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    Lizardman by TwistedRyu

    Updated: 05/28/06 | Search Guide | Bookmark Guide

                               SOUL CALIBUR 3: LIZARDMAN FAQ
    written by TwistedRyu
    crazytwisted@email.com OR demonxheihachi@hotmail.com
    DemonxHeihachi (soulcalibur.com forum name)
    Author's Note:
    This guide is the work of ME, TwistedRyu. You may not for any reasons make use
    of this guide personally without my permission.
    The following sites are granted permission to use my FAQ:
    1) http://www.gamefaqs.com
    2) http://www.supercheats.com
    1. Introduction
    2. Changes to Lizardman
    3. Move List
    4. Move Analysis
    5. Offensive Strategies
    -Ring Out/Wall Game (Ring Out Moves/Wall Pressure)
    -Range (Close, Mid, Far)
    -Wake Ups (Wake Up Moves, VS Tech Situations, Wake Up Set Ups, Tech Traps)
    -Set-Ups (Frame Traps, Escapeable DOS mixups, Throw setups)
    -Punishing (Whiff Punishing, General Punishing)
    6. Defensive Strategies
    -Guard Impact/Just Impact
    -8WR/Anti 8WR (Good 8WR moves to use/Moves to cut step)
    7. Top Ten Move List (staple moves)
    8. Combos (Juggles, Stun Combos, Wall Combos, Miscellaneous Combos, Sequences)
    9. VS Strategies (all regular characters only, no bonus with FEW exceptions)
    10. Credits
    1. Introduction
    It's a little unfortunate that Soul Calibur 3 is already dying out on its
    PS2 release, but an arcade version is around the corner. I still play
    Soul Calibur 3 regardless.
    Anyway, I've got a little bored on Mitsurugi so I've decided to move onto
    my secondary characters. Lizardman is another of my favorites and as you
    can see, this guide was made to cover him. I'm not good honestly, but
    Lizardman is really fun to play as, and there aren't alot of guides being
    updated for Soul Calibur 3.
    This FAQ is going to be short and simple, mainly because I have no access
    to my Playstation 2 at the moment. And DO note that this guide may not be
    for you, since it's literally basic and won't emphasize a lot as far as
    strategies go. Oh and by the way, I assume you understand the basics of
    Soul Calibur and the game mechanics, so try to understand the conventions
    (look at my FAQ/Move List guide, it's still not updated and probably
    won't be updated for a ton of years, lol). I'm afraid you'll have no
    alternative but to get used to all these symbols.
    Now on to the good stuff.
    2. Changes to Lizardman
    This is primarily a list of all of his new moves. Lizardman now has changed
    quite a bit; he gained a couple of unique moves. Although Lizardman's still
    not his own unique character, because he still shares a lot of the Alexandra
    sister moves, except they fundamentally share different properties.
    236 - New stance; Lizardman crouches onto all fours, known as Crawl or CRWL
    Although this stance has a few new moves, it is used to execute Lizardman's
    headbutt (now 236K instead of 236B), so I still consider it old in some
    cases. However the stance itself is pretty useful, it tech crouches under
    highs (and some mids), has access to FC/WS/stance moves, and the startup
    can be Variable Cancelled. This helps block any dangerous mids if you
    anticipate them coming. However Lizardman's maneuverability is restricted, as
    he can only move back and forth. Guarding returns Lizardman back to normal
    stance, but that's not recommended especially if you have a good chance of
    connecting with the moves in this stance (which are all mid).
    236A,B - An exact version of the sister's 236A, except followed with a frontal
    ****** flip that knocks the opponent down with the shield.
    Lizardman abandoned the 236A,A copy of Sophitia and settles for something to
    prove his aerial skills with a shield flip. It knocks down for some wake ups,
    but the real juice comes from getting a counter hit, which causes the second
    hit to bounce instead for juggle followups. Flashy, but very unsafe, not to
    mention, Lizard's in the air, thus having to take some time to recover upon
    landing. I don't think it is interruptible in-between hits.
    236B:B - Lizardman's equivalent to Bryan Fury's WS+2,b_f+2 in Tekken.
    Lizardman's other move in CRWL, mainly used for countering and punishing
    for huge damage. On counter hit, the first hit causes a Lift Crumple Fall
    Stun, although I'd suggest following with the :B afterwards since it's
    guaranteed normal or counter, and can do heavy damage. Btw, the first hit
    on normal causes a Lift Stun in case you miss your :B JF input (not so much
    of a JF, but I still consider it anyways) and pushes the opponent back a
    small distance. I think it's safe on block.
    4B - Lizardman proceeds to slap the opponent in the face with his shield.
    A little slow, and it hits high making it duckable. The good thing is that
    the first hit is safe, knocks back a bit on normal, and causes a Fall
    Back Stun on counter hit for good damage. Lizardman also steps forward a bit.
    3A - Lizardman smacks the opponent in the stomach with the side of the axe.
    Another poke, not too useful because it doesn't offer anything, normal or
    44K - Lizardman rears back, and comes down in a desperate attempt to maul
    *** and devour the opponent's head (he sure seems to have an appetite).
    A new ground AT, which purpose is to serve as a combo ender. It's useful
    mainly in wall combos. Outside of a combo though, it does knock down,
    forces crouch on block, and tech crouches upon start up. The AT only
    happens when your opponent's head is facing towards you, so unfortunately
    this AT is very situational outside of a combo otherwise.
    1A,K - Lizardman swipes at the opponent's feet and then headbutts after.
    Very strong for a low; it does 25%+ alone (66 dmg), and offers a ring
    out opportunity. Unfortunately it does telegraph itself quite a bit and
    suffers immense recovery on block, making it difficult to use as a
    Paul d+4,2-esque move. Decent range and tech crouch is what's going for
    it, but the odds of landing it are slim. Doesn't mean you can't try,
    44B - Lizardman steps forward and takes a swing upwards.
    New launcher, though the damage is alright it is dreadfully slow and is
    punishable on block. Would have been nice if it hits grounded, in which
    it doesn't.
    66B - Lizardman turns around and slams the ground in front of him with
    *** all his might.
    His only useful launcher IMO, it's more safe on block (as it forces
    crouch), bounces for a lot of damage, good range and *actually* hits
    grounded opponents, as opposed to Lizardman's other launchers. One
    of his best new moves. Probably steppable, but the reward is worth it.
    There's more that I missed, but I'll get them later...
    3. Move List
    Complete move list, ripped right out of my FAQ/Move List. Any corrections,
    comments, additions or missing stuff, please email me and I'll add them
    (and credit in return).
    THROWS         DAMAGE        POSITION         ESCAPE           GROUNDED
    A+G            55            FRONT            A                   FDFA
    B+G            45            FRONT            B                   FDFA
    A+G_B+G        58            LEFT             A_B                 FUFT
    A+G_B+G        55            RIGHT            A_B                 FUFA #1
    A+G_B+G        60            BACK             Voldo and Astaroth  FDFT
    214B+G         65            FRONT            B                   FUFT
    #1: Lizardman will end up in BT position.
    A,A                   13,20               hh             NC
    A,K                   13,19               hL             NC
    1A,K                  25,41/50            Lm             NC, RO, TS(mini)
    2A                    14                  sl
    3A                    29                  m
    4A                    34                  h              OB
    6A                    21                  h
    66A                   36                  m              DOSc
    FC A                  15                  sl
    WS A                  33                  h
    BT A                  25                  h
    BT 2A                 15                  l
    7_8_9A                25/29_33            h              OS/RO
    WL A                  20/24_28            L              TS/TS(JG)
    B,B                   16,22               mm             NC
    B,K                   16,26               mh             NC, OS
    B2B,B,B,K             15,7,7,7,45         LLLm           NCc (first two), RO
    B2K                   15,38               Lm             RO
    1B                    23                  M
    2B,K                  16,40               mm             NCc, RO
    3B                    32                  M              JG
    4B                    20                  h              FBSc
    6B                    30                  m              ROc
    44B                   28                  m              JG #1
    66B                   39                  M              BN, FrC
    FC B                  18                  M
    WS B                  18                  M
    BT B                  30                  m
    BT 2B                 23                  M
    7_8_9B                30_34_38            m
    WL B                  24/28_32            M              JG
    #1: Will lift higher on CH.
    KICK ATTACKS          DAMAGE              HEIGHT         PROPERTIES
    K                     16                  h
    1K                    28                  L              TS(mini)
    2K                    12                  L
    3K                    22                  m
    4K                    27                  h              OS, ROc
    6K                    30                  m
    7K                    20,17               Mm             NC, RO #1
    44K                   25/47               M              KND, FrC, AT #2
    66K                   40                  m              RO
    66K6                  48                  m              RO, KND(RO) #3
    FC K                  12                  L
    WS K,K,K              16,16,15,18,15,13   mMmMmm         NCc, RO #1
    BT K                  23                  h
    BT 2K                 13                  L              TS(mini)
    8_9K                  28_32               m
    WL K                  15_19_23            m
    #1: Last hit will whiff if the first connects shallow. If the last hit
    connects, opponent can air control.
    #2: AT activates on a FD opponent (head first) and causes 47 damage.
    #3: Will Knockdown(RO) on an airborne opponent only.
    Run K                 28                  L              TS(mini)
    3_9A                  42                  h              RO
    3_9B                  30,10               M              JG #1
    3_9[B]                40,13               M              JG, GB
    3_9K                  28                  M              KNDc, FrC
    1_7_2_8_3_9A+B        18,30               MM             NC, RO
    8A,A                  22,31               hh             OS, NCc
    2A,A                  31,22               hh             OS, NCc
    2_8B                  34                  h              RO
    2_8K                  25                  L
    1_7A,K                22,25               lL             TS(mini)
    1_7B                  27                  m              RS
    1_7K                  30                  L              TS(mini)
    #1: Not sure why this happens, but GB OCCASIONALLY appears by itself. I have
    not listed GB despite this fact because it doesn't happen often on a standing
    A+B                   34               M        KND, FrC
    66A+B                 51               m        KND(RO)
    B+K                   33               m        GI-Downward, KND(S), FrC #1
    1B+K                  46,15            UL       JG
    4B+K                  30               m        CFSc #2
    4B+K,G                27               M        RO
    8B+K                  35               M        KND(S)
    8[B+K]{1}             40               M        KND(S), GB
    8[B+K]                55               UM       KND(S), QS
    66B+K,A,B             23,18,22,7       mhm      NCc, JG, CSc #2
    66B+K,A>B             23,18,22,7       mhm      NC (first two hits), JG, CSc #2
    BT B+K                28               L        TS(mini)
    A+K                   38               h        TAS
    #1: Guard Impacts downward strikes only. Knockdown(S) property is available
    only after a successful GI.
    #2: Crumple Fall Stun will not come in effect if move hits shallow.
    #3: Second hit causes Crumple Stun. Some followups can be blocked however,
    based on timing or how far opponent is from recovering (some mids work well
    such as 236K).
    STANCE ATTACK         DAMAGE              HEIGHT          PROPERTIES
    236 - Crawling Stance #1
    236 4_6
    236 G
    236A,B                20,32/40            mm              NC, BNc/BN #2 #3
    236B                  25                  m               LS, LCFSc #4
    236B:B                25,43               mm              NC, BN #3
    236K                  45                  m               RO
    #1: Has the option of being Variable Cancelled; MUST be done before Lizardman
    enters CRWL stance fully.
    #2: Opponent can tech roll after the second hit if both hits connect.
    #3: Opponent cannot tech roll after bounce. (Must be second hit that connects
    for 236A,B).
    #4: Lift Crumple Fall Stun can RO.
    Character Specific Conventions:
    CRWL - Crawling Stance
    4. In-Depth Move Analysis
    Although I prefer having staple-at hand moves, there are plenty of other
    moves that I think are useful, but are too situational or are underused
    and overlooked to be used. I'm therefore covering the whole moveset of
    Lizardman's, minus the BT, jump (unless it's special) and WL attacks.
    Throws are a must for every character - for one, they are unblockable,
    and two they are used to set up an opponent for wakeups. One of the
    more important things to consider about throws are the break inputs
    and throw range. Lizardman's throw range is very short; he has to
    literally be pointblank in order to get off a throw. However, Lizardman's
    throw game is blessed with a command throw (B-escapeable) that is unGIable
    and an A+G throw that rings out to his left. The damage yields (well for
    his standard front throws) are low, but they put the opponent in a
    comfortable position to initiate wakeups. I will not discuss side/back
    A+G            55            FRONT            A                   FDFA
    Lizardman plants his shield into the opponents' stomach, lifts them up
    and smashes them right behind Lizardman. This throw rings out to
    Lizardman's left, however it requires good positioning, which makes it
    difficult to use as a ring out move, and further handicapped by its
    A break, which obviously makes the throw easy to break. Despite these
    facts, the A+G is a good standard throw for Lizardman, as this is
    stronger than his other standard throw, puts the opponent in a decent
    position for wake ups, and most importantly, it changes positions.
    Useful to avoid getting ringed out. Mix with Lizardman's command throw
    to make it difficult to break.
    B+G            45            FRONT            B                   FDFA
    Lizardman smashes his shield into the opponent's face, then turns them
    around before tossing them upwards, resulting in the opponent landing
    right on his tail. This is one of the weakest standard throws in the
    game, and it's absoluely horrible in Lizardman's case. The fact that
    it doesn't change positions and Lizardman steps away a bit afterwards
    ruins the positioning for the possible wakeup game afterwards. Although
    this is a B break, Lizardman has a command throw that shares this
    same trait and is much harder to break, in addition to dealing more
    214B+G         65            FRONT            B                   FUFT
    Lizardman's only command throw. Lizardman uses the opponent's shoulders
    as a support and climbs up, then starts "bicycle" kicking a few times,
    before eventually backflipping, kicking the opponent in the face. Being
    his most damaging throw, this should be used to mix up with the basic
    A+G throw. The B escape sounds like this is easy to break, however the
    escape window is shorter as opposed to regular throw. A bonus with
    command throws is that they are unGIable (they can be JI'ed, although
    the timing needs to be precise) - leaving your opponent's only options
    to either ducking (regular crouching or tech crouching) or striking
    before the throw comes out. The wakeup game afterwards is a little
    lacking, but the damage makes it up. Careful with the QCB command,
    if done too fast you are more than likely to do the B+G throw
    Lizardman's horizontals consist of basic tools, most of them in the poking
    category. Some do catch 8WR'ners, but for the most part, they are used
    to set up for the frame advantage to get out the more potent attacks.
    A,A                   13,20               hh             NC
    Double axe swipe to the face. This has a nice little step built-in, making it a
    great way to apply pressure while preventing any risks that may lie ahead. As
    long as the first swipe connects, the second is guaranteed to follow. It's a
    standard poke attack for many, but for Lizardman's case it is not to be
    neglected. Though it hits high and can be ducked, as long as you don't abuse
    it, it's a fine move to use occasionally.
    A,K                   13,19               hL             NC
    A swipe, alternating with a low kick, ala Sophitia. It's a teeeeny bit less
    damaging than A,A, but hits low and grounded opponents. Don't expect that it
    will catch turtlers off guard though, the turn-around to low kick is fairly
    noticeable. Still, being a NC on hit is nice, although I'd use A,A over this
    mainly for the advantage, and the kick followup lacks the step-in property,
    making it a little harder to pressure.
    1A,K                  25,41/50            Lm             NC, RO, TS(mini)
    Low swipe to the feet, followed by a headbutt. Very damaging low and provides
    a ring out opportunity, but veeerrrry punishable on block. At least, it tech
    crouches and has considerable range, making it a good anti-high with good
    reaction skills. But it can be seen coming.
    2A                    14                  sl
    A swipe to the opponent's er... midsection. As for why it's a special low that
    can be blocked standing, I don't know... maybe you can ask Namco that. Anyway
    it's the universal interrupt for most characters, for one it's as fast as your
    basic A, and it tech crouches, much safer than say, 1A,K. The damage is pitiful
    yes, but eh, it would be too overpowered. Can be easily breaked by Bs, so be
    3A                    29                  m
    A swipe to the opponent's stomach. More of another poking tool. It has
    considerable range, but nothing useful to offer on hit or even counter hit.
    4A                    34                  h              OB
    A slow turn around slash. No longer can be charged, meaning no more combo and
    frame advantage post-block. It's high too, and it's sluggishness makes it
    easy to duck. On hit it exposes the opponent's back, good for a throw
    opportunity. I don't think it can cut step, I'll have to look in on that.
    6A                    21                  h
    A slap to the face with the shield. Another... poke, that's high and offers
    nothing unique on hit or counter hit. It's a little slow too. I'd rather go for
    an A,A advantage-wise.
    66A                   36                  m              DOSc
    A mid strike to the stomach, the same as Sophitia's. It's has a unique
    property, not shared however, in that on counter hit, it causes a Double Over
    Stun. Albeit escapeable, you're still setup for mixups that net good damage,
    but if your opponent fails to escape the stun, they're going to get crushed by
    the followups afterwards for 50%+ damage. If your opponent likes to step, 66A
    will make them promise not to.
    I use this to catch my opponents off guard at the beginning of the match if
    they don't attack first, it works well if they like stepping. Even if blocked
    Lizardman still keeps a reasonable distance between him and his opponent,
    although I don't think 66A is punishable anyway (gotta check). On counter hit,
    mix with 1A,K/66B if they catch on and escape. Otherwise you can kiss half of
    your opponent's life away.
    FC A                  15                  sl
    2A done while crouching. Only a teeeeeeny bit stronger than 2A alone, but the
    properties are for the most part, the same.
    WS A                  33                  h
    The exact copy of the sisters' WS A, but without any useful properties
    applied. A lot less in terms of damage, and hits high. Stick with WS B.
    As you might expect, Lizardman's verticals are the core of his main damage
    dealing. With a couple of pokes to complement the bigger and badder moves
    comes a ring out, juggle/combo, and mixup game. Since 80% of the verticals
    are mids, they are a must for your offensive appetite. The flaws are obvious
    in that they have limited to no tracking ability, and usually give worse
    disadvantage on block than horizontals.
    B,B                   16,22               mm             NC
    Lizardman's "other" poking tool. As opposed to A,A, B,B is slightly more
    damaging, hits mid, and is more concentrated on covering the front, due to 
    the stabbing part of the second B. What this lacks of the A,A like A,K, is 
    the built-in mini step, thus having no forward momentum to continue pressure. 
    You also get less advantage on hit than an A. Due to step being MUCH weaker 
    in SC3, it's a little easier to hit opponents with verticals, provided that you 
    start right before they step. A safe basic mixup among Lizardman's pokes, use 
    when the advantage is only minor to consider unloading the bad boys.
    B,K                   16,25               mh             NC, OS
    Last time I checked, B,K was less damaging than B,B. For whatever
    bizarre reason Namco has up their sleeve, B,K is now more damaging than B,B.
    The second hit is a high rather than a mid as with B,B, making it duckable
    on block. However, the positives outweigh the negatives in that the K is
    guaranteed as long as the B hits, and it turns the opponent around to expose
    their side. Since they're close you can get a throw opportunity, or have
    other mixups for that purpose. An excellent punisher after unsafe moves as
    long as the opponent is close. 41 + mixups = priceless.
    B2B,B,B,K             15,7,7,7,45         LLLm           NCc (first two), RO
    Lizardman goes for the swing... and instead aims for his opponent's toe and
    starts stabbing them mercilessly, and finishes off with a headbutt for good
    measure. A highly amusing attack that serves more as of an annoyance. Only
    the first two hits are an NC on counter, the rest of the followups are not
    guaranteed. Even the headbutt ending doesn't give them any incentive to
    remain crouching to get hit, they can block it (in addition, Lizardman
    remains stationary), and recieve advantage. However on grounded opponents,
    the first stab bounces them a little, thus making the following stabs
    connect. After a knock down of some sort, B2B,B,B is great way to end a
    round. But for general combat purposes, it isn't useful.
    B2K                   15,38               Lm             RO
    Instead of going through all those stabs, Lizardman simply crushes the
    opponent - with a headbutt. It's still overall useless, the whole thing
    doesn't even combo, and they can just stand there and block. A bit of
    damage does add up if they don't block the first hit and remain guarding
    while standing. Still, I would prefer otherwise.
    1B                    23                  M
    Lizardman slams the ground in front of him. This tech crouches, but is
    overall safe on block. After most knock downs, 1B usually follows for a
    bit of damage. Not too reliable as a ground hit, because it doesn't hit
    techs well and has no tracking either. But for the least, you're safe.
    I suppose this could make a good mid range poke (it does do okay damage,
    to say the least).
    2B,K                  16,40               mm             NCc, RO
    Lizardman bends for a smack to the legs with his shield, and follows up with
    a headbutt. A natural combo on CH. One of Lizardman's best moves, for one
    thing it tech crouches under highs and breaks 2As, and two it does very good
    damage. It further enhances with the ring out opportunity Lizardman gets. An
    ender for some stun combos, but as a standalone attack it's very useful
    3B                    32                  M              JG
    Lizardman's generic launcher, although the rewards aren't too good for the
    most part. Lizardman's own 3B comes out a little slow, is very punishable
    on block and whiff, doesn't track, and has terrible range. Additionally,
    it's not a perfect ground hit, as 3B needs to hit at a certain angle for
    the axe to swipe a grounded opponent. On hit 236K afterwards is guaranteed
    for 68 damage, but on far you have to settle for another 3B for 54. The
    sisters' 3B are far more useful AND damaging than this, sadly.
    4B                    20                  h              FBSc
    Lizardman's own bitchslapping move, with a shield. A little like Cassandra's
    6A,A,A, except a little slower, but more damaging (without counting the
    crumple stun + 3B combo with the last hit) with its followups. On hit the
    bitchslap knocks the opponent back a bit. Oh yeah, I forgot to mention it
    causes Lizardman to step forward a bit, good in mid range. On counter, it
    causes a fall back stun, which IMO should be followed up with 44K for 71
    unless there are walls/edges, then you should follow with 236K. Useful for
    CH hunting after a poke.
    6B                    30                  m              ROc
    A stabbing attack identical to the second hit of B,B. This is an okay mid
    range poke that gives a small ring out and wake up opportunity on counter hit,
    and decent damage alone. But it has no tracking ability, and can whiff pretty
    easily. This does serve to cut your opponent from closing in, and Lizardman
    is stationary while he stabs, making it safe from getting mixed up on block.
    The ring out distance on counter hit is minimal, but it sets up for wall 
    combos not possible with the other wallsplat starters, and is useful for
    keepaway purposes.
    44B                   28                  m              JG
    Lizardman slightly comes in and takes a rather lazy swing upwards. It's his
    new launcher, which unfortunately is pretty useless, except after a GI.
    The damage potential is fairly average, being only slightly damaging than
    his 3B. While it does lift higher on counter hit, it's very hard to get one
    considering it's slow execution. But use it like most 44Bs; step back, wait
    for a whiff, then come charging in. Your best option afterwards is a 66A+B,
    and on counter, a 66K6, 66B will do craploads of damage.
    66B                   39                  M              BN, FrC
    Another new launcher, no longer a ripoff of Sophitia's 66B like in SC2.
    Sadly, it's Lizardman's only "real" launcher, being the fact that it's
    semi-safe than his other launchers (it forces crouch on block). The damage
    options are pretty decent afterwards, but highly dependent on bounce
    height. The range is decent and it hits grounded opponents as well (use
    against back rolls). On whiff, prepare for some nasty punishment.
    FC B                  18                  M
    A simple downward axe slash. It does slightly more damage than FC A and
    hits grounded opponents, a little like its brother 1B. Not bad for a simple
    poke, it just comes out a little slower than FC A.
    WS B                  18                  M
    A simple turn around upwards axe swipe. Exact version of the sisters'.
    This one hits grounded though (and does slightly less damage as well).
    Good for FC/WS mixups, and as with all pokes, it is safe on block (not
    too much disadvantage).
    They are one of the only form of physical, non-weapon attacks in the game,
    and usually serve certain purposes that vary as they go. Lizardman's kicks
    are nothing special, save for being very safe in most cases, and sporting
    a couple of lows. As a bonus, they can't be breaked, but their hitboxes
    are smaller. If they come in contact with an attack, the kicker usually gets
    K                     16                  h
    A basic, to the face kick. Surprisingly, this is just as strong as
    Lizardman's standard B, and as fast as an A. This lacks the frontal range
    of both, and like an A it can be ducked. Another basic poke in Lizardman's
    arsenal, it's safe on block and whiff, and no tracking. A regular A,A
    will do.
    1K                    28                  L              TS(mini)
    Lizardman crouches and sweeps, similar to that of Alex/Roger/Roger Jr
    in Tekken. It trips on hit for a nice wakeup game, tech crouches and hits
    grounded opponents. But as with most (if not) all lows now in Soul Calibur
    3, this is very unsafe on block. At least, you have a free 1B after this,
    making it compareable to Mitsurugi's 2K,B in terms of damage. Without a
    doubt, Lizardman's best low.
    2K                    12                  L
    A simple crouching sweep, just like with most standard 2Ks. This is your
    basic wakeup attack, it has no rewards, but is safe if it misses, at
    the expense of losing the chances of dealing major damage. It's also a
    basic mixup against turtlers, if they stand and guard, a 2K will catch
    them off guard. The damage isn't a lot, although every little bit helps.
    3K                    22                  m
    The standard sidekick that most characters possess. The range is about
    the same as a simple B, although the damage is a little higher. It's
    mid, making it one of Lizardman's basic high/mid/low mixups.
    4K                    27                  h              OS, ROc
    The second hit of B,K done alone. The roundhouse has an additional
    property to ring out to Lizardman's right on counter hit, but otherwise
    as a stand alone attack it isn't useful. It's too slow to be a threat,
    not too mention that it also hits high, and therefore duckable on 
    6K                    30                  m
    Another move from Alex/Roger/Roger Jr in Tekken, a basic headbutt. The
    damage is considerable, although it does not have any extra properties,
    and it doesn't even knock down airborne opponents. Plus, the range is
    verrry short, you virtually have to be close in order to get the headbutt
    to connect.
    7K                    20,17               Mm             NC, RO
    Yet another of the trademark Alexandra sister moves. Lizardman back
    flips for two hits. The first hit launches a bit, and the second hit (the
    legs) connects during the opponent's night time flight. However, do note
    that the second hit will not connect if the first connects shallow or hits
    a grounded/launched opponent. Additionally, the second hit gives the
    opponent the ability to air control, thus allowing them to get the heck
    away from you, leaving a fairly small wakeup game afterwards. Oh well,
    although the backflip part does move Lizardman backwards, but to no avail,
    as it's punishable on block or whiff. A pleasing way to end a round, try
    taking advantage of it after most knock downs, since the kickflip comes
    out pretty fast.
    44K                   25/47               M              KND, FrC, AT
    It's lunch time! And it's not so surprising when you look at an
    animal equipped with jaws ready to rip the flesh out of your head... anyway,
    that's practically what this move (well, not all of it) is. Despite
    being slow, Lizardman rears back a bit and tech crouches during the
    startup (thus avoiding some short ranged moves). The knock down is nice,
    though the recovery hampers your chances of a wakeup game afterwards.
    Thankfully, it's safe on block (because the bite forces crouch). The
    move is particularly satisfying when the AT (which comes out only
    when an opponent is lying with their head towards you) comes out, but
    in most cases this is usually only possible in some of the combo
    opportunities available (ones that usually give a crumple fall stun
    like CH 4B+K). While situational, 44K is certainly not a move to
    66K                   40                  m              RO
    Lizardman steps forward and thrashes the opponent by kicking them in
    the stomach as their cue to get out of his way. This is SC2 66[K]. It 
    no longer knocks down for a free 66B followup (well if you count SC2's 
    66B and not SC3's 66B), although it still rings out. On block the disadvantage 
    is worse because it no longer pushes the opponent back either. You're 
    basically right in their hands when they block it, making you an easy victim 
    for mixups. The damage is decreased as well. Not very useful in SC3, as you 
    can see.
    66K6                  48                  m              RO, KND(RO)
    Basically 66K except with an added thrusting sort of motion, which
    increases the ring out potential. Apart from doing more damage, this
    is unique in the fact that on an airborne opponent, it knocks them down
    similar to the sisters' 66A+B on an airborne opponent, and gives a free
    66B followup afterwards. In essence, this is SC2 66K, except delayed a
    little less, and a lot less powerful. Otherwise it retains the properties
    of 66K, and slightly decreases the disadvantage on block because it pushes
    the opponent back a bit.
    FC K                  12                  L
    2K done crouching. The properties are overall the exact same, view 2K
    for more info.
    WS K,K,K              16,16,15,18,15,13   mMmMmm         NCc, RO
    One of the most devastating WS attacks in the game. Lizardman flips forward
    with two hits (using the legs), then follows up with an longer flip (and
    two more hits), and then ends with a 7K (for six hits total). All hits tech
    jump, making this formidable against lows. Also upon the unlikely chance of
    a counter hit, all following hits are GUARANTEED to connect, for MAJOR
    damage (95, about 40%, which = 96 damage). While very situational and
    impractical, it is very flashy and is satisfying once you land it. The 7K
    properties remain similar other than the fact that the initial backflip does
    not hit grounded opponents. Careful anticipation can mean huge damage.
    8WR run attacks are usually certain moves altered and do more damage than
    their non 8WR-components. However there are a few moves that can be used
    in 8WR as well, generally for punishing after stepping a move that has
    no tracking ability.
    Run K                 28                  L              TS(mini)
    The universal slide, Lizardman's version is one of the weakest, but overall
    the fact remains unchanged in that the recovery upon blocking a slide is
    hideous. Plus the running part already indicates that you're charging in
    at the opponent, allowing them to prepare for whatever stupid/daring
    assault you have in mind. This is so useless that you shouldn't even use it
    at all, unless you're a newbie.
    3_9A                  42                  h              RO
    Lizardman spins around and comes out with a big swipe. Although high, it
    does decent damage and has the ability to ring out. A good move for the
    cautioned opponent whom is trying to retreat and get away from the edge
    of the ring by means of 8WR'ning. The turnaround swipe covers a decent angle
    pretty well, and the direction used will increase chances of nailing an
    opponent just as they are about to run away. IMO, Lizardman's best
    anti-step move.
    3_9B                  30,10               M              JG
    The big, bad guy for Lizardman's punishment after stepping a non-tracking,
    slow recovering move. Lizardman lowers his shield, then quickly drives it
    upwards into a big uppercut. This launches REALLY high, but Lizardman
    ends up in back turned position, thus forcing you to turn around to do
    some really damaging followups. Very powerful and extremely damaging,
    this does 111 damage max, although it isn't without it's flaws either.
    This thing has sluggish recovery, and very VERY punishable on block.
    Used correctly however, this can regret your opponent from ever
    whiffing on accident. Finally, this thing hits grounded opponents much
    like how 3B does, in that you need to be at a certain angle for 33_99B
    to hit. There are better options, however 8WR 3_9B can be a very
    devastating tech trap, or even deadly in wall combos.
    3_9[B]                40,13               M              JG, GB
    Ha, Lizardman can charge his 3_9B whereas Sophitia cannot. Aside from
    doing more damage, the uppercut now gains the ability to guard break.
    The recovery is obviously a lot more safe than 3_9B uncharged, though
    you'll still be at disadvantage because the recovery is massive enough
    to allow Lizardman employ any mixups afterwards. The charge gives a
    warning to recieve an immediate counter attack from the opponent, in
    which you can release immediately and hit THEM before they can strike.
    A great tool after GI if the opponent decides to GI instantly, the delay
    catches them off guard. If they VC, then charge it fully and release to
    reduce the recovery and the risk of getting punished afterwards.
    3_9K                  28                  M              KNDc
    One of Lizardman's most useful tech jumps and one of my favorite moves.
    Lizardman flips and stomps his opponent in the process, knocking them
    down. This move is safe enough, is very fast, hits grounded opponents,
    and moves Lizardman in without risking of getting intercepted. Plus,
    you're close enough to initiate a wakeup game. The damage is okay for
    a tech jump like this. A good all-around move.
    1_7_2_8_3_9A+B        18,30               MM             NC, RO
    His/Sophitia's old 3A+B. The properties have changed a lot, it no
    longer stuns or launches. However it does still combo on hit and
    offer a strong ring out opportunity. Both hits connect on grounded
    opponents. The bulk of the damage comes from the second hit, which does
    the ring out while the first is the build up. Pretty solid after
    stepping a linear move, though 33B is usually preferable, unless you're
    aiming for a ring out or pressuring for the wall.
    8A,A                  22,31               hh             OS, NCc
    A shield slap to the left, then to the right. A natural combo on counter
    hit and it exposes the opponent's side. The hits track somewhat, but hit
    high. Great for creating a throw opportunity. The second hit can be blocked
    even if the first is a counter hit when the move is done off angle, so
    be aware of your positioning.
    2A,A                  31,22               hh             OS, NCc
    Essentially the reverse of 8A,A. This one does more damage on counter
    hit, yet the properties are still the same. A more damaging option than
    8A,A in juggles however.
    2_8B                  34                  h              RO
    Another "get the **** out of my face" move. Lizardman punches the opponent
    in the face with his shield, similar to that of Sophitia. Lights out! It
    comes out pretty fast and has decent range and damage for a poke. The ring out
    actually leaves your opponent close enough still to initiate a wakeup game.
    It's a high and therefore duckable. Good for whiff punishing.
    2_8K                  25                  L
    The exact same as Sophitia's 4K without the crazy frame advantage on
    counter hit. This is very useless because it's too slow to be of any
    threat and doesn't offer much in terms of followups. The advantage is
    better than 2K and better range, and that's probably the only potential this
    low has.
    1_7A,K                22,25               lL             TS(mini)
    Lizardman sweeps at the opponent's feet with the axe and follows up with
    a 1K sweep. The whole thing is not a combo either way, and the first hit
    doesn't even hit grounded opponents. The second hit trips, but your
    opponent can guard right before it connects. It doesn't even have a mid
    alternative, thus losing any mixup opportunities within this one move
    1_7B                  27                  m              RS
    Lizardman rears back, then stabs the opponent right in the stomach. This
    causes a rise stun on hit, which pushes them back for spacing and can
    ring out if close enough to the edge. Aside from being mid and doing
    considerable damage, there are other pokes that serve the same purpose
    better. It's a decent ring out tool as a juggle, though.
    1_7K                  30                  L              TS(mini)
    Yet another variation of Lizardman's 1K sweep. Slightly more damaging,
    but less reliable overall command-wise. I'd still stick with 1K mainly
    for its reliability, and the potential wake and damage Lizardman gets
    off of it.
    These double input moves possess various properties, but usually they
    are more lethal than singular attacks. Lizardman's got himself quite
    a list of useful, all-around attacks in this game, namely the
    dubbed "Jurassic Chop" A+B and a lot of combo/tech crouch moves as well.
    A+B                   34               M        KND, FrC
    AKA Jurassic Chop. Lizardman leaps in midair and comes crashing down
    with his axe. One of his main long range moves. Albeit no tracking,
    it's useful for its safety, and the long tech jump afterwards. The
    damage is considerable for a long range attack, and it knocks down
    for a decent wakeup attack (you can usually follow up with 1B for a bit
    of damage). It hits grounded opponents as well, though 66B does better for
    its potential damage. Being vertical for the most part, A+B has no tracking.
    Careful against tech crouch moves, you may overshoot or whiff.
    66A+B                 51               m        KND(RO)
    This is actually the old sisters' 66A+B (they now point their sword up
    in a 45-degree angle rather than straight ahead). It's one of Lizardman's
    power strikes. The range is quite long too, plus the knockdown gives a free
    1B provided you are close. Now an ender for some launchers that lift high
    enough. Though the disadvantage on block is bad, the stab does push the
    opponent back a distance.
    B+K                   33               m       GI-Downward Strikes, FrC, KND(S)
    A slower version of Lizardman's 6K, except with a GI property associated. This
    GI is unique in that it guard impacts ALL downward strikes, whether it is a
    horizontal, vertical, kick or anything else. Additionally, a successful GI
    will provide the KND(S) property, allowing a 44K followup afterwards for
    HUGE damage. A perfect move to use since step has been weakened in SC3, you'll
    have to find the right time to use it though. The GI window is fairly long
    enough to grant the possibility of GIing a downward strike.
    1B+K                  46,15            UL       JG
    Lizardman crawls and moves back a bit, then rolls forward into a ball (not
    THAT kind, you sick *******). Upon contact, the opponent will get launched,
    much like how 33_99B launches. The opponent will fly backwards, BUT the
    followups afterwards are very range dependent, you need to hit from max range
    to leave them close enough, then you can get your followups afterwards.
    However, difficulty of getting it to land is too much to warrant any chance
    of using this crap of a move at all. The cancel leaves Lizardman in FDFA
    position, which is bad enough - you just gave the opponent a free hit/wakeup
    4B+K                  30               m        CFSc
    One of his multiple varieties of tech crouch moves. Lizardman bends down and
    hops forward, bashing the unfortunate victim unlucky enough to get in his
    way. The damage isn't too special, although 4B+K pushes the opponent back on
    hit. This is IMO Lizardman's best non CRWL anti-high, due to the crumple fall 
    stun on CH (which I should warn that 4B+K must be deep for the stun to
    result), giving a free 44K. It's safe on block, which is a plus, however
    Lizardman moves in during the head bash, making it easy for the opponent to
    mix up.
    4B+K,G                27               M        RO
    Toned down from SC2. No longer a combo ender (or should I say there's only one
    hit now). It does ring out during both a normal and airborne (juggled)
    opponent, perfect for the "touchdown" finish. The use of 4B+K,G as a ground hit
    is extremely limited, you can't tack it after a crumple fall stun now. A whiff
    guarantees trouble. I'd suggest using it only for a round ender or ring out
    purposes. Why'd bother otherwise when you can get damage with CH 4B+K?
    8B+K                  35               M        KND(S)
    Another of the trademark sisters' moves. Lizardman leaps up and comes down
    with a huge shield pound, causing a KND(S). An odd tech jump, to say the
    least - it causes a KND(S), yet the recovery is too long for a followup,
    and that handicaps the chances of a wakeup game - so you might as well
    attempt a mixup instead. 44K is "guaranteed" afterwards though, specifically
    as a tech trap. However it does less damage than the AT and the opponent has
    more than enough time to rise to safety, since the 44K has too big of a 
    recovery on a non-AT to attempt wakeups afterwards.
    8[B+K]{1}             40               M        KND(S), GB
    The same as above, except Lizardman pauses for a second before doing blah
    blah blah. This half-charged version carries a guard break property, but
    you're still in disadvantage no matter what - it's just slightly reduced.
    8[B+K]                55               UM       KND(S), QS
    The same as above, except Lizardman takes his sweet time before doing blah
    blah blah (get the point already?). This fully charged, unblockable version
    causes a quake stun if it misses, rendering the opponent vulnerable for a
    free followup afterwards. Then again, with the huge startup time you'll
    probably do more than proving your stupidity/recklessness by the sound
    of the properties of this move.
    66B+K,A,B             23,18,22,7       mhm      NCc, JG, CSc
    Interestingly, Lizardman still keeps Sophitia's 66B+K,A,B. This move can
    be very devastating depending on how you use it, though the benefits are
    rather obvious - the whole thing combos on CH, it launches (same as 33B)
    for ridiculous amounts of damage, delayable (the last hit tracks somewhat),
    and the first hit can be a bait to setup the crumple stun of the second hit.
    The first two hits are safe and are guaranteed for decent damage, while the
    last 33B-copy is unsafe. The delay is very impractical and it isn't worth
    practicing, since the launcher part is the only part that's unsafe. Look
    for the CH (red) spark and let everything fly. Or stop at just the first
    hit, if otherwise.
    BT B+K                28               L        TS(mini)
    Instead of the usual 1K-rip off sweep, Lizardman instead sweeps using his
    tail (like in his B+G throw). The properties are still the same, regardless,
    though a free hit or wakeup game afterwards will suffice. It comes out
    pretty fast, to say the least.
    A+K                   38               h        TAS
    YET another trademark move of Sophitia's (this DOES make sense in a way,
    seeing that Lizardman was added to SC1 and Cassandra came a long way into
    SC2). This doesn't ring out like Sophitia's; rather, it causes a turn-around
    stun, giving a free (and only followup worth it) 44K. Great for GI-bait,
    that's probably the only instance you should use this move, seeing it's
    slow and hits high. The delay will easily catch an unwary GI-er off guard
    if they GI early, and it's almost impossible to VC and duck on reaction (they
    could still guard it however).
    Lizardman's unique stance added in this version of Soul Calibur 3.
    The moves in this stance are mainly for comboing purposes, however
    they aren't to be neglected because they serve other purposes such
    as punishing. Plus, the stance puts Lizardman in crouching position,
    allowing him to duck highs and some mids (like Siegfried's B6), which
    is a nice bonus. And when you add in the VC, this stance is defensive
    just as much as it is offensive. The moves in this stance compose
    mainly of mids.
    236 4_6/236 G
    Lizardman's basic CRWL movements. Because the stance considers
    Lizardman crouching, it therefore restricts his movement. He can only
    move forward or backward, so any strikes such as mids can connect.
    Tapping G reverts Lizardman back to normal stance, which is NOT
    recommended as Lizardman cannot block any incoming attacks.
    236A,B                20,32/40            mm              NC, BNc/BN
    A clone of the sisters' 236A, but to suit his style, Lizardman does
    a frontal flip. This move is just like Cassandra's 236A,B in that it 
    knocks down. Some wakeups are possible afterwards, however thanks to the
    JF tech system your opponent can tech roll afterwards with perfect
    timing and avoid falling victim to your deadly setups. On CH, the
    second hit bounces instead, giving a free 236K afterwards for good
    damage. The rewards are somewhat rotten in the fact that it has terrible
    recovery on block. Thankfully, the second hit is kinda fast, and
    prevents any intercept inbetween threats. Your opposition can just
    stand there and block the second hit, unfortunately.
    236B:B                25,43               mm              NC, AT, BN
    Well technically, the :B isn't so much of a JF, but you're required to
    hit B when the first B hits. Also, the JF will not come out on block.
    IMO, Lizardman's best move out of this stance. It has decent range,
    causes lift stun on hit (and LCFS on CH), and the :B is guaranteed
    no matter what. The bounce that results afterwards CANNOT be teched,
    and your opponent's head is towards you, giving a free 44K afterwards
    for great damage. This is still punishable, so use it after a whiff
    as a result of ducking a high to slam down an 87 damage guaranteed
    combo for free afterwards.
    236K                  45                  m               RO
    Lizardman's signature headbutt and main power hit. This has the shortest
    range out of the CRWL attacks, and less damage potential overall (unless
    you count walls/edge, in which this becomes a deadly wall combo starter
    or instant win with a ring out). It's still a primary juggle/stun combo
    ender, and the options further expand if your opponent hits a wall
    afterwards for devastating wall combos. The damage has been decreased
    a bit. Futhermore, the headbutt isn't a useful move outside of combos,
    if there is a whiff you might as well go for 236B:B + options instead.
    However the main benefit of 236K is that it is the faster of the three
    attacks in CRWL. With CRWL moving Lizardman into a crouching position,
    and the fact that he cannot be hit by highs (and some mids), your
    opponent can't interrupt the headbutt. 
    5. Offensive Strategies
    Ring out is not one of Lizardman's strengths, due to his lack of them.
    However, his ring out moves have good range, knock back a good distance,
    and deal great damage on their own. Additionally, Lizardman's main
    ring out moves concentrate on ringing out to his front; you do not need
    to worry about positioning the opponent to the side of the ring, and not
    guaranteeing a ring out. The non-frontal concentrated ring outs for
    Lizardman are useless, as they require CH (good to keep in mind). The
    following moves ring out:
    A+G (left, close to edge)
    1A,K (front)
    WL A (8_9 version, front and close)
    B2B,B,B,K (front)
    B2B,K (front)
    2B,K (front)
    3B (front and close, also over low walls)
    6B (counter hit required, front and close)
    44B (longest ring out launcher, front over low walls also)
    66B (front and over low walls also)
    WL B (9 version only, close and over low walls also)
    1K (front and close)
    4K (counter hit required, to the right)
    7K (front and close)
    66K (front)
    66K6 (front, longer ring out than 66K)
    WS K,K,K (last hit, same as 7K)
    BT 2K (front and very close)
    Run K (front and very close)
    8WR 3_9A (front and over walls)
    8WR 3_9B/[B] (back to and near edge)
    8WR Any direction (except 4 or 6)+A+B (front)
    8WR 2_8B (front)
    8WR 1_7A,K (front and very close)
    8WR 1_7B (front and very close)
    8WR 1_7K (front and very close)
    66A+B (front)
    4B+K,G (front)
    236A,B (front and close to edge)
    236K (front)
    As you can see, most of the ring out moves in Lizardman's arsenal ring out
    to his front.
    IMO, the best ring out moves for Lizardman are 8WR 3_9A, 236K, and 8WR 2_8B.
    8WR 3_9A serves to discourage opponents from 8WR'ning when near the edge,
    as it has a 360-degree coverage, plus rings out to his front and over low
    walls. 236K is great, generally the opponent usually tries busting out
    short bursts of quick attacks to stall you from getting them out (like
    highs, for example). If your 8WR 3_9A attempts are being foiled, duck
    under and come right back up with a headbutt to ring out. Lastly, 8WR 2_8B
    is one of Lizardman's safer ring out moves. It lacks the damage of the first
    two ring out moves, in return for having better range and speed. During the
    startup I believe 8WR 2_8B tech crouches, gotta recheck...
    Lizardman's wall game is easily one of his main strengths (due to the sheer
    damage potential he gets off of almost ANY combo starter). There are a
    number of knockback moves that easily accomplish this task, however your
    first goal is to obviously find some way to position the opponent right
    next to the wall, before letting everything fly (Nightmare does this well
    with his 236K,K followup after most of his combos), hence wall pressure.
    Wall combos are a lot rewarding in SC, but they have to be worked on in order
    to do any sort of punishment than say, Tekken 5.
    Some moves that work for this situation:
    A,A: Standard poke. Safe & Lizardman steps in a bit during the second swipe.
    B,B: Has more frontal range than A,A, but does not have a built-in mini step.
    236K: Once you've ducked a high and there is a wall straight ahead, headbutt
    them towards the wall. The knock back distance is quite long, thus making it
    easy to achieve a wallsplat. Only thing is, this is unsafe and poor range -
    don't use it until the opponent does the first move.
    6B: Good for keepaway tactics and spacing. Decent range, but linear.
    2B,K: Use it for CH hunting/mixup purposes. Remember this thing tech crouches,
    it will kill highs, and will break 2As if done early enough.
    - Whenever there are walled stages, try directing your opponent towards it,
    then mix them up and pressure them. Should they be influenced and fall in your
    hands, then let everything fly.
    - Wall combos are dependent on distance, so the shorter the recovery of the
    move, the better the chance of doing a damaging wall combo in close proximity
    to the wall rather than a short simple, but less damaging one with a longer
    recovery move. HOWEVER, Lizardman's wall game IMO is one of the best, thanks to
    his 44K AT. Should you pin the opponent with a longer recovery move and happen
    to be close to the wall, you can immediately finish off with 44K for
    respectable damage. Whereas, other characters with strong wall games must be at 
    a certain distance away from/close to the wall in order to deal out the most 
    - Most wall pressure games involve poking, and for good reasons. One, poking
    gives you setups, two they push your opponent towards the wall safely without
    any risk of suffering major punishment. Lizardman can accomplish this well,
    thanks to his variety of pokes and strong knockback moves. 2B,K is good for 
    purpose, and if you manage to get a stun that guarantees 236K/2B,K, then you're
    on the way to high damage.
    For wall combos, view the wall combo section.
    Lizardman plays pretty good from all ranges. Who needs a big rod ala Kilik or
    axe ala Astaroth? An important asset in this case is that Lizardman can easily
    move in or out of range. He can mantain pressure just as easily as he can hold
    his ground against stronger foes.
    The typical "in-your face" range for characters. A lot of poking wars are waged
    right here, but for those that play keep away tend to lean on spacing in order
    to keep themselves at a distance. Lizardman in this case, should use short
    bursts of quick attacks to set the opponent up. A,A here can be a common
    strike in this range, for its horizontal range cuts down steppers (it IS high
    however, not good against a character with a plethora of tech crouch moves).
    When your foe starts getting reckless and poke happy, mixup with 2B,K/2A, they
    should be pretty fast to either interrupt or trade hits (watch out with 2A as
    it can be breaked pretty easily).
    From this range, you can take advantage of a couple of moves that are either:
    1) risky to use in close range or 2) take a while to come out. The former
    is usually the only reason to avoid doing such potentially dangerous moves
    in close. CRWL stance will place Lizardman back in close range, and a
    successful whiff can be capitalized on by punishing with a 236B:B, 44K
    combo afterwards. Lows are sometimes a good bet if your opponent switches to
    defensive and turtles up the match, if they can't read it then it's a good
    time to get them to worry (1A,K just to be plain stupid/daring, or 1K for
    reliability). 8WR'ning occasionally occurs, so make use of 8WR 3_9A.
    The range you're probably thinking of just to come prepared with longer
    pole-type weapons? Not a problem for Lizardman! A major drawback to
    Lizardman's long ranged moves is that they are either unsafe or have
    no tracking. Well screw that, A+B isn't a problem for this. The long
    tech jump avoids lows, in addition to reurning Lizardman back into
    close range to continue pressure, for less risk in return. CRWL is
    another good candidate at long range, it moves Lizardman in without
    being fully commited to an attack (treat it like an "auto-counter
    stance - wait to catch the opponent twitching, and tap K for a headbutt
    or B:B after a whiff). Against keep away characters (such as Astaroth),
    you may want to move in bit by bit in order to avoid being thrown into
    potential setups. For this purpose, 8WR 3_9K is great because it comes
    out pretty fast, tech jumps like A+B and less riskier on whiff (if
    stepped of course, but still punishable depending on range). 4B or 66A
    works well for CH hunting (well step-counter if THEY come after you), the
    latter usually being better because of better range and unduckable.
    Most players usually prefer holding back for breathing space before
    warming up; attacking may not be a good option in case your opponent
    knows what your doing. The choice is mainly yours, hold back and
    re-plan or rush in and pressure. Thankfully with Lizardman's playstyle,
    he does both very well (after all, being an animal can lead to SOME
    unexpecting results. You'll never know for sure).
    Just for a quick definition, wakeup (or okizeme) is basically the act of
    pressuring a grounded opponent, preventing them from getting up and back
    into fighting stance. In Soul Calibur 3, wakeups are ALOT more hazardous
    to the opponent knocked down; careless teching can lead to suffering
    punishment. Additionally, with the advent of tech traps in Soul Calibur
    3, there's never any knowledge of what may happen next - tech or not
    to tech?
    These are all the ground hits in Lizardman's arsenal:
    A,K (second hit)
    WL A
    3B (off axis)
    FC B
    WS B
    BT 2B
    WL B
    FC K
    WS K,K (second and fourth hits)
    BT 2K
    Run K
    8WR 3_9B (off axis)
    8WR 3_9[B] (off axis)
    8WR 3_9K
    8WR any direction except 4/6+A+B
    8WR 1_7A,K (second hit)
    8WR 1_7K
    BT B+K
    From this list, you'll notice Lizardman lacks a lot of decent options
    for wakeups. Most of them do piddly damage or are too situational.
    The applications for an effective wakeup game are simple, have quick
    lows/mids at hand, encourage your opponent to block low once he/she
    starts to rise, then switch to damaging mids. The lows are used to
    aggravate risers, then once the opponent gets used to blocking low,
    the mids will put the hurting on them.
    A,K/8WR 1_7A,K - Very little damage, coupled with the fact that only the
    second hit is the actual low makes these two moves pointless.
    B2B,B,B or B2 - B2B,B,B should really be used for the annoyance factor
    or opponents who don't tech. The damage is not worth it, and has absolutely
    no tracking (the good side is, Lizardman is stationary and the subsequent
    stabs have better recovery than just one). B2 is ridiculously slow to come
    out, and easy to tech.
    WL A, BT B, BT B+K, BT 2B, WL B, FC B, FC K, WS B, Run K - These all take too
    much time to come out, requiring a jump or being BT. The FC moves already
    have a standing version, and WS B does little to no damage.
    3B/8WR 3_9B - Require being off axis, or the opponent teching in order to
    hit. Good damage for mids and stationary, yet the conditions do not merit
    using these two (the second has horrible recovery on whiff). 8WR 3_9B seems
    to have decent tracking to hit side rolls, but can be teched backwards.
    1B+K, 4B+K,G, 8B+K, 8[B+K]{1}, 8[B+K] - Guaranteed to whiff, take too much
    time to execute, and can be side rolled.
    8WR any direction except 4 or 6+A+B - Aside from being the most damage
    out of Lizardman's wakeup attacks, this pushes out. The recovery prevents
    any options afterwards. Seems to hit side rolls, but on back the second hit
    can whiff.
    44K - The damage isn't worth much. However it is quite fast and Lizardman
    is safe if blocked. The damage mainly comes from the attack throw, there
    are other more damaging and/or reliable alternatives.
    7K - The backflip creates decent space, however the mediocre recovery
    prevents any pressure afterwards. In addition, the backflip doesn't hit
    side techs/back techs well. Good way to end a round however.
    Most of the wakeup moves above are generally useless or do piddly damage.
    However, some of the moves DO have a use, except they are either too
    situational or restricted by not being able to hit certain techs/having
    poor recovery/lack any pressure afterwards.
    My wakeup game with Lizardman consists of:
    2K - General safe poke. Yes, the damage is retardedly low, but it's more
    reliable and safe in the event of a whiff. The kick pushes the opponent
    back a bit, although the recovery is quick enough to allow for additional
    pressuring options afterwards.
    1K/8WR 1_7K - Good circular range, hits opponents teching to the left well,
    but not to the right. A good damaging sweep that's still fast enough and great
    for mixing up a riser. However, your options afterwards (regarding a ground
    hit) are restricted by the long recovery, and the time Lizardman needs to get
    up himself.
    66B - General mid power strike, excellent for catching back rolls, decent
    damage for a mid ground hit, and the possible chance of bouncing for even
    more options/damage afterwards. Can be mixed with 1K/2K to really throw
    the opponent's timing off, safe if blocked (forces crouch).
    A+B/8WR 3_9K - Aside from being safe and fast, the real usage of these
    two moves is their tech jump, and can be used to avoid any attacks done
    after an opponent rises. In general, I would go with 8WR 3_9K as it's
    a little less risky on whiff, comes out a little faster than A+B and
    the immediate downward kick will counter any attempts to strike Lizardman.
    A+B can be suited to hit back rolls. Although both move Lizardman in, so
    a successful hit allows Lizardman to press the attack and continue the
    NORMAL - The most riskiest tech option. Your opponent is practically
             vulnerable to ANY move of your choosing. No idiot would
             dare try this unless they are at a distance, or just can't
             figure out how to tech and rise properly. Almost anything
             hits here.
    FORWARD - About the same league as with Normal, except high moves will
              not connect until the opponent is finished rolling. Follow
              the same for the above.
    BACK - No longer safe in SC3 (in SC2 you could get out of range by most
           wakeup strikes). Back rolls are now limited in distance, almost
           any attack that has decent range will connect. 66B is a great
           option here, if successful it can bounce or knock the opponent
           back down for more wakeups. A+B/8WR 3_9K advances Lizardman,
           allowing for pressure afterwards.
    LEFT - (to be updated)
    RIGHT - (to be updated)
    A good wakeup game requires positioning and range. You need to be
    in close range most of the time; this is your comfortable spot,
    where the opponent has no chance of escaping your wrath tech or not.
    Wake Up setups are fit for this task, they keep you within close range
    AND have enough recovery, allowing you to pull out nasty setups.
    GOOD WAKEUP SETUPS: (Leave you & your opponent close enough)
    236A,B - A good risk vs reward, the risk is that the whole thing is
    punishable on block, the reward is that it does good damage, and
    the auto-spike gives free ground hits afterwards. The wakeup situation
    can be nullified with JF tech, but you're still at advantage afterwards.
    A+B - Fairly obvious, a long tech jump, knock down on hit, and brings
    Lizardman close. Plus, it's safer on block than 236A,B.
    8WR 3_9K - Anything A+B can do, 8WR 3_9K can do as well. With better 
    recovery as opposed to A+B, this can lead to nastier setups.
    (to be updated)
    Ripped off from Tekken, tech traps play a major role in Soul Calibur 3.
    Firstly, they detail the true dangers of the wake up system in SC3. As
    in, a wrong tech at the wrong time will result in taking a full hit
    and more damage afterwards. Secondly, almost ALL characters have the
    benefits of the tech traps, not one character in SC3 has the most
    potential for damage (there are SOME that have potential for nasty
    setups, ala Astaroth and his 4B) or overpowered in that category. Tech
    traps require more timing than in Tekken, to help balance out those
    who have nasty setups or potential followups afterwards.
    Also, for tech traps to avoid being too Tekken-like, there are a few
    restrictions (besides timing):
    1) Tech traps done after a juggled opponent are not possible. You can
    simply hold guard during the tech roll and block any additional hits.
    HOWEVER, a "spike" attack (moves that knock down airborne opponents
    to the ground immediately) will completely nullify a tech roll from
    being down (this can be countered however, by doing a "JF" tech roll,
    which is unique in that the spiked opponent can immediately rise with
    no harm afterwards). A spiked opponent can then either take a ground
    hit (with spiked moves that do allow this), or tech and risk taking a
    full 100% hit and any followups afterwards. For the moves that spike
    but do not allow any free ground hits can only have two options, one
    the opponent can JF tech, or two, the opponent can simply rise to
    avoid being attacked afterwards. The main advantage is that you have
    enough advantage afterwards to mixup, even if the opponent JF techs.
    A throw (214B+G preferable) is recommended if the opponent chooses to
    rise/JF tech, but only if you're in range.
    2) Moves that stun the opponent and/or knock him/her down are the actual
    victims of tech traps. Though they are prone to extra hits during the
    stun, if the attacker simply lets them fall, it puts the grounded opponent
    at a guessing game - stay low and take a free hit or tech and risk
    heavy punishment? In most cases it's generally better to get a free hit
    and tech to safety rather than tech immediately - however knowing your
    opponent's weak side can help sometimes, as you can tech in that weak
    spot to avoid any damage in the process.
    Here a couple of tech traps snatched from the amount of hours spent
    in Practice. They may not be 100% reliable if used in a real match, take
    The general format for them goes like this:
    Tech Trap Starter
    -Tech Trap Move N (damage dealt) | Hits X tech
    A+B_CH 8WR 3_9K
    -3B | Hits right, forward and back techs.
    -> If done too early, 3B may not launch, but if done too late, 3B will
    whiff. 236K afterwards should do ~100+ damage.
    -1K/8WR 1_7K | Hits left, forward and back techs.
    -> As opposed to 3B, this is guaranteed to tech trap for a full 100% hit.
    1B afterwards should do ~70+ damage.
    -66A (74) | Hits left, forward and back techs.
    -> The only real use of this is to get frame advantage and continue
    pressure (keeps Lizardman close as well). The damage afterwards isn't much
    compared to the above tech traps.
    -66B | Hits forward and back techs.
    -> While the damage is very decent, this doesn't hit side techs, which limits
    its usage. 66A+B afterwards should do ~100+ damage.
    -3B | Hits right, forward and back techs.
    -> Nothing is guaranteed after 8B+K, making it a good opportunity to set up
    devious traps. 3B can be done early as opposed to the above situation, and
    can rack up ~100+ damage with a 236K followup afterwards.
    -44K | Hits all techs
    -> This is pretty much Lizardman's only tech trap capable of securing a hit
    on all techs. Sadly, the damage is rather poor, and the recoveryt time of 44K 
    makes it impossible to get anymore wakeup opportunities despite the knockdown..
    (to be updated)
    This section regards frame advantage and possible followups afterwards
    that can really mess with the flow of your opponent. They involve
    either frame traps, escapeable DOS mixups, or throw mixups.
    (to be updated)
    Lizardman has one DOS move; 66A. This move only causes Double Over Stun
    on CH. When your opponent breaks the stun however, you have lots of setups:
    General (Staple) Mixups:
    1A,K/3B - Good/very similar damage (1A,K 66, and 3B, 236K 68). 3B is very
    fast enough to catch duckers, while 1A,K should encourage your opponent
    TO duck. The only drawback is that if your opponent is good and blocks
    on reaction, you're at heavy disadvantage from both moves.
    1K/236... - 1K is fast as 3B, and nets a bit of extra damage afterwards
    with 1B. While not damaging as 1A,K, 1K is just a tad safer in case it
    gets blocked. CRWL is used mainly to catch opponents off guard. They
    may think you're going after them with a low (due to Lizardman crouching)...
    but guess again. Once they block low, hit them really fast with any of
    the three mids in CRWL. It's also safe overall as long as you don't attack
    first and your opponent blocks prior to escaping the stun, though you'll
    trade advantage for safety + possible risks afterwards.
    214B+G/mid - The throw should be a no-brainer for the unfortunate victim
    who's just started to learn how to escape, but is still unprepared
    afterwards. The damage is reasonable, and hard to escape, plus cannot
    be GI'ed. Once you trained them to duck, punish with a mid and watch
    them squirm in disgust.
    Other DOS escape mixups are good, but these are the ones I rely on the
    A throw is good for the damage it deals and the wakeups available
    afterwards, in addition to being unblockable. But you cannot always
    attempt a throw everytime, you have to be at pointblank range in order
    to get them off. Plus, a throw is considered high (unless the character
    is supplied with crouch throws as well), if ducked you're in a world
    of hurt. When mixed up occasionally, throws can catch opponents off
    guard really easy. Throws have been tweaked in SC3, you can grab opponents 
    out of their attacks somewhat easily. The reason for this section is that 
    Lizardman's throw range is one of the shortest in SC3, making it hard to
    attempt throws occasionally without the assistance of advancing moves and
    high hit stun.
    Possible throw setups:
    CH 66A, Throw: Only when escaped. Best choice here is 214B+G to avoid having it
    breaked too easily.
    9K: Nice advantage on hit, advances Lizardman and puts him close enough. You
    can go for a throw here.
    B,K: Strong natural combo and causes the opponent to expose their side. Almost
    anything here is virtually uninterruptible, so you can go for any mixup besides
    a throw. You're a little out of range, though.
    4A: Not quite good seeing as it is high and the animation is kinda readable.
    The sluggishness makes getting out the move harder overall. 4A does expose
    the opponent's back, except you're out of range more than you'd be with B,K.
    You can try this against steppers, supposedly.
    A,A: Second swipe advances Lizardman, and is a poke itself. A safe way to
    come in close range and useful means of gaining frame advantage. Even if
    you don't end up close enough for a throw, you can mix with a mid/low
    Keep in mind, A+G is good for wakes and 214B+G difficult to escape (good
    damage as well), so mix them up and interchange to avoid having the throws
    One of your main focuses is to ALWAYS exploit any situation where free damage
    opportunities are given. Punishing is one such thing. You always want to
    score the most damaging hit possible and unload everything. Whiff, punish!
    Block an unsafe move, punish! This is easier said than done, however with
    practice put into (near) perfection you'll turn from a reptile pet to a
    machine of mass murder. The following punishers will deal with the MAX
    damage given within the situation, and will be reliable to use in most
    cases. If the advantage is minor (at least -12 or so), I will list any
    move that has the same advantage that can be used along with move X.
    This varies a lot. The type of punishers available during a whiff all depend.
    8WR Punishing: After stepping a move that has no tracking, 8WR 3_9B into your
                   recommended followup.
    Duck Punishing: Hopefully you're in CRWL when doing this. Use CRWL B:B, 44K
                    afterwards for good damage. Otherwise, if you ducked a high on
                    reaction, either WS A or enter CRWL really fast and try to
                    punish with a CRWL K headbutt. If not possible, then just stay
                    in CRWL.
    Retreat Punishing: 44B into combo. Be barely out of range and strike as soon as
                       the attack ends.
    Long Range Punishing: 66B. 8WR 3_9K for speed, or A+B to close in and keep
                          pressure with wake ups.
    Close Range Punishing: B,B or B,K for speed, damage & safety. A whiff with
                           a short ranged move such as 2A can be answered with 3B.
    Mid Range Punishing: There's a plenty. 66B (after a whiff or twitch), 3B (if
                         close), CRWL moves (except for CRWL K if you're not
                         66A+B (wall pressure, knockdown & wakes), 66K (same as
                         66A+B minus wakes). Really, anything that has good range
                         works well.
    The following is a list of moves that can be punished by Lizardman from each
    character. The format is as follows:
    Character's Move = Lizardman's Punisher n
                       Lizardman's Punisher n
    Punishers will have one or more of the following:
    (Max Damage) Most damaging out of the punishers listed.
    (Mixups) Less damage, but mixup options are available afterwards.
    (Reliable) Guaranteed to connect without any risks.
    (Buffer) Do punisher really fast within recovery limit.
    (To be updated)
    It's basic, but seriously, many players end up being rocks to withstand
    punishment, when in reality they have no clue as to what is going to
    come up next. When the next happens, they still are rocks, and then they
    suddenly lose their defense, become vulnerable, and can't fight back.
    Against some characters, turtling works well against them (Setsuka is
    a good example) because they lack lows or a decent mixup game. Once
    pit against characters that actually have lows, guarding cannot help as
    Okay, so let's go over the functions of guarding. It serves as a defense
    mechanism, and blocks every attack except unblockables (which are too
    slow... go figure). There are two guards, a low and a high. A high
    guard blocks all mids and highs, with the exception of lows. A low
    guard will blocks lows, avoid highs, and take mids. Those are just
    the basics.
    So why guard? To avoid getting mixed up. To avoid taking damage. To
    avoid taking risks. And to avoid falling into potential setups/baits.
    In return, the blocker is rewarded with advantage, and with a move
    that's unsafe enough, punishment.
    However, most players tend to continuously block, and like in the above
    example, become "rocks". They are stationary, and cannot move until they
    drop their guard. So what happens next? An attack is about to come, the
    player drops their guard and... K.O..
    IMO, SC3 is all about taking risks now. If you simply stand there and
    guard, block, wait for an opening and return fire, you are NEVER
    getting anywhere. Worse of all, the guard that is common in this
    situation is the high guard - which makes low attacks (even unsafe
    ones) exploitable. Guarding builds up too much, which leads to the
    inability to "read" attacks coming. Sure, what about taking risks? You
    mantain an offensive, a turtler who knows what he/she is doing can come
    back even after taking a couple of hits, and will retaliate.
    Knowledge of being defensive is not enough. You have to WORK on being
    offensive sometimes. This isn't always the case (such as the sisters).
    When turtlers expect an attack coming, block it and retaliate, as long
    as the attack is not unsafe, the opposing opponent can block and return
    There are a couple of ways you can get around turtlers. Mixups, throws,
    lows (if high guard), mids (if crouch guard), deception (like cancels to
    make the defender drop their guard) and unblockables (not recommended).
    After getting advantage, mixup with lows/mids. Use poking lows such as
    2K. Sure, the damage isn't much, but every little bit helps. Pokes
    serve as annoyance factors and distractions in order to unleash your
    bigger moves.
    Throws are an excellent way to actually teach newcomers how to guard
    properly. Throws are unblockable, come out quick, and can be escaped
    only by reaction. Should your opposing opponent portrait none of these
    functions in their guarding misery, you can easily beat them. For
    Lizardman, 214B+G_A+G are good throws for this situation. Once you
    get them crouching, then mix up with mids and lows to make them more
    aware of what can happen next.
    Deception can be tricky if your opponent knows how to guard properly,
    and block moves on reaction. A blocked move can mean free punishment,
    or mixups in return. Try cancelling with simple moves such as A. Get
    the opponent to drop their guard once they notice you aren't attacking
    them, and catch them off guard with a fast move afterwards.
    Unblockables are a laugh, you are probably desperate if you EVER used
    an unblockable yourself. However, the truth is no one will EVER use
    unblockables except in very situational cases.
    While being very basic, guarding is used too frequently and handicaps
    the newcomers trying to build a good offense. Hopefully, this will
    grasp your mind and learn how to be a better player without being
    too defensive all the time.
    Generally speaking, Guard Impact is a lot less useful now in SC3 (it wasn't
    quite useful in previous SCs, except to give the GI'er an opportunity to mixup
    and strike if their current moveset consisted of slow moves). Most players
    don't bother with it, because a whiff = nasty punishment. You CANNOT block for 
    a long time should you whiff your GI attempt (whether it is intentional or 
    after getting Guard Impacted yourself).
    Getting them to match up certain moves is difficult, plus with the VC glitches
    in the game, the opponent does not need to re-guard impact. They can simply 
    block afterwards to avoid taking risks with a bait guard impact.
    Which leads to other options. BTW if I recall, you have +16 frame advantage
    after a Parry, and +6 with a Repel. NOTHING is guaranteed, however this gives
    the GI-er a great opportunity to mixup and throw the GI'ed opponent's GI
    timing off. Usually, this involves slow moves, especially if the GI'ed
    person GI's immediately (should they not know how to VC).
    With VC put aside, here are good options after a successful GI (including both
    parry and repel, and both Guard Impacted and Re-Guard Impacted situations):
    A+K - This is one of Lizardman's slowest moves that is useless on its own.
    However after a guard impact, this becomes gold. The damage is quite good with
    the free 44K afterwards. Also, the startup animation is rather deceptive
    because the kick delays itself quite a bit before coming out. For a repel, A+K 
    will whiff afterwards if the opponent doesn't GI, keep that in mind.
    8WR 3_9B - Ah yes, the shield uppercut. Same as above, but chargeable for a
    guard crush. A useful way to deal with VC depending on how fast the opponent
    VCs, if they VC too late you break their guard. This can set up for some nasty
    mixups (especially if your opponent thinks you're at advantage afterwards).
    But a hit with it and you're just one step away from victory.
    214B+G - While unGIable and hard to escape, the GI will push the opponent back
    a bit, so doing 214B+G immediately afterwards may whiff (for a repel it WILL
    whiff, as the opponent is crouching). The fact that 214B+G can only be JI'ed
    doesn't neglect its usefulness. Against a good GI-er, this is a great weapon
    against them as long as they don't time their JI perfectly. Beware the short
    range, use a dash in for further mixups with other moves.
    CRWL - IMO, Lizardman's best GI tool. Since Lizardman enters CRWL, the opponent
    can easily be tricked into GIing if they believe you're going for a low.
    After a successful whiff, CRWL B:B, 44K or CRWL A,B for wakes. Only headbutt
    for wall pressure/ring out, since it has the shortest range.
    A new addition to SC3, Just Impact is basically an advanced, tricky to master
    Guard Impact. You GI just before an attack is *about* to come in contact with
    you at the very last second. The flash is red as opposed to the green of a
    regular Guard Impact. This is hard to pull consistently, but thankfully you
    don't have to worry about it too much. The opponent can STILL re-GI after
    a JI, however because JI tends to be a surprise maneuver the opponent usually
    forgets to GI. Also with the red flash, all of your attacks register as counter
    hits (120% of its normal damage), allowing you to follow with deadly CH moves
    such as 66B+K,A,B. Btw, Just Impacts can ONLY be done with a Parry, not with a
    Otherwise, Just Impact does not have any real use in gameplay. You can use it
    in the same fashion as an ordinary guard impact, except it provides the GI-er a
    small to large reward with the CH bonus. Even then, doing Just Impact can be
    tricky. GI'ed opponents can be thrown off with quick moves, thus preventing the
    possibility of doing Just Impact consistently in a real match.
    Expose your opponent's weak spots and use it against them. That's not to say
    you can always spot the following situations and always make the most of it,
    however you should always be alert and exploit these scenarios if they occur.
    What you should look for:
    - Any tactic that is used frequently
    Depends on the particular situation, whether your opponent tries to go on a
    rampage with rushdown or turtling up and waiting to retaliate.
    - Any abuse of a particular move
    A good example is throwing. If you block you're giving the opponent an
    opportunity to throw as long as they're close enough. Another is repeated
    barrages of pokes. You can easily deal twice or more damage than getting
    poked at several times (getting poke can lead to the annoyance factor though).
    - Any whiff (check punishing section)
    ALWAYS try to squeeze the most damage available as possible. For Lizardman,
    B,K/B,B works nice, and both deal respectable damage.
    - Sticking to simple mind games such as poke, block, retaliate
    Employ your mixups in this particular situation. That will keep the opponent
    from return firing.
    8WR has been toned down A LOT from the previous Soul Caliburs. With most
    verticals being able to track, you can't always expect to step one unless
    you're far out of range. Though you can still step-guard in Soul Calibur 3,
    it is far less useful as a defense against anti-8WR moves. Guarding after
    stepping requires a bit of time to enter, you can still get hit even before
    entering a guarding position.
    8WR usually happens after/during the following:
    - When two players are out of range
    - After stepping a move that is linear or only tracks to one side
    - When buffered as a sidestep, in order to have instant access to 8WR moves
    1) When two players are out of range:
    From here, you can move in (you'll have to eventually to resume battle unless
    stalling time), or stay back and re-think your strategy. A safe way to move in
    is with 8WR 3_9K once you enter mid range.
    2) After stepping a move that is linear or only tracks to one side
    Punish afterwards with 8WR 3_9B. 8WR 2_8B/8WR any direction except 4 or 6+A+B
    for wall pressure. For safety, choice number two is recommended.
    3) When buffered as a sidestep, in order to have instant access to 8WR moves
    You have many advantages here. A sidestep is better than doing an 8WR for
    a couple of reasons. One, it happens faster than an 8WR, allowing you to
    evade even attacks that can hit 8WRners normally. Two, you have instant access
    to 8WR moves. And three, this can be important in certain combos, you NEED to
    buffer 8WR (or sidestep) in order to follow up with the attacks in the combo.
    This is one of Lizardman's weak areas. He is a very LINEAR character. Nearly
    all of his moves have poor area coverage or only cover to one side. This can
    be a problem against 8WR'ners, it can be very easy for them to predict your
    anti-8WR, and exploit Lizardman's weakness. This is an (incomplete) list of
    moves that can be used against 8WR (regarding left and right ONLY).
    A,A (Both)
    2A (Both)
    3A (Right)
    66A (Both)
    1K (Both)
    (to be updated)
    7. Top Ten Moves (staple moves)
    These are the moves that I rely on that work for me in most cases. Everyone
    has their own, but the following is based on my preference or experience.
    Also, they are not in any order whatsoever.
    A,A/4B - Basic yet very quick pokes. They move Lizardman in to apply pressure
    afterwards. 4B is a great move for CH hunting, giving out 71+ damage. A,A is
    great for 8WR opponents.
    2K/2A - Quick safe (well 2A is) tech crouch moves. 2K is a reliable basic
    wakeup attack, and 2A is a reliable basic FC/WS setup (though Lizardman's
    FC/WS game sucks), plus tech catches well, setting the opponent up for
    66A - To catch 8WR'ners and for CH hunting. The DOS gives numerous setups
    if broken, and if not you can rip the opponent apart with the 50%+ damage
    followups afterwards. It's also safe on block, sort of.
    A+B/8WR 3_9K - Safe on block moves to use in closing the gap between
    Lizardman and the opponent. A+B knocks down for wakeups, and 8WR 3_9K
    gives decent advantage on hit (puts opponent in a crouching position as
    well). Decent tech jumps to beat out low/semi-low attacks (watch out for
    A+B as it's possible to overshoot).
    66B - Lizardman's only decent, safe launcher that offers great damage on
    hit, and forces crouch on block. The range is pretty good as well, and
    works nicely against back rolls during wakeups. Another 66B after a 66B
    hit usually tech catches most of the time.
    CRWL - Great tech crouch properties, combo possibilities galore, decent
    damage and good mind games off of it. Any whiff can be answered by
    CRWL B:B, 44K_CRWL A,B, 66B or wakes. The startup can be cancelled with
    VC for defense purposes.
    A+G/214B+G - Good throws to use & mixup. A+G has an easy break but offers
    good wakes, while 214B+G is harder to break, does more damage but puts
    minimal distance inbetween. They have short range however, use after moves
    that give decent hit stun and leave you in reasonable range for throw
    B,B/B,K - Great punishers in a -13~-14 situation. B,K offers better mixups
    and damage, while B,B is unduckable with the second hit and does slightly
    better than B,K to wall pressure.
    2B,K - Almost forgot this. Best CH hunter IMO for Lizardman. Tech crouches,
    combo on CH for great damage, rings out, and works nice as a wall pressure
    move (the 2B part sort of pushes). 2B has enough weight to break 2As, in
    addition to better range.
    8WR 3_9B/8WR 3_9A - The other two good 8WR moves for Lizardman. 8WR 3_9B is
    a decent risk vs reward move in that the damage potential is insane, in
    return for horrible recovery on block. 8WR 3_9A moves Lizardman in, has
    better range than 8WR 3_9B, a little safer, rings out and good against an
    opponent backed up into a edge.
    8. COMBOS
    Here is a full list of combos compiled, that are 100% guaranteed or are
    very reliable followups overall.
    Soul Calibur 3 isn't Tekken, so it doesn't incorporate the mega large
    8 hit combos like Tekken does. Instead, you have three options after
    a launch - damage, wakeups, or ring out. The reason for this is that
    the first hit is ALWAYS guaranteed, but any subsequent hits afterwards
    can be air controlled out of. The first hit is always important as it
    has the least damage penalty (80% of a move's normal damage), and therefore
    will yield the most damage after a launch.
    Format for Juggles:
    Launcher/Juggle Starter
    Followup (damage) Damage | Wakes | Ring Out
    -> Notes
    3B juggle combos
    3B, 236K (68) Damage
    -> The most damaging option after 3B. Will not hit if 3B hits far.
    3B, 8WR 3_9A (64) Wakes
    -> Oh yeah I forgot, wake followups will put Lizardman in a comfortable
    position afterwards, or limit the opponent's ability to air control far
    away backwards. This requires 8WR buffering, and must be done quickly.
    3B, B,K (61) Basic anti-AC combo
    One of the few multi-hit juggles Lizardman possesses. This isn't a good
    option however due to the second hit strengthening the opponent's ability
    to AC. 8WR 3_9A is better when out of range for 236K.
    3B, 3B (54) All Ranges
    -> In case you are out of range when 3B connects, this works reliably.
    66B juggle combos
    66B, 66A+B (80-81) Damage
    -> Bounce must be high enough in order for the 66A+B to connect. Otherwise,
    the opponent can block 66A+B.
    8WR 2_8A,A (79) Anti-AC combo
    -> On a higher bounce, delay 8WR 2_8A,A to avoid getting the second hit
    to miss. On a lower bounce, you don't need to delay. With two hits,
    opponent can air control farther away than with one hit.
    4B+K,G (63) Ring Out
    -> A good juggle to go for in case you're near an edge. The knock back
    distance is pretty good.
    44B juggle combos
    44B, 66A+B (69-70) Damage
    -> The 70 damage will be dealt if 66A+B is buffered quickly. Notice 44B
    is a regular launch, therefore it doesn't require a delay in timing, as
    opposed to 66B.
    44B, 6A, 66A (68) Anti-AC combo
    -> Depending on where your opponent air controls, really. The 66A can hit
    if buffered fast enough. And 6A must hit slightly early (though not too
    early or it will whiff), which will increase the floating time allowing 66A
    to hit afterwards. Not always guaranteed, but 66A has a good chance of
    hitting air controls.
    Counter Hit 44B juggle combos
    CH 44B, 66K6, 66B (99) Damage
    -> That is quite a lot of damage; and very easy to do. However 44B is hard
    to land CH consistently. Other followups include: A+B for 96-97 damage (better
    wake ups than 66B due to slightly fast recovery) and B2B,B,B (yes, the WHOLE
    thing). 8WR 3_9B also works for 1 point extra, total of 100, but I believe
    it's distance-dependent, otherwise it's easy (IIRC).
    CH 44B, 8WR 3_9B (66-67) Wakes
    -> The 8WR 3_9B will cause a flip, thus nullifying the opponent's ability to
    air control. They'll land near your feet, giving great wake up options. You can
    sneak a 2K in here for up to 75 points of damage (not guaranteed). On the 
    opponent's back, you can do MORE hits afterwards with: 236K for 102 points, and 
    B,B for 95 points (I think, gotta check), making this combo really long. That 
    is, if you get it to connect on the opponent's back.
    8WR 3_9B/CH 66B+K,A,B juggle combos
    For charged 8WR 3_9[B] combos, add 13 more points of damage.
    8WR 3_9B/CH 66B+K,A,B, G (turn around), 66K6, 66B (110/150) Damage
    -> A whopping 110/150 points of damage! With a counter hit (regarding 8WR 3_9B)
    the combo does slightly more than half a lifebar (half = 120 points on default
    lifebars, 240 points max). After CH 66B+K,A,B, the timing is very TIGHT. You 
    have to turn around VERY quickly and do the 66K6, 66B afterwards, however the 
    tricky timing is worth it because getting the whole thing off will do 60% of 
    a lifebar! Alternately, you can trade the free 66B by going for a possible 44K 
    trap of sorts (somewhat). If you get 44K to hit AT (otherwise it does slightly 
    less damage), you'll increase the 29 damage of 66B with 43-44 damage with the 
    AT for a possible 124-125/164-165 points of damage. Great option with 8WR 3_9B 
    as a GI option/whiff punisher.
    8WR 3_9B/CH66B+K,A,B, G (turn around), 66K6, 8WR 3_9B (111/149) Damage
    -> You may be wondering why I put this alternative instead of in the above
    combo. That's because for some strange reason, the damage differs with the
    two starters. The 8WR 3_9B ender does one point more than 66B with 8WR 3_9B
    as the starter, but does one point less than 66B with CH 66B+K,A,B as the
    starter. The damage is still pretty similar, either way. However 66B gives
    better wakes than 8WR 3_9B as the ender as it leaves Lizardman close and
    has better overall recovery.
    8WR 3_9B/CH 66B+K,A,B, G (turn around), 66A+B (84/120) Reliability
    -> This is slightly easier to pull off than the above combos and does less
    overall damage. For 8WR 3_9B this is not recommended, 66K6, 66B is much
    better overall. For CH 66B+K,A,B, this is the better option as getting
    66K6, 66B off is difficult. You'll still end up with half of a life bar
    gone, which is still good enough.
    WL B juggle combos
    WL B, 236K (64-68) Damage
    -> The damage values are based on WL B (8 version) and WL B (9) version.
    This is the most damaging option afterwards, and IMO should be used simply
    because the launch height after WL B is rather low.
    Counter Hit CRWL A,B juggle combos
    CH CRWL A,B, 236K (77) Damage
    -> A little hard to get off, you have to wait a bit for the opponent to
    fall after the bounce in order for the headbutt to connect (due to its
    short range).
    CH CRWL A,B, 22A+B (75) Reliability
    -> Much easier to get off than the headbutt followup above, however because
    of the two hits, your opponent's ability to air control is strengthened (the
    recovery isn't good afterwards, either).
    CRWL A,B (second hit) juggle combos
    CRWL A,B (second hit), 44K (80)
    -> Technically not a juggle, but bleh. The opponent cannot tech after landing,
    ala Tekken. The damage is good than the B followup with the first hit
    connecting, though wakes are usually the better option.
    CRWL B:B juggle combos
    CRWL B:B, 44K (87) Damage/Wakes
    -> Technically not a juggle, again. Anyway, this is the most damaging option
    out of CRWL B:B. You have to wait for the opponent to land before following up 
    with 44K. The opponent cannot tech upon landing, ala Tekken. The damage is 
    for a rather simple move/JF such as this, making it a great move to use after
    ducking under highs with CRWL.
    CRWL B:B, 236K (81) Reliability
    -> The damage is still pretty good, although the 44K followup is better as
    it gives some wake ups afterward.
    Stun combos are different from Tekken, once again. Instead of juggling after
    the stun move, you get at least one free hit that is powerful or grounds the
    opponent afterwards. Certain stun moves provide enough time for the attacker
    to followup with a full 100% strike rather than a 80% damage penalty strike.
    This usually means juggle combos are possible, or a mid move that is generally
    fast and can re-balance the opponent to set them up for mixups, or knock back
    for ring out/wall combo possibilities. However, due to the stun combo system
    in SC3, stun hits recieve a penalty, where as in SC2, you can't re-stun but
    100% standing hits after the stun means more damage overall. Getting multiple
    stuns/hits during a stun combo therefore does less overall damage, so it's 
    better to get the most damage with a launch (if possible) or ground hit.
    There are no CH 66A combos listed, due to it being a DOS. However, if you do
    get the DOS and the opponent doesn't escape, 236B:B, 44K or 8WR 3_9B, G,
    66K6, 66B/33_99B are the best options afterwards, for over 50% life. Lizardman
    doesn't have much in terms of stun comboing, but fortunately, the stun combos
    he has focus primarily on doing the most damage afterward.
    A+K stun combos
    A+K, 44K (82)
    -> About the only real followup you should use, it's one of the couple of
    instances that can be taken advantage of with the 44K AT. Good damage.
    CH 236B stun combos
    CH 236B, 44K (80)
    -> Seeing a familiar pattern here? The damage is fairly good, however it's
    best to go for the :B JF AT, then the 44K AT for even better damage.
    CH 4B stun combos
    CH 4B, 44K (71)
    -> Not the most damaging followup (it has an equivalent), but generally better
    as it gives some wake ups, afterwards.
    CH 4B, 236K (71)
    -> A great option near a wall, the headbutt will smash the opponent into it and
    you can continue afterwards for insane damage with wall combos. It's a good 
    out option as well, provided there's no wall ahead, and you're somewhat close 
    CH 4B, 2B,K (70)
    -> While slightly less damage than the above followups, 2B,K is stronger than
    236K in terms of wall pressure/ring out, as the first hit slightly pushes the
    opponent and the headbutt afterwards expands on that distance.
    CH 4B+K stun combos (requires a close range hit)
    CH 4B+K, 44K (83)
    -> Yet another stun to exploit 44K's AT. Handicapped by the fact that it
    requires a close hit in order to stun on CH, but at least it tech crouches,
    making the event of a CH more likely.
    B+K stun combos (requires guard impact vs downward strikes)
    B+K GI, 44K (82)
    -> While yet another move to exploit the 44K AT, this one's actually good. The
    guard impact feature is pretty useful against a downward strike, to counter and
    punish for great damage.
    66A+B stun combos (well, technically it's really a knock down)
    66A+B, 1B (67)
    -> Need to be close during 66A+B hit. Despite the damage of 66A+B, the
    followups are quite scarce and don't really do as much damage.
    8[B+K] stun combos (needs to miss for quake stun, opponent must not block)
    Any 236B:B combo
    Any 236A,B combo
    Any 3B combo
    -> Note that the damages of the followups will be the same as their respective
    combo starters listed in the section where they contain them (as in, CRWL B:B,
    44K will do 87 damage).
    CH (66B+K),A stun combos (tapping G helps to get out some B moves)
    CH (66B+K),A, 236K (69)
    -> Two points less than CH 4B, 236K, except it has slightly stronger wall
    pressure with the forward momentum of both hits.
    CH (66B+K),A, 2B,K (68)
    -> Ditto to the above. Handicapped by the fact that it is a B followup, and
    may do the last hit of the whole 66B+K,A,B string.
    CH (66B+K),A, 7K (59)
    -> For teh win!
    CH (66B+K),A, B,B (55)
    -> Simple followup. I forgot, B,K doesn't work in this case, since the opponent
    is crouching in the stun.
    The wall system in Soul Calibur 3 works differently than Tekken 4/5's as well.
    After a wall hit, the opponent is stunned and you can do almost anything
    here - ground hit, launcher, stun (has to be a move that independently stuns
    WITHOUT CH), pokes, and various other things. A high wall hit (usually caused
    by a launcher) will automatically make the opponent bounce off, allowing you to
    juggle them in a similar fashion (with other semi-launcher moves that usually
    don't offer juggles normally). In addition, ground hits that are done as soon
    as the opponent hits the ground are UNTECHABLE/GUARDABLE (it must be done FAST,
    otherwise your opponent CAN guard your followup).
    However, the wall system penalizes your followups afterwards greatly - the
    first hit after a wall stun will do 63% of its normal damage, and a juggle hit
    after a wall bounce will do 52% of its normal damage. The most damaging
    followup isn't always the best option, wall combos depend a lot on range and
    recovery. So for example, if you're close, and you succeeded in slamming the
    opponent against the wall, but with a move that has hideous recovery, you can
    only go for a ground hit. Also for wall bounces, range and the time the
    opponent hits the wall is important too. The later the opponent hits the
    wall, the more options that you have  afterwards, and with further range allows
    Lizardman stuff like 66K6 -> followups to work.
    Lizardman's wall game is one of the best, he can easily capitalize on this
    huge damage opportunity with a successful wall hit. Even when you're not at
    a 1/4 distance away from the wall, you can simply 44K afterwards to get
    respectable damage. Thus, Lizardman can do damage no matter the wall hit
    Wall Bounces and Wall Splat combos will each have their own individual
    Wall Bounce combo                   Damage           Range           Wall Hit
    3B, 44K                             85               Any             Any
    3B, 66K6, 66B                       90               Far             Late
    WL B (9 version), 66K6, 66B         93               Far             Late
    44B, 66K6, 66B                      85               Far to Mid      Late
    236A, 236K                          47               Close           Any
    [8A works, but I'm using 9A]
    9A, 66K6, 66B                       ??(90+)          Any             Any
    Wall Splat Combo                    Damage           Range          Difficulty
    66A+B, 44K                          100              Any            Easy
    66A+B, 236K                         99               Mid            Medium
    66A+B, B,B                          94               Mid            Easy
    66A+B, B2B,B,B                      84               Any            Easy
    66K, 8WR 3_9B, G, 66K6, 66B         143              Mid            Medium-Hard
    66K, 236B:B, 44K                    129              Mid            Medium
    66K, 3B, 44K                        122              Mid            Medium
    66K, 44K                            87               Mid to Close   Easy-Medium
    66K6, 8WR 3_9B, G, 66K6, 66B        155-156          Mid            Medium-Hard
    66K6, 236B:B, 44K                   138              Mid            Medium
    66K6, 3B, 44K                       127-128          Mid to Close   Easy-Medium
    66K6, 44K                           97               Mid to Close   Easy-Medium
    (1A),K, 8WR 3_9B, G, 66K6, 66B      155              Mid            Medium-Hard
    (1A),K, 236B:B, 44K                 141              Mid            Medum
    (1A),K, 3B, 44K                     133              Mid to Close   Medium
    (1A),K, 66B, 66A+B                  106              Mid            Medium
    CH 6B, 8WR 3_9B, G, 66K6, 66B       136              Any            Easy-Medium
    CH 6B, 236B:B, 44K                  122              Any            Easy-Medium
    CH 6B, 3B, 44K                      115              Any            Easy-Medium
    CH 6B, A+K, 44K                     108              Mid            Easy
    (B2),K, 8WR 3_9B, G, 66K6, 66B      141              Mid            Medium-Hard
    (B2),K, 236B:B, 44K                 126              Mid            Medium
    (B2),K, 3B, 44K                     120              Mid            Medium
    (B2),K, 66B, 66A+B                  111              Mid            Medium
    (B2),K, 44K                         85               Mid to Close   Easy-Medium
    [Wall to Right] CH 4K, 44K          77               Any            Easy-Medium
    [(B2B,B,B,)K or 236K]
    8WR 3_9B, G, 66K6, 66B              149              Mid            Medium
    236B:B, 44K                         135              Mid            Medium
    3B, 44K                             128              Mid            Easy-Medium
    66B, 66A+B                          119              Mid            Easy-Medium
    44K                                 93               Any            Easy-Medium
    CH 2B,K, 8WR 3_9B, G, 66K6, 66B     163              Mid            Medium-Hard
    CH 2B,K, 236B:B, 44K                145              Mid            Medium
    CH 2B,K, 3B, 44K                    140              Mid            Easy-Medium
    CH 2B,K, 66B, 66A+B                 133              Mid            Easy-Medium
    CH 2B,K, 44K                        106              Any            Easy-Medium
    CH (66B+K),A, 236K:
    8WR 3_9B, G, 66K6, 66B              175              Mid            Medium-Hard
    236B:B, 44K                         158              Mid            Medium
    3B, 44K                             151              Mid            Medium
    CH (66B+K),A, 2B,K, 44K             115              Far            Easy-Medium
    CH 4B, 236K:
    8WR 3_9B, G, 66K6, 66B              176              Mid            Medium-Hard
    236B:B, 44K                         161              Mid            Medium
    -As you can see, the wall splat list is filled with similar (if not the exact
    same) wall splat combos. This is because they do the most damage overall, and
    I'm feeling generous to list the appropriate damages for each wall stun
    -Not all 44K combos require being close. Some may need a bit of distance away
    from the wall, because 44K upclose has a good chance of whiffing. Also, all
    44K combos (regarding wall, not after things like 3B, 44K) require a slight
    delay in order to do the AT (this seems so with the 4K starter). I personally 
    listed 44K in situations where you end up being too close to the wall and 
    to do any of the "mid"-distance followups (well I haven't listed all of them,
    but you get the idea).
    -8WR 3_9B still does the extra point of damage during the 8WR 3_9B, G, 66K6
    wall combo, you can replace 66B with 8WR 3_9B for a little bit of damage.
    Combos that don't fit in the above categories (too situational).
    A+B (back hit), B,B (74)
    A+B (back hit), B2B,B,B (66)
    CH 44B (back hit), 8WR 3_9B, 236K (102)
    Match discussions are for the top to next top tier characters.
    Even for a big guy, Astaroth is all about power. Though he has lots of
    damage, the real core of his offense comes from his excellent throw
    game, his wake up and the ability to keep away/space. However, Astaroth
    has toned down quite a bit, his 66B now hits special mid and most of
    his basic pokes (like B6) hits high instead of mid.
    - The main strength of Astaroth is his throw game. Astaroth has the most
    versatile set of throws - command, regular, ground, air, attack and crouch
    throws. B-escaping should be your top priority. Astaroth has a lot more B
    breakable throws than As, and they do INSANE damage. He can also charge
    certain throws up to increase the pain they will do. BTW, if you ever let
    him get off one of his throws, he gets damage, mixups, wakeups and/or space.
    NO other character has such unique traits off of their throws.
    - IMO, Astaroth has the best GI game, thanks to his wider variety of command
    throws, which CANNOT be GIed (and JI is too difficult to achieve, plus it
    can only be done with a Parry). This is also his main source of spacing and
    setups. Even if VC'ed, Astaroth's throws will GO right through. Crouch after
    VCing? Say hello to 2A+G_B+G.
    - Even with an excellent throw game, Astaroth is further complemented with
    great damage potential. He has a couple of power hits in his arsenal, and
    can PUNISH for great damage with 66B (at i14 it's one of the best punishers
    in the game). His combos are also very sick in terms of damage, though
    the starters themselves are telegraphed or too slow to connect.
    - Upclose, Astaroth will try to keep you away in order to set up for a throw
    game. Expect a couple of 6Ks, B6Ks, 6As, 66Bs, and 4B. Beware of the last
    one especially, if he gets a CH it will knock you down and set up for nasty
    tech traps with ANOTHER 4B and crouch throws. If you ever get grounded, ALWAYS
    stay down and take a free hit (unless it's a slow one) than rolling, only to
    get hit with another 4B or a crouch throw. The first few moves set up for
    combos on CH (the B6K and 6A,B are guaranteed on CH), and 66B pushes back on
    block, making it fairly safe.
    (to be updated)
    10. CREDITS
    First off:
    - My sisters and parents for giving me the money to buy this awesome game.
    - Namco! Although they did mess up on SC3 with all these weird glitches,
    they've made the game unbelievable. It's a step forward from SC2. Still, it
    has yet to compete with it's oldest brother on the Dreamcast.
    - http://www.soulcalibur.com, Every Soul Calibur info you need to know is
    right at this great site.
    - You, for reading this FAQ.
    - Me for typing this all out. Hell, I need some credit, do I not?
    PROPS TO...
    - http://www.soulcalibur.com/forums/forumdisplay.php?s=&forumid=113
    Main forum for Lizardman in Soul Arena. View here for some detailed info
    on Lizardman (sadly, it's fairly dead).
    -> Combo Thread
    -> Strat Thread
    -> Some Versus Strategies against Characters and their key moves
    -> Frame Traps (no frame data yet, gotta wait)
    -> All the people on this forum...
    -> And any Lizardman fans. Reptiles rule! Er, sort of.
    February 11, 2006
    = Started FAQ.
    -> Intro, Table of Contents, Changes to Lizardman, Move List, In-Depth Move
    = Submitted (not yet viewable).
    February 12, 2006
    -> Finishing In-Depth Move Analysis section.
    February 13, 2006
    -> Completed In-Depth Move Analysis.
    -> Added some missing properties.
    -> Starting Strategies section.
    February 14, 2006
    -> Added Credits.
    -> Finishing Offensive Strategies section.
    February 15, 2006
    -> Offensive Strategies finished.
    -> Starting Defensive Strategies.
    -> Made some corrections.
    -> Updated Tech Traps section.
    February 16, 2006
    -> Finished Defensive Strategies.
    -> Finished Top Ten Moves.
    -> Starting Combo section.
    February 17, 2006
    -> Finished Combo section.
    -> Starting (and need to update) Versus Strategies.
    May 28, 2006
    -> Fixed a couple of typos, added and changed some move info.
    -> Added a few extra combos and notes.
    -> Added a tech trap.

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