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    Strife/Iron Sword by chipmunx

    Version: 0.80 | Updated: 11/15/07 | Search Guide | Bookmark Guide

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    Strife (Iron Sword) Guide Version 0.80           Last Updated November 14, 2007
    Copyright 2007 Hamlin Ortiz
    [000TC]========================[]TABLE OF CONTENTS[]=========================[]
        Title                           Search
    1.  Vital Information (Strife)......[431VI]
    2.  Why Should I Play Strife?.......[123PS]
    3.  Iron Sword Discipline...........[674SW]
    4.  How Do I Read the Notations?....[889RN]
    5.  Attack Listing..................[543AL]
    6.  In-Depth Attack Descriptions....[433ID]
    7.  Comboing With Strife............[236CS]
    8.  Legal Notices...................[666LN]
    10. Contact Me......................[130CM]
    [431VI]===================[]VITAL INFORMATION (STRIFE)[]=====================[]
    Name: Strife Astlar Grandall
    Age: 17
    Birthplace: Parousia, Grandall Empire
    Birthdate: November 11, 1574
    Blood Type: B
    Sex: Male
    Fighting Style: Malloy Mercenary Swordstyle
    Favored Weapons: Ambition, Soul Edge
    Family: Father (former Grandall King), killed in war
            Mother, deceased
            Blood Relatives, executed
    Strife is the only heir of the Astlar dynasty ruling the empire of Grandall.
    After his father's death during a battle, he's appointed as the heir of the
    reign when he was only ten years old. Blinded by greed and power, his close
    relatives plotted everyday to kill him and take control of Grandall for
    Strife endured days without a proper meal, without good sleep and hiding a
    knife every time. Eventually the stress and fear started eating away his
    Then one day he started hearing voices every time he sat on the throne. The
    voices came from deep within the castle. Eventually at the time he understood
    those voices, his behavior changed completely. He started executing his
    relatives, and torturing anyone who arises his suspicions. His leadership
    turned into dictatorship. He also started amassing armies in silence, while
    not interfering with the war between Dalkia and Halteese. Around this time,
    he apparently got ahold of the cursed Soul Edge, which further deteriorated his
    During the Chronicles of the Sword, Strife takes little actions during the
    first half, mostly giving orders to the player and the unit to confront Dalkia
    first, then Halteese. His orders are always discussed by Girardot, as they are
    almost suicidal. Strife is also reluctant to send more troops to help the
    player against entire armies. All this because the player is gaining fame among
    the people, and this has enraged him to the point of wishing to see him/her
    A year after the end of the war, Strife sent the player against a rebelled
    Girardot apparently under the advice of Chester, who has turned into his
    minister. After the Cadet defeats Giradot in battle, Strife appears to finish
    Giradot off. Unfortunately for Strife, this action causes the Cadet to realize
    the malevolence of the emperor and his ambitions, and causes the Cadet to rebel
    as well.
    Unfortunately, Strife implanted fragments of Soul Edge into the player's former
    allies when the Cadet rebelled, somehow allowing Strife to control their minds.
    As the player, you must fight and defeat Aeneas and the others who helped you
    in the earlier chronicles. After the Cadet defeats his friends, it turns out
    they do not die, but instead they wake up from their trance and decide to join
    the Cadet once again. Apparently, whoever controls the main body of Soul Edge
    controls the people it's fragments are forcefully implanted in. This
    "mind control" power that Soul Edge possesses has never been revealed prior to
    Soulcalibur III.
    Strife meets the player's unit at last during the last chronicle, sending his
    elite troops against them. Even with his best warriors, he's at last confronted
    by the player and killed in battle.
    (BIO courtesy of Wikipedia.org)
    How to Unlock Strife: Clear Chapter 20 in Chronicles of the Sword mode.
    [123PS]================[]WHY SHOULD I PLAY STRIFE?[]=========================[]
    Strife is, essentially, Nightmare's little brother. He's a solid mid-range
    fighter that, despite his goofy haircut and lacking dialogue, is capable of
    pulling a few tricks out of his sleeve to confuse opponents. He's got great
    tools for dodging high attacks and punishing whiffs caused by these tricks.
    He's got decent power, decent speed, and quite a few of his moves knock
    down or ring out his opponent in some way. His Annhilation and Demon Buster
    alone are extremely useful in almost all cases.
    He, does, unfortunately, suffer from the same drawback that all custom
    classes suffer from. He's just not as varied or fleshed out as the main
    character styles are, and therefore can become very predictable if the
    player is not careful.
    [674SW]=====================[]IRON SWORD DISCIPLINE[]========================[]
    Iron Sword can be used by Barbarian, Pirate, Assassin, Knight, and Swordmaster
    classes in Character Creation or Chronicles of the Sword mode once appropriate
    conditions have been met.
    Barbarian: Initial weapon discipline
    Assassin: Achieve level 10 as an Assassin character.
    Knight: Achieve level 10 as a Knight character.
    Pirate: Achieve level 20 as a Pirate character. 
    Swordmaster: Unlock Swordmaster by reaching level 50 as an Assassin Character
    	     OR fighting 610 total battles.
    The following sword descriptions are based on the legend they came from, game
    canon, or simple put together based on the primary wielder of that weapon in
    Chronicles of the Sword and the effects the weapon has. Except for a couple
    swords, you are required to spend gold to use Iron Sword discipline weapons
    once they have been unlocked.
    []====[][Iron Sword][]==========================[]
    []                                              []
    []Initial weapon for Iron Sword characters.     []
    []                                              []
    []No advantages or disadvantages.               []
    []                                              []
    []                                              []
    []A simple weapon of no great craftsmanship,    []
    []it is still a deadly tool in the hands of     []
    []an experienced warrior, and a key component   []
    []in a grand general's greatest victory.        []
    []                                              []
    []                                              []
    []11,800 Gold at Weapon Shop.                   []
    []						[]
    []Easier Guard Impacts                          []
    []Defense Power Increases                       []
    []                                              []
    []A large weapon with a large hilt, it's design []
    []focused as much on defense as offense, and a  []
    []warrior wielding one could shrug away the     []
    []worst of attacks.                             []
    []                                              []
    []====[][Demon Knife][]=========================[]
    []                                              []
    []24,800 Gold at Weapon Shop after Chronicle 1. []
    []                                              []
    []Attack Power Increases                        []
    []Knockback Increases                           []
    []                                              []
    []A weapon feared for its seeming ability to    []
    []increase a warrior's rage and strength. Some  []
    []believe it to be made from the heart of the   []
    []devil himself.                                []
    []                                              []
    []====[][Hercules Sword][]======================[]
    []                                              []
    []37,200 Gold at Weapon Shop after Chronicle 7. []
    []                                              []
    []Defense Power Increases                       []
    []Penetrates Defenses                           []
    []                                              []
    []The fabled sword of the great Greek hero      []
    []Hercules himself. It's said his superhuman    []
    []strength and unmatched spirit still rest in   []
    []the blade, bringing glory to each new wielder.[]
    []                                              []
    []                                              []
    []96,600 gold at Weapon Shop after Chronicle 18.[]
    []                                              []
    []Attack Power Increases, Health Recovers Slowly[]
    []Auto-Dodge Some Throws, Avoid Some Ringouts   []
    []                                              []
    []Blessed by a Goddess for a brave knight, this []
    []weapon continues to gift Her divine grace upon[]
    []every soldier who has been called to bear this[]
    []divine weapon once again upon the battlefield.[]
    []                                              []
    []                                              []
    []Gained once you unlock Strife.                []
    []                                              []
    []Attack Power Increases                        []
    []Defense Power Decreases                       []
    []                                              []
    []A huge sword used by Strife. Ambition is the  []
    []Astlar dynasty's symbol of imperial power, and[]
    []was his father's weapon. Strife's madness and []
    []hunger for power still lingers with this blade[]
    []even as Strife himself is eventually forgotten[]
    (Ambition information courtesy of Wikipedia.org)
    []====[][Soul Edge][]===========================[]
    []                                              []
    []Gained once you defeat Strife.                []
    []                                              []
    []Attack Power Increases, Lose Health Slowly    []
    []Recover Health from Every Successful Attack   []
    []Attack Power Increases Further with Time      []
    []                                              []
    []The Sword of Legend, the Ultimate Weapon, the []
    []goal of every warrior to one day bear. This   []
    []infernal instrument of war offers great power []
    []to any who would wield it in battle, at the   []
    []cost of their souls.                          []
    []====[][Brutal Terra]==========================[]
    []                                              []
    []Defeat Aege in Chronicle 11.                  []
    []                                              []
    []Defense Power Increases, Health Loss on Attack[]
    []Some Counters have No Effect                  []
    []                                              []
    []Even the spirit of Mother Earth herself wishes[]
    []an end to the constant wars and bloodshed     []
    []above her - with this weapon, she grants her  []
    []champion the means to finally bring peace and []
    []order to the ever-raging chaos.               []
    [889RN]=============[]HOW DO I READ THE NOTATIONS?[]=========================[]
    Attack and directional buttons are often notated as below, and assumes your
    character is on the left side of the screen. Each number is shorthand for
    each kind of directional button press for a character facing right.
    For instance, 6A means "Forward A."
    [7] [8]-[9]
       \ | /
       / | \
    [1] [2] [3]
    A - Horizontal Attack
    B - Vertical Attack
    K - Kick Attack
    G - Guard
    Some phrases that are also present in this movelist and are useful to know.
    8wr       = 8 Way Run
    WJ        = While Jumping
    JD        = Jump Delay
    WR        = While Rising
    BT        = Back Turned
    FC        = Full Crouch
    QCF       = "Quarter Circle Forward" or 2,3,6
    ","       = "then press"
    "_"       = "or"
    []        = Hold
    (#_#_#)   = Press any of these buttons
    (#,#)_[#] = Either press the sequence in the parentheses, or hold the button
                in brackets
    Y+X       = Press these two buttons together
    yX        = "Slide", press the first button briefly before pressing the second
    GA        = Grim Advance (Stance/Special Movement)
    AR        = Advancing Roll (Stance/Special Movement)
    The following notations found in the Notes portion of the movelist are not
    all "official" notations, but what I felt would be best used to describe
    each attack's abilities in as little space as possible.
    (!)     = Unblockable
    Cr      = Counter
    CS      = Crumple Stun
    FdS     = Fall Down Stun
    GB      = Guard Break
    GI      = Guard Impact Property
    Launch  = Knocks opponent into the air
    RO      = Ring Out
    SC      = Soul Charge
    SC_Cr   = Soul Charge OR Counter
    SCGB    = Soul Charge Guard Break
    SCUB    = Soul Charge Unblockable
    TD      = Knocks opponent to the ground in some way
    [543AL]========================[]ATTACK LISTING[]============================[]
    NOTE: Almost all of Strife's moves are just like Nightmare's moves, whether
    it's Soul Calibur II or Soul Calibur III Nightmare. Therefore, I've given
    Strife the names of Nightmare's moves where applicable, and attempted to fill
    in the blanks with move names that follow suit.
    [Attack]                        [Command]       [Hits]  [Notes]
    Twirling Slash                  A               H
    Double Slash                    A,A             H,H
    Slash Cross                     A,A,B           H,H,M   FdS
    Grounder                        A,2A            H,L     TD, RO
    Double Grounder                 A,2A,A          H,L,L   TD, RO
    Shadow Slicer                   1A              L       TD, RO
    Leg Slash                       2A              L
    Annihilation                    3A              M       CS on SC_Cr
    Annihilation ~ AR               3[A]            M       CS on SC_Cr
    Advancing Roll                  3A,G                    Stance, Dodges High
    Spin Slash                      4A              H       TD on SC_Cr, RO on
    Phantom Slasher                 (4,4)_[4]A      M
    Phantom Shatter                 (4,4)_[4]A,B    M,M     TD, RO
    Phantom Toe Kick                (4,4)_[4]A,K    M,H     TD, RO
    Quick Temple Buster             6A              M       FdS on SC_Cr
    Advancing Hook Slash            (6,6)_[6]A      H       TD, RO
    Gut Slash                       WR A            M
    Leg Slash                       FC A            L
    Fatal Spin Slash                WJ A            H       TD, RO
    Diving Slash                    JD A            L
    Shadow Slicer                   8wr (1_7)A      L       TD
    Cross Grounder                  8wr (1_7)A,A    L,H     FdS
    Quick Right Slasher             8wr (2_8)A      H       TD, RO
    Advancing Hook Slash            8wr (3_6_9)A    H       TD
    Phantom Slasher                 8wr 4A          M
    Phantom Shatter                 8wr 4A,B        M,M     TD, RO
    Phantom Toe Kick                8wr 4A,K        M,H     TD, RO
    Turning Head Slash              BT A            H
    Turning Leg Slash               BT 2A           L
    Maelstrom                       GA A            L
    Maelstrom Feint                 GA A,2
    Helm Splitter                   B               M
    Cannonball Splitter             B,B             M,M     TD, RO, 2nd hit SCGB
    Buster Grounder                 B,2A            M,L     TD, RO, 2nd hit +kb on
    Buster Grounder (Delayed)       B,2[A]          M,L     TD, RO, 2nd hit +kb on
    Gauntlet Buster                 b6              M       Leaves Opponent
    Grim Impact                     1B              L       TD
    Dark Impact                     1B,B            L,L     TD, RO
    Shadow Buster                   2B              M
    Sky Splitter                    3B              M       Launch, RO
    Fiend Splitter                  4B              M       TD, RO
    Raging Cannonball Splitter      (4,4)_[4]B      M       TD, GB, SCUB
    Demon Buster                    6B              M       TD, RO
    Torpedo Buster                  (6,6)_[6]B      M       FdS, SCUB
    Earth Divide                    QCF B           M       (!), TD
    Sky Splitter                    WR B            M       Launch, RO
    Shadow Buster                   FC B            M
    Fatal Buster                    WJ B            M       TD, RO
    Diving Splitter                 JD B            M       Launch, RO
    Turning Sword Buster            BT B            M       FdS on SC_Cr
    Turning Kneeling Buster         BT 2B           M
    Fiend Shatter                   8wr (1_7)B      M       TD, CS on SC_Cr, SCGB
    Midnight Launcher               8wr (2_8)B      M       Launch, RO
    Terror Stomper                  8wr (2_8)B,B    M,M     TD, RO
    Torpedo Buster                  8wr (3_6_9)B    M       SCUB
    Raging Cannonball Splitter      8wr 4B          M       SCUB
    Demon Slayer                    GA B            M       Launch, RO
    Dark High Kick                  K               H
    Planted Gut Kick                1K              sM
    Grind Low Kick                  2K              L
    Standing Axle Kick              3K              L
    Windup Shoulder Rush            4K              M
    Basher                          4K,K            M,M     TD, RO
    Reverse Toe Kick                (4,4)_[4]K      H       TD, RO
    Sky Splitter                    (4,4)_[4]K,B    H,M     TD, 2nd hit Launches,
    Phantom Toe Kick                6K              M
    Helm Buster                     6K,B            M,M     TD
    Basher                          (6,6)_[6]K      M       TD on SC_Cr
    Death's Claw                    WR K            M       Launch, RO
    Fatal Brave Kick                WJ K            M       TD, RO
    Diving Axle Kick                JD K            L
    Turning Dark High Kick          BT K            H
    Turning Dark Low Kick           BT 2K           L
    Reverse Toe Kick                8wr (1_4_7)K    H       TD, RO
    Sky Splitter                    8wr (1_4_7)K,B  H,M     TD, 2nd hit Launches,
    Sword-Braced Gut Kick           8wr (2_8)K      M
    Rushing Knee                    8wr (3_9)K      M
    Sliding                         8wr 6K          L       TD, RO
    Death's Claw                    AR K            M       GI, Launch, RO
    Basher                          GA K            M       TD, RO
    Oppression                      A+B             M,M     Leaves Opponent
    Flying Edge                     (1_2)A+B        M       TD, RO
    Dark Impact                     3A+B            L       TD, RO
    Dark Rage                       A+K             M       GB, CS
    Axel Grinder                    8wr A+K         M       TD
    Grim Advance                    B+K                     Stance, Ducks High
    Grim Somersault                 B+K,4           M
    [Throw]                         [Command]               [Notes]
    Hilt Impact                     G+A_G+A from Side       Does NOT Ring Out
    Soul Devour                     G+B_G+B from Side
    Demon Wheel                     G+A_G+B from Back
    [433ID]==================[]IN-DEPTH ATTACK DISCRIPTIONS[]====================[]
    For this section, some attacks have their damage as X/Y. In this case, X is
    how much damage the attack does when it's the only part of a combo/string
    that hits the opponent, and Y is how much damage the combo/string that ends
    with that attack does, assuming all attacks hit up to that point.
    []====================[][A ATTACKS][]====================[]
    Range: Close-Mid
    Damage: 18
    Description: Strife slashes to hhis right with her sword, spinning in place
                 from the momentum.
    This is your basic poking move with a bit of a bad twist. I recommend not
    using this move often unless you've got a little distance between you and
    your opponent, as this particular slash will leave you spinning in place for
    a few frames. The only thing that redeems this move is the ability to be
    cancelled, which can be done to goad whiffed Guard Impacts from an opponent.
    [][DOUBLE SLASH][]
    =As a follow-up to Twirling Slash=
    Damage: 24/42
    Description: Strife slashes to his right, then to his left, with his sword.
    A better version of the normal twirling slash, the recovery time on the
    double slash is a bit shorter. Beyond that, it's just your run-of-the-mill
    two-button string. It's not a combo, the opponent can block your second
    attack, which means there's not a lot of use for this outside of catching
    [][SLASH CROSS][]
    =As a follow-up to Double Slash=
    Range: Close-Mid						 
    Damage: 23/64
    Description: Strife slashes twice, then brings the sword down in a
                 punishing overhead slash.
    This three-hit string is easy for the opponent to block, even if the first
    attack or the first two attacks hit. It is, however, a good move to pull
    off on someone who's sidestepping around you, or is some distance away.
    This move will leave a guarding opponent crouching, but they will recover
    too quickly for you to capitalize on that at all. Hope that they let the
    third hit through, as that will stun them and leave them on the ground, in
    which case you can attempt to punish.
    =As a follow-up to Twirling Slash=
    Range: Close-Mid
    Damage: 22/43
    Description: Strife slashes to his right, then, his torso tilts as he
                 slashes downward at his opponent's legs, knocking him away
                 and off his feet.
    If you have an opponent that keeps guarding or guard-impacting your Double
    Slash, you can always spring this on them as it takes about the same time for
    either attack to hit. Like Nightmare's own Grounder, however, the move is
    telegraphed well ahead of time, so if your opponent is extremely attentive,
    this mixup may not work well.
    =On its own=
    Range: Close-Mid
    Damage: 35
    Description: Strife dips as he spins low, swiping at his opponent's ankles
                 with the sword blade.
    It ducks high attacks and deals out considerable damage. This is a valid move
    for your arsenal.
    =As a follow-up to the 8-Way Run version of Grounder=
    Range: Close-Mid
    Damage: 50/87
    Description: As Strife continues to spin, he stands up and delivers another
                 spinning slash, this time to his opponent's face as he tries
                 to stand.
    It causes a Fall-Down Stun, but is otherwise too easily blocked or avoided.
    Might be worth once or twice, but don't bother with it unless your opponent
    consistently attempts to attack you right after getting swept by the Grounder,
    or doesn't know how to block.
    =As a follow-up to chained version of Grounder=
    Range: close-Mid
    Damage: 37/74
    Description: Strife slashes to his right, then, his torso tilts as he slashes
                 downward, twice, at his opponent's legs, knocking him away and
                 off his feet.
    The only time you should not use this attack where the Grounder is viable is a
    situation where the first hit is blocked. You can even intentionally whiff the
    first grounder attack in order to catch your opponent when he attempts to
    attack or run at you. If your opponent's a jumper, however, you'd be in trouble
    after that first attack.
    Range: Close-Mid
    Damage: 27
    Description: Strife quickly ducks and spins himself counterclockwise, slashing
                 his sword against his opponent's legs and sweeping him off his
    Ducks high attacks quickly and is fast enough to catch opponents before they
    recover, therefore this is a very good move to use when you're stuck on the
    defensive. There are also offensive applications, and, with a few other moves
    such as Fiend Splitter, can be useful in keeping your opponent guessing and
    guessing wrong. The potential for a ring out is also enticing.
    [][LEG SLASH][]
    Range: Close-Mid
    Damage: 16
    Description: Strife ducks to slash at his opponent's leg with his sword.
    Ducks highs and interrupts attacks. It works. Can be followed by Sky Splitter,
    Death's Claw, or Gut Slash just by mashing B, K, or A, respectively, during
    the attack.
    Range: Mid
    Damage: 18
    Description: Strife swings his sword counterclockwise over and around his
                 head, striking the opponent's chest with his blade.
    This is exactly what SCII Nightmare's Annihilation would look like if he did it
    from his normal stance. It's good for punishing whiffed attacks, and if you
    hold the A button and go into Advancing Roll from this attack, you're safe from
    any Mid and High A attacks from the opponent. Against Guard Impact happy
    characters, cancelling this into Advancing Roll~Death's Claw works perfectly.
    A great move for faking your opponent out. If you use this constantly but
    change up just how it progresses, you're going to make your opponent eat it
    like nothing.
    Range: Close-Long
    Damage: Stance
    Description: Strife does a barrel roll across the ground, closing distance with
                 his opponent.
    It ducks high attacks and mid attacks, which make it great if you can guess
    well in advance what kind of attack is coming your way. Due to its long windup
    and the fact that this roll is well-telegraphed, you're better off using this
    to sneak under enemy attacks or catch up with backsteppers to punish them with
    Death's Claw. It's a shame that no other attacks lead into this stance, and a
    bigger shame that no other attacks can be made coming out of this stance.
    [][SPIN SLASH][]
    Range: Close-Mid
    Damage: 22
    Description: Strife spins himself counterclockwise, quickly slicing his sword
                 through his opponent.
    An amazingly fast attack and perfect for when your opponent is far too close
    for your own liking. It pushes your opponent back a great deal even when
    blocked, and will actually leave you at an advantage if the opponent does block
    it. However, it is a high, and if your opponent ducks it be prepared to eat
    Range: Close-Mid
    Damage: 21
    Description: Strife winds up and swings his sword, backhandedly, into the
                 opponent's stomach, while stepping back.
    By itself, not too good. It's too easily telegraphed and, by that token, broken
    by a well-timed B attack. However, if it hits, or if you intentionally whiff it
    against a GI-happy opponent, its follow-ups are pretty much guaranteed.
    =As a follow-up to Phantom Slasher=
    Range: Close-Mid-Mid/Long
    Damage: 40/61
    Description: Strife spins in place, bringing his sword around for a devastating
                 overhead strike.
    This attack is beautiful, as it not only does a decent amount of damage
    (especially if Phantom Slasher hits) but also has terrific knockback and the
    ability to ring out an opponent standing near the edge. This move can also be
    delayed for fake-outs, although, admittedly, not by a huge amount of time. It
    can also catch an opponent off guard as it will advance you just enough to hit
    them if you intentionally whiff the Phantom Slasher. 
    =As a follow-up to Phantom Slasher=
    Range: Close
    Damage: 24/45
    Description: Strife plants his foot in his opponent's face.
    This move comes out much faster than Phantom Shatter does, but will more than
    likely whiff unless you're right next to your opponent once you've hit him with
    Phantom Slasher. This move has less knockback than Phantom Shatter but can
    ring-out opponents who are father from the edge of the stage. Generally,
    use this if you are close to the edge and you think you can get a quick
    ring-out. This move can also be delayed, though by even less than Phantom
    Shatter can be delayed by. Only useful in a few occasions, so I wouldn't use
    this often if at all.
    Range: Mid
    Damage: 32
    Description: Strife winds up, then spins around to deliver a powerful
                 horizontal slash.
    When this move connects, it will spin your opponent 180 degrees. Since this
    attack is Mid, it'll catch anyone who thinks they can duck it, and if you're
    blocked against it, the opponent doesn't get enough advantage to really hurt
    you. It's safer than most of Strife's attacks, though the only follow up that I
    can see from this is Demon Buster. If your opponent is Guard Impact-happy,
    though, and you manage to get this off, you can do Advancing Roll~Death's Claw
    to knock him up for some air time.
    Range: Close
    Damage: 43
    Description: Strife rushes, looking more like he's hooking the opponent with
                 his bicep rather than actually slashing at him.
    This is a close-ranged attack, but you can cover some distance with this and do
    it out of an 8 Way Run as long as you're advancing on your opponent. It would
    be more useful if it wasn't a high attack though. Since it's a fast attack (in
    comparison to most of Strife's arsenal, anyway) you could knock a few people
    out of their own attacks. If this hits, a Demon Buster follow-up is a safe bet.
    [][GUT SLASH][]
    Range: Close-Mid
    Damage: 27
    Description: Strife rises only slightly to slash his sword into his opponent's
                 ribs, stopping as it hits.
    This attack is capable of ducking High attacks, just as if he were crouching.
    In addition, you can follow up with Shadow Slicer almost immediately and never
    leave yourself open to those highs. Too bad a good player will probably respond
    with a mid or a low attack after blocking the Gut Slash, though. Not a favorite
    of mine by any means.
    [][LEG SLASH][]
    Range: Close-Mid
    Damage: 13
    Description: Strife, while ducking, swings his sword at his opponent's ankles.
    It's a good low poke while standing, and timed right will dodge high attacks.
    Gut Slash serves as a nice follow-up, but Death's Claw or Sky Splitter are
    faster and launch.
    Range: Close-Mid
    Damage: 40
    Description: Strife swings his sword over his head as he spins to his right,
                 slamming the blade into his opponent's neck.
    This is a good move to pull on your opponent when the edge is near his left, as
    it will slam him with nice knockback in that direction and, most likely, ring
    him out. Otherwise, it's an easily ducked high attack.
    Range: Close-Mid
    Damage: 38
    Description: Strife jumps and spins counterclockwise, slamming the blade of his
                 sword into his opponent's neck.
    One heck of a ringout move, that's for sure! If you don't jump very often, or
    your opponent is fond of low attacks, this move works great as a surprise
    killer. Damage isn't too shabby, either. Generally best used as a counter to
    any low attacks an opponent swings at you. Won't hit an opponent who's also
    crouched for his attack, but you're no worse off if you do whiff it, in most
    [][DIVING SLASH][]
    Range: Close-Mid
    Damage: 24
    Description: Strife jumps, then slashes at his opponent's legs just as he
                 lands, knocking them off their feet for a moment.
    It's only good when against opponents who like to just stand and block, or who
    constantly guard-impacts the Fatal Spin Slash. Damage is decent, and opponents
    who block it will slide away just far enough to keep you fairly safe from
    counter attacks.
    Range: Close-Mid
    Damage: 25
    Description: Strife turns around to slash at his opponent's face.
    It's a safer but stronger version of the Twirling Slash. That's about it,
    Range: Close-Mid
    Damage: 16
    Description: Strife turns, remaining crouched, to slash at his opponent's legs.
    It's a slightly more powerful version of the Leg Slash. That's it.
    Range: Mid
    Damage: 34
    Description: Strife spins around as he advances, slashing down at his
                 opponent's legs and knocking them to the ground.
    Not a bad way to catch your opponent off guard once or twice. Can be cancelled
    by pressing Down in order to make your opponent whiff a Guard Impact, in which
    case you can punish with whatever you like. Leaves you open if blocked,
    []====================[][B ATTACKS][]====================[]
    Range: Close-Mid
    Damage: 23
    Description: Strife swings his sword down on his opponent's head.
    It's slow, but can be followed up into two different moves or be cancelled for
    further trickery.
    =As a follow-up to Helm Splitter=
    Range: Mid-Mid/Long
    Damage: 45/68
    Description: Strife somersaults over his sword, bringing it crashing down upon
                 his opponent's head.
    I love this move, simply because it's so theatrical. Unfortunately, unlike
    Nightmare's Cannonball Splitter from Soul Calibur II, Strife doesn't get any
    hits from his legs, but he still has the bonus of jumping low attacks. This
    also makes for a good advancing move, because if the opponent blocks, they're
    put into a crouching position and don't recover until you do. Safe move for the
    most part, at least after it hits. You're a bit of a bit target in the sky
    while you're somersaulting. Also, if you are Soul Charged and you whiff the
    Helm Splitter, the Cannonball Splitter makes up for it by becoming a Guard
    Break property attack.
    =As a follow-up to Helm Splitter=
    Range: Mid-Mid/Long
    Damage: 40/63
    Description: Strife hesitates before spinning around, dealing a slash at his
                 opponent's ankles.
    This move, in conjunction with the fact that it can be delayed, is good. It can
    be used  to goad whiffed Guard Impacts and can also be used on an opponent
    who's been conditioned to expect the Cannonball Splitter.
    Range: Close
    Damage: 27
    Description: Strife quickly shoves his blade into his opponent's face.
    Nightmare had the exact same move, and I still don't know why it's called
    "Gauntlet" Buster. However, it's a fast move, can be used after cancelling a
    normal Helm Splitter or Twirling Slash, and, by virtue of being a vertical
    attack, can break horizontal attacks. It's not a bad move at all.
    [][GRIM IMPACT][]
    Range: Mid
    Damage: 25
    Description: Strife pulls his sword back and shoves it, point first, at his
                 opponent's feet.
    It's a much quicker version of Nightmare's Dark Impact, and it is also a good
    option against opponents who have been launched or have just hit the ground.
    Has no ring-out qualities, however.
    [][DARK IMPACT][]
    =As a follow-up to Grim Impact=
    Range: Mid/Long-Long
    Damage: 39/64
    Description: Strife lunges as he pulls back his sword, thrusting it out far
                 out at his opponent's feet.
    The natural follow up to Grim Impact, though you could actually pass on this
    and use Demon Buster to fake out opponents expecting the second low hit.
    This move has great knockback and ringout qualities, as well, and damage is
    Range: Close-Mid
    Damage: 23
    Description: Strife brings his sword crashing down on his opponent's head as he
                 drops to a crouch.
    This move is almost identical to Helm Splitter, save for final positioning, but
    still useful for readying yourself for a Sky Splitter or Death's Claw.
    [][SKY SPLITTER][]
    Range: Close-Mid-Mid/Long
    Damage: 36(Close), 28(Mid-Mid/Long)
    Description: Strife drops, then rises back up, swinging his sword up with him
                 to slash it up his opponent's torso.
    It can hit from a good distance away, but you have to be close in order to get
    the really useful launching qualities of this attack. Since about the only way
    for Strife to get any kind of combos in is through launches, this may be one of
    your most useful attacks. If you are right next to a ledge, you can also ring
    your opponent out with this move, though this is more likely when you hit with
    a counter or while Soul Charged.
    Range: Close-Mid
    Damage: 26
    Description: Stepping to the side, Strife spins himself around and slams his
                 sword's  blade down upon his opponent's head in a circular,
                 downard swing.
    It's a really fast attack and is also capable of dodging some vertical swings,
    provided they track very well. It has a good knockback property, even without a
    counter or being Soul Charged, and can ring out the opponent if you're close to
    the edge. In addition, even if you are blocked, you still have the advantage,
    as the opponent is knocked away and slightly off-balance. Great move. Doesn't
    hit downed opponents unfortunately.
    Range: Mid-Mid/Long
    Damage: 45
    Description: Energy crackles around Strife as he somersaults through the air,
                 cleaving through his opponent with a brutal downward strike.
    SOUL CHARGE UNBLOCKABLE. This attack makes for a good advancing tool,
    especially against a turtler who keeps trying to back away from you. You can
    attempt to mix Demon Buster, Shadow Slicer, and Grim Impact into your possible
    follow ups, and see if you can't get him on a failed Guard Impact or a poor
    [][DEMON BUSTER][]
    Range: Close-Close/Mid
    Damage: 24
    Description: Strife rushes forward, slamming the entirety of his blade's edge
                 into his opponent.
    I like this move. A lot. Not only does it push back the opponent a decent
    distance, and not only is it fast, but it's a vertical move that's actually
    capable of tackling side-steppers! If your opponent is near the edge, you can
    also ring him out with this move. It's also a guaranteed hit after any
    launching move if you time it fast enough. Any. If your opponent goes into the
    air, Demon Buster will send him back to the ground in pain and far away from
    Range: Mid-Long
    Damage: 30
    Description: Strife hurls himself into an aerilon roll before bringing his
                 sword crashing down onto his opponent.
    SOUL CHARGE UNBLOCKABLE. This move is fast, great for closing distances, and
    has a short recovery time. However, if you are too close to your opponent,
    you'll sail right over them and land right behind them. Save this move for when
    you are some distance away from the opponent. Another good thing about this
    move is that it will catch people in an 8-Way Run, though it can be dodged by
    just side-stepping at the right time. Make good use of this move's short
    recovery time and lay on the pain with either Demon Buster or your own favorite
    moves. Be careful if your enemy has his back to an edge; this move will almost
    assuredly ring Strife out. Great advancer overall.
    [][EARTH DIVIDE][]
    Range: Close-Mid
    Damage: 80
    Description: Strife winds up, bringing his sword over his head as it is bathed
                 in orange flame, before bringing it down in a catastrophic
                 overhead cleave.
    Cool description, eh? Too bad the move's useless, just like in Soul Calibur II.
    Not only does it take too long to wind up, it's also easily sidestepped, easily
    interrupted, and has no tracking to speak of. The only time I've ever seen this
    move being anywhere near useful was when it was used to goad a whiffed Guard
    Impact in the middle of a Guard Impact burst. Most vets won't make that kind of
    mistake. Best to avoid this at all costs.
    [][FATAL BUSTER][]
    Range: Close-Mid
    Damage: 34
    Description: Strife jumps up in the air to deliver a one-handed, downward
    A jumping attack that breaks horizontals, knocks the opponent to the ground,
    has almost no recovery time, and can even ring an opponent out? Yes please!
    This move is great as an advancing move, a retreating move, and an answer to
    all kinds of pesky low attacks. If you see an opportunity to use this move,
    abuse it to the fullest.
    Range: Close-Mid
    Damage: 30(Very edge of attack distance), 34(Anytime else)
    Description: Strife jumps and unleashes a powerful upward swing as he lands.
    Unlike the grounded version of this move, Sky Splitter, this move will always
    launch and has a better chance at ringing out an opponent. Use this in any
    situtation you would use Fatal Buster, and enjoy the added benefits of
    launching your opponent in the process. I smell a guaranteed follow-up.
    Range: Close-Mid
    Damage: 36
    Description: Strife turns around quickly to slash his sword downwardly at his
                 opponent's head.
    This move is good. It won't be needed often, but it's good. If it hits, it
    inflicts a Fall-Down Stun on your opponent, which, in turn, means you
    practically get a free hit on them. If you're fast enough, you can get a
    launcher off on your dazed opponent, giving you a free Demon Buster. All this
    might lead to a whopping 101+ damage if you get a counter on the first hit.
    That's his most powerful combo I've managed with him. The only shortfall is
    that this move is about as fast as Helm Splitter. 
    Range: Close-Mid
    Damage: 28
    Description: Strife turns quickly, while crouched, and swings his sword down on
                 his opponent.
    This move is a safe way to recover from being exposed, but the only really good
    time to pull this move out is if your opponent is crouching for whatever
    reason. If you	manage a hit, a followup launcher is guaranteed, which can then
    be followed by the always-guaranteed Demon Buster.
    Range: Close-Mid/Long
    Damage: 33
    Description: Strife spins, sidestepping further, and brings his sword down in a
                 one-handed strike.
    This move, once it hits, is a bounce launcher, which means the opponent is
    struck into the ground and actually bounces back up into the air. You know what
    to do with that. Also, this is a Soul Charge Guard Break attack, although, as
    per the usual, the only way you'll capitalize on this is with mind games as
    there's no such thing as a guaranteed ground hit with Strife.
    Range: Close-Mid/Long
    Damage: 24
    Description: Strife spins around as he swings his sword upward.
    I've found this to be a move that more often than not catches an opponent
    off-guard. Being a very quick vertical, you can break a horizontal coming your
    way and make your opponent fly in the process. By itself, has okay ringout
    potential, if your opponent doesn't know anything about Air Control.
    As a follow-up to Midnight Launcher
    Range: Close-Mid
    Damage: 24/43 (In the combo, it has damage taken off for being an air hit)
    Description: Strife puts his whole body into it as he slams his sword back into
                 the ground, taking his opponent with it.
    It's an excellent way to get some extra damage into the combo. Why not?
    Follow-up for it, though, can be tricky. If you're lucky, you'll catch the
    enemy with a Demon Buster just as he's getting up for an attack.
    [][DEMON SLAYER][]
    Range: Mid-Mid/Long
    Damage: 40
    Description: Showing great bravado, Strife launches himself into the air with a
                 heroic upward thrust, lifting his opponent off his feet.
    Boy, when I discovered this move, I found myself laughing at how silly Strife
    looked trying to be Yun-Seung. However, its range is nothing to laugh at, as
    with the Grim Advance adding to it, he could easily catch up and knock around
    someone trying to 8-Way Run their way outside his range. This move rings out
    characters near the edge, but also characters a big chance of Strife ringing
    himself out if blocked. Maelstrom and Basher might be better options unless you
    see a big chance for the Demon Slayer.
    []====================[][K ATTACKS][]====================[]
    [][DARK HIGH KICK][]
    Range: Close
    Damage: 12
    Description: Strife lashes out with a high sidekick to his opponent's face.
    A high poke that's safe on block, and nothing more.
    Range: Close
    Damage: 17
    Description: Strife plants his hands on the ground behind him, spinning a leg
                 around for a gut strike.
    It's special mid, so it can be blocked by crouchers or those standing up, but
    boy is it fun to dodge high attacks with it and mess up an opponent's groove.
    It's also fast enough to be used as a guaranteed hit on a launcher.
    [][GRIND LOW KICK][]
    Range: Close
    Damage: 10
    Description: Strife drops down to swing his foot into his opponent's ankle.
    It's a decent low poke, but that's it.
    Range: Close-Close/Mid
    Damage: 22
    Description: His sword on his shoulder, Strife spins his body around as he
                 kicks at his opponent's shin.
    If you have ever played Soul Calibur II, you'll probably know Raphael's
    pirouette kick. This move is a lot like it, only with less flair afterward but
    a little more wind up time. Use with Windup Shoulder Rush (which looks a little
    different, but more alike than anything else) to try to trick your opponent.
    Useless after a launcher, however. Unless your opponent is almost dead and has
    been turtling for the past 5 seconds, I don't recommend using this move a lot.
    Range: Close-Mid
    Damage: 22
    Description: Strife rears back, then plows himself forward to smash his
                 shoulder against the opponent.
    Good to use when rushing an opponent, maybe goading a wiffed a guard impact
    from them, and can also be used to avoid a grab if done quickly enough. This
    causes an opponent to go crouched when hit.
    =As a follow-up to Windup Shoulder Rush=
    Range: Close-Mid
    Damage: 32/56
    Description: Strife rushes the opponent, this time his sword flat between his
                 shoulders and the opponent's body.
    Great ring out potential, guaranteed with a successful Windup Shoulder Rush,
    and also good to catch opponents by surprise if you whiff the Shoulder Rush.
    =On its own=
    Range: Close-Close/Mid
    Damage: 20
    Description: Strife braces his sword against his shoulder and rushes his
    There's no knockback like the Combo version of this move unless you manage a
    counter attack. That should be easy though, as this move is fast with almost no
    wind up and a quick recovery.
    Range: Close-Close/Mid
    Damage: 27
    Description: Strife leans back as he plants his left foot in the opponent's
    Quick, powerful, and great ring out potential. Good to use if you're backing
    away and the opponent tries to close in for a running attack on you.
    [][SKY SPLITTER][]
    =As a follow-up to Reverse Toe Kick=
    Range: Close-Mid
    Damage: 32/53
    Description: Strife, without missing a beat, switches hands and further
                 punishes his opponent with an upward slash.
    This attack is guaranteed if Reverse Toe Kick hits, and you can get a further
    guaranteed hit by tagging on a Demon Buster at the end. I think now you're
    starting to understand why I like Demon Buster so much.
    Range: Close-Close/Mid
    Damage: 19
    Description: Strife leans back as he plants his right foot in the opponent's
    Quick, damaging, and has a follow-up to play with your opponent's mind. That's
    about it.
    [][HELM BUSTER][]
    =As a follow-up to Phantom Toe Kick=
    Range: Close-Mid
    Damage: 26/45
    Description: As Strife's foot meets opponent's face, he grabs his sword's hilt
                 in two hands and brings it down in a punishing downward strike.
    The timing on this is more 6kB than 6K,B, so you're going to need to anticipate
    the first hit actually hitting. Even then, this isn't guaranteed. If this does
    hit, however, you may have enough time for a Demon Buster or a similar quick
    move, as the opponent reels for a brief moment.
    [][DEATH'S CLAW][]
    Range: Close
    Damage: 29
    Description: Strife rises with a powerful uppercut, using his sword as leverage
                 and protection.
    One of the best moves in Strife's arsenal, and can follow up pretty much any
    move that ends with him crouching. It's also the only move that can be chained
    out of the Advancing Roll. Death's Claw will launch the opponent on a
    successful hit, and can ring out decently. In addition, it has a Guard Impact
    property, meaning if anyone's attacking you, you can knock them back and get a
    sweet counter for extra damage! Since it launches, it can also lead to a
    guaranteed hit or two.
    Range: Mid
    Damage: 22
    Description: Strife jumps into the air with a spinning side kick to the face.
    It's a high attack that can be easily ducked. It's not as useful as Fatal Spin
    Slash or Fatal Buster, but, if it hits, it has decent knockback and can ring
    out the opponent. If your opponent doesn't expect you to jump alot, this might
    be useful. This can also be used in place of Fatal Spin Slash when in similar
    circumstances to that move's usefulness, with the only difference being that
    the edge is behind your opponent rather than to his right.
    Range: Close
    Damage: 22
    Description: Strife jumps into the air, then crouches as he uses his momentum
                 to spin his leg around and into his opponent's legs.
    This doesn't knock the opponent down like the Axel Grinder does, but it might
    be useful if you want to be creative with how you punish dodged low attacks.
    Might also be useful on opponents conditioned to expect Fatal Brave Kicks.
    Range: Close
    Damage: 19
    Description: Strife strikes with a back kick before turning to face his
    This is a quick move that might catch your opponent off guard. Safe even on
    Range: Close
    Damage: 12
    Description: Strife turns quickly and crouches, kicking at his opponent's legs.
    This is also a really quick attack while your back is turned, and is also safe.
    Your crouching state will leave you vulnerable to verticals if you whiff it,
    [][RUSHING KNEE][]
    Range: Close-Close/Mid
    Description: Strife rushes his opponent with a rising knee attack.
    This move is a mid attack, and since it looks like it should hit high it will
    probably catch your opponent crouching every once in a while. You could use
    this to mess with your opponent by conditioning him to expect and duck the
    Advancing Hook Slash and then pulling out the Rushing Knee. Honestly,
    I haven't found much use for it, as it's always blocked by human players
    when I try it.
    Range: Close-Close/Mid
    Damage: 30
    Description: Strife half-turns, thrusting his sword into the ground as a brace
                 for his side kick.
    Mid attack, long startup and easily blocked. Does almost nothing other than its
    decent damage amount. Might be useful on opponents expecting the Quick Right
    Range: Mid-Mid/Long
    Damage: 25
    Description: Strife jumps and then slides against the ground, knocking his
                 opponent's feet out from under him.
    It's a good tool for when you want to trick your opponent into thinking you're
    doing a jumping attack. Without Nightmare's Dropkick as an option, though, this
    move's usefulness as a mindgame tool is lessened slightly. It can still be used
    for a ring out, however, as the opponent, on a good hit, is knocked up and
    []===================[][X+Y ATTACKS][]===================[]
    Range: Close-Mid
    Damage: 20/27/47
    Description: Strife winds up for a brief moment, then advances forward with two
                 alternating, devastating vertical attacks.
    This move looks brutal, and that's is driven home by the fact that the opponent
    is left crouching for both attacks if he blocks. The fact that he recovers
    enough to block the second attack should tell you that neither hit is
    guaranteed in this attack, however, if the second attack does hit, the opponent
    is stunned (complete with static noises and yellow lightning around him) and is
    a prime target for a Demon Buster. This move does come with a drawback, in that
    it doesn't track extremely well, even for a vertical attack. This is also
    termed an "Anti AI" move as the AI in the game will, more often than not, let
    the second hit of this attack hit them.
    [][FLYING EDGE][]
    Range: Close-Mid
    Damage: 45
    Description: Strife flops onto his back, spinning his sword around in the air
                 with him.
    This is a great advance-negater, as it strikes fast and often will catch
    opponents in the middle of their attacks if timed correctly. It's also not a
    bad move to start a match with, especially against opponents who like to rush.
    It has considerable knockback and is capable of ringing out an opponent.
    [][DARK IMPACT][]
    Range: Close-Mid/Long
    Damage: 39
    Description: Strife brings his sword back, then thrusts it forward into the
                 opponent's legs.
    This move has amazing knockback and can ring out an opponent easily. It's
    useful as a starting move against opponents who like to charge or like to stand
    guarding for a few moments, though it will miss some characters automatically
    due to their stances. Useful on opponents you launch, as it will hit them the
    moment they hit the ground and still slide them backwards a distance.
    [][DARK RAGE][]
    Range: Close-Mid
    Damage: 40
    Description: Strife advances and spins, his sword crackling with blue energy as
                 it slams into his opponent's side.
    This move causes a Fall-Down Stun on a hit, and is a guard breaker. Being a Mid
    attack, it can't be ducked. What's the problem? It's slow. Really slow. Being a
    horizontal move doesn't help it either, as it can also be broken by a good
    vertical move. If it hits, though, you get a guaranteed launcher followed by a
    guaranteed Demon Buster.
    [][AXEL GRINDER][]
    Range: Close
    Damage: 16
    Description: Strife crouches and spins, driving his leg into his opponent's
                 legs to sweep them off their feet.
    This is a good move to use when your opponent is expecting a whole slew of
    other kinds of attacks while you're running around them. It's also fast enough
    that your opponent may not be able to react in time if he isn't expecting it. A
    Demon Buster may or may not be guaranteed with the recovery time, but it's
    always worth a shot.
    [][GRIM ADVANCE][]
    Range: Close-Close/Mid
    Damage: 0
    Description: Strife crouches and rushes forward purposefully.
    This move is great for sliding in under high attacks and punishing with either
    A, B, K, or 4.
    Range: Close
    Damage: 12
    Description: Strife flips back away from the opponent, his feet clipping him in
                 the jaw.
    This is a good surprise move for when your opponent is expecting Maelstrom, as
    it hits mid and hits fast. However, you need to be extremely close for it to
    actually hit. Its paltry damage makes it useless for anything else other than
    added flair.
    [][HILT STRIKE][]
    Range: Throw
    Damage: 55
    Description: Strife grabs his opponent by the collar, slams his hilt once into
                 his face, and, while he's stunned, grabs his sword in both hands
                 for a double-fisted hilt smash, knocking his opponent away.
    First and foremost, this differs from Nightmare's version in that it doesn't
    ring out. It's a less powerful throw in that regard, though it still does a
    decent amount of damage. It can be broken out of by pressing A.
    [][SOUL DEVOUR][]
    Range: Throw
    Damage: 55
    Description: Strife grabs his opponent by the throat, pulling him down to smash
                 the pommel of his sword into his shoulders, and then lifts his
                 opponent up by the throat again before smashing him down and
                 behind him.
    This throw doesn't throw the opponent back nearly as far as Nightmare's version
    does, but still, a throw's a throw. It can be broken out of by pressing B.
    [][DEMON WHEEL][]
    Range: Back Throw
    Damage: 65
    Description: Strife grabs his opponent by the back of the neck, jams his sword
                 laterally into his opponent's spine, then flips him over his head
                 for a painful cartwheel,  planting his opponent into the floor
                 before removing his weapon.
    A brutal looking backthrow, but nothing amazing. Can't be broken out of by
    anyone but Astaroth and Voldo.
    That's about it for the moves. If there are any hidden moves that anyone's
    discovered, please, let me know and I will put it up here with proper credit to
    anyone who manages to find any hidden moves.
    [236CS]======================[]COMBOING WITH STRIFE[]========================[]
    First and foremost, Strife has very few ways of getting guaranteed hits while
    his opponent's feet are planted on the ground, due to the amount of time it
    takes for Strife to recover from most of his attacks. However, he does have
    that one attack, Demon Buster, that allows him to take advantage of near any
    kind of launch he manages.
    Generally, when you manage to inflict a Crumple Stun or a Fall-Down Stun on an
    opponent, you want to follow that up with a launcher, as that is where most of
    his combo power lies.
    The following is a list of combos (arranged in order from weakest to strongest)
    with Strife where every hit after the first should be guaranteed. Most of them
    have the notation for each attack, however, for setups that can be done in more
    than one way (like Death's Claw) I used the name of the attack instead.
    1.  GA A->2K === 2 hits, 42 points of damage
    2.  8wr (2_8)B,B === 2 hits, 43 points of damage.
    3.  Death's Claw->6B === 2 hits, 46 points of damage. (GI Counter does more)
    4.  8wr (1_9)B->1K === 2 hits, 47 points of damage.
    5.  (4,4)_[4]K,B === 2 hits, 53 points of damage.
    6.  3B->6B === 2 hits, 53 points of damage.
    7.  Torpedo Buster->6B_1B === 2 hits, 55 points of damage.
    8.  4A (Counter)->6B_1B === 2 hits, 55 points of damage.(1B stronger variant)
    9.  Death's Claw->3B === 2 hits, 56 points of damage. (GI Counter does more)
    10. A+K->6B === 2 hits, 59 ponts of damage.
    11. Advancing Hook Slash->6B_1B === 2 hits, 60 points of damage.
    12. A+K->3A === 2 hits 61 points of damage.
    13. Advancing Hook Slash->1A === 2 hits, 62 points of damage.
    14. 4A (Counter)->3B === 2 hits, 64 points of damage.
    15. 8wr (1_9)B->3B === 2 hits, 66 points of damage.
    16. A+K->3B === 2 hits, 68 points of damage.
    17. 6A (Counter)->(1_2)A+B === 2 hits, 71 points of damage.
    18. Torpedo Buster->3B->2K === 3 hits, 75 points of damage.
    19. Torpedo Buster->3B->1K === 3 hits, 80 points of damage.
    20. 8wr (1_9)B->3B->6B === 3 hits, 83 points of damage.
    21. Torpedo Buster->3B->6B_1B === 3 hits, 85 points of damage.
    22. Torpedo Buster->3B->(1_2)A+B === 3 hits, 99 points of damage.
    23. BT B->3B->6B_1B === 3 hits, 101 points of damage. (1B stronger variant)
    This is by far not a complete list and some of it may not be completely
    accurate. If you happen to find more combos or happen to prove one of my combos
    wrong, please feel free to let me know. For the moves requiring 3B, however,
    you need to note that you have to be up next to your opponent to launch him.
    If he's not launched, less damage is done and Demon Buster or Grim Impact
    cannot be performed.
    [666LN]=========================[]LEGAL NOTICES[]============================[]
    Soul Calibur, Strife, Chester, Girardot, Abelia, Grandall, The Empire of
    Grandall, Dalkia, The Kingdom of Dalkia, The Halteese Republic, and all other
    character, item, and move names created by Namco-Bandai Games within this guide
     belong to Namco-Bandai Games.
    This guide is Copyright 2007 to Hamlin Ortiz and is authorized for display on
    GameFAQS.com, and Neoseeker.com. Permission to display this document on any
    website other than the aforementioned requires my written consent and the
    condition that my name and personal contact information be included with the
    unaltered plain text file, as are my rights as creator of this written work.
    [130CM]===========================[]CONTACT ME[]=============================[]
    Thank you for taking the time to read my guide, and I hope you found it helpful
    in any way, shape, or form! Feedback, positive or negative, is always welcome!
    Have any questions, complaints, suggestions, moves and combos to add? Email me
    at korisekc@yahoo.com and please use something regarding the Strife/Iron Sword
    FAQ as the title so I don't end up ignoring it.

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