note: Staggers blocking foes
    Nightmare does a leaping Overhead Slash.
    Cannonball Lifter
    Execution: WS+B
    Property: M
    Note: Hold B to shift to NBS
    Nightmare does an uppercut.  This is great if you are trying to get up
    right after somebody does a failed slide on you (or a failed Horizontal
    Combo Attack).  An easy way to crouch is to Hold BL, press D, and release
    BL while holding D.  Now let loose.
    Splitting Buster
    Command: WC+B
    Property: SM
    Note: Hold B to shift to NLS
    Nightmare does an Overhead Slash that can be blocked low.  While this
    move isn't as effective as Nightmare's standing uppercuts, it can be
    as effective as the other uppercuts since it protects Nightmare's
    front.  This allows Nightmare to use this move for offensive and
    defensive purposes.
    Jade Cracker
    Command: f+K
    Property: H
    Note: Staggers blocking foes and will shove knockdown on counterhits
    A simple punch to the face!  Very quick indeed.
    Shoulder Butt
    Command: f,[f]+K
    Property: M
    Note: Staggers whenever blocked.  Lunge Knockdown on counterhits.
    Nightmare does a Right Shoulder Butt, hitting you with his Malformed
    Right Shoulder.  It's quick so when you are near the edge, try to abuse
    this move as much as you can.
    Accelerating Headbutt
    Command: df+K,K,B
    Properties: M,L,M
    Note: Third Hit will fall back stun on counterhits(?)
    Nightmare does a Groin-hitting Kick, does a low sweeping kick, and then
    a Headbutt.
    Grinding Kick
    Command: d+K
    Property: L
    Note: Recovers Crouching
    Nightmare hits you in the shin with his feet.
    Darkside Sole Butt
    Command: b+K
    Property: M
    A side kick that knocks you down instantly.  Nuff said.
    Command: qcf+K 6x
    Property: P,P,P,P,P
    Note: the first K can be held for motion delay.  If delayed, damage on
    first hit will increase.
    Nightmare steps on you with his right feet five times.  Use this only
    as a pin-attack.
    Diving Acceleration Kick
    Command: [G]~u,LND+K
    Property: L
    Nightmare leaps up and as he lands, hits you with the same kick he used
    as his second hit for his Acceleration Headbutt.
    Turning Sole Butt
    Command: u+K
    Property: M
    Note: Staggers blocking foes
    Nightmare does a leaping turnaround back-spin Sole Butt.
    Rising Night Kicks
    Command: WS+K,K
    Property: M,M
    Nightmare does two groin-hitting Kicks.
    Crackling Edge
    Command: f,[f]+A+B
    Property: M
    Note: Hold d to end laying down.  Staggers blocking foes
    This move can hit prone opponents.  Nightmare does a Side Flip, lands
    on the ground, and slams you hard with an overhead slash, using the
    weight of the Soul Edge to his own advantage.
    Dark Soul Impact
    Command: df+A+B
    Property: L
    Note: Staggers blocking foes
    Nightie does a one-hand stab right at your shin.  The knockdown style
    is pretty similar to Voldo's d+A+B but it's kind of slow so I don't use
    this move pretty often.
    Spin Kick Combination
    Starting Command: A+K
        End with a single Slash: A
        End with a Slash Cross: A,A,B
        End with a Demon Grounding Combo: A,d+A,A
        End with another Kick: K
    Starting Command: H
        Ending with a Single Slash: H
        Ending with a Slash Cross: H, H, M
        Ending with a Demon Grounding Combo: H, L, L
        Ending with another Kick: M
        To shift to NSS, command A+K,[A]
    Nightmare does a high roundhouse kick, and then he can either go into
    a Slash Cross, a Demon Grounder, a Single Slash, or another Kick.
    Drop Kick
    Command: f,[f]+B+K
    Property: H
    Note: Staggers blocking foes and will hit prone foes.  Does more damage
    as a ground hit.
    Nightmare does a spinning Drop Kick that will hit Prone Foes as the move
    concludes.  Otherwise, the move hits high and can be easily avoided with a
    side step.
    Eight way Run Moves
    Eight Way Run Moves are stronger versions of some of the Normal Moves that
    Nightmare can use.  There are also some moves that Nightmare can only
    execute during an Eight-Way Run.  Please be aware that some of the
    Eight-Way Run Moves can be more harmful than helpful if you are not careful
    with them.  While Eight-Way Running, you are not restricted to run in one
    Right Slasher
    Command: 8WR,f+H
    Property: H
    Note: Staggers blocking foes
    Same as with the normal version of this move
    Alternate Cross
    Command: 8WR,f_d+B
    Property: M
    Note: Staggers blocking foes
    Nightmare does a turnaround "backhand slash" and like the Armet Crusher,
    hits you with the base of the sword instead of the edges.  Slower than
    the Armet Crusher, though.
    Back-Spinning Slash
    Command: 8WR,b+B
    Property: H
    Note: Staggers blocking foes
    Same as with the normal version of this move
    Splitting Locks
    Command: 8WR, f+B
    Property: M
    Note: Staggers blocking foes and recovers crouching
    Same thing as with the normal Splitting Locks
    Cannonball Splitting
    Command: 8WR,f+B~A
    Property: M,M,M
    Note: The Third hit staggers blocking foes
    Same as the original version of Nightmare's tumbling slash
    Sky Splitting Uppercut
    Command: 8WR,df_uf+B
    Property: M
    Note: Hold B to shift to NBS
    Yep Nightmare can do uppercuts even while EIGHT-WAY RUNNING!  Use this
    move to start juggles.  A bread and butter move since it protects
    Nightmare's front and can be used offensively and defensively.
    Sword Busting
    Command: 8WR,d_u+B
    Property: M
    Note: Hold B to shift to NLS
    Same as with the original version of the move
    Gun/Cannon Turret Busting
    Command: 8WR,d_u+B~f
    Property: M
    This version of the Half-contact Overhead Slash is much harder to
    execute than the normal version of this move.
    Rampart Buster
    Command: 8WR,d_u+B~b
    Property: M
    Note: Staggers blocking foes
    Same as the normal version of the Rampart Buster, but it's a lot harder
    to execute than the normal version because of the Eight-Way Run.
    Buster feint to NBS
    Command: 8WR,d_u+B~N~b
    Property: Starts out a Night Behind Combo
    IMHO this is the hardest move to execute.  I would go for the normal
    version of this move because you are not constraining yourself to a lot
    of eight-way running.
    Two-hit Helmet Divider
    Command: 8WR,d_u+B~G,B,B
    Properties: M,L
    Note: Second Hit staggers blocking foes
    Same as the original version of the Two-hit Helmet Divide
    Two-hit Break Kick
    Command: 8WR,d_u+B~G,B,K
    Properties: M,M
    Same as with the original version of the Helmet Interrupt
    Three-hit Armor Breaker
    Command: 8WR,d_u+B,B,B
    Properties: M,M,L
    Note: Third B can be held to shift to NBS.  Third hit staggers blocking
    Wee-hee!!!  It's the Retro move from Soul Edge! Two Overhead Slashes and a
    Nose Picking Slash is what I liked about Ziggy in Soul Edge.  Consequently,
    Nightmare can only use this move during an Eight-Way Run.  This is much more
    fun than executing the Special at Normal because you don't leave yourself
    vulnerable to vicious counterattacks as Siegfried.
    Three-hit Break Kick
    Command: 8WR,d_u+B,B,K
    Properties: M,M,M
    Two Overhead Slashes ending in a groin-hitting Kick.  A good substitute
    for the common Nose-picking slash, which can drain you after execution of
    the move.  Use the Interrupt if you are in doubt of landing a successful
    Nose-Pick Slash (I call the Low-hitting VS the Nose-Picking Slash because
    it hits low).
    Busting Ground
    Command: 8WR,d_u+B,d+A
    Properties: M,L
    Note: The second hit can be delayed by holding the button.  Hold b during
    second hit to cancel into NBS.  Second Hit staggers blocking foes.
    Same as the original version of the move
    Shadow Impact
    Command: 8WR,ub_db+B
    Property: L
    Same as with the Dark Soul Impact, except that this move doesn't block
    Fatal Dive
    Command: 8WR,b+B,B
    Property: M,L
    Note: Hold first B to shift to NLS.  Second hit staggers blocking foes
    Same thing as with the original version of this move
    Command: 8WR,f+K
    Property: L
    Not a special move, but everybody can use it provided that they have
    taken 4-6 steps from an Eight-Way Run activation.  One of the overrated
    moves (because you can ring-yourself-out).  I would pass this move for
    other more useful moves.
    Shoulder Butt
    Command: 8WR,df_uf+K
    Property: M
    Note: Staggers blocking foes
    Same thing as with the original version of the move
    Spin Kick Combo Starter
    Command: 8WR,u_d+K
    Property: H
    Note: Links to any Spin Kick Combination.
    This move should be treated like the normal version of the Spin Kick
    Combo.  Follow this move with either a Slash to Night Side Starter,
    a Slash Cross, a Demon Grounding Combination, or just a groin-hitting
    Rolling Sole Butt
    Command: 8WR,b+K
    Property: M
    Same as the normal version of this move.
    Drop Kick
    Command: 8WR,f+B+K
    Property: H
    Note: Staggers blocking foes and hits ground at end of move.  Does more
    damage if hit is Ground.
    Same as the normal version of this move, but much more effective becuase
    now that you are utilizing side steps, you can catch an enemy off-guard
    with this Melee Move.
    Side Spin to Night Behind Stance
    Command: 8WR,d_u+B+K
    Property: Starts a Night Behind Combo
    Very hard to perform.  I would perform a Night Behind Combo while I'm not
    Octo-Running for stability purposes IMHO.
    Side Spin to Night Psyche
    Command: 8WR,d_u+B+K~f+B
    Property: M
    A good way to trick your foe that you're going to start a Night Behind
    Fandango, if you are good enough to execute this move that is.
    Night Behind Moves
    These moves can only be performed when Nightmare places his sword on the
    back of himself.  To start a Night Behind Stance without attacking, simply
    press B+K and release right away so that you don't accidentially wind up
    at a stance that you don't want to use.
    Side Spin to Night Behind Stance
    Command: d+B+K_u+B+K
    Property: Ends in Night Behind Stance
    A good way to move around if you are planning to stay at Night Behind
    Side Spin to NBS finally to Gun/Cannon Turret Buster
    Command: d+B+K_u+B+K, f+B
    Property: M
    A nice way to fool your foe that you're going to stay or start a Night
    Behind Fandango.
    Night Annihilate
    Command: NBS+A
    Property: H,M
    Note: Hold A to shift to NSS.  If shifted only high hit will come out
    Nightmare will do two slashes, one hitting you at your neck, the other
    at your kidney.
    Tera Stomp
    Command: NBS+B
    Property: M
    Note: Staggers blocking foes
    Nightmare does a prone-hitting Overhead Slash.  Not a good way to do an
    Overhead Slash (since you're telling your foe that you are doing an
    Overhead Slash) unless you're going to hit your foe on the ground.
    Night Kicks
    Command: NBS+K,K
    Properties: M,H
    Nightmare does two kicks that hits you in the groin and in the face.  Both
    hits should be blocked while standing for the best results or you may be
    Night Lower Stance Moves
    These moves can only be used when the Soul Edge is placed into the Canvas.
    To start out a Night Lower Fandango, press f+B+K at the same time.  You
    can also start out a Night Lower Fandango while you're in Night Behind or
    Night Side mode!
    Leg Hack
    Command: NLS+A
    Property: L
    Note: Hold A to shift to NSS
    Nightmare does a Shin Slash while crouching
    Citadel Lifter (Nose Pick)
    Command: NLS+B
    Property: L
    Note: Hold B to shift to NBS
    Nightmare does a Nose-picking Slash that hits low.
    Cannonball Splitter
    Command: NLS+B~A
    Property: M,M,M
    Note: Third hit staggers blocking foes
    Same thing as with the original version of this move, except the third
    hit does less damage, mainly because Nightmare does more damage while
    either Eight-Way Running or taking steps.
    Night Salute
    Command: NLS+K
    Property: M
    Note: Staggers blocking foes
    Nightmare does a light stab to your foe's ??GROIN??.  Damage is lousy
    but it's fun keeping your foe away with the Chicken Move!  Nightmare
    remains in Night Lower Mode after this move.  Just make sure that you
    don't move the joystick or press any other buttons.
    Lock Split Alternate
    Command: NLS+A+B
    Property: M
    Note: Staggers blocking foes
    Same thing as with the original version of the Lock Splitter
    Night Side Stance Moves
    These moves can only be used while Nightmare is holding the Soul Edge like
    he was going to shoot someone.  To start out a Night Side Fandango without
    attacking, press b+B+K.  This move can be used during a Night Behind or
    Lower Fandango.
    Cross Grounder
    Command: NSS+A,A
    Properties: L,H
    Note: Both hits staggers blocking foes
    Nightmare does a Shin Slash followed by a Neck Slash.  This is the least
    effective of the Night Side Moves because the Low Slash can be blocked
    and the High Slash can be crouched under.
    Alpha Grounder
    Command: NSS+A,d+A
    Properties: Low, Low
    Note: Both hits staggers blocking foes
    Nightmare does two Shin Slashes.  Much better than the Cross Grounder
    because you're forcing your foe to block in all cases, but it's actually
    best to mix-em-up for the best results.
    Cannonball Lifting Uppercut
    Command: NSS+B
    Property: M
    Note: Hold B to shift to NBS
    Nightmare does a one-hand Sword Uppercut.
    Cannonball Feint
    Command: NSS+B~A
    Property: M
    Note: Staggers blocking foes
    A weaker version of the Cannonball Overhead Slash
    Night Front Kick
    Command: NSS+K
    Property: H
    Note: Double over stun on Counterhits
    Nightmare kicks you in the chest that really hurts if it's a counterhit.
    Lousy Double Over Stun because it hits high!
    That's all for now.  Please feel free to e-mail me any more moves at
    vgfaqs@verasnaship.net.  The official move names were taken at Namco's
    http://www.soulcalibur.com.  Keep in mind that some of these names are
    not officially named, though.
    Juggling Combos
    To start out a Nightmare Juggle, you usually do need to press b+VS+K and
    then press K at a Counterhit.  Nightmare's not pretty strong when it comes
    to juggles, though so these Juggles are considered Expert Combos.  Each
    combo will be acknowledged by its respective owners IYHTA.
    Mr_Hibiki's Combo 1
    Command: Counterhit df+Hold VS, VS+K,VS
    Author: Mr_Hibiki
    This seems to be the simple Nightmare Combo to do, though the number of
    hits aren't that massive.
    Mr_Hibiki's Combo 2
    Command: db+VS, VS+K,K,K
    Author: Mr_Hibiki
    Although you can land two kicks after the db+VS, it isn't even guaranteed
    because the foe can recover right after you land the db+VS.
    A combo juggling theory by "Ves"
    Why I am listing this?  Because I want you to know how you should commit
    juggling combos.  Here are the valid starters:
    * df+B on Counterhits
    * Side Hold B
    * df+[B] on Counterhits onto a lovely Chief Hold
    And here are the valid jugglers:
    * Run up with d+K,K
    * Press B on Chief Hold
    A good sample combo would be:
    * _ANY UPPERCUT NIGHT HAS_, hold B as you are doing the Uppercut, and
      then blast them with another B while on Night Behind.  This is as close
      to a 100% guaranteed combo for Nightmare.
    If timed correctly, then the combos should be guaranteed for at least
    two hits.  Nightmare doesn't have any options right after the initial
    starter, so don't go fancy in juggles with him.
    Ground Combos
    Ground Combos are combos that you can use to brutalize your foe before
    they even try to get up!  Just make sure that they do not land on their
    back instead for these combos, though.
    Jarney@Namco.Com=WCMaxi's Combo #1
    Command: b+HS, df+HS
    Author: Jarney@Namco.Com=WCMaxi
    I have yet to execute this combo, though.
    Jarney@Namco.Com=WCMaxi's Combo #2
    Command: b+HS, Any Throw
    Author: Jarney@Namco.Com=WCMaxi
    You must be deep from the b+HS in order to make this work.  Pretty much
    Expert-level right there.
    Srayer's Combo
    Command: b+HS,db+HS
    Author: Srayer
    Unescapable combo with good damage.  Dirty Nightmare!
    Acel's Combo
    Command: Counterhit using f+K then immediately press df+HS+VS
    Author: Acel
    If you are good enough, then no one can escape from this.  The only low
    point of this one is that you need to have a Counterhit from the Face
    Punch first.
    Mr_Hibiki's Ground Special
    Command: Press VS+K, Counterhit pressing K (in Night Behind Mode), and
    immediately press either db+VS or f+VS to end the combo.
    Author: Mr_Hibiki
    Effects unknown by Author
    Ground Combo Theory by the "Ves"
    Here are the valid starters for the Ground Combos:
    * b+A on counterhits
    * f+K on Counterhits
    * Side Hold, press K on Counterhits
    * Any Slash Trip Move
    Here are the valid Pin-ups:
    * Hold B, Hold B, Press B
    * Quickly run up with f,[f]+A+B
    * Do a *controlled* f,[f]+B~A
    Ground Combos IMHO are risky to do because you are trying your luck and
    the foe will try his/her best to retaliate after a knockdown.  If you are
    quick enough, then the valid pin-ups should make the combos work for you
    for at least two hits!
    Just For Fun
    These combos are done just in case you get bored or if there is something
    special that is hiding behind the move.  Don't perform them unless you
    feel bored.
    Also, I won't give out comments since these combos are just for your own
    At this point of time, Nightmare has NO Just For Fun Combinations.
    That's it for today!  I'll tell you some Vestiroth's Unconventional Moves
    in a future update!
    1.  When playing defensively, run at any direction other than any
        forward direction.  When he/she tries to attack you, try to cover
        your front with an eight-way run attack (i.e. Sieg's special)
    2.  Against Maxi Players, use Nightmare's range to your own advantage.
        Since Maxi's fast, you will need to react fast.  Block all Nunchaku
        moves as much as you can, but if you are able to block all Nunchaku
        moves, then there is a chance when Maxi is extremely drained, so use
        Maxi's lag time to your advantage.  Also, try to move around circles
        and use your 8-Way Run attacks often.
    3.  When your opponent is on the ground, hit him either with a Flipping
        Overhead Slash, a Cartwheel Slash, or a plain Overhead Slash.  Be
        sure that you keep the Sword to the Canvas (hands holding sword)
        after doing this.  When your foe gets up (and if he/she doesn't do
        any eight-way rolling), then pick your opponent's nose (doing a slash
        that slices upwards and hits low).
    That's all for now.  I'm going to find more tactics and I have to play
    more games in order to get a feel for the Soul Edge.
    It's now time.  With a record toll of stolen souls, the Soul Edge
    transformed into an appreciation of Frederick Schtauffen.  Knowing that
    he has done something wrong to himself during the last few years, Nightmare
    talked to Frederick to see if there's a solution to his problem.  Fred
    suggested that Nightmare stab him with a sword, but Nightmare is reluctant
    to do so because he seems to love Frederick for some reason.  Frederick
    made it clear that he's only an image created through Nightmare's weak
    mind, and he's only here to rescue him from his damnation.  Nightmare
    finally understands what Frederick's here for, and painfully follows
    Fred's will.  Nightmare's a good guy once again, and now he's Siegfried
    Schtauffen once again!  Now a concerned Siegfried seeks an answer (via
    a kneel to Frederick's grave) to see if there is a chance for redemption
    after the madness he has done.
    As of December 31, 1998, Soul Calibur no longer displays passwords.  The
    reason why this is so is because the American Soul Calibur Site located
    at http://www.soulcalibur.com has released ALL PASSWORDS for public use.
    Even though this is the case, DO NOT POST ANY PASSWORDS AT THE FORUM AT
    ALL!!!!!  Here is where you can find the Password goodies at:
    Extended Character Prologues, Character Revelations, Special Character
    Notes, Character Endings, Histories of the Arenas, and other Character-
    related goodies can be found at the following locations:
    - Arenas: http://www.soulcalibur.com/terrain.html
    - Extended Character Prologues (only for certain characters) can be found
      at http://www.soulcalibur.com/souls.html (Click on soul of your choice)
    - Character Endings and any special notes for each character can be found
      at the aforementioned URL and its respective soul for the extra.
    The rest can be found at Digital Calibur.
    - Project Staff's Interviews can be found at the Digital Calibur section
      located at http://www.soulcalibur.com/digital.html
    - Animated Souls can be found at Digital Calibur as well.
    - Password-related graphics: http://www.soulcalibur.com/themdesk.html
    From now on, this FAQ can only appear in the following sites:
    * Verasnaship Interactive (http://www.verasnaship.net)
    * GameFAQs (http://www.gamefaqs.com)
    * Cheat Code Central (http://www.cheatcc.com)
    * Secrets of the Game Sages (http://www.gamesages.com)
    * Game Shark Code Creators Club (http://www.cmgsccc.com)
    * Al Amaloo (http://vgstrategies.about.com and
    Why?  Because these sites are the only ones that keep all original work
    updated and up-to-date.
    You can always get the latest version at my website (Verasnaship
    Interactive at http://www.verasnaship.net) since I run that website
    and I always post them instantly right at my website first.
    GameFAQs does a good job keeping the files up-to-date at all times and
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    Cheat Code Central and Al Amaloo does a good job in keeping the FAQs
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    Game Shark Code Creators Club is a Game Shark site run under the Code
    Master to provide up-to-date Game Shark Codes and is a highly visited
    Game Shark site.
    From time-to-time, I might elect to do PDFs on certain games.  You
    can always get the latest version at Verasnaship Interactive (that's
    my website) and I'm planning to give GameFAQs my permission to mirror
    my PDFs in the near future.
    * DO NOT place this file in your web site directly.  Only the five
      aforementioned sites have an exclusive right to mirror this file.
    * You can make a link to my FAQ Library Page.  The only rules that
      I would like to enforce is that you link ONLY to an HTML or an
      Interactive Web Page.  The link to this page is:
      - http://www.verasnaship.net/text/fighting.html
    * If you are planning to link to the five other sites that I have
      mentioned on this reminder, then you are to be advised that
      your linking rights are heavily limited as foretold on the
      webmaster's fine prints (depending on where you plan to make
      your link to).  If I'm too vague on this, then please visit
      the following URL to see why more and more webmasters are
      restricting links:
      = http://www.templetons.com/brad/linkright.html (Brad Templeton's
        Linking Rights Essay).
    Sending UCE to any of the mailboxes that I have is not tolerated.
    Period.  I report any incidence of spamming by checking the header on
    where you originated the message at and then report the incidence to
    the server you originated your message at (which is more likely to get
    you in deep trouble) or I can just slam you by sending complaints to
    the following: The server you originated the message at, to your
    provider, or possibly the Free-Mail Service that you use.  Don't spam
    me.  It's not worth it.  I will only tolerate e-mail in regards to Soul
    Calibur as a whole.  See http://spam.abuse.net to see why it's bad.
    - http://www.namco.com (Namco America)
    - http://www.namco.co.jp (Namco Japan)
    - http://www.soulcalibur.com (The official Soul Calibur Site)
    - http://www.fighters.net (Courtesy of Mr. MG)
    - http://www.luminpro.com/soulcalibur/ (Courtesy of Wind-X)
    - Cynan de Leon (komejin)
    -  Hajime Nakatani for carefully creating, crafting, and directing Soul
       Calibur.  Without Hajime Nakatani, then neither Tekken nor Soul
       Calibur would flourish.
    -  Studeo, Inc. for hosting Namco America's Soul Calibur Site
    -  Jason Arney (WCMaxi), Mark Mikulecky (Kaipo), and Mark Holt (Madmardy)
       for dedicating their love and labor to create an attractive Soul
       Calibur Site.
    -  Jamison Gold for accepting Namco America as a client.
    -  Alan Ambroziak (AL-X), Mr. MG, John Culbert (Tigeraid) for running
       the multipurpose fighting game site, Fighters.NET
    -  Namco Cybertainment for being the first arcade chain to stock Soul
       Calibur on their shelves.
    -  John Culbert for mirroring my Capcom Fighting Games Guides.
    -  GameFAQs for being the largest stable of Original Work.
    -  Kao Megura for being the most prolific FAQ Author of all time.
    -  Imagine Games Network for being the largest Video Gaming Community
       over the Internet
    -  Secrets of the Game Sages for a huge collection of updated cheats
    -  Finally, Frederick Schtauffen for giving Sieg a second chance to
       prove himself. :)  This is a shared interface from my Nightmare
       and Siegfried Documents.
    -  Cynan de Leon (komejin) for shedding the light on some of the moves
       that I haven't been able to execute yet as Astaroth.  Thanks for
       your help!
    This electronically published work is the sole property of Mark Kim.
    Please credit Mark Kim as Vesther Fauransy where credit is due.
    Unpublished work (c)1999-2000 Mark Kim.  All Rights Reserved
    Soul Calibur: (c)1996-2000 Namco.  All Rights Reserved

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