Soul Calibur 5 Complete Guide PDF
Soul Calibur 5 Complete Guide PDF
Soul Calibur 5 Complete Guide PDF
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The group of players assembled to ma~e and .to pre~e(lt rt ai~Y,l ~ bea,~ljul, ~~s~ t~, use
this guide are to~ rnament winners in their
forma.t... But. th;1.;~~er volume of .C':l~.lerial
respective countries across Europe. Theyv,e open for discuss,k~9!is beyond the scope of
spent months playing and researching to un ; even a guide a~gig~htic as this. MuCh of the
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cover as much as possible about the game.' delail containe'cr within can ..seem very technical, even bewildering, if you are unfam.iliar
ao\1 reach the level of expertise necessary
understand the characters and teach others
with its meaning and usage. But the point
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how they are played.
:
I . of ihis book\ s n'o) to trans.form the playing
experience int'o a' series of 'rules and terms.
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Every one of these players loves the' game Each,acronym,
every nu ~eri~a l value and all
dearly. Even JAG. But even for t~em, mas- of the technical phrases .used are there to
tering SOULCALIBUR V is a journey barely make understanding the garre easier and
begun. The game is an evolved beast. at first to allow us to squeeze in even more inforappearing simplified, but revealing a depth in mation. Ultimately, thougH. none of tht'lse
its systems that makes it a completely new things matter; they're just there to describe
kind of SOULCALIBU R. The layered network what happens when you pfay. Just take in as
of system mechanics that work together to much as you need to keep your own journey
form the game's core are intricate and chal
towards mastery enjoyable. We hope that
lenging even as individual elements. Taken
we've a least succeeded in making learn
together. they shape a game that could take
ing a complex fighting game a little less of
years to master.
a daunting proposition than it once was. And
we hopa that you'll have fun reading through
In making this book. our aim has always been
the many pages that follow. and that t hey
to show you as much ot this game as we can, help you enjoy SOULCALIBUR V even more.
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TABLE OF CONTENTS
oo6
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CHAPTER 2
SYSTEM GUIDE
032
Movement ...............................................034
Attacks & Properties ................................041
Defense ......... ..........................................052
oss
CHAPTER 4- VS PLAY
092
CHAPTER 5 - EXTRAS
424
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This section is aimed primarily at players new to the SOULCA LI BUR series. If you want to
learn the game and aren't sure where to start, then read ing through this section in order while
you have the game on will be a great idea. We'll take you through all of the basic controls
and explain exactly what each one does. Then we'll have a look at the core game mechanics:
attack, defense, and movement.
BUTTON CONFIGURATION
We will be using standard SOULCALIBUR terminology, as well as some general fighting
game terminology. Consequently, the terms will not match up with button names on the console controllers. For example. the @ symbol refers to the button assigned to the Horizontal
attack, and not the
button on a controller.
Function
++
+
,t-..
0
0
Function
Playstation 3
button
(ID {Vertical)
button
1RJ (Kick)
e button
@ (Guard)
Right Stick
Cycle training
settings
Playstation 3
-----~ am
- - -4 1ml
++
+
--------~~------~
__
@button
,@ button
Movement.
Directional pad
(1:1.-&. ~.<?. I Left Stick
c::>.~. ~.~)
@ (Horizontal)
@ {Vertical)
@ button
@ (Kick)
button
@ (Guard)
Right Stick
Cycle training
settings
COMMANDS
@ = Horizontal
Pressing the @ button will trigger your
chosen character's most basic Horizontal attack. Horizontal @ attacks are
used to catch opponents who are trying
to sidestep around your other attacks.
=Vertical
The button is used for Vertical attacks. Vertical attacks are, in general, your stronger attacks. but can often
be sidestepped, leaving you open to
retaliation.
@=Kick
The @ button gives you access to all
of your character's Kick attacks. Kick attacks cover all kinds of body attacks, including punches and shoulder charges.
Each Kick attack will also be technical ly
classed as either Horizontal or Vertical.
@=Guard
Press and hold the@ button to Guard.
Knowing when to block is one of the
single most important aspects of
SOULCALIBUR V. It is the easiest and
most reliable way to defend yourself
from incoming attacks.
BASIC MOVEMENT
Understanding movement is absolutely crucial in SOULCALIBUR v.
You can dodge your opponent's attacks, move in and out of attack
range, or strategically place yourself near a wall or ring edge. In this
way, movement becomes a fundamental element of your playing strategy. You will want to put your opponent in disadvantageous situations,
for example by staying at a distance where your attacks are more effective than your opponent's, or by positioning yourself such that your
opponent is m ore at risk of being knocked off the edge of the stage.
8-WAYRUN
Pressing and holding any direction w ill cause your character to move
continuous ly in that direction. This is known as S-Way Run. You can
freely move around the fighting arena simply by holding different
directions. Hold+ to run towards your opponent. [-70 1]
..
SIDESTEP
Tap any direction sidestep in that direction. Sidestepping does not
give the freedom of 8-Way Run movement, but during the step your
character moves very quickly, allowing you to evade certain attacks
that cannot be dodged using 8-Way Run.
"1}, or ~
CROUCH
QUICK MOVE
Double-tap "1}1( or..(),..(), to perform a faster step into the background
or foreground. A successful Quick Move is indicated by white motion trails and a brief swooshing sound. Quick Move allows you to
perform a step and then 8-Way Run (by entering "l}t- or
It also
is easier to perform from a crouching position than a normal sidestep
or 8-Way Run. [~0 1]
-&+>.
JUMP
Press and hold ~ to guard, and then while guarding, press ~. "1},
or ~ to jump backwards, straight up, or forwards . Characters also
have some attacks which cause them to jump. Once airborne, you
are invulnerable to Lows and throw attempts (other than air throws)
until you land.
HIT LEVELS
High (H)
High-hitting attacks can be guarded
standing, but can also be ducked under, either by crouching or using an
attack with Tech Crouch properties {for
more on those, see the System Guide
chapter). To make up for being th e
easiest attack type to defend against.
High attacks are often blessed with
other benefits. such as being very fast,
: or. hav.ing a. wide arc to prevent your
I opp'oner\tifrorri Stepping,
!
: .,
,
'
,
~
li '
Mid (M )
A Mid-hitting attack must be guarded
standing. It will hit you if you are blocking while cr9uched. Mid-level attacks
.are generaii.Y,your strongest attacks.
~ ,; '
'
''
'
'
Low (L)
Attacks tha1 hit Low can only be guarded while crouching, which means you
must press -&+~ (or!:?+~ or~+~).
These, along with throws, are your primary tools to break down defensive
opponents ..
'~~ ' ' t:'' I::.
While holding Cil to guard, press and hold ..(), (or t2 or ~). Your character will duck down. You can release @while holding tt,
or ~ to
remain crouching without guarding. High attacks and normal throws
will miss you while crouching. Guarding while crouching is the only
way to block Low-level attacks (see below).
+.
THROWS
Throw attacks ca nnot be guarded. However, normal throws hit at the
High level and therefore can be avoided by crouching .You can 'break'
a throw by tapping the appropriate button within a set window of
time after your opponent's throw hits you. When you do this, you w ill
take asmall amount of damage (approximately 10% of the attempted
throw's normal damage).
CROUCH THROWS
A particular kind of command throw is the crouch throw. This will
wor'k on an opponent who is crouching, or in a Tech Crouched'
state. They can be escaped as with normal grabs; they will also miss
against a standing opponent.
GROUND THROWS
~)+@
All characters have access to a basic @+@ throw. To defend yourse lf
against this, tap @ immediately after your opponent grabs you to
break the throw. You can defend yourself against attacks and @+@
grabs by tapping@ while guarding (holding t!ll.
Ground throws are a fairly rare type of grab that can pick the opponent up off the floor, whi le they are in a downed position. These
can generally be escaped in the same way as normal throws, though
some, such as Voldo's 1::?0, can't be escaped at all.
@+@
The rarest throw type of all, air grabs w ill only connect against an
airborne opponent. Air throws can't be escaped at all.
AIR THROWS
As with @+@ throws, +@ throws are available to all characters,
and these can be defended against ('broken') by tapping after
being grabbed. You can defend yourself against attacks and +@
grabs by tapping while guarding (holding t!l).
...
COMMAND THROWS
Many characters have special grab attacks, performed by inputting
directions before pressing the throw command, (e.g., c::>c::>l~l+@) ,
These often do more damage than a standard throw, and are harder
to break. [ -)0 2]
ATTACK THROWS
The name Attack Throw is misleading in a technical sense, as these
do not share any of the throw properties described above. When specific attacks connect under certain conditions, they cause the attacking character to continue to damage their opponent with one or more
automatic additional attacks. Generally, they cannot t>e escaped, but
some can, such as Xiba 's t2 or~+. [-)0 3]
This section details all of the elements that make up SOULCALIBUR V's
basic gameplay. Th ese are essentially the choices you have while
playing, and the things you'll need to take into account when making
these choices.
from the moment your character begins the move, to the first moment that it can connect w ith your enemy, and is measured in frames.
Aga inst aggressive opponents, you must know your fastest options to
stop them attacking you when you have the advantage. You can also
interrupt opponents using slower moves w ith your fastest attacks.
[ ~0 1)
RANGE
Try to learn the range of your moves. If your attack does not reach
far enough to catch your opponent, you will 'whiff and will be momentarily unable to defend yourself. You should always have in mind
which of your moves can hit your opponent at a certain range. If you
are overly dependent on short range moves, you will have to dash
in close to your opponent, who may be able to attack you first using
longer range moves. Conversely, characters with longer range can
compensate for slower speed by keeping the opponent at bay with
mid and long range moves, forcing t he otherwise faster character into
adopting a defensive position. By staying at a particular distance fro m
your opponent, where their character's options are not as effective
as your own, you can 'space' them and turn the match in your favor.
DAMAGE
SPEED
When both players are trying to attack, the one who connects first will
succeed, so knowing your fastest moves is essential when learning
your character. The character-specific move lists in the VS Play chapter
include the impact attribute. This represents the speed of your attack,
Player Health
240
TRACKING
Certain attacks w ill track in a particular direction, meaning that they
wi ll still catch an opponent trying to dodge sideways w ith a sidestep
or Tech Step attack. Horizontal attacks will usually, but not always,
track both sides, while many Vertical attacks can track as well. Sometimes the weapon trail which appears when an attack is performed
can give a clue as to which side it might track. Some attacks can also
track better than others, meaning that you can avoid some tracking
attacks w ith a sidestep, but may require more precise timing or a bigger step to dodge certain attacks.
SAFETY
After initiating any attack, you r character will need to recover before you
can block or attack again. When your opponent blocks most attacks,
they will recover faster than you do. For certain attacks, your opponent w ill recover fast enough after blocking to attack you back, and you
can not recover in time to defend yourself. This attack is considered
'unsafe,' and in this case your opponent can 'punish' your attack. [ ~0 3)
Every character has certain moves that are 'punishable' in this way.
W hen a move is not punishable by his/her opponent. that move is
'safe.' Taking calculated risks is advantageous in all kinds of gaming
and SOULCALIBUR V is no exception.
Punishing unsafe moves allows you to damage your opponent at no
risk, making it very importa nt in high-level play. If you want to enter tournaments. you should look into learning your own character's
safe and punishable moves at the very least, and when possible
learn which of your opponents' attacks are punishable. Many attacks
which seem very strong are often unsafe. so if you can punish them
consistently, you can deter other players from using th em. Learning
punishment is therefore a very important part of developing anticharacter strategies.
~t
~
10_001
Uso
Cost
Command
Guard Impact
<?@++@
Brave Edge
Character-specific
Critical Edge
GUARD IMPACT
With two sub stocks available, you can press<?@++@ at the right
time to repel you r opponent's attack with a Guard Impact. They will be
unable to guard or retaliate for a short time, allowing you to follow-up
with an attack that they cannot block. If the opponent has enough
Critical Gauge, however, they can attempt a Guard Impact of their
own to stop your incoming attack. [ -+0 4]
A successful Guard Impact is indicated by a green wave and your opponent being knocked back. Guard Impact is ineffective against throws,
Unblockable attacks, and Critical Edge attacks. Some Critical Edge
attacks, such as Maxi's and Pyrrha's, have automatic follow-up attacks
when blocked. Guard Impact is effective against these follow-ups.
BRAVE EDGE
Again, at the cost of two sub stocks, you can press @++@ immediately after executing certain moves to perform a Brave Edge attack.
This is a powered-up version of the normal move. The effects depend
on the initial attack and could be more damage, more 'blockstun;
additional attacks, or a combination of these or other effects. Brave
Edge attacks are indicated by a fiery red and yellow glow emanating
from the attacking character.
CRITICAL EDGE
To execute your character's unique Critical Edge attack, input
{).~o::t>{).'i::!o::t>+!ID+@. These are accompanied by a.close-up of your
character announcing the impending attack, as long as you were not
interrupted during the 'startup frames.' The opponent cannot perform
any commands during this close-up.
Your ~ costs four sub stocks, so it's important to use it at times when
..
'
JUST GUARD
Tap and release @ just before an opponent's attack connects to
perform a Just Guard. When successful, a blue glow will appear and
your character will block the incoming attack without being knocked
back at all. When used against heavier-hitting moves, t his allows you
to recover much faster than your opponent and retaliate with a guaranteed attack. Which counter-attacks are guaranteed will depend on
which attack was Just Guarded. [-+ 0 5]
COMBOS
When you hit your opponent, certai'n moves will leave
them vulnerable to furth er attacks, allowing you to 'combo' a series of attacks which your opponent cannot defend
against. Learn you r character's most useful and damaging
combos to make the most of your successful attacks, and
thereby increase your chances of victory.
STUNS
Attacks which 'stun' your opponent cause them to reel in pain, leaving them completely vulnerable. If you recover quickly enough from
your attack, you can continue with further guaranteed attacks. These
attacks may continue to stun the opponent, creating new opportunities for prolonged and damaging combos.
There are specific types of stuns which can be inflicted. If, during a
stun combo, the same type of stun is in flicted twice, the vu lnerable
character w ill recover faster and no further combo attacks w ill be
possible. We w ill describe some different stuns and t heir properties
in the System Guide chapter.
LAUNCHERS
A ' launcher' is pow erful attack that sends the opponent into the air,
leaving them vulnerable to further attacks before they land. After the
fi rst attack connects against the airborne opponent, they can then
'air control' to escape ensuing potential damage. Air controlling is
context-specific; some moves after certain launchers will be avoidable by air cont roll ing, and others wil l not.
Because of this, some combos which work against a training dummy
may not be guaranteed against a real opponent. Air combos will ideally be guaranteed after a given launcher, meaning that t he other player
will be unable to air control away from the further attacks. [ -+0 6)
to perform a combo including a (!]3, you will need one full bar of Critical Gauge.
involving two lmls and a ~. you will need both bars fully-charged.
tailor your combos according to how much Critical Gauge you have remainyou want to keep. Bear in mind that you can build meter during a combo,
be able to fill the Gauge with enough meter to perform a special attack
short.
...
Character Overview
Range
Spociality
Ease of Use
Poking
Medium I Close
Justice
Basic
Poking
Rushdown
Close
Style
Basic
Medium I Close
Quick damage
Moderate
I Medium
Medium
Ring Out
Basic
Knockdown
Basic
Long
Long I Close
Keep-out
Whiff punishing
Moderate
Complex
Close
Evasion
Basic
Long
Brutality
Moderate
Close
Medium
Mood swings
Moderate
Submission
Stance-based
Medium
Mix-ups
Moderate
Complex
Stance-based
Long I Medium
Powerful blows
Moderate
Poking
Long
Whiff punishing
Moderate
Projectile-based
Mix-ups
Long I Medium
Sitting down
Close
Unblockables
Moderate
Complex
Rushdown
Medium
Spacing
Long I Medium
Wolf assist
Domination
Moderate
High damage
Confusing
Medium
Medium
Guard Burst
Basic
Randomness
Complex
CH fishing
Medium I Close
Assassination
High damage
Medium
Firearms
Basic
Moderate
Medium
Breathes fire
Quick damage
Throw game
Poking
Rushdown
Poking
Medium I Close
Medium
Quick damage
Complex
Basic
'
CHARACTER STYLES
CHARACTER STRENGTHS
Each member of SOULCALIBUR V's distinguished cast fights in an individual way. Whichever
character you use, you'll be developing your own style, but it will be within the mold of that
character. Every fighter has certain strengths and weakness from different positions in the
arenas, and you will need to adapt your style to your character in order to make the most of
the attacks in their respective arsenals. [ ~0 1]
The characters can loosely be described as being more effective when fighting with the simplified styles shown in the table. If you are unsure which character to t ry, have a think about
which of the following suits your preferences:
Poking I wears down opponent gradually with 1 or 2-hit attacks
High damage I always looks to land powerful hits and combos
Spacing I keeps the opponent at bay with ranged attacks
Throw game I uses advantage to go for grab mix-ups
CH fishing I baits opponents into attacking at the wrong time
Mix-ups I opens up defensive opponents with strong Low attacks
Projectile-based I uses projectiles to maintain offense at long range
Rushdown I attacks perpetually from the appropriate range
Each character's attacks make them naturally more comfortable at certain ranges, as shown
in the table. As a general rule, faster characters have smaller weapons and prefer to fight up
close where the bigger characters can't attack as quickly, while characters with larger weapons tend not to move so fast, but can attack opponents from distance and stop them getting
close. In practice it is rarely so simple, with many characters able to adapt to fight at differen~
distances. Others are simply unorthodox: Raphael can attack very quickly from range, whilst
Ezio fights well up-close, despite his relat ively slow speed.
KEY ATTACKS
When you've found the character you're
most comfortable with, the next thing to
do is establish your primary moveset. Each
character has far too many atrtacks for you
to remember them all at once, and many
of their attacks will simply be worse than
others or only useful in sped fic situations.
In the character-specific sections, we have
suggested some of the stronger moves to
use as a foundation for your f ighting style,
and we explore some preliminary strategies
and basic tactics to get the most out of your
character from the beginning. [ -70 3]
TRAINING BASICS
Quick Soloct
Xbox 360
PS3
Switch M ode
Back + 0
Select+@
Switch State
Back+ 0
Select+@
Sw it ch Win dow
Back+ Q
Select+@
RETURN TO GAME
Closes the m enu and returns to Training
Mode where you are back in control of your
Selling
MOVE LIST
Counter Hit
SWITCH MODE/STATE
Lets you switch between .t):le different Training Modes, and the different states within
each of them.
I Possible Options
Off I Attack I Run Counter
(Side) I Run Counter (Back) I
Random
Guard Burst
On I Off
Critical Gauge
Off I On
SYSTEM SETTINGS
Lets you change a number of different settings that are not related to character actions.
By default they are set to the left-most option.
The Counter Hit setting defines the CH property of the first hit of
any combo you perform using the P1 character. The different settings
proportionally affect the damage done by the attack. All types of CH
lead to a different kind of hit property for certain moves. Setting this
to Random makes your initial attack sometimes an Attack Counter
and sometimes a normal hit; this can help you train to confirm a CH
for those attacks with special CH properties. [ 70 2]
Switching the Guard Burst setting to Off means that the P2 character's Guard Gauge will remain at full health and won't deplete at
all. Pl's Guard Gauge can still be depleted and Burst if slhe blocks
incoming attacks.
The Critical Gauge can be set for both characters to empty, 1 full
bar, or 2 full bars (the maximum). It will be set upon return ing to
the game, and then fi ll as normal as characters attack one another.
P2's gauge will fill to 100% if the mode is switched, or if the state is
changed to No. 1, 2, or 3.
The final option here creates a delay between your inputs and the
corresponding character actions on the screen. This can help to get
accustomed to the different timing when playing over Xbox Live or
PSN, as there will be some delay during online play while the consoles communicate.
RESET POSITION
Possible Options
P2 SETTINGS
This allows you to adjust how the P2 character acts under different
circumstances in Free Mode.
The first setting modifies the state in Free Mode. CPU Character Settings is for state No. 1, 2, and 3. CPU and Controller refer to the
states of the same name. Record Command changes the state to
Record 1. 2, or 3. Choosing CPU Character Settings also gives you
access to the Control Settings menu:
The Aerial Control Settings work in a similar way. After being launched,
the CPU character w ill air control in the direction set once Air Cont rol becomes possible (normally after a second hit while P2 is still
airborne). This w ill also w ork after 2 hits if P2 w as initially caught in
midair while jumping. [--?0 1]
INSTANT REPLAY
This option lets you replay the last 5 seconds of action from within
training. It will be greyed out if the player positions have been recently
reset. The replay controls are the same as during the automatic replays
at the end of a round:
OPTIONS
Zoom out
Xbox 360
PS3
Left Stick
Left Stick
0 . Right Stick up
0 , Right Stick down
@. Right Stick up
@. Right Stick down
0.~.1&Il
@ , @),18?)
Switch focus to P1 I P2
Stan,
Exit
Start.
This takes you to the standard options for adjusting volume and controller settings, just as in other game modes:
SWITCH RING
On any stages that have two different sections, you can use this setting to switch betw een each one. This option will be greyed out on
most stages, save for Sinking Merchant Ship, Utopia of the Blessed,
Shrine of the Snake God Palgaea, and Penitentiary of Destiny.
DISPLAY SElTINGS
CHARACTER SELECT
Lets you hide a number of different elements from the HUD, so that
you can see only those elements that you want to keep visible.
This option takes you back to the character select screen if you want
to stay in Training Mode but use a different character.
CANCEL CHANGES
Choose Yes here to reset every single setting in Training Mode to the
factory default s.
This one takes you back to th e Astral Home menu after you confirm
that you want to do it.
There may be too many options in Training to take in at first, so we'll run through the main
ones in more detail here and explain what their primary uses are. It will help to experiment
with them a little yourself, alongside reading this chapter, to become more familiar with the
possibilities. The Mode setting governs the overall purpose of a particular practice session.
You can adjust the CPU behavior in each mode w ith the state setting, and the available state
settings are specific to the chosen mode.
The most important mode setting is Free. It is the most flexible and powerful mode, and
lets you adjust the CPU behavior in a huge number of ways. The possibilities are vast, as you
FREE
10_003
A good standard setting for No. 1 is to have Moves Slot 1 set to Stand I Normal, and Moves
Slot 2 set to Stand I All Guard. This is perfect for testing and discovering combos. The CPU will
try to guard continuously from the first moment you hit P2, so you will be able to find which
attacks are guaranteed from that point. If your combo involves a launcher o r knockdown,
adjust the Ukemi Settings and Aerial Control Settings to find out if th e opponent can escape
damage using Ukemi or Aerial Control. tvlake sure you set different directions for each or
these and try your combo again each time you set them, as many attacks after a launch or
knockdown can be avoided byTeching or ACing in a particular direction.
The Stand 1 Random A ll Guard setting can be used on its own to practice hit confirming your
attacks. For example, t ry to continue your combo only when the CPU doesn't block your initial
attack. This will help you to play more safely in real battles. The Standing Guard settings differ
from All Guard in that P2 will stay standing, so will be hit by Low attacks.
The Attack and 8-Way Run options can be useful when set to Moves Slot 2, to test what
options you can use after your initial attack hits or is blocked. For example, set Moves Slot 1 to
Stand I Normal, and then Moves Slot 2 to 8-Way Run I Right Step. Exit the menu, hit P2 with
a particular attack, and then try to hit P2 again to see which of your attacks can be stepped
right after the fi rst attack. [ 3]
No.1
Stand
Normal
Stand
All Guard
However, we would recommend using the Record function for these kinds of tests. Once you
are advanced and confident enough to use it, the Record function allows you to buffer any
attack or movemen t immediately, making it more reliable t han the pre-programmed settings
found here. After you have recorded command inputs to Record 1, 2, or 3, set them to the
Setting Slots w ith the Replay option in the tvloves Slot sub-menus.
Record 1
No.3
Moves Slot 1
Stand
All Guard
IMoves Slot 2
Replay
Random
MAIN MOVES
Possible States
COMBO
Possible Stat&s
This mode highlights the five example combos found at the bottom of the Main Moves
section in the selected character's move list.
It is useful to see th e combo on screen while
you attempt it, rather than having to keep
opening and closing the menus.
second or two.Ahe computer w ill begin the count again, so you don't need to keep count in
your head of how many t imes the computer has blocked if you want to try a new string.
Against Mid and High attacks, the CPU will cycle through @@, , and ~ . Against Lows,
the CPU cycles through FC @ . WR , and FC . Bear in mind that chara cters have very diffe rent speeds for th ese attacks. and often they may have faster or more powerful punishment
options. However, you can still use thi s mode to try evasive or auto-GI techniqu es against
these basic attacks after your initial hit is blocked.
This mode can give you a rough idea of how safe an attack is. Unlike the Attack setting in Free
Mode, the CPU will always attack as fast as possible. meaning a failed punishment attempt
should mean that your attack is always safe from the particular follow-up.
CHECK SKILL
COUNTER
Possible States
Possible States
After Phase 1 I After
Phase 2 I After Phase 3
This is similar to the Main Moves Mode, but instead of going through attacks for P1, the CPU
demonstrates attacks for the character you have selected as P2. This time, the selected attacks are those from the Main Moves in the P2 move list. Press Back+O I Select+@ to switch
between the states. You can test which moves you can punish with Attack and Guard, or find
out which attacks are safe enough to allow P2 to sidestep your Vertical strikes after you block
or JG them. [ ~ o 3]
Hit Back+ ) I Select+@ to cycle through the P2 moves. The Advice Window displays the
name of the particu lar attack and the required input. The Check Skill Mode is mainly designed
to help you find ways to counter these attacks or strings, be it through punishment. evasion or
other means like Gl and JG. It's a good way to start anti-character training, until you become
comfortable enough w ith Free Mode to specify your own practice regimes.
SOULCALIBUR V's Training Mode offers an enormous potential for honing your skills and discovering
the game's secrets. Here we' ll go over just a few of the more common applications of the various
settings. This w ill give you a fou ndation for getting the most out ofTraining.
If you want to test which of your own attacks can be punished by a single move, first record
P2 doing that move. For example, Pyrrha's AS is an excellent punishment attack, so you
w ill need to find which of your moves she can punish and try to avoid using them against her
unless guaranteed.
Switch to Record 3 andl perform ..(),~as fast as you can, then press Back I Select to stop
recording. Now en ter state No. 2 and, in the P2 Settings sub-menu, set Moves Slot 1 to Stand
I All Guard, and Moves Slot 2 to Replay I Record 3. Finally, return to the game and attack
Pyrrha w ith single-hit attacks. Try to block immediately afterwards. If she nonetheless hits you
despite your defensive efforts, she can punish your attack w ith AS .
To check the safety of your multi-hit strings, you can use Stand I First Hit Guard or Second
Hit Guard, though this wi ll only work if the string is not a Natural Combo. Alternatively, you
can try to make the early hits whiff, so that she just blocks the last hit. This requi res less fiddling about w ith the menus, but means you have to shuffl e your cha racter to the appropriate
distance every time. [ .,)0 5]
In general it is easier to check the punishablility of various attacks using the Frame Data fou nd
w ithin this guide, but sometimes it can be easier to learn by doing rather than by theory, so
give these exercises a try, even if just to familiarize yourself with the Training possibilities.
PRACTICING COMBOS
l!lf'M
10_005
As mentioned earlier, you might want to set your starting Training Mode and state
as No. 1, Stand 1 Normal, Stand I All Guard. This w ill let you test which attacks are
actually guaranteed after a combo starter. The Combo Hit Counter, which displays
the number of hits in a combo after you end it, can be misleading, because it w ill
sometimes count attacks as part of a combo that in fact could have been avoided.
So using the above settings w ill ensure you r combo is guaranteed.
Free
No. 1
Stand I Normal
Stand I All Guard
Right
You should also set some Ukemi and Aerial Control parameters. Players will tend to Ukemi
either to the rig ht or left (if at all), and AC back and to either side, to avoid combo damage.
Back Left
By setting an Ukemi direction and Aerial Control, you should be able to q uickly identify
whether the combo you're performing can
be dodged half w ay. It is important to use
truly guaranteed combos in general, or you
could open yourself up to punishment, or at
the least. m1ss out on better damage. It IS a
good idea to adjust these settings for your
main combos. In particular, you should try
your combo with Ukemi set to Left, Right,
Back, and Off for any important combos, to
see whether extra damage can be avoided,
or indeed incurred, by attempting an Ukemi
in various directions. Front Ukemi is not so
important because, usually, a Front Ukemi
will only expose the grounded character to
more damage. [-+0 1]
ID
'
WALL COMBOS
The Reset Position ([l]]+(@) I !lll+@l)"can be
set to move you near a w all. as described
above. Use the Reset Position sub-menu to
easily realign th e characters next to the wall
at any time, so you can practice your wall
combos from different angles. You should
still use the Free Mode settings for practicing combos as described above.
The angle at which you begin a wall combo
can be crucial. Many wall combos w ill only
work from a certain angle or a certain distance. You may need to make little adjustments, by moving the characters, to work
on a given wall combo. The quickest w ay
is just to move P2 by shuffling close using P1 and nudging the CPU character over
to the desired position. To make the f inest adjustments, quickly switch to one of
the Record States and move P2 manually.
[-+0 2]
Different stage s have different types of
walls, including low walls. and adjacent walls
at different angles. Some combos w ill only
be possible in a corner against perpendicular
walls, and the same goes for more shallow
angles. such as on the Conqueror's Coliseum stage.
I!J
ticular knockdown. Return to the game, initiate your chosen knockdown on the opponent, and
then try to catch them with an attack during the Ukemi.
Ukemi traps can be devastating, because the damage scaling normally associated with combos is reset after and Ukemi. Therefore it's worth trying to fin d Ukemi traps in situations where
your opponentjs likely to tech, especially if teching in a particular direction will avoid otherwise
guaranteed damage following a knockdown.
Remember that some Ukemi traps can become more effective or less reliable near the ring
edge. Some may also lead into Ring Ou t or w all combos. Make sure that you are near the
edge only if you actually want to be when practicing Ukemi traps, or you may get some irregular results. Also bear in mind that some characters are able to avoid attacks that other characters cannot with an Ukemi. You may need to practice your trap against a specific character to
make sure it works against them. I -+0 3)
This is one of the most important aspects of Training. Playing against other players
is invaluable, but it can be difficult to deal with everything your opponent throws at
~~ you on the spot. Instead, try to remember the tactics or specific moves which are
giving you trouble in a matchup. Then, set some of them to the P2 player in Training
10 007
to learn how to deal with them outside of the pressure of an actual match. First you
will need to record the moves, tactics or strategies w hich are giving you troubl e. Let's take
Xiba's Critical Edge as a case in point.
~~"
Example
Mode
Free
State
No.3
Moves Slot 1
Replay I Record 2
Moves Slot 2
This kind of play is not spectacular, but it is the foundation that enables you to use your more
impressive moves when you need them. It will be d ifficult to get a chance to use your favorite
moves if the other player knows you won't use the more basic attacks.
learn is how to block. @ is an absolutely essential command to use if you want to develop any
skill in battle. Relentlessly and recklessly attacking w ill earn you victories against weaker players who are more cautious, but against another aggressive player the outcome will be entirely
random, and against a player capable of defending properly and exploiting your mistakes, you
will have absolutely no chance.
To begin with, try attempting a basic poke, and then wait to see wh at happens. If you hit,
by all means try another attack. But if you missed, or your attack was blocked, or you were
hit yourself, your first instinct should always be to block. Then wait to see if your opponent
manages to hit you: if not, attack back, but otherw ise continue to block and wait for an opening.
This style of play can be counter-intuitive. Beginners will initially benefit from playing aggressively, especially against other novices. Also, expert players can often be found to repeatedly
attack even when they failed to hit their opponent. However, such players are using different
kinds of attacks to suit the situation. While you are still learning about the competitive environ
ment, try to remember that when being pressured, blocking is almost always the best overall
option. You w ill improve much faster with this in mind.
8-Way Run movement is a trademark of the SOULCALIBU R series. You can move wh erev~r
you want around the stage, and by moving in the right way at the ri ght time, you can dramatically increase your chances against your opponent. Move forw ard into range to make
sure your next attack hits. Back away from the other character to see if s/he misses. Use
the sidestep commands to dodge Vertical attacks. If you are near the ring edge, make it your
priority to get away from there, thus denying your opponent an easy Ring ~ut victory. Try to
move around in such a way that your opponent is caught in precarious positions. and try to
take advantage. [ -?0 1)
BASIC SPACING
Another trademark of t he SOULCALIBUR series is the great variation in range of the characters' attacks. As a weapon-based fighting
game, SOULCALIBUR V includes fighting
styles using a variety of different weapons,
from the small Jian to the giant Zweihander.
Range is a crucial factor for every attack.
You must always bear in m ind the overall
range of your main attacks. and try to stay
close enough to use them. Conversely, when
defending, you should try to move back out of
your opponent's range, in the hope that they
miss their next attack. Missing, or 'whiffing;
is really dangerous, as it leaves you open to
any attack while you recover from the whiff.
If you can make your opponent whiff, you can
then try your more powerful attacks, or just
use the advantage to hit them quickly at no
risk to yourself.
To begin with, you can try experimenting
against different characters and players to
C>-AP' I'H i
MIX-UPS
More advanced players will be familiar with your basic and most powerful attacks, and while defending, they will be primarily focusing on
protecting themselves f rom these attacks. To combat this, .you mi;ISt
learn to use attacks which your opponent can't easily defend against,
such as unpredictable or unreactable ones.
The key idea of a mix-up is to ascertain what your opponent is trying to
defend against, and then use an attack that beats t.Kis defensive position . The most basic is a throw mix-up. Every character has an+@
grab and a rnl+@ grab. If you use a throw within range, unless they
crouch, they must break either or(), but can't do both. So you must
decide fi rst which throw they will expect, and then use the other.
Even with something as simple as a throw, there are many other
mix-ups happening simultaneously even in this situation. For a start.
you must guess that you r opponent will not attack you first. Then you
must guess that your opponent doesn't expect the throw, or they
will duck. Then you have to decide whether your opponent is prone
to escaping throws: mariy weaker players will not even attempt to,
as they are focused on other aspects of the fight. Finally, you have to
consider how your opponent decides about throw escaping:
Do they always escape grabs?
Will they try to escape your most powerful throw?
Will they try to escape your Ring Out throw?
Will they try to escape the grab you used last time?
acted- to, you can force your opponent to guess which you will use.
This kind of mix-up is especially effective for characters like a Patroklos and Yoshimitsu, who can knock opponents down with fast
Low attacks. Because the most devastating attacks for every cha racter are generally Mids, your inclination is to block standing. But
you can't let your opponent hit you with Lows every single time. So
you must guess when your opponent is most likely to attempt a Low
attack, and thwart it.
You will be rewarded if you can guess correctly very often, but you
must also consider w hat the risk and reward of each option is. This
is absolutely crucial. A simple poke like ..(),@ carries little reward for
most characters. Most characters also gain little reward fo r successfully blocking it. So when an opponent is within range to use..().@. it
is usually better to block standing, even if they are using it regularly,
unless you are absolutely sure that they w ill attempt it. You may block
many Low kicks in a row, but if you guess wrong once and your opponent launches you w ith a Mid for high damage, you lost all the
advantage you gained from all your correct guesses. Here the risk
was not worth taking. [ ->0 5]
Mix-ups are at the heart of SOULCALIBUR gameplay. Because they
involve guessing games, mix-ups are important right UJP to the very
highest level, because there is no way to counter a complete guess.
As such, using mix-ups well and applying intelligent mind games is
something you w ill want to practice as early as possible, and continue for all the time you play the game.
II
also crouch or sideste p normally, in anticipation of an avoidable attack. and thereby gain
the opportunity to attack.
WHEN TO MOVE
The basic movement types are covered at
the very beginning of this chapter. It is again
mentioning that movement is one of the
three fundamental game me<:hanics, alongside attack and defense.
8-Way Run around the ring at a d istance, w hen
you (Ire relatively safe from your opponent's
attacks. You can move over to advantageous
positions, from where your character might
have more RO potential. Walk backwards or
run forw ards to change the spacing clynamic.
Sprinting at your opponent can also stop them
moving around to your sides. which is useful if
they are trying to roll around you while grounded, for example. Use these tools in conjunction w ith your attacks to zone your opponent,
as they may not be paying as much attention
as you, and could suddenly find themselves in
a hazardous position. [ ~0 3]
Sidestep and Quick Move can be used within
the opponent's attack range to try and bait
a w hiff. Usually you w ill try this at disadvantage. Look for opportunities to sidestep
Vertical attacks and counter with your own at
tack, especially if your opponent is overusing
them. Certain Vertical attacks require you to
step a certain way: if you're not sure which,
try to get an indication from the weapon
WATCHINGTHE GAUGES
This is one of the things new players may
adapt to more quickly than the veterans, as
the Critical Gauge is a new addition to the
SOU LCALIBUR series.
MIND GAMES
We began this section w ith mix-ups, which
are key to every decision you make against
a good player. You r attack and evasion efforts
w ill be more successful where they are unpredictable, so as you come to understand
more about the game. you'll want to put your
opponent in situations where they have to
guess between two or more very threatening options you have.
Once you know what your mix-up options
are, you'll need to out-think your opponent to
make them work. Mind games are the true
meta-game in a match between two skilled
and knowledgeable players, especially where
they have played one another before. You
won't be surprised by an unfamiliar attack or
new tactic very often when playing a match up
you know well against a player you've played
many times. Therefore you'll need to think about which attacks and
strategies they'll use, and how best to deal with them, whi le simultaneously out-guessing their defensive strategies and hitting t hem by
mixing up you r offense well.
It can really help to analyze your opponent a little. Good mind games
won't help much against a player who doesn't understand the mix-ups.
If the other player won't guard, just keep hitting him with quick attacks
once you gain the advantage. If he won't crouch, just keep using Lows
and throws. Some opponents won't react if you Gl, so you can attack
straight afterwards for free . Others will always re-G I straight aw ay, so
just use delayed attacks to deal some serious damage. [~0 1]
Against a less predictable adversary, you'll want to try and figure out
their mental habits. Many players follow predictable patterns at first.
Let's consider three fairly typica l types of player:
Habit
Your Response
Player A
Rinse @+@
Player B '
PlayerC
The table describes really simple situations against weaker opponents, but the key idea here is that you will benefit from constantly
watching your opponent for any predictable patterns of behavior. Even
the very best players can be prone torepetitive play, and they most
likely won't even realize, as it can be hard to effectively mix-up everything you do. For example, they may always step to the same side.
backstep after a particular move. or try throws in a certain situation.
Try to figure out how good your opponent is at adapting. If you keep
using a particular Vertical attack in a certain situation, your opponen t
may look to sidestep next time that situation arises. For example, you
might keep trying ~@) with Viola after you block an attack at close
range. Preempt your opponent's step by attacking with a Horizpntal
this time instead, such as cl>c::(>@@. thereby punishing your opponent for actually reacting properly. The key is to decide how your
opponent will react to different situations; the above tactic is no good
against an opponent who just blocks all the time. [ ~o 2]
You also need to consider what your opponent thinks you will do.
If you keep using Low attacks on wakeup, he may be tempted to
crouch after being knocked down. Try to guess the right time to use
a Mid launcher instead for a big combo. You could try using the same
grab over and over, and then when near the edge of the ring, switch
to the other throw which will ring your opponent out.
This is not pure guessing games. It is all about on one hand, getting
a feel for your opponent's like ly choices, and on the other, making
choices that are less risky and more rewa rding. Balancing the two is
the crux of mastering mind games.
ADVANCED PLAY
Playing fighting games is ultimately about pitting your wits and skills against those of your
opponent. Your reactions and execution skills will improve over time up to a point, but the core
of the fighting experience is making decisions to try and beat th e other player. Better decisions will increase the chances of you hitting your opponent and not getting hit yourself, and
this then increases your overall chances of victory.
The important thing to gather here is that you are not making decisions simply about your own
character's strongest attacks, but also about your opponent's character, your relative positions
in the stage, the distance between the characters, the vicinity of walls and edges, the amount
of health each character has remaining, and the amount of time left on the clock. You will also
need to take into account your human opponent: his/her state of mind, tendencies, preferences, habitual mistakes, strengths. and weaknesses. Gathering all this information, and using it to formulate effective strategies under pressure, are the key skills tested by each match
you play. This is the top tier stuff, once you get here you're probably doing all right.
OKIZEME
When one of the fighters is knocked down,
the game temporarily changes. The standing character can press with ground-hitting
attacks, or use the advantage to go for a rewarding mix-up, such as Mid I Low I throw.
They might also use slower attacks which you
can't avoid, as these might to a lot of damage, and otherwise damage the Guard Gauge
or preserve advantage when they're blocked.
When attacking a grounded opponent, try to
use options that are universally rewarding,
such as Guard Burst or Break Attack tools.
Get a feel for how your opponent reacts to
being knocked down. Use faster powerful attacks against those who get up and attack.
Dash up to players trying to roll out of harm's
way, and hit them at the end of the roll, or
use Low-level Horizontals that hit grounded if
your cha racter has them. Press with throws,
Lows, and Guard Burst tools against players
blocking straight away. [ 70 3]
If you have been knocked down, you'll need to bear in mind the above
options and try to out-think your opponent. Getting up and attacking
is extremely risky, but can be useful to frustrate opponents who hesitate during Okizeme. Consider this tactic especially when you have
been knocked down some distance from your opponent.
The Ukemi is a really important part of Okizeme. You'll need to learn
what options you r opponent has after a knockdown. Some characters can do great damage after a knockdown, but you may be able to
Ukemi in a certain direction to evade all of their options. Others have
extremely powerful Ukemi Traps that w ill severely punish Tech Roll
attempts. Ever y character has very different Okizeme options, so this
w ill be one of the harder parts of the game to master. Learn any Ukemi
Trap options for your character, and observe your opponent's Ukemi
habits to see if you can apply them in combat. Bear in mind that some
Tech Traps will leave you very open if your opponent chose not to tech.
ANALYZING MOVEMENT
Seek to use your opponent's movement tendencies against them.
Short range characters will need to dash in when further out. so
frustrate their efforts with mid range pokes. Spacing cha racters may
often try to backdash, so catch them w ith advancing attacks for CH
and extra damage. Watch to see when your opponent tends to step:
maybe after particular moves are blocked, or when you enter a stance.
Also watch which side they step to. You can then use your best tracking attacks at the given range. Similarly, watch out for trends for when
your opponent crouches or uses TC attacks. [ -70 41
You need to consider your own movement too. Though you need
to avoid being predictable, there may be some basic strategies to
adhere to against some cha racte rs . Raphael and Viola, for example,
can attack you from long distance, bu t don't have many threatening
options if you just keep sidestepping at range. Some characters may
have several attacks that track to the same side, so you can step
mainly the other way to increase you r chances of making your opponent whiff. Backstep often against cha racters w ith weak range, or
those who profi t from throws and close range mix-ups.
RING CONTROL
Movement and spacing are essential in trying to zone you r opponent.
Use attacks with pushback to knock your opponent near the edge of
the ring, while keeping yoursel f more in control in the center. Use
sidestep and 8-Way Run to maneuver away from the edge and press
your opponent closer to it, bearing in mind thei r tracking options.
Learn which attacks you can use to knock your opponent into a
wall or out of the stage. You may have many moves that knock you r
opponent to the left or right, so try to stay in a position where you
have more options by placing you rself at a more advantageous angle.
You can also use throws to reposition yourself and your opponent,
and you should t ry to break any throws that would leave you in a bad
position. [ -70 5]
Good ring control strategy w ill improve your chances of winning any
round, and is especially rewarding when your opponent has a big
life lead. Ring control has no effect on the infinite stages, other than
giving longer range characters to opportunity to continually backstep
out of danger.
into another with aifferent timing. Z.W.E.I. for example can employ his faithful partcrime E.I.N. in this way, call ing him into the fight to attack at an unexpected moment. or
his strikes w ith different timings. This can cause your opponent to release
or counter+<'""L at the wrong time. ( -70 1]
The central idea here is rhythm. You may f ind w ithout noticing that you are constantly attackwith the same rhythm. Your opponent can then also get into th e same rhythm, simply
blbckifla your one or two-h it strings at the sam e time after each of his own attacks; this will
real
for him to halt your offense. What you need to do against really good de,,'lt,>:::...a.~"-h''"'i" "hift
rhythm to make it awkwa rd for your opponents, as w hile they are waiting
it is har0er for them to quickly shift into an attacking mentality. Thi s can give
and nn' ""'"
extra fraction of a second to gef your attack in first.
. you'
a,
\I
about rhythm can be really beneJicial when you're not playing well. Playe rs often sink
~into predictab le patterns of play when frustrated. Have a think about whethe r you are con\ stantly ~oin9.Jor the same kind of mix-up, or repeatedly trying to throw, w ith exactly th e same
timi mJl~aft~r"Vou regain advantage. Sometimes just slowing down a little, or equally, attacking a
little more often at disadvantage, can be the catalyst for completely turn ing the game around:
your opponent may have become complacent and be slow to adapt to this shift in strategy.
:1< '
each successful choice made. Therefore you will need to make decisions that increase your overall chance of winning the match, ra ther
than simply focusing on getting a particular guess right, or reacting
well to a single attack.
Ring Out is a classic example. You can completely out-class and outguess your opponent for the whole round, but still lose because you
were knocked off the edge of the ring. Some novice players can feel
cheated when this happens, but Ring Out is one of the most effective
winning strategies, especially when the other player has a significant
health advantage. This is why when you have a life lead, it's advisable
to move to a safe position in the center of the stage as a priority: this
way your opponent has no easy method of stealing the round, and is
forced to come to you and earn victory the hard way. r~o 2]
Proper assessment of the current situation is really im portant bu t also
very difficult. The next step is to try and foresee potential situations
around the corner. This level of play will only come with experience,
and by actively thinking about the possible actions and consequences
in your battles. As you improve, you will find yourself applying good mix-
ups and ring control automatically, and you w ill really start to get a sense
of the right times to attack, defend, and move.
Once you have learned how to avoid taking unnecessary risks, and
how to impose yourself on your opponent with your most rewarding
attacks, strategies, and mix-ups, you will then be able t o engage your
opponent purely using mind games. Some examples to consider:
With your back to the ring edge, focus on defend ing and
escaping.
With a significant life lead, use low-risk tactics and stay away
from the edge.
Avoid using unsafe attacks against defensive opponents who
can repeated ly or severely punish them.
Refrain from crouching much unless your opponent is v ery
predictable.
Try to goad or maneuver your opponent over to the edge of
the stage.
When you are close to losing the round, use more aggressive
and risky tactics to try to even the odds.
This section covers the practicalities of playing online. For a fu ll breakdown of the va rious
modes and game types, see the Online Play section in the Game M odes chap ter on page 74.
CONNECTION STATUS
Playing online differs from playing head to
head on a single console. The main factor affecting gameplay is the speed of the internet
connection between your console and your
opponent's. Information about the battle is
continuously passed between the consoles,
and consequently there will be a slight delay
between your inputs and the onscreen events.
In general, your connection w ill be stronger
when playing w ith others from the same
world region. The world map on the Xbox
Live I PSN menu shows the concentration
of players from each region currently playing
SOULCALIBUR V online. Stronger connections will have less impact on the gameplay,
when compared to playing offline. Worse
connections will increase the delay between
your inputs and the response of the on-screen
characters. The strength of the connection between you and you r opponen t is indicated using a 5-bar format: more bars means a better
connection, and less input delay.
This input lag can affect the general gameplay chiefly by limiting how easily players can
react to the events in battle. Larger delay will
make it more difficult to react to slower attacks, or to attack at the earliest opportunity
after blocking or evading an attack. This can
make the fights more of a guessing game.
and reduce the effectiveness of punishment
and defensive strategies.
RESPECTYOUR OPPONENT
In general, try n9t to focus too m uch on t he
end resu lt or your overall battle record. This
can cause you to lose focus in a battle. Concentrate on how you and your opponent are
playing, and how you can adapt to your opponent's tactics. Fighting games are competitive and both of you are trying to win, so respect your opponent, and try not to become
look to do their best to win all matches, irrespective of the conditions. Because reaction
times diminish when playing with a weaker
connection status, you can play more aggressively, because it will be harder for opponents
to interrupt your frequent attacks; you can also
afford to use more risky attacks, such as slow
or unsafe attacks that become harder to counter or punish.
At the other end, players will aim to recreate the conditions of an offline match by refraining from using slower attacks. especially
unblockable attacks and Low attacks that
knock the opponent down. Th e idea is that
the battles w ill then better resemble lag-free
offline matches, because these moves are
very risky when your opponent can react to
them properly. Such players ;;ilso tend not to
attack repeatedly, but rather wait until their
opponent loses the frame advantage.
There rea lly is no right or w rong way to play.
Playing aggressively can limit the game's diversity, because certain attacks will become
more effective and others less so, but it is a
more natural way to play the game. Striving
to make the matches more authentic can also
make the game more enjoyable. but has the
less desirable effect of making matches convoluted. and dampens the competitive edge.
We would recommend playing the game in
the way you feel most comfortable, the way
wh ich enables you to enjoy your battles the
most. You w ill be able to find many other players w ith a similar outlook. From a competitive
standpoint. there are things to be learned
by playing in a number of different ways,
including the examples illustrated above.
Above everything else, have fun! That's what
SOULCALIBUR V was designed for.
speeds. which gives you very precise control of your position w ithin the ring . It's crucial to
master all of the possible w ays to move. because you use movement at all times. either for
repositioning yoursel f, closing the gap between you and the opponent, creating distance, or
simply for evading attacks.
SIDESTEP
DASHING
Sidestep is a s ingle movement to one side that wi ll evade most Vertical attacks. You won't be
able to guard against attacks for a short time (around 20 frames) w hen performing a sidestep,
making you vulnerable to Horizontal attacks and some Vert ica l attacks that track to a specific
direction. Every Horizontal attack that connects during a sidestep will register as a Counter Hit, which makes sidestepping a risky choice and not something you can do repeatedly.
[-70 1]
A sidestep can be canceled any time during the animation by regular attacks, throws, or even a
Guard Impact, but not to guarding . The fact that you cannot cancel sidestep w ith guard means
that you do lose some fi ne control over your position, since you're forced to use a full sidestep.
QUICK MOVE
Quick Move is basically an enhanced step. It's done by tapping {!r or'\} twice in a row quickly
(within 6 frames, or one tenth of a second). It covers more distance than a normal sidestep,
and if you buffer a Quick Move into the recovery of an attack, you can cancel it very quickly
with guard. Yo u'll still see the motion trai ls, but the distance the character travels w ill be very
short. It w ill not only evade normal Vertical moves. but w ill help you to evade some Vertical
attacks that track to one d irection. [ ~o 2]
Hold down the second directional input in a Quick Move (with {!r,. o r '\}.fl to immed iately
enter 8-Way Run. You ca n string multiple Quick Moves together by tapping a direction in a fast
rhythm. It is also possible to evade some Horizontal attacks when using sidestep or Quick
Move, th ough usually only by moving in the one direction to w hich th e attack doesn't track.
8-WAY RUN
8-Way Run is a state where you can move
freely around the ring by holding down any
direction. You will also gain access to moves
that can only be performed while in S-Way
Run and you'll be able to eva de a lot of
attacks if you move in the right direction. To
enter 8-Way-Run, simply maintain the directional input during step, Quick Move, or dash.
While 8-Way Running, you can utilize any
of you r 8-Way Run attacks quickly by shifting to the appropriate direction and pressing the attack button. For example, w hile
movi ng to the side w ith -t. you can shift to
and press @ to perform your -=t>S> attack;
alternatively, shift to tt and press @ to use
1::21:2@. This is really useful for executing you r
8-Way Run commands w ithout having to key
in more awkward commands like 1::21:2@, and
this in itself is a benefit to using S-Way Run
while outside of your opponent's range, especially if your character has strong 8-Way
Run attacks. [ -70 3]
CROUCHING (FC)
By pressing and holding ..@. you enter a
state ca lled Full Crouch. You w ill instantly
evade all High-level attacks and High throws
until you leave FC. Release @ and hold ,. to
remain in FC w ithout guarding . Some attacks
w ill automatically place you in a FC position as
you recover, and you can hold,. in exactly the
same way to remain fu lly crouched. [ -70 4]
While holding ,. in FC, you can use some attacks not accessible w hen standing neutrally.
FC @. FC . and FC @ are available to all
characters, whi le some can use ext ra moves
JUMPING
You can execute a basic jump by pressing ~.
"\r. or~ while holding~ . This is called a neutra l jump; you are put into an airborne state
until you land, and can evade Lows, Special
Low attacks, and most throws. Although you
can avoid Lows and throw attacks by doing
so, jumping is far less important than standing or crouching. A simple jump will leave
you completely vulnerable to High and Midhitting attacks, and you cannot cancel a jump,
meaning your movement is restricted until
you land. [ -70 6]
That is not to say jumping is useless: when
you are holding ~ to guard incoming attacks,
it is quite simple to press ..~ to quickly
react to Low attacks. and technica lly not so
much harder to press -t in the same situation, though it's much less intuitive. However,
because jumping leaves you more vulnerable, and doesn't protect you from Highs. it
is better to simply switch between ~ and
..~ while defending you rself, using a jump
only when it is essential, such as when your
opponent tries a Low unblockable attack like
Natsu's -&+. It's also easier to whiff
punish a throw or High from FC than after a
jump, because there is no recovery time associated with crouching. Some attacks have
the evasive properties of a jump at some
point in their duration. These are known as
Tech Jump (TJ) attacks (described below).
BACKTURNED (BT)
There are a number of ways in which characters can find themselves facing away from
their opponent. You may be struck forcefully
enough that you are spun arou nd, and some
knockdowns can also send you reeling and
leave you facing the wrong way. Your oppo-
SPECIAL MOVEMENTS
Som e characte rs have special movement options that will help them to cover som e distance,
either by advancing, backdashing, or sidestepping while Tech Crouching or Tech Jumping.
We'll go through t hese here and explain what the possible uses are for each type.
Character
Mftsurugl
Siegfried
(from neutral
or any stance)
Nightmare
Cervantes
Pyrrha
Pyrrha Q
Patroklos
i
. a Patroklos
Movomont Nomo
Comnumd
Properties
Silent Step
.(!,~
TC
Mist Dash
TC
'lr or
Caliostro Rush
.(!,~
Chief Hold
'lr or ..(lr + @
TS
Base Hold
+@
TC
Side Hold
<? +
Back step
~+
Forward dash
Grim Stride
.(!,~
+ or FC +
Backstep
Dread Dash
Fas t dash
Preparation Parry
Du ring Preparation
<?
Backdash 1 Au to-GI
Shadow Evade
During Preparation
..(lr
TC I Backstep
Oamar I'i<lil
<? t?4.~c:l>
TJ
Angel Step
.(!,~
TC
Angel Step
FC -..(lr~
Nemesis Sfep
.(!,~
.(!,~~
Justice Step
.(!,~
TC
Dawn Haze
,0,1:2<?
TC
Twilight Haze
.(!,~
TC
11'+
TJ
Ring of Heaven
Natsu
Lelxia
Aeon
..(lr +
TS
TC
TC 1 Fast dash
TC
1f or -..(lr
TC,TS
STC
TC
1f or -..(lr
TC,TS
STC
Stalker
Possession Rush
During Possession
Hover
STJ
Silent M ist
Fake hover
Weasel Run
Wind Roll
c:(> +
Distorted Breeze
.0. or 1f +@
Hou Lee
+@
,0,-..(lr or 11'11' +@
<?<?+@
FC -..(lr@+@ @
TJ
Sand Winger
STJ
Sanddrake Catapult
Fly
Spinning Evade
<?+
TS
Warp
Indian Stance
IC
Flea
TJ
TJ I Fly
Super Dragonfly
STJ I Fly
Fly
11'+
Fly
Advanced Step
c:(>-..(lr~
TC
Devil Jin
or <? or ~ or z;J + @
STJ
TC 1 Fast dash
Teleport Dash
TC
TSI TC
TC
Auto-GI
Backstep I Au to-GI
Telepon
AITACK STATES
The startup frames are the first part of the attack, where your character begins to swing his sword or extend her limb. If you are hit during
these frames. your opponent's attack will count as a CH. The fewer
startup f rames your attack has, the faster it w ill connect.
Your attack makes contact during the active frames. Some attacks
have just a single impact frame, but most w ill have more. In the character move lists in this guide, the earliest active frame for each attack
is shown under the Impact column. Usually the first frame will be
the one that makes contact, but very occasionally you may hit on a
later frame if t he earlier ones missed, such as if you were in FC and
stood up into a High attack before it was finished. It can also happen
when an UkemiTrap catches a player risi ng from th e floor, which can
make some attacks have unexpected effects when they hit during an
Ukemi. [70 2]
....
Only one active frame w ill actually hit the opponent; the remainder
become recovery frames. The only exception to this is Tira's JS +@:
she actually takes damage for each active frame tbat passes through
her body while she is absorbing damage. You still take CH damage
when struck during the active frames of your own attack, therefore,
when the characters trade attacks, both w ill suffer CH penalties.
The final frames are your recovery frames. as your character returns
to a neutral state. You will not take CH damage during recovery
frames. Punishment usually involves hitting the other cha racter during recovery frames. Attacks which recover quickly are more difficult
to whiff punish.
ated whilst the other is still recoveri ng, and so beat the other player's
similar speed attacks. Normally the defending character will recove r
before the attacker: when this is not the case (after many Break
Attacks for example), the attack yielding advantage on block is known
as a frame trap. [70 3]
DEFENSE STATES
After a character is hit. it takes some time for him or her to recover
from the subsequent state called hitstun. Normally the attacking
character will recover fi rst. but not always; for example, some attack
strings leave the opponent on advantage when you don't finish the
string, even if you hit. There are also special types of hitstun. After
launching your opponent, they become airborne, and can use Aerial
Control after they are first hit in this state. There are also various kinds
of stuns in the game, as described later, where the attacked character
reels in pain, sometimes falling down, doubling over or otherwise
recovering more slow ly than normal. There are more specific types
of aerial and grounded stun, but they do not influence the gameplay
enough to be explored in depth.
When you block an attack, you are temporarily immobilized, and can
only stand or crouch to block further attacks. This state is called hitstun. The guarding character must recover from hitstun, just like the
other recovers from his or her attack. Whoever recovers first is said
to have the advantage, because their ensuing attacks can be initi-
If you are able to hit an opposing character whi le they are still in hitstun, these hits become a combo, along with any other subsequent
guaranteed hits. If you block an attack and recover fast enough to hit
the opponent in recovery frames, the attack is punishable on block.
Attack properties such as TC, TJ, and auto-GI are rarely useful unless
they occur during your startup frames: any later, and they will only
defend you when you have already wh iffed your attack. There are
rare exceptions, such as when Leixia uses <?<?<? to protect herself from Vertical punishment by adding an auto-GI to the recovery
of her move.
ADDITIONAL TERMS
HITBOX
Although the on-screen characters are animated with beautiful precision, the game simulates their actual position in the stage with
simpler shapes that dictate where they are and where their weapons are. These invisible 'hitboxes' enable the game to quickly decide
which attacks will connect and which will miss. They also give the
characters a presence so that they can't walk right through each other.
Full exploration of the various hitboxes and their effect on game play is
not necessary here. It simply helps to understand the terminology, so
that if a character is described as having a small hitbox, it means that
they may not .get hit by attacks that would hit other characters in the
same situation. If an attack's hitbox is described as large, it means the
attack can hit opponents within in a large area. Some Vertica ls may
track to one side if the attack's hitbox actually extends to that side
of the attacking character. Finally, some attacks can have multiple
hitboxes: Siegfried's ~liD has a hitbox in the middle of the sword,
causing it to launch normally, and a ~eparate hitbox at the end of
HIT-CONFIRMING
This is a very important skill to acquire. You hit-confirm your attack by
waiting to see if your previous attack was successful before deciding what to do next. Consider Hilde's c:>IIDIIDIID. At range she can
use this to zone her opponent. Input c:>IIDIID first, and then observe
whether these attacks connect. If they do, you can choose whether
or not to use the third. as the opponent will be forced to block it.
But if c:>IIDIID is blocked, Hilde's opponent can duck the third hit and
advance or punish her, so she would be better off ending the string
there. Another example is Pyrrha's ~~liD. If she hits, she can followup with AS liD for a combo, but if the launcher was blocked. she will
usually want to choose a defensive option or risk taking serious CH
damage. [ ~o 21
Counter hit-confirming is similar but often more difficult. Here you
will need to check not only that your hit was successful, but also
whether you caught your opponent out of an attack or step. A CH
is visually indicated by a red and blue color burst where the attack
connected. as distinct from the pale yellow equivalent on NH, and a
heavier hit sound effect. To take the above case, Hilde's c:>IIDIIDIID is
guaranteed on CHr. so you can always follow @@ with the third
strike without any risk. Only execute the full string once you have
reacted to the CH effect.
There are similar methods you can use to attack more precisely
wilbout needing to confirm your hit. If you see your opponent whiff
a move with very poor recovery, you can quickly attack and judge
whether they w ill be able to recover in time to block. If they have
no chance, you can continue your offense on the assumption that
your attack will succeed. After you block a punishable move, you can
guarantee hitting your opponent if you use a suitable attack quickly
enough to connect before they recover. You can also attack without
hit-confirming after you Gl an attack, because
your hit w ill connect unless yo u are re-Gied.
If this happens, any buffered inputs will have
no effect. so you can react to the re-GI and
then decide how to respond.
TRACKING
When you try to avoid attacks with a sidestep, some attacks will still hit you even if
you managed to step to your opponent's
side. These attacks 'track' to that side, and
although Horizontals are the purposive tracking attacks, many Vertical attacks can track
too. Normally Verticals will only track in one
direction if at all: some Horizontals may also
track only in one direction. Attacks can and
do track better than others. with some catching all kinds of lateral movement, and others only ca tching very slow movement at
close-range. You can examine the colored
weapon trail effect following various attacks
to get an idea of their tracking properties.
[-70 3]
Note that tracking only applies to lateral
movement. Low attacks cannot hit an airborne opponent, even if the weapon makes
contact with the jumping character. Hitboxes
still matter when determining whether High
and Mid attacks will connect. as these can
sometimes be avoided by very High jumps
like Natsu's Hover or Patroklos's 'iJ>+.
The same principles apply to STC attacks.
But because jumping and crouching movements are more restricted than th e 8-Way
Run options, attacks don't track up or down.
REDIRECTING ATTACKS
STANCE TRANSITIONS
STANCES
Many characters can enter a stance, which gives them access to a
unique set of moves, which are often faster and/or stronger than their
basic attacks. A good stance will have a variety of options to keep
the opponent guessing, at the expense of being unable to guard.
Recovering from stances will usually take time, meaning that you will
be unable to guard straight away when vulnerable, so stances often
increase the risk and reward of the situation.
A classic example of a stance is Mitsurugi's Mist ( or ' +@).
Mitsurugi has very fast pokes I and @liD) and devastating strlt<es
(@+and liD+@) available from Mist He can also move forward and
backwards, dash in and out, and even jump and crouch in this stance.
This makes it one of the more versatile stances in the game, but as
he cannot block, he still pays a price for the speed, range, and power
that he gains. Pressing @ will cancel the stance, but too slowly to
block any incoming attacks. You will often have to defend yourse lf
with your pokes and evasive techniques from a stance. [-70 5]
This essentially turns attack and defense into a mix-up. Another
example is Siegfried with his multiple stances. By having four distinct
stances and being able to switch between them at will, Siegfried can
put pressu re on his opponent to react properly to his offense. Characte rs like Mitsu rugi and Siegfried can force a mix-up on their opponent
by entering stance, which allows them to dictate the flow of a match
more easily by giving th.e other player no choice but to play the high
risk high reward game.
Yoshimitsu's stances are special in that he can move around the stage
w ith the directional inputs whilst permanently in a technically evasive
state. With so many stances and options therein, he can really use
these tools to flabbergast his opponent, who may then freeze or
make a mistake. Voldo's Mantis Crawl serves a similar purpose. and
his Blind Stance is unique in allowing him to remain in the BT state
while retaining the ability to move around freely and guard attacks.
GROUNDED POSITION
There are four positions possible when lying on the ground, as you
can see in the table here. With your face down and your head towards
the opponent, or with your face up and feet towards the opponent,
you are considered to be facing your opponent. As you attack from
the ground yo u can use While Rising moves. FC moves, and attacks
that have c::> and <? in their initial inputs. as w ell as jumping attacks.
These attacks w ill be much slower, though, because your character
wi ll need go through a "getting up" animation before launching the
attack. W ith your head tow ard the opponent w hen face up, or feet
toward the opponent wh en face down, you are technically Back
Turned. Get up from here into the standing Back Turned state by
pressing @+@+@. This can be quite usefu l for characters w ith a
fast and damaging +@ attack from BT. such as Astaroth or Maxi.
You can attack directly from the ground w ith BT attacks, but not w ith
multi-button attacks like +, meaning you w ill need to get up BT
first before executing BT +from a downed position. [70 1]
WRAttacks Possible
Technically facing
Yes
Forwards
Backwards
No
No
Yes
Forwards
Position
Backwards
POSITIONING
Positioning is how your character is positioned in direct comparison with your opponent. Ideal positioning greatly differs between
characters and match-ups, but generally, as Hilde for example, you
don't want to be too close to your opponent. w hile Pyrrha has to
stay nearby to be effective. Spacing and zoning are directly related
to positioning.
SPACING
Spacin g is about using moves to close in safe ly, and in some cases. to create more space or put yourself slightly to your opponent's
weaker side. This can be more effective than mere movement because the threat is immediate and the opponent cannot react to this,
only anticipate. Spacing w ell requires you to know your oppoJJ ent's
arsenal of attacks and their ranges and to watch which of these t hey
actually use and w hen. You want to place yourself in the exact spot
that's most likely to draw out a specific attack, yet also leave you with
the room to evade it when it comes. [70 2]
ROLLING
Rolling simply involves tapping ..!} or "\)' when grounded to roll up or
down. You can only do three consecutive rolls before g etting up automatically, but you can pause between rolls to allow for more. Staying
on the ground like this is useful to avoid immediate mix-up situations.
but makes you completely vulnerable to ground-hitting moves that
can track your roll. It's also a good idea to roll to re-position yourself
away from a dangerous place like the edge of the ring. Note that
some characters ace weak at tracking a specific direction of rolling,
such as Maxi against opponents rolling to the right w hile others can
easily stop any rolling in a damaging fashion, such as Yoshimitsu.
...
ZONING
Zoning is a way to fill the space between you and th e opponent
w ith moves, most of the time to stop them from moving in or sidestepping. This is a crucial part of the game for long -range characters
such as Hilde or Astaroth, but can be used by all characters when
defending a life lead or controlling the game clock. When zoning,
you're not trying to hit the opponent or bait a w hiff, you're simply
trying to attack safely to force the opponent to deal w ith something
that leaves you in a position from w hich you have more options,
including retreating back to the range from which you used the move.
WHIFFING
Last but not least, positioning is about making the opponent w hiff
t heir attacks and making sure that your own attacks don't whiff.
A whiffed attack should mean immediate punishment, and all characters can capitalize on that, but some for far greater rewards than others. Mastering positioning is probably the single most crucial t hing to
do in SOULCALIBUR, but is also the hardest
part of the game to learn, because knowing
every attack of every character in th e game
and reacting accordingly every time is quite
the feat. [ 70 3]
RING CONTROL
Ring control adds a third important element
to the positioning game. Ideally you'd want
your back far from any wall or edge, and
push the opponent's close to it . The obvious
advantage is immediate pressure due to the
extremely high damage that wall combos
can deal, and the immediate loss of a round
a Ring Out provides. It can also prevent longrange and zoning characters from backdashing anymore, allowing a close-range or pressure character to fully unleash th eir arsenal.
Usually the better characters for ring control
are also the better characters for Ring Out
and w all combos. but this is not always true.
Astaroth is the best example of how crucial
ring control can be for a character.
properties that each of these types of attack can have on top of this
can differentiate them even further. As an example: Vertical attacks
can be either a stab attack, downward or upward, and each of these
can be more or less useful in different situations. We'll go through
each type and the possible properties here and then detail the systems that take advantage of them.
ATTACK TYPES
Horizontal
Horizontal attacks can be of all heights
and are mainly used for countering
and preventing every type of sidestep.
Getting hit by these attacks during any
sidestep will result in a Counter Hit.
When a move is both Mid-hitting and
Horizontal, it's generally either quite
slow, very unsafe, or a primary tool to
use, since there's little the opponent
can do to evade it.
Downward Vertical
Generally, downward Vertical attacks .
are M id-hitting, but not always. These
are Vertical slashes, where the opponent swings their weapon from their
head towards the ground. Sometimes
they are ground-hitting moves, but this
is not a ge~neral rule. They can also often knock t he opponent down or lead
to advantage when blocked. Opponents can sometimes avoid the early
.active frames when in a FC state.
~ ;: ." ..
:i.f
:< :. ,.' .
Ground-Hitting
These are attacks that can hit a grounded opponent. preventing them from
., rolling or staying down to avoid your
f. ,:' .n;#:~psy .i ~a~ing g.ooq ground-hitting
moves is generally a sign 'of strong
' Okizeme game.
I!
Throw
Throws are High-hitting attacks that
Cflnf:lot . be guarded, but can instead
.:' be 'sscaped to avoid most of their
damage. Being High, they can obviously be ducked as well, but they're
necessary to pierce a defensive opponent's guard. so use them whenever
you think the opponent will hesitate.
Throws can be escaped by pressing
the . corresponding attack button to
:that which was used for the throw; so
.if.'arHAI+@ throw w as used then you'll
need to press @ within a certain window of time after the throw connects
in order to escape it, and if a +@
throw was used then you'll need to
press.
Side:J"hrows
When you throw your opponent you
can get access to different throws depending on which side of their body
you grab. Grabbing them from their left
or right sides will lead to special side
throws that often deal more damage
than regular throws and are slightly
harder to escape. Throwing opponents
during their attacks can sometimes
lead to side throws, since attacks will
often turn the opponent to one side.
Back Throws
Throwing an opponent while they are
Back Turned w ill resu lt in a back throw.
Back throws are usually very powerful
and can't be escaped, which allows
them to be used in sorne combos as
guaranteed attacks (since there's no
chance of escape). Voldo, Astaroth, .
and Z.W.E.I., however, can escape
back throws in the usual way.
Crouch Throw
Crouch throws can be considered
Mid-hitting throws that will catch only
crouching opponents. They will whiff
against standing opponents. leaving you open to punishment. Only
Astaroth has access to these, and they
can be escaped in the same w ay as
regu lar throws.
Projectile
Projectiles,.such as Ce~va ntes's gun at,. t~ck i'or Algp l's e n ergy.balls. will ,c.oy~r'a..
dista(ice th at's usually' greate'f than the
stage size. These are almost always
linear but very fast attacks, and often
High-hitting. They can be guarded, but
there are a few, such as Cervantes's
(iJ3 that are unblockable.
ATTACK RANGES
Close-Range
Close-range attacks are used when up
close.and in situations where t hey canncit b.~ 'ai;oi,d.ed, since their short-ra nge
c~m make ' them easy to backdash.
They're generally fast, but not necessarily damaging unless you land a CH.
Yoshimitsu's -&(!)@ is a perfect example of a close-range attack.
Mid-Range
'
Long-Range
Long-range is a distance from which
you cannot use mix-ups and there's no
immed.iate danger from the opponent.
~orre characters can apply Zoning and
V'{n!ff punishing at this range, and look
for a Counter Hit. Ivy's o:t>mis a typical
long-range move. Some characters,
such as Hilde and Astaroth, can fight
effectively from long-range due to the
strength of their tools to push the opponent back and punish whiffs.
PROPERTIES
Attack Cancels
Some attacks or strings can be canceled during or after an initial hit, either
togciaid or to a stance. An example
of this is M axi's @+, w hich can be
@ canceled to RC stance. These can
be great for confusing defensive opponents.
Attack Fakes
Attack fakes are moves that you can
cancel before they actually hit. !!very
character can cancel their regular @.
, and @ w ith @. but some characters have slower attacks that can be
fakes. such as Mitsurugi's ~'*+.
@. These ar e a great way to get a reaction out of hesitating opponents.
Attack Delays
.
Some attacks can be delayed, or
charged so that they hit slower than
they normally would by holding down
the attack button. This can sometimes
lead to the attack gaining Break Attack
or unblockable properties. Some attack strings can also be delayed, generally after the fi rst hit, w ith the purpose being to throw the opponent's ..
timing off. Maxi's RC @ is a good
example of this.
'
COUNTER HIT
When you hit your opponent while they are attacking or moving you'll see a red
visual spark at the impact point that indicates a Counter Hit (CHI. There a.re differ
ent types of CH situations, but in som e cases it will lead to your attack gaining new
properties, such as stunning th e oppon ent. launching higher in the air, or knocking
the oppon ent down. Also, your opponent w ill take more damage while backdashing
(the damage of your attack will be 120% to 130% above normal) or attacking (120%)
than they would wh ile sidestepping (only 105%) or in a stun combo .
Damage lncrcoso
Attacking
120%
105%
120130%
STUNS
There are quite a few different types of stuns that your attacks ca n inflict upon
the opponent. Some attacks always inflict stuns, whi le other require a CH to do
so. Wh ile stunned, the opponent is vu lnerable and can't take any action, w ith the
exception of recoverable stuns, which allow them to hold @ to guard earlier than
they would otherwise be able to. All other types of stun generally lead to furthe r
guaranteed attacks being possible, often resulting in huge compos.
Stun Type
Opponent Stato
Crumple
stun
Slowly falls to
the ground
Spin Stun
Spinning for a
moment
STUN COMBOS
The stun combo system is important in SOULCALIBUR V , because landing a CH is
a frequent occurrence, and very many attacks can lead to stun combos when this
happens. When you stun you r enemy, a visual effect like yellow electricity surrounding their body will indicate that th ey are vulnerable, and they w ill be caught in the
animation for the particular type of stun. All guaranteed attacks that you land after
this initial stun will count as a CH and have their CH properties applied.
This will allow you to chain multiple stuns within a combo, since further CH stuns
can occur as each attack connects. However, to avoid the possibility of infinite stun
combos, the system will authorize you use do each type of stun only once in the full
combo. You cannot use the same type of stun, or the same moves to continue your
combo. If you do this, your enemy will be able to guard immediately. That why it's
important to know each type of di ffere nt stun that your character has, to use them all
and find the best damaging combo possible. [ ~ o 1]
Within each of the stun categories listed here there are actually different types of
stun. som e of which are specific to only a single attack. while some are inflicted by
many different attacks. This especially applies to crumple stuns, as they are the most
common type of stun and there are many slight variations of this type of stun that
allow stuns that might look almost identical to be used within the same combo. This
means you have to experiment when coming up with stun combos and try not to
rule out a stun based on how it looks.
Recoverable Stun
Quake Stun
Disoriented
by ground
impact
Wall Stun
Falling to the
ground after a
wall splat
Ground
Stun
Stunned
whilst lying on
the ground
CRUMPLE STUN
When you land an attack that inflicts a crumple stun, your opponent will start falling
to the ground slowly, allowing you to usually get a guaranteed follow-up. If you can't
hit your opponent while falling with another stun attack. you will still at least be able
to hit them with a ground-hitting attack. These types of stuns are usually the best for
Briefly
stunned and
can recover
by pressing
Imago
SPIN STUN
Hitting your enemy with an attack that inflicts
a spin stun w ill leave the opponent spinning
on the spot briefly. This leaves you with the
advan tage to continue attacking, and will
sometimes give enough advantage for fast
attacks to be guaranteed as a combo. The
main difference between the crumple stun
and the spin stun is that your opponent will
not fall to the ground, which can allow even
High-hitting attacks to connect if you have
enough advantage. If you don't have time to
connect guaranteed attacks, you will be able
to force your best mix-up on the opponent
with no fear of a CH. [ -?0 3]
RECOVERABLE STUN
When a recoverable stun is inflicted, your opponent will briefly crumple, so High-hitting at
QUAKE STUN
Some attacks, such as Cervantes's -&+@.
can cause a quake stun, which will stagger
opponents caught w ithin the immediate area
around the point where the attack strikes the
ground. Attacks that cause quake stuns w ill
always be Special Mid if you are close to the
opponent, allowing you to guard them while
crouching or standing. If you're further away,
however, the quake from the attack will have
to be guarded Low. If you don't manage to
guard it in time, your character will be dis
oriented and vulnerable for a few moments,
sometimes allowing for a combo. [70 5]
WALL STUN
A wall stun occurs when your attack knocks
the opponent against the wall. The opponent
will then start falling towards the ground.
If the opponent is launched high enough before they are thrown against the wall, they
w ill slide down first, permitting more time for
possible follow-ups. You can have up to two
wall splat stuns in a combo, which makes it
the only exception to the stun combo rule
that prevents the same stun occurring twice
within a combo. After landing a wall stun, you
can combo w ith other attacks, all of w hich
will hit as CH. [ 70 6)
GROUND STUN
Some attacks slam the opponent to the
ground for a ground stun that can sometimes
guarantee a follow-up attack. Some groundhitting attacks can also cause a ground stun
when the opponent is already on the floor.
[-)0 7]
RING EDGE
Being near the edge of the ring is usually a
bad position to be in. It exposes you to Ring
Out pressure, one of the greatest dangers in
the game. Some characters are much more
of a threat than others near the ring edge, so
for those it can be an advantage to be near it.
Also, some combos that normally send you
sliding on the ground can work d ifferently
near the ring edge, as you'll be left much
closer to the grounded opponent, allowing a
more damaging move or combo to connect.
RING OUT
WALLS
As with the ring edge, being against the wall
is a bad position to be in. You can't backdash
to create any space, and you're prone to be
wal l splatted for very damaging combos. A
wall splat happens when a move knocks you
against a wal l. Hitting the wall deals 20% of
the damage attack used to wall splat would
deal. so it basically adds 20% to that attack's
total damage and then puts the victim in the
wall stun state, allowing you to continue with
a wall combo. [ 7 0 2]
Wall combos can be very long and powerful, with some characters able to strip away
almost an entire health bar with one combo.
Having a strong wall game is dependent on
having good moves that allow for wall splats,
both in terms of how far they wall splat from
and how useful and safe the move is in general. A good ring control game also helps a lot
in walled rings, so pushing your opponent towards a wall is well worth doing, especially for
characters w it h hugely powerful wall combos.
GUARD BURST
The Guard Gauge is a hidden gauge that gets
depleted every time an attack is blocked.
Each blocl<ed attack will reduce the gauge
ery move, because depending on the recovery frames of the move you used to deliver
a Guard Burst you'll be left with less time in
which to begin your combo. This means you
should make sure to use your best move in
terms of both recovery and Guard Gauge
damage when you have the bar flashing red.
Sometimes, if your health bar is low and
flashing red, but losing the round won't mean
the loss of the match, then it can be worth
letting the opponent land their Guard Burs t.
Doing so may cost you the rou nd, but you
won't have to worry about the Guard Burst at
the start of the next round.
Another strategy that applies t o Guard Burst
is to use your heaviest Guard Gauge-depleting
attacks, even if they're highly unsafe, at times
when the oppon ent's health bar is flashing red
and they have their back to the ring edge. You
can also take advantage of the pressure of
the red flashing bar to force the opponent to
make mistakes. This can mean using pokes,
fakes, and Gls instead of your heavier attacks,
since the opponent is less likely to wait for
you to attack them, and may themselves be
looking to Gl your slower attacks.
11
JUST ATTACKS
Just Attacks are often variations of standard
attacks with modified properties, though
sometimes they are unique moves that can't
be executed in any other way. The main
characteristic they all share is the difficulty
required to perform th em. They are generally
much harder to input than standard moves
for several different reasons. Some require
very precise timing of when you press a button or directional input. Others are dependent on how fast you slide from one button
to another, releasing the former very quickly.
Some require just very fast execution of the
whole command. A successful Just Input
is signified by a full-body white flash. and
smaller green flash above your character's
forehead. [ ~o 4]
For normal attacks that have Just Attack version, there are multiple possible upgrades
that the Just Attack can add to them. Some
just add damage, others add another hit for a
follow-up, and some add properties that can
lead to better combo potential. When you successfully do a Just Attack, your character will
fla sh white for an instant, showing you did
it. Some characters (for example a Patroklos
or Yoshimitsu} are more dependent on Just
Attacks than others. Mastering Just Attacks
can be crucial for them, and only time spent
in Training Mode will make you proficient.
CLEAN HITS
...
BREAK ATTACKS
Break Attacks are usually fairly slow attacks that sometimes must
be charged in order to gain this property. They always have a blue
lightning effect around them, and wi ll often cause heavy damage to
the Guard Gauge. Their purpose is to leave you at advantage even if
they are guarded. You must know your opponent's Break Attacks in
order to react quickly and adapt to an offensive or defensive strategy.
1~0
6]
Break Attacks have also the ability to disable the opponent's guard for
a short moment, and if you can connect a fast enough attack before
the end of this period, you will get a guaranteed hit and potentially a
combo. depending on your character. This makes Break Attacks very
strong, so you should always try to defend against them in ways other than blocking. Aim to either sidestep, backstep, Gl, or Just Guard
them. [ -?0 7]
COMBOS
Every character has at least a few standard combos that you' ll need
to get used to using in order to deal decent amounts of damage.
Knowing your best combo follow-up is a first step to master, but you
wil l have to go deeper if you want to win against experienced players.
Stopping your combo at a certain point, to take advantage of better
Okizeme or to attempt an Ukemi Trap. can give you better reward to
w in the round, but doing so means that you'll have to guess right one
m ore time. gambling with your combo's guaranteed damage.
You should also try to learn which moves or combos assist you for
Ring Out, wall splat. or positioning purposes. Sometimes a basic kick
follow-up after a launcher can be much harder to air control for the
enemy near the edge of the stage, and can help you win the round
more easily than a complicated combo.
DAMAGE SCALING
Every hit of a combo after the first has its damage recalculated by
the damage scaling system. The more hits your combo contains, the
lower the percentage of its total damage each hit will deal. For ex-
CRITICAL EDGES
Your Critica l Edge is the strongest attack that
you can perform w hen you have one full meter of Critical Gauge. With your Gauge full,
input ..(lr~S>..()..~S> ++@ to use it. There
w ill be a special time stop effect, and you
will then see your character performing their
move. The reason why these attacks are so
valuable as to require a full Critical Gauge
is because they have priority over regular
attacks. due to some frames of invincibility
as they begin, and they are generally fast.
non-Giable, w ith good range and damage.
[ -,>Q 1]
Some cha racters will be able to punish otherwise safe moves w ith their Critical Edge,
such as Maxi or o. Patroklos, since these
Critical Edges are so fast. Some others can
use their Crit ica l Edge after a launcher in air
combos {e.g. Pyrrha, Patroklos) or can combo after their Critical Edge (like Astaroth and
Z.W.E.I.). Some Critical Edge attacks have auto-G Is built-in. which allows them to be used
as very powerful defensive tools to make the
opponent scared to attack you. Astaroth and
Ivy's Critical Edges are throws, but unlike
regular throws there's no possibility to escape them once they've grabbed you.
Depending on your Critical Edge's specialty {speed, air combo, range, priority, stun
combo), you can build your strategy around
it whenever you have a full Critical Gauge.
Very fast Critical Edges. such as Maxi's, will
be best used to punish safe guarded moves
or stance transitions, or even used in disadvantage situat ions like using it while getting
up from the ground to interrupt your opponent's Okizeme. Some Critical Edges can
connect their entire combo even when they
hit in mid-air, such as Patroklos's. In this case
it means a character like Patroklos will more
often try to launch his opponent in order to
combo into his full Critical Edge.
Oon1ago
Character Name
Propertios
Mitsurugi
i16
~20
60
Maxi
i14
-24
88
Voldo
i19-
-2
100
Siegfried
i17
-22
93
Ivy
i26
80
Inescapable
Nightmare
i62
80
Astaroth
i26
Throw
50
Cervantes
i10
.Raphael
i12
-20
75
Tira
i13
-20
57 (JS), 91 (GS)
Hilde
i1 6
-20
95
Algol
i18
-19
15 (+ 12.5)
Throw
,.
Dampierre
80
36
Launcher
11
Z.W.E.I.
i22
Viola
i23
Pyrrha
i13
-17
85
Pyrrha Q
i13
-21
90
Attack Throw
Patroklos
i13
-20
96
a Patroklos
iB
-20
55
Invincible from i4
Natsu
i21
82
Launcher
Xiba
i19
-17
65 {a-GI: 114)
Leixia
i12
-20
70
Aeon
i13
-20
71
Yoshimitsu
i16
-20
110
Hits Low/Ground
Devil Jin
i16
-1
90
E.zio
i13
-18
90
-31
rg
U
BRAVE EDGES
Brave Edge attacks are activa ted by pressing
@+@+@ shortly after inputting a standard
attack command. They are only available for
a lim ited selection of moves per Character.
Each consumes 50% of a Critical Gauge
bar {4 stocks), so you can only use them so
many times in a fight. However, the bene fits
bestowed by a Brave Edge are always good
and worth using .
Activating the Brave Edge can add some
powerful properties to your regular attacks,
like Maxi's S>@+@ or Cervantes's <?@; they
will do more damage and w ill become Break
Attacks, increasing the frame advantage on
block. Other types of Brave Edge will add
additional powerful attacks: for example,
Z.W.E.I. gains an additional launch attack
after his normal attack with 1:1@ ~. and Ivy
gains the same by using S>S>@ ~ . [ -?0 2]
Some Brave Edges have to be done immediately after the regula r command, wh ilst
some others can be activated very late,
like Z.W.E.I.'s ~~@ ~. allowing you to
hit-con firm your launcher before spending
the meter.
Character
Bravo Ed go Command
Applications
Mitsurugi
Maxi
Vol do
Combos, Punishment
Siegfried
Ivy
Nightmare
Astaroth
Cervantes
Raphael
CH Combos. Pressure
Combos, Okizeme
Throw, Ring Out. Combo with ~
Combo, Pressure
Launcher, Pressure
z.w.E.I.
Viola
GUARD IMPACT
Vulnerable Durat ion
27 Frames
Generally using a throw after a Gl is the safest choice, but it can still be Teched. Searching for your most damaging move or launcher
under i27 for the Post Gl game is a must as
well as finding a slower yet safe and damaging move to fight re-GI attempts. Then it's
all about out-thinking your opponent! Fast attacks w ill catch opponents who like to w ait
and try to react to your choice, while slower
attacks and cancels can bait a miss-timed
re-GI, rewarding you with damage and costing your opponent two Critical Gauge stocks.
Try to bait a re-GI with your most powerful
combo starter to maximize the advantage of
your Gl. Near the ring edge, you have a 50/50
mix-up as to whether to go for a quick (unreactable) RO attack or a delayed one. If your
opponent guesses wrong, he loses, making
Gl especially potent near the edge. The same
theory holds near walls too, so have your
strongest wa ll combos in mind when using
Gl in that position.
....
Don't forget that your opponent can't stop
your faster follow-ups if he has no Critical
1J
POSTGI
The Post-GI game is simple by nature but
can lead to great mind games and tricks.
There're only two options for the victim of
a Gl: do nothing, or try to Gl back. Doing
nothing makes him vulnerable to any attacks
fast enough to hit in the vulnerable state.
Re-Guard Impacting costs Critical Gauge just
like a normal Gl, and can be risky because
several options will beat it. Throws cannot be
Gled, so they naturally bea t a re -GI attempt
(but can still be broken as normal). Critical
Edge attacks cannot be Gl-ed either. Faking
an attack, doing a slow move, or delaying
before attacking are all great options against
an opponent that tries to Gl back. [~0 3]
11
AUTO-GI
Auto-Guard Impacts are some of the more
stylish counter-attacks in the game. They
rewa rd you for reacting to your opponent's
specific type of attack, or at least for guessing which type of attack is coming. Unlike
Gls, which repel all kinds of attacks and give
an opening for your chosen counter, auto-G is
each repel a speci fic set of different moves,
based on the general properties of the incoming attack.They are consequently harder to use
Character
Attack Command
Maxi
During Stance +@
Auto follow-up
Bacl<Turned +@
Built-in
AIIMids
Auto I Revenge
'*'*(8)
Built-in
+@
Manual follow-up
BT @+@
Manual follow-up
WR @+@or BT @+@
All
BUilt m
Built-i n
+ or ST +
Revenge
Built-in
C!1EI
All
Built-in I Auto
All Mids
Built-in
@+
+@
Auto follow-up
~~or ~~(8)
Built-in
,(),-,(),- or 'lf'lf@
All Horizontals
Built-in
Built-in
All Verticals
Auto follow-up
Built-in
Auto follow-up
Auto I Manual
Revenge I Manual
GS @ + @
All Mids
Auto follow-up
GS BT @+@
Built-in
Built-in
~,(),-~@
Built-in
1:2@
Built-in
All Mids
Auto follow-up
All M ids
Auto follow-up
All Lows
Auto follow-up
AII M ids
Auto follow-up
Buil t-in
AII Mids
Auto follow-up
All Horizontals
Manual follow-up
Built-in
Built-in
Built-in
Manual follow-up
High & Mid Horizontals & Vert icals except kicks & stabs
Manual follow-up
Auto follow-up
All Verticals
Auto follow-up
All
Auto follow-up
Auto follow-up
Revenge
Revenge
rVoldo
'
Siegfried
'
I .
Ivy
Nightmare
Cervantes
During Preparation
Raphael
<?
'lf@+
~ <?@+
@+ or BT @+
' JS @+@
. ~@+
Pyrrha
@+
j <?@
@+
@ +@
5:
@ +
; +@
Gi Type
11
These first three types serve different purposes. Attacks w ith built-in Gl frames have
the advantage of performing an automatic attack regardless of the situation. This means
they can be thrown out in offensive or defensive situations, and even if you fail to connect, they can only cost you where they are
slow and reactable (like Patroklos's @+@) or
unsafe on block (Nightmare's GS @).These
kinds of attacks can still interrupt slower
moves, even if you didn't counter the right
type of incoming attack.
On the other hand, auto-Gis with automatic
follow-ups only attack on the condition that
your auto-GI attempt was successful. If
your auto-GI recovers quickly, you won't be
punished by an opponent who waited, but
will still be beaten by some slower attacks,
or attacks with the wrong properties. AutoGis with manual follow-ups are the safest to
throw out. because they recover in a state
that lets you attack immediately afterwards.
They can also be very rewarding, because
you will be able to choose exactly what
attack is best to use, depending on the range,
ngc poke.
for a grounded opponent to guard against powerful follow-ups, so players wi ll often adapt
to this by pressing wi th Lows and throws. If you do the Tech Jump quickly enough, you can
evade these standard Okizeme options, taking th e initiative back, and even interrupt some
slower attacks.
TJ pokes {like '1} or ~@) can be really helpful when trying to fi nish off a weakened opponent. You r opponent may be desperate to bring your health down quickly before the round's
over. and these TJ attacks deal w ith the big-hitting options you're likely to meet. Throws will be
evaded, wh ile big combo starts and launchers won't connect properly while you're in the air,
enabling you to limit the potential damage you could receive. Be sure to mix this up with basic
defensive options to ensure that your opponent can't get easy damage from your vulnerable
state. [70 4]
One other very useful evasive property is Tech Step. Rather than guessing at potential incoming Vertical attacks. you can instead attack your opponent and simultaneously give yo urself
a chance of evading some of the attacks s/he might use. Rare t reasures indeed are attacks
blessed with both Tech Sidestep and Tech Crouch properties, as these abusable tools have the
potential to annihilate all manners of spacing or zoning, forcing your enemy to use Horizontal
Mid attacks that are usually slow or unsafe. [7 0 5]
ESCAPING THROWS
The basic throw game will involve you using either your or throw, and breaking either
or . guessing which throw your opponent will use. As a starting point, decide which of the
other character's throws is the more threatening in a given situation, and break that first if you
don't have a read on your opponent.
M ind games are obviously at a premium here. You will have to analyze your opponent's habits,
and their responses to their successes or failures in the throw game so fa r. For example,
normally you are left a little disadvantaged after you break a throw. and the other player
will use this to attempt a new mix-up. Frustrated players will often close in for another grab
attempt. Track the little clues to try and understand what your opponent is thinking, as this will
help you to read the next meve. Every throw can have a good reason to be used at a specific
situation. Knowing what every throw does can often save you r round. Side throws are usu-
II
lnput:Dura~i~n
: 4 Frames
EVASION
Some of your attacks have evasive properties
that can help you pass by your enemy's attack. and stay aggressive even at disadvantage. It will allow you to take an offensive
strategy when you know that a certain type
of attack is incoming.
Tech Crouch moves are usually good for
close-range fighting to evade throw attempts. They also help to approach an area
defended by an enemy trying to space you,
because he will often use High-level Horizontals to protect his side.
A Tech Jump is useful versus a throw. but it
will be more va luable when you expect a fast
Low or Special Low interrupt like ..(J.. It's
also sometimes a good option to jump after
being knocked down. The default reaction is
Throw Type
Escape Window
Standard Throw
Side Throw
Attack Throw
None
Crouch Throw
Shorter
Ground Throw
Shorter
Mid-Air Throw
None
Break Timing
Early
Advantage
Normal
Disadvantage
Late
ally stronger, some have Ring Out properties, and some bring advantageous positi ons for Okizeme, but it's difficult to land side throws
frequently. Standard throws give less advantage, and you will be able
to decide which one is safer to break. For example, lots of +@
throws in the game will Ring Out or wall splat, like Nightmare's or
Astaroth's throws, while on the other hand their @ throws give
them better Okizeme or positioning. (-tO 1]
You should learn the strongest throw options for each character, especially those that can ring you out from certain angles. It can be
UKEMI
After several attacks that knock you down, you will be able to wake
up in a specified direction by Tech Rolling to the side, instead of recovering naturally. This is called an Ukemi. It's basically a faster way
to w akeup and avoid some ground combos. but you're temporarily
unable to defend yourself as you roll. Tap the @ button while holding
the desired directional input to quickly roll to you r feet in that direc
tion. [ -70 2]
Most of the time you should try to Ukemi right, left. or back, to evade
ground-hitting attacks, or to get some distance from your opponent.
If you do a front Ukemi you will be more exposed to attacks on wake
up, but you will be able to attack sooner. Over time you will learn
what the best choice is in every situation. In general, Ukemi is possible after a hard knockdown, when you are slammed into the ground
somewha t. but it is not always easy to tell.
UKEMITRAPS
Unless you are tryi!l'g to avoid a particular attack, or trying to steal the
advantage back with a surprise wakeup, you may be better served
simply holding @. which will allow you to safely guard at the earli
est opportunity. Some characters can adjust their Okizeme to use
specific attacks that will hit you as you rise. These Ukemi Traps are
particularly devastating techniques which allow the aggressor to initiate a new combo after a knockdown, by catching the grounded foe
out of his Ukemi during the vulnerabl e frames. [ -?0 3]
In this situation, you have to know what your
enemy's character can do: which side they
can catch your Ukemi with powerful punish
ment. and to which side you can Ukemi with
less risk. Sometimes versus strong Okizeme
characters, it may be better to not Ukemi at
all; even if they can damage you with grounded attacks options after the knockdown, you
vyill most likely take fa r less damage than
if they are able to catch you with multiple
Ukemi Traps tracking in the various directions. It should come as no surprise to learn
that match-up knowledge is key here. [ -+0 4]
Ukemi Traps are initiated by using Low or
Mid attacks that hit the opponent during the
Ukemi animation. You should experiment
with your own character's tools to see which
ones can be used in this way. High attacks
will pass over the opponent's head, as the
character is in a FC state while using Ukemi.
Ideally your Ukemi Trap attack will be Hori
zontal, as this has more chance of catching
side Ukemis. However. some Horizontals can
miss in a certain direction, while some Verti
cals track very well. You'll need an attack fast
enough to hit during the Ukemi after your
knockdown , and also enough range to reach
the downed opponent. How fast and how
much range will depend on the knockdown
itself, and how your character recovers after
the knockdown attack.
You may take too long to recover after your
knockdown attack to follow with anything, or
knock th e opponent too far away. Ta ilor your
choice of Ukemi Trap to your opponents, by
noting in which direction they rise. The most
valuable traps are those leading to stun or
CLOCK MANAGEMENT
launch combos. and also those which can be used on situations where your opponent can
escape grounded damage by using an Ukemi. While some characters are lucky enough to
have attacks that hit after all kinds of knockdowns and track every Ukemi direction. most will
have to use follow-ups depending on the situation. [ -+0 5]
CROUCHING
Crouching manually is also a good way to defend versus some characters, especially if you
have strong moves that you can do While Rising. You can benefit from crouching and punishing any whiffed Highs or throws immediately with your best WR option.
Last but not least, clock management is often overlooked even by seasoned players.
but it can be a decisive factor in close rou nds.
When you have the life advantage, it can be
a good tactic to back off a bit, create distance
and protect that lead by zoning. Even if you
don't look to win absolutely by time-out, the
simple fact that your opponent has to rushin to try and regain that life advantage can
mean they're going to become careless. and
your zoning will be more frustrating and more
effective. When you're about to win by timeout, using moves that take time to complete,
eating time off the clock, like an attack throw,
can be a nice trick. The startup animations for
Critical Edge attacks pause the action but not
the timer, meaning you can use this to waste
valuable seconds too if you have the meter.
[-+0 8]
You can access all of SOULCALIBUR V 's various content through this
main m enu screen. It is the hub of the game, and you can return here
at any ti me from any of the ingame m odes. These modes are split
into five overall selections:
OFFLINE PLAY
The Offline Play tab allows you to access all of the main game modes
for getting straight to the fight. [Page 61)
STORY -1607 A .D.The game's Story Mode has you take on the main story of
SOULCALIBUR V. You will begin as Patroklos and assume control
of some other characters as you progress along the way. [Page 77]
CREATION
Creation Mode enables you to custom ize regular characters' color
schem es and clothing, and to create your own original character.
You will unlock additiona l content for this mode, such as hairstyles
and items of clothing, as you play through the various game modes.
[Page 85]
OPTIONS
This takes you to a menu where you can adjust all of the ingame
settings, including control setups, and display and audio settings.
You can also assign any of the available ingame m usic to any of the
stages in the game you have already unlocked. including some pieces
from past entries in the SOULCALIBUR series.
ADVICE WINDOW
Each time you return to the Astral Home from the various game
modes, a window will briefly appear in the bottom-right corner of the
screen detailing some hints about the different game modes.
PLAYER LICENSE
Controls are available while on Astral Home relating to your Player License. This is a compact
summary of your achievements in the game to date, and it can be tailoredto your personal
preferences. From the Astral Home or Offline Play main menus, press 'Start' at any time in
order to create and edit you r Player License.
(XBOX 360)
Use this option to take a look at how your Player Card will appear to
other players viewing it using the online features .
SOUL LINK
The righthand side of the Astral Hom e display is dedicated to an overview of your Soul
Link. The first slot shows your profile name,
current online rank, and a thumbnail of your
Player Card. The next three slots are dedicated to any Rivals you have registered while
playing over Xbox LIVE/PiayStation Network,
which contain the sam e information for
comparison w ith your own. The additional
text shows a statistic related to the game
mode you are currently highlighting on the
Astral Home menu. So for example, to check
who's been sneaking in those extra hours of
practice. hover over Options to compare your
Total Play Time with that of your Rivals, or
over the Offline Play/Training item to compare th e total time spent by each player in
Training Mode.
The window beneath this display shows your
current Player Level and progress towards
ranking up. You can press @ !PS3) I 0 {Xbox
360) from Astral Home to get a more detailed
PLAYER LEVEL
The leftmost column is dedicated to your
own records, with the three subsequent
columns displaying your Rivals' details. Use
the directional pad or left Thumbstick to
scroll through the various statistics. Use (iJ)
or @) (PS3) I (biD or ~ (Xbox 360) to switch
between the three ava ilable screens:
1-9
Points Required
1019
600
720
20-34
960
35-59
1200
60-98
1800
Outside of the Story Mode, this is where you'll access all of the single -player
gameplay Soulcalibur V has to offer, including modes where you fight against
the CPU and against other human players offline.
LEGENDARY SOULS
Warning: this mode features characters and
description that will contain spoilers for the
Story Mode.
LD
OVERVIEW
This mode can be very challenging, even for
the most experienced players. To stop you
from beating you r head against the wail in exasperation at the difficulty of some of these
fights, we present an assortment of hints
and advice to get you through each stage.
Your choice of character will have a great effect on the diificulty of each fight. The strategies here are formu lated to help you deal
w ith each of the opposing characters, and
as such are mainly defensive strategies. You
may find it more difficult to implement these
strategies if your chosen character struggles
to adequately punish some of the CPU opponents, or if they are not suited to a defensive
style of play. Your own style of play will be a
factor as well, of course. As offensive strategies will be very different for every character, you will still need to apply offense in an
effective manner without depending on the
information here. However, the dedicated
character-specific sections in this guide can
help you to determine your character's most
potent tools and tactics fo r aggression.
Because this mode requires some advanced
play, we w ill use terms that assume a reasonably thorough understanding of the game
system and command terminology. In particular, the text below refers to specific attacks
that the CPU characters will use, so you may
need to refer to th e character-specific strategy sections of this guide to identify these
attacks if you are not fami liar with the opponent in question.
[II
[II
The computer w ill react to certain Low-level attacks most of the t ime. It is generally the slower
ones, but not necessarily, so test the CPU w ith some of your Lows to see which ones it won't
block automatically. You will need Lows and throws because the CPU can defend very effectively at times, but don't keep using the same Low attack or your opponent will start to block
it and punish you. It rarely crouches random ly, so you can often use simple, fast Low pokes
like basic {!.-@or 1::1 attacks (depending on your character) to finish the CPU when its health
is nearly depleted. ( -?0 3]
The CPU can punish very well, but doesn't punish perfectly every time. You should use this to
your advantage by throwing out unsafe moves every now and then where they are sufficiently
rewarding. You will have to balance this with the risk of doing so in each match, depending on
the opponent and the situation.
GENERAL TACTICS
The Artificial Intelligence used by the CPU
characters in Legendary Souls does a good
job of simulating skilled real-life players, so
you'll need to adjust you r game plan andespecially your habits accordingly. [ ~o 2]
You will need to pay attention to the CPU's
throw habits and your own. Remember to
mix-up you r throws, but more importantly, to
break different throws as wel l. The CPU will
abuse the alternate grab if you're only breaking w ith one button.
You will want to use frame traps and Break Attacks wherever possible, as this is one area t he
CPU doesn't deal with especially well. Try to ascertain the situations in which the cu rrent CPU
character tends to block and wait, and use these opportunities to use your slower attacks that
leave you with enough advantage (or at least a sufficiently small disadvantage) to continue
to press with a quick poke, or an attack w ith powerful CH properties. Even if the CPU blocks
your frame trap follow-up at one point, it's still worth trying it again later. Combining your Break
Attacks and other frame t raps with intelligent use of Lows and throws at the right times is
crucia l; this is one of the only reliable ways of dealing damage to the CPU in Legendary Souls
when on offense. [70 4]
KILIK
History I Kilik w as one ofthe main protagonists in the series since his first appearance
in the original SOULCALIBUR. He wielded
the Kali-Yuga, an ancient treasure of the
Ling Sheng-Su t emple of martial arts, and
alongside his friend Xianghua he defeated
Nightmare and Soul Edge at the end of
SOULCALIBUR. Xiba is the successor to
Kilik's rod style in this game, and in this
fight, Kilik will only use Xiba's style, with
the exception of one additio nal attack.
STRATEGY
Xiba's Mid-heavy style forces you to block
while standing most of the time. Don't
crouch unless you see a Low coming; if you
try to guess, Ki lik can land really powerful
combos with his Mid attacks. These attacks
really crush your Guard Gauge and are most
ly either safe or only slightly punishable, but
it's simply not worth the risk to get hit by his
combos as they can end you very quickly. The
chances are you w ill get Guard Burst against
Kili k, so fac tor this in to your strategy. Try to
let him Burst your gauge w hen the consequences are not so bad, such as w hen you
are about to lose the round anyway, or when
you have plenty of health remaining.
Kilik will utilize a number of irritating Low
pokes. but they don't do too much damage
and most (like ~~@@) leave him at disadvantage on hit. If you really need to stop
him from taking the chip damage, pay close
attention when you are knocked down or
low on health, as he is more like ly to go for
~~@ or ~t:l@@ in these situations. Try to
react to this and also to 1:1@. which can catch
you after a knockdown at mid-range if you're
not watching him.
Watch for his multi-hit strings, like ~~.
..()...().@@, and ..()...().@@@ (Kilik's unique attack distinct from Xiba). These last two he can
mix-up after ..!}..().@; stay blocking standing,
and watch to see if he shifts to the Low attacks instead, as they are slower and easier to react to. He w ill vary ~~@@ with
~ @@@ ; the first is completely safe
while the second can be hard to punish because of the pushback. With all such strings,
wait to see if he completes the stri ng rather
than attacking halfway through: the risk you
take is too high when attacking early, due to
the damage he can generate.
The most important th ing versus Kilik is to keep it simple. Stay aggressive when you have
the advantage, as he doesn' t have much speed to stop you. Conversely, be sure to defend
at disadvantage, because he can do so much damage, especially w hen he hits you on CH.
Remain patient at all tim es, and wait for the right opening to attack. He is especially w eak to
frame t raps and anti-step attacks.
/
NIGHTMARE
History I Nightmare is the series' iconic antagonist , along with his evil blade, Soul Edge,
since the original SOULCALIBUR. Tho ugh he is currently Graf Dumas in SOULCALIBUR V,
the man under the armor has taken vari ous guises, first appearing as the brainwashed,
murderous Siegfried. Thi s version in Legendary Souls imitates the Nightmare from
SOULCALIBUR IV, which w as merely the shell of th e Azure armor, reanimated by the
Machiavellian puppeteer Zasalamel.
STRATEGY
Nightmare is a highly unsafe rushdown character, so if you are familiar w ith his style, you'll
know exactly w hat to expect. His main mix-ups come from varying his transitions into his two
stances, Grim Stride and Night Side Stance, and then using different attacks and different timings out of the stances to try and bait mistakes. The key thing to remember is that once he
eventually commits to his faster stance attacks, he is unsafe and can be punished. You must
remain calm in the face of his aggression and wait for him to make the first mistake. [ ~0 2]
Nightmare wil l try to stop you playing defensive against him by using
a great deal of throws. One tactic he will use is to enter Grim Stride after a blocked attack, and simply move to close-range while TC without
actually attacking. This puts him in the perfect position to attempt his
'flapjack' FC throws. FC @+@ Rings Out forwards while the (ID version Rings Out behind Nightmare and can also wall splat, so always
break the more dangerous grab. Try to get him to throw you toward
the center of the ring if neither throw presents an immediate danger.
Always punish him where possible. Nightmare will often use NSS @
after you block an attack on transition, but ra ther than risk damage by
crouching, simply block th is High as it is still quite punishable. If he
uses ~~@. wait to see if he does the second @ before attempting any punishment, as he can hurt you a lot if you make the w rong
choice. When he uses GS to approach you, continue to block standing in case he tries WR l!l. It is always safer to try to break the FC
grabs than to risk eating this formidable attack. [ -70 3]
If your character is better suited to spacing than close-range punishment, you can punish his stances from range by attacking as he whiffs.
He is unable to block and can only parry Vert icals, so any ranged Mids
or Lows will be guaranteed in this case. Having a long-range (! can
be especially effective against his stances, as you can simply wait for
him to use a transition and then punish for guaranteed damage.
Nightmare can adapt his strategy to a f rame trap and Guard Burst
game with @ and @:@:@. Don't be afraid to attack him w ith
quick pokes or TC attacks afterwards, as the advantage following
these moves is negligible. You should always respect him by the open
side of the ring however; stay at the walled side where possible,
unless you need a RO yourself to make a comeback.
Finally, keep an eye on his Critical Gauge, as he may at any time
release his(! w hich will au to-GI any normal attack for big damage.
Stick to throws, and otherwise cautiously bl ock and step when he is
capable of unleashing it.
KEY ATTACK I GRIM FANG (GRIM STRIDE@)
Nightmare really prevents anti-stance abuse with this powerful
counter-attack. He can TC under Highs while in Grjm Stride, and
auto-GI any Vertical attack. using GS @. meaning that for some
characters t he only safe option is a low damage poke like ~@
or ~@ . This can tip the risk/reward in his favor, so pay serious
.attention to his transitions and watch for GS to avoid using the
wror:1g mov~ at the wrong time, as Nightmare is capable of win'ning the fight from nothing if you do. GS@ has the added'.bo- .
nus property of causing a spin stun on CH, me~ning that if yott~
anticipate a different action or different timing and get eaught,
Nightmare can follow-up with <?@@ for big damage, or :a RO.
Do[l't say y.ou werEln't warned. [ ~041
SIEGFRIED
History I Siegfried was a member of the original roster in the
Soul series' opening chapter, Soul Blade. There he was a freakishly strong young man on the brink of insanity, before he
became a puppet to the evil sword Soul Edge as the original
Nightmare. This version of Siegfried, clad in crystalline armor,
is from SOULCALIBUR IV, during the events of which he had
already regained control of his mind, and was seeking to make
amends for his past deeds by pitting the holy sword Soul Calibur
against his former blade, Soul Edge.
STRATEGY
Siegfried is the traditional heavy tank-type character, and you will
need to break him down while taking minimal risks. He generally attacks slowly and in patterns. but can catch you f rom a distance with
very heavy blows, meaning you must respect him from anywhere
even if you are using a ranged character yourself. His (! can whiff
punish you from extremely long-range.
CERVANTES
History I The infamous pirate captain was
the Soul series' very first boss character,
fought at the conclusion of Soul Blade.
Twisted into hatred by the death of his
beloved father, Cervantes was the first
character to wield Soul Edge in-game,
which was originally in the form of two
deadly blades. During the events of Soul
Blade he was killed by Natsu's master,
Taki, after a brutal battle with the holy
warrior Sophitia (Patroklos and Pyrrha's
mother). As Siegfried later approached his
corpse, Soul Edge revived him as the In
ferno for one last battle, consuming him
in flames, and it is in this form that you
battle Cervantes here.
STRATEGY
Cervantes can deal incredible damage and
there is no easy way to stop him doing so.
He is capable of wrecking your life bar in the
blink of an eye if you're not careful, and has
tactics tailor-made to breach defensive opponents as well. Cervantes will never miss
an iGOR, whid1 means he will maximize his
combo damage at every opportunity. You
will need to watch him carefully and exploit
his weaknesses to give yourself a fighting
chance.
Cervantes can deal excellent damage even
with his throws. His @+@ grab is less
threatening without Critical Gauge, soit may
be better to break using . therefore forcing Cervantes to use his meter in order to
deal serious damage to you. The damage on
@+@ mEl, however, is very serious.
His best poke at mid-range is ~. a fast
launcher that is only slightly unsafe. Punish
it if you can, b ut don't expect to use this as
a primary tactic. It's pretty fast, so be careful
when stepping back and forth. Try to maintain
your guard as much as possible, because the
combo from this simple move is really strong.
Attack him with anti-step moves, launchers,
and throws when you get the chance. He
doesn't defend himself as well as some of
the others so you really need to be aggres
sive when you have enough advantage. Don't
be tempted to attack at disadvantage unless
you're sure he cannot stop you, because he
will use his basic launchers a lot. You can try
to space him, but be aware that he can catch
your backstep from anywhere other than
long-range, again for huge damage.
When he enters the Dread Charge stance,
block while standing and watch him intent
ly. He will sometimes do the Mid-level Geo
Da Ray here, but will also use the @ Break
Attack and the sliding @combo, both of w hich
you will need to crouch on reaction. [~0 1]
When he knocks you down, he will often at
tack you with ~~.This deals good damage, but is also really effective when you
block it, as you are pushed back and forced
into a crouched position, giving Cervantes
enough time and space to evade your followups or even attack again. This attack also
depletes your Guard Gauge significantly. Short-range characters can have an especially hard
time dealing with this, so you may need to continue to defend afterwards. Typically he will either
step or use his anti-Mid autO'-GI, so quick horizontals with good range are your best bet here.
KEY ATTACK I GEO DA RAY CONCLUSION ({l-!:2<?:@)
Also known as GDRC, this lightning-fast attack allows Cervantes to intimidate opponents
from any distance short of long-range. He can combo with two more GDRC attacks (during which he will spin upwards rather than across the stage) for 100 damage minimum,
or more with Clean Hits. He'll use it to increase combo damage after ~ and +@
as wel l. Make sure you get up immediately when grounded, even if your Guard Gauge
is close to bursting, because Cervantes can use GDRC to deal massive damage while
you're grounded too. Avoid using 8-Way Run complacently at range because he can catch
you so quickly from a surprising distance. Fortunately this move is incredibly unsafe, so
unleash your. best launch combo any t ime you block it. You can also use a back throw, but
beware that you may grab him from the side if either of you were turned by the impact,
giving him a snance to escape. [~0 2]
EDGE MASTER
History I Mystery and intrigue cloak this ancient warrior's past. Edge Master's main appearance was as a special bonus character In the original SOULCALIBUR. Little is known
about him, except that he was a master at the Ling Sheng-Su temple where Kilik trained
before it was ravaged by violence. He has mostly appeared only behind the scenes in
the fight against Soul Edge, and came to be Kilik's mentor. Edge Master's visual appearance is faithful to his initial portrayal in SOULCALIBUR. He uses the fighting style of
a Patroklos throughout the fight.
STRATEGY
Edge Master's attacks are relentlessly fast with the Quick Draw style. To shut him down, you'll
need to optimize your defensive techniques by not only blocking appropriately, but also stepping and punishing at the right times.
He's not here to play chess. Departing from the traditional notion of a wise old warrior, Edge
Master has no qualms about attacking recklessly and repeatedly, irrespective of the match
situation. He will attack at the most unexpected times when disadvantaged, so you must
stick to quick attacks in his vicinity. If you're attempting to space him, be extra selective about
when you step away from him, as he will often pay no heed to your advantage and try to
catch you even when it seems foolhardy. Be especially careful not to whiff, as he w ill punish
immediately with his Just Input tools. Unlike Cervantes however, he w ill occasionally miss
these, meaning he won't always catch you with his fu ll combos. Because he is so aggressive,
you can try to catch him with powerful launchers and strong CH moves with the advantage,
but be aware he will sometimes punish for big damage. It may be worth simply poking him
cautiously instead.
To get more damage and even the odds, try to step him as much as possible. Many of his big
combo starters are linear, such as'}::!'}::!@ and FC '}::!@:,while his anti-step attacks are not so
threatening. React to any whiffs as fast as possible and hit him with all you 've got. Don't step
so much when up close at high disadvantage, because his Mids are so fast and will still catch
you if you don't have time to get out of the way. He is quite prone to stepping himself when
he decides not to spam, so use anti-step tools when you can't be interrupted. Use throws on
the rare occasions that he actually defends, but avoid using even semi-unsafe Lows against
him, because he will punish you mercilessly. [ -?0 3]
Edge Master m ixes up his throws quite well and gets good damage from them, but you must
not be tempted to duck. He can damage you too quickly and too easily if you try to out-guess
him like this. Try simply to mix-up your grab breaking w ell. If you can react to t?t? this will
help, and some cha racters can punish him quite well. If t?t? hits, he keeps the advantage,
so don't try to interrupt him.
Use left Ukem i after some of his knockdowns to avoid further damage. Also remember that
you can Ring Out after some wall splats when the peripheral windows are smashed; Edge
Master will often cry out "Good strategy! " as he plummets to his doom, and he's right.
ELYSIUM
History I Although she is a new character in the Soul series, Elysium is modeled
on Sophitia; the woman who, symbolically, first succeeded in smashing the evil
sword Soul Edge as it was approaching
full strength in the hands of Cervantes, at
the conclusion of the series' debut Soul
Blade. She now appears as the physical
manifestation of the holy sword, Soul
Calibur, in the mind of her son, Patroklos.
Elysium will use Pyrrha Q's style in these
fights, because it is the style that most
closely resembles Sophitia's own in the
previous games.
STRATEGY
KEY ATIACK I SAKURA TWISTER (FC '}::!:OR .(!.t?<?'}::J:@)
If you weren't familiar with this move before, you'll become fully acquainted w ith it before this fight is over. Edge Master wi ll use this attack for pressure, combos, Oklzeme,
interrupt, whi ff punish, and just random ly because he feels like it. You caR fully expect
patterns like .(!.@, .(!., FC '}::!: throughout this match, and there is a reason: it's the
fastest Mid in the game outside of Cii attacks. This is why you must never attack at
disadvantage here. In fact, a good way to turn Edge Master's strategy against him is to
obstinately guard, waiting for him to get impatient and perform the attack. Almost every
character in the game can launch after blocking this attack. Playing like this gives him
more opportunities to pressure w ith throws and Guard Burst, so you 'l! need tobreak well
and try to let him burst you when your round is alreadylost. [70 4]
ing for a chance to get a free stab, or stepping freely. Exploit this by using Break Attacks and
-~throws to get through her defense. You should aim to really pressure her when she is in a
defens~e position, especially after knocking her down. She doesn't always punish perfectly,
often opting for @@ instead of her demoralizing stab punisher. Because of this, you should
still go for higher-risk attacks like launchers, so long as the reward is good. [ ~D 1]
After you descend to the smaller stage, she will con stantly push you over to the edge. trying
to trap you. Pick a moment to try and step around her and quickly knock her out of the ring, if
your character can do this. It's a very risky stra tegy, but you will need to play [ike this somet imes against Elysium, as her pokes, punishment, and defense are simply too strong for most
characters to take her on safely. Watch out for any launchers, as she can ring you out easily
with DNS @. She can do the same from the ground w ith both stab attacks, but there's no
easy way to stop this other than completely turtling up; try not to get too disheartened when
she hits you, and instead just look for easy ways to score damage with combos, punishment,
and RO. If you can guess correctly often enough, you will win.
After you block ~~. you w ill often have to defend again. This is deleterious to your
Guard Gauge, but will help you regain control of the match, as her follow-up is often
unsafe. Watch out for her pressuring you with <?, as this also crushes your guard and
actually leaves her at advantage on bloc!<. Use fast pokes after either attack if you can
reach her to try to slow Clown her aggression. but do not be tempted to step, as NS @
will penalize you in an unforgiving manner.
Styx Cannon also hits grounded, making it her primary choice for Okizeme. This is where
it becomes most devastating, especially in the later rounds, because she can force you
into a corner where there is no escape and apply more pressure to your poor Guard
Gauge. To stop her obliterating you with this tactic, be sure to roll to your left, as this is
the only way to avoid the attack. She will use it repeatedly until you stand up, so watch for
the telltale signs of the attack and then time your roll precisely. Get up immediately afterwards and defend against her next attack, as she recovers really quickly after the strike.
Elysiuf!l may feel compelled to go for this attack when she is more limited at long-range.
Tr.y to step her from here. If she gets close enough to catch you with NS , it's still worth
the risk to mix-up step with TC attacks; just remember not to step after you block ~S>@ .
The crucial thing at all times is to not panic; like a startled tarantula, she's just as scared
of you as you are of her. [ ~0 2]
.
ALGOL
History I The Hero King, Algol, is the first person recorded in
Soulcalibur folklore to have wielded Soul Edge as a true Sword
of Salvation, uniting lands far and wide. His presence in 17th
Century Europe is rather phenomenal, as he was born in an
ancient time long gone. He was responsible for the creation of
the spirit sword Soul Calibur, forging it to exist as an opposite
force to Soul Edge, in response to the death of his son. Algol first
appeared as the final boss in Soulcalibur IV.
STRATEGY
Algol's fighting style is so unorthodox that it can be difficult to keep
track of all the different options he has at his disposal. You'll need to
keep a cool head in this fight and, most importantly, don't be afraid
of him. He can be very powerful. but fights less defensively than the
other characters in Legendary Souls. meaning you w ill find it easier
to land hits on him.
First and foremost. use you r quick pokes against him. He has some
quick moves but overall he is uncomfortable playing a fast poke-based
game. Many of his standard pokes can be punished by fast pokes as
well, making speed a really great asset for attack and defense in this
fight. Don't forget that your throws are reasonably fast too. He has an
anti-everything option w ith ~..&'i:l to beat the rushdown approach,
but won't use it too much until the end of the round. [-70 3)
Unlike the usual side-on camera position that rotates as you move
around the stage, in this Extra Mode the camera is fixed at a diagonal
perspective.
In Arcade Mode you will be able to fight against six randomly selected CPU opponen ts along a number of different routes in an attempt to try and defeat them as quickly as possible to record the
best time. Choosing the different routes can give you a very different
experience as they all draw from different pools of characters, such
as along the Asia route, you w ill only fight characters that originate
from somewhere in Asia. The Extra route gives you a little something
extra by totally altering the perspective at which you view the fight.
In Quick Battle you can select your own regular or original character and fight against CPU
opponents of various ranks. The status diagram gives you a basic idea of how to play
each charac ter; this will be useful if you are
not fam iliar with the character at all.
Select an opponent to fight against using the
Left Stick or directional pad. There are four opponents displayed at a time to choose from .
Each one's name, rank, and Title is shown. The
rank (from E5 to A 1, as with the online Ranking Mode) gives you a good indication of their
skill level in battle. When you beat any opponent, you obtain that opponent's Title. [?0 1]
Style
Battle Record
Area
Country/ Area
Horizonta l Movement I Opponents with higher ratings have a propensity to sidestep more
often, and use the Quick Move technique. Those with low er ratings will attack and defend
more directly, favoring linear movement and strategy.
Quick Battle Interface Controls
Action
)(box360
PS3
Description
Title List
View the titles you've obtained so far, and select one for
your Player License. You must beat every Quick Battle
opponent to acquire them all.
Search Criteria
Search Again
Exit Mode
Once you 've made your choice and know who it is you want to battle again st. simply press
OK to start the fight. To defeat your opponent you will need to best them in a first to 3-rounds
bout as per tradition, and if you w in, you w ill be awarded the loser's title to add to your collection. Battling against the different warriors in this mode is also a very good way to earn Player
Points and raise your level, which will allow you to unlock more parts to use in the Creation
Mode. [?0 2]
CHA"TE!~:; I Ci1tvlt
list of Warriors
Style
Lucalily
lido
Unlock Condition
Edge Master
O ther
Other
Europe
Russia
legendary Swordsman
Japan
Japan
Hero ofTurmoil
Europe
Germany
Katana Master
Europe
France
when fl Patroklos
is unlocked
Japan
Japan
10
Japan
Japan
Executioner
Japan
Japan
Cerva ntes
N and S
America
.United States
' Dampierre
Japan
Japan
Master Assassin
Europe
Italy
Dawn's Victory
Japan
Japan
Cursed Bloodline
Japan
Japan
Kilik
Red lotus
Japan
Japan
Leixia
Stream Dance
Europe
France
Maxi
Japan
Japan
Mitsurugi
Nand S
America
United States
Japan
Japan
Europe
France
2
2
New Generation
Europe
Czech
Soul Successor
Japan
Japan
Serenade of Madness
Nand S
America
United States
Flash of Conviction
Japan
Japan
1~~------------~~----~~----~----~-----------------------------------
Pyrrha Q
: Siegfried
Cheo
Tira
Other
Taiwan
Aris
Voldo
Puppet of loyalty
Nand S
America
United States
10
Supernova
Japan
Japan
Japan
Japan
Ezio Auditore
Master of Grappling
Europe
Romania
Hilde
Moonlit Dancing
Europe
Austria
Other
Vietnam
Master of Mist
Japan
Japan
Eternal Pursuer
Japan
Japan
Awakened Soul
Japan
Japan
Aeon
Jet-Black Tempest
Europe
Germany
Astaroth
God of Destruction
Other
Other
10
Devil Jin
;. (Tekken)
M itsurugi
:'-
. Lobo
____________ ________________
., i Elysium
Mitsurugi
; Yoshim itsu
when "Kilik"
is unlocked
Phoenix
OUher
Egypt
N and S
America
United States
Major
Europe
France
Hold Master
Europe
Ireland
ling-Sheng Su Master
Other
Hong Kong
Master of Range
N and S
America
Ca nada
Other
Other
__
5 w ins in a row
locality
Titlo
Unlock Condition
Name
Style
Ramon
Devil Jin
(Tekken)
Grappling King
Europe
Slovakia
Ezio Auditore
White Death
Nand S
America
United States
Nightmare
King of Destruction
Nand S
America
Canada
MinSeRin
Pyrrha
Angel's Dance
Other
Korea
Trelll
Xiba
Pole Successor
NandS
America
United States
ll Patroklos
Master of Sheathing
Europe
France
Astaroth
Hands of Destruction
Other
Bangladesh
Zenkar
Astaroth
Other
Turkey
FilthieRich
DeviiJin
(Tekken)
Blade Sealer
Other
Philippines
Hwang
Devil Jin
(Tekken)
Other
Korea
Edge Master
Other
China
i Mitsurugi
Master Muichimonji
Japan
Japan
Christina
Siegfried
Firepower is Best
Europe
Italy
RTD
Z.W.E.I.
Black Wolf
Nand S
America
United States
LostProvidence
a Patroklos
Squall Blow
Japan
Japan
....
j Cervantes
Expert Fighter
Europe
France
Cervantes
Black Knight
Europe
Spa in
Valhran
Cervantes
Captain
Europe
Bulgaria
Stella
Hilde
Piercing Lance
Europe
Hungary
Malek
Ivy
Trembling Cage
Europe
France
SwitchBlade
Ivy
NandS
America
United States
Kristle
Natsu
He Who Teases
N and S
America
Canada
Laurana
Pyrrha
Steel Shield
Europe
Norway
Docvizzo
a Patroklos
laoshi
Europe
Germany
Eduardo
Aeon
Nand S
America
Colombia
Runebook
Cervantes
Combo Master
Other
Indonesia
Phoenix:
Kili k
Runaway Train
N and S
America
United States
Mick
Leixia
Nand S
America
United States
10
Hakim
Patroklos
Impact Master
Other
Yemen
10
Laurel
Pa troklos
Rep. My Country
Nand S
America
United States
. Pyrrha Q
Point-Blank Fighter
Japan
Japan
Ramon
Pyrrha Q
Matchless in Force
Nand S
America
United States
Abigale
Raphael
Alluring Swordsman
Europe
France
Dream killer
Viola
Evading Master
NandS
America
United States
10
Fantom a
Vol do
Death Roller
Europe
Fra nce
Yoshimitsu
Initiation to Manji
Nand S
America
Mexico
Alice
Z.W.E. I.
New Type
Europe
United
Ki ngdom
Ll quidlmpact
Z.W.E.l.
Key to Returns
NandS
America
United States
~ l.olo . ::.; .
when 0. Patroklos
is unlocked
when a Patroklos
is unlocked
w hen a Patroklos
is unlocked
when "Kilik'
is unlocked
'
S1ylo
I Rank I i.~~k
I Area
11illc
I Localily
Attack
Type
Close
Combat
I I Hori~onlal I
Impact
Movement
Unlock Condition
when Ct Patroklos
is unlocked
.
Rellda
Ct Patroklos
Seizer ofTime
Nand S
America
Brazil
Xavier
Dampierre
Wizard of Knockdowns
Europe
Belgium
Dwelta
Devil Jin
{Tekken)
Weaponless
Ill and S
America
Argentina
Aria
Elysium
Europe
United
K1ngdom
10
WaterMoon
Europe
France
M itsurugi
Other
Ta iwan
Natsu
Phantom
Japan
Japan
Pyrrha
Angel's Blow
Other
Nigeria
10
Viola
lmpenitrable Domain
Europe
Croatia
Viola
Uncrowned Emperor
Nand S
America
United States
10
Yoshim itsu
Breaker
Other
China
Ct Patroklos
Aiki Heart
Japan
Japan
Saitoh
Astaroth
Europe
France
WINGHILL
Astaroth
Reckless Fool
Other
Iran
10
Caleb
. Cervantes
Crusher
Other
United Arab
Emirates
X.A KI
Cervantes
Nand S
A merica
United States
Grappling. Master
Japan
.- Japan
Ivy
Beautiful Calamity
Japan
Japan
Nightmare
Soul Explosion
Japan
Japan
Raphael
Europe
Spain
Siegfried
Stancer
Europe
Germany
Tira
N and S
America
United States
10
Xiba
Breaker
Other
Korea
i Aeon
c
c
c
c
c
c
Grappler
Japan
Japan
Eu rope
Greece
Japan
Japan
Raving Eagle
Europe
Romania
Faraway Demon
Europe
France
Nand S
Arne rica
Brazil
magicdolphin
Devil Jin
~ (Tekken)
Cervantes
Shadowhatchi
Devil Jin
(Tekken)
. Ezio Auditore
Soaring Wings
...
9
when 'Elysium'
IS unlocked
4
9
c
c
Angry Kicl<boxer
Other
Ch ina
Shaver Fest
Japan
Japan
Nightmare
Europe
Netherlands
Nightmare
c
c
c
c
c
c
c
c
c
c
c
Unrestrained Spirit
Europe
Italy
Stop Consecutive-Win
Europe
United
Kingdom
Vertic aI Flash
Japan
Japan
Circular Magician
Japan
Japan
Anticipated Newcomer
Europe
Poland
Blade Player
Nand S
America
Mexico
10
Loyal Knight
Other
Saudi Arabia
Mantis Crawler
Europe
Spain
Mantis Chiropractic
Other
Australia
Reversal Magician
Other
Philippines
Match Expert
Europe
Slovakia
when Ct Patroklos
is unlocked
Attack
Name
Style
Woahhzz
Z.W.E.I.
attacke,rM20,
Aeon
Gari~ora '
Cervantes
Mr.Moustache
Cervantes
Beck
Dam pierre
lille
c
c
c
c
loco lily
Type
Closo
Combat
Unlock Condilion
Fantast ita
Nand S
America
United States
Earth Crawler
Japan
Japan
Mercenary Captain
Europe
Por tugal
Sturdy Beard
Europe
France
Le Bello's Bluff
Europe
Portugal
Dancer
NandS
America
United States
Shreds
Europe
Russia
Taste Justice!
Japan
Japan
Wise Beast
Europe
Germa ny
10
Berserker
Europe
Germany
10
Brazil
Oliva
Leixia
M ooshywooshy
Natsu
Kamonegi3
Patroklos
Sale~ . ..:.: .,
Patroklos
Helena
Pyrrha Q
c
c
c
c
c
c
Puxenana
Tira
Double-Edged Ring
Sined
Viola
Other
United Arab
Emirates
TERAMQS
Algol
Europe
Italy
10
go2sleep
Astaroth
Old Type
Nand S
America
United States''
tetubusi
Astaroth
Europe
United
Kingdom
Julia
Elysium
Reflector
Europe
France
10
Leonel
Ezio Auditore
Sniper
N and S
America
Dominican
Republic
Ghost
Kil ik
Advanced Soldier
Europe
Russia
Thamires
Leixia
Seductive Swordsman
Japan
Japan
Agbayani
Maxi
c
c
Guillotine Dance
Other
Philippines
Midajah
Natsu
Other
Britsprzt
Pyrrha
Angel Walker
Eka
Xiba
c
c
, Xiba
SafaraDiadem
Xiba
Worse I
NandS
America
when 'Elysium
is unlocked
India
10
Europe
Sweden
Going Strong
Other
Thailand
5
5
5
4
Impact Barrier
Other
China
4,
Crane's Range
Other
Egypt
Z.W.E.I.
c
c
Seizing Fangs
N and S
America
United States
BoaMorte
C1 Patroklos
Lieutenant
Nand S
America
Brazil
Tsubo-G
Leixia
Call Me Master
Other
China
MaDuShl:
:HotRodDave
.....
GaiiSilvermoon
M axi
Catalyst Legend
Japan
Japan
Pyrrha
Parry Aim
Europe
Germany
Gr oovy
Pyrrha
Alluring Step
Nand S
America
Chile
Vincent
Raphael
Romantic Swordsman
Europe
France
Ozanius
Siegfried
5
5
Heavy Infantry
Other
Turkey
Out Fighter
Japan
Japan
Acrobat
Europe
Germany
Solid Man
Japan
Japan
Nand S
America
United States
Heaven
Viola
Erika
, Gicchi
Z.W.E. I.
Z.W.E.I.
c
c
c
c
c
c
c
GLIDE
Astaroth
Entertainer
LJ
Astaroth
Apprentice Grappler
Tho rkild
Astaroth
Raging Bull
Natasha
Ivy
.Cold84Darkness
Leixia
Fatih
10
3
4
10
United States
Europe
Denmark
Leg Shearer
Europe
Ukraine
3
4
Tricky Fencer
Other
Korea
M axi
Beauty
Other
Turkey
DreadKnight
Nightmare
Europe
United
Kingdom
Adrianna
Raphael
Performer
Europe
Romania
10
vonCorra
Xiba
Horizontal Flash
Europe
Hungary
0
2
Nand S
America
w hen "Kilik"
is unlocked
when a Patroklos
is unlocked
Style
Kotone
Devil Jin
{Tekken)
Elizabeth
Elysium
Speed Lancer
Hilde
Kusanagi
Ivy
TormentorCIP
Ivy
Brazil
Rampant Spirit
Europe
United
Kingdom
Spear Soldier
Europe
Finland
Ordinary Person
Japan
Japan
Ruffian
Europe
Germany
10
Brazil
10
MysthMoon
Pyrrha
Von Coso
Raphael
Narcissist Swordsman
Europe
Italy
Globine
Tira
Vampire
Europe
Switzerland
5
5
Mr. HARAKIRI
Yoshi mitsu
Gambler
N and S
America
United States
Kerrigan
Astaroth
Leg Crusher
Nand S
America
United States
Abigail!
Hilde
Efficiency Counts
Europe
United
Kingdom
Saki
Natsu
Wild Woman
Japan
Japan
ShadowGX13
Pyrrha Q
Hurricane
Nand S
America
Ecuador
10
Other
Saudi Arabia
Japan
Japan
Ghulam
Siegfried
Tira
GloomyTira
Tira
JollyTira
Japan
Japan
5
5
KazuneAya
5
5
. Rundlescunder
Voldo
Other
Algeria
' LuXun
Yoshimitsu
Other
China
Kilik
United
Europe
Kingdom
Natsu
In Fighter
Other
Indonesia
Patroklos
Rep. MyTown
N and S
America
M exico
Kisa
Pyrrha
AdjacentType
Japan
Japan
Amaya
Viola
Master of Charm
Japan
Japan
Aerine
Z.W.E.I.
Light Infantry
Europe
France
M exico
, Z.W.E.I.
Beast's lntincts
Nand S
America
..Viktor.
Oampierre
Farting Baron
Europe
Russia
DiamondJoe
Hilde
Kind-Hearted
Europe
Spain
2
0
Shazraile
M itsurugi
Peaceful Man
Other
Malaysia
KooPaVeLLi
Patroklos
Training Soldier
N and S
America
United States
Erieysa
Pyrrha
Copper Shield
N and S
America
Canada
Joseph
Siegfried
Old Soldier
Nand S
America
United States
10
Oatif.
Siegfried
Fake Genius
Other
Iraq
Retiree
Nand S
America
Brazil
...
>
Yafu:i:i.
~~----~--~~~~------~~--~~~--~--~~~--~----------
DiegoUmeharez
Rozaya
Hi nata
ZoaH
Unlock Condition
locality
N and S
America
Nand S
America
Alistair
Title
Name
Aeon
Low Attacker
Japan
Japan
10
Champion of Ruin
Europe
Italy
Hip Swordsman
Other
Chi na
Shearing Technique
Other
Iran
Raphael
Nand S
America
Canada
Voldo
Drunkard
Other
Egypt
Little Scoundrel
Nand S
America
Canada
10
0
Leixia
Spoiled Brat
Other
China
10
Cerva ntes
Waiting Man
Japan
Japan
7
7
Ezio A uditore
Assassin Trainee
Nand S
Am erica
United States
Viola
when "PyrrhaQ'
is unlocked
when "Kilik"
is unlocked
Name
Stylo
litle
Locality
Van
Lei!<ia
Just Kidding !
Hong Kong
MiGaOh
M itsurugi
Other
Philippines
Mitsurugi
Unforgettable
Japan
Japan
Natsu
Escape Artist
Nand S
America
United States
Melrose
Raphael
Wild Dancer
Nand S
America
Cuba
hurimaru
a Patroklos
Trainee
Japan
Japan
Bruce
Aeon
Strongest in Town
Other
Austra lia
Beil.adona
Dampierre
Frivo lous
Europe
Pola nd
unica
Mitsurugi
Wooden Shield
Japan
Japan
Natsu
Field Runner
Japan
Japan
3
0
3
2
MysteriousBudo
3
3
3
3
2
1
10
Eig ht
Nightmare
Impatient
Other
China
10
ZerO
Pyrrha
3
3
Bad Boy
Other
China
T110
Voldo
Stalker
Japan
Japan
Canada
Hrist
,.
BIRD
WellcooK
Unlock Condition
Hilde
Battle Debut
N and S
America
~ Maxi
Hermit
Nand S
America
United States
Xiba
Amateur
Europe
Spain
9
w hen a Patroklos
is unlocked
ONLINE PLAY
You can compete with other players fro m all over the
world on Xbox Live (with a Gold Membership) or PSN.
Although it is not the pure SOULCALI BUR V experience, playing online offers significant benefits. It is
the fastest and most convenient way to meet other
players, test your skills, and gain matchup experience.
Tailor your o nline experience to suit your preferences. You can compete to become th e highest-ranked
player, practice against other players, or take a more
casual approach. Use the various search functions
to find other players with a similar mindset. When
conn ected to the internet, you can choose between a
number of o nline modes.
Online modes
Key leo lUres
Modo
Ranked Match
Player Match
Global Colosseo
Lead erboerds/Ranking
Replay
D Mode Title
B World map and online lobby information
II Opponent's information
RANKED MATCH
Choose this o ption to compete against players from around the
world. Search for other players based on their geographica l location,
current ran king, and connection status. After findi ng a player, both
players have to confirm the match before it begins. W inning or losing
in this mode wi ll change your ra nking points. Reach a ce rtain number of points to raise your rank. Depending on your rank and ranking
points, you'll be enlisted in t he online Leaderboard/Ranking.
5000
5000
5000
Default value
alter Rank Down
1000
1000
2000
5000
1000
5000
5000
1000
800
5000
'
Default value
alter Rank Up
Default value
alter Rank Down
600
none
600
none
600
none
600
600
none
none
Chalfcngc number
LEGEND
Necessary value: Reach this value and you can challenge battles for rank
up (no challenge battles on rank D/FI
Default value after Rank Up: This is the default points you have :after Ran k Up
Default value after Rank Down: This is the default points you have after
Rank Down
Challenge number: W hen you challenge the Ra nk Up match {by reaching
the necessary value), you must win the battle within this number to reach
the higher Rank
Default value
alter Rank Ur>
1000
'
Necessary value
Chalfenge number~
2000
2000
2000
2000
2
2
i<
2
2
2500
800
2500
5000
800
2500
5000
800
2500
5000
800
3000
3000
500
500
2500
1500
3000
500
1500
1500
3000
500
1500
3000
1000
500
200
1500
500
none
1000
1000
200
500
none
200
500
none
1000
200
500
none
1000
200
500
none
3
3
3
PLAYER MATCH
Search for a small group of players to play against. Your battle record
won't be affected by these matches, so this mode is suited to traini ng
against other players, or playing casually. You can co mpete with the
same players in rotation, making Player Match rooms ideal for getting to know players, learning about the game w ith others, or simply
playing just for fu n. You can also create your own room so that other
players can join you. This way you ca n also adjust the m atch settings,
and set criteria that players must meet to join your room. Each room
can hold up to six players at once. [~0 1]
Rule
Room name
Play Style
Region
Language
Voice chat
Here you can compare your progress in Ranked Match battles. Tournaments in the Global Colosseo, and the single player Arcade and
Legendary Souls modes, w ith other players worldwide. Rankings
are displayed in order, and show each player's online rank and th eir
progress towards the next rank. You can either scroll through player
ranking lists one page at a time or switch filters to skip straight to
the ranks of your friends or the top-ranked players. Some Ranking
leaderboards show total ranking from the beginning, while others are
reset weekly. [70 1)
Ranked on
Details
Best time
Other settings include battle count, time, max. number of players and
private slots. Text chat is always possible in the room and during play
for any spectators. Players who fight can't see the text chat.
Wins
GLOBAL COLOSSEO
Free Match
Details
VIEW LICENCE
You can view the License of any player on the leaderboards, including their Player Card, and filter the location of players by region. This
also allows you t.i:ie option to add players from the Ranking as rivals,
to view their gamercard or profile, or to download and watch their
replays.
REPLAYS
Your last eight online matches are automatically saved here. You can
also save your favorite replays permanently, keeping up to 16 of your
own battles, which other players will be able to access via your Li
cense. You can also download and keep other players' recorded match
es by selecting them via their own Licenses. These are kept separately
from your own replays, and again you can save up to 16. [~0 2]
LOUNGES
Smaller lobbies can be created within this mode. These are called
Lounges and allow smaller groups of up to 16 players to fight and
chat among themselves. A Lounge can be named by the player that
creates it, and it allows for the Free Match and Random Match types
to be played.
RANKING
Players
Delnils
My Battles
16
Other Player's
Battles
16
Battle Log
REPLAY OUTPUT
You can choose one replay to upload for other players to always be
able to view. You have one slot for this, and one slot for an automati
cally uploaded replay. The PS3 version of the game allows you to out
put your replays as .mp4 files, which you can then save and view on
the XMB or transfer to your PC and upload to the internet.
Ill
SPOILER ALERT!
This section of the guide w ill also reveal to
you storyline details, character relationships
and their fates, as well as the existence of
hidden characters. If you w ish to experience
the story for you rself w ithout any spoilers
then do not read on.
HOWTO PLAY
Entering the Story Mode w ill take you to the
world map screen. Pressing left or right on
the D-Pad or Left Stick w ill take you to each
previous or next episode as you unlock them,
or press '@' (PS31 or '0' (Xbox 360) to go to
the newest episode. The playable character
for that episode will be displayed along the
top of the screen above the world map with a
short written introduction along the bottom.
Pressing Start during the episode ba ttle will
bring up the usual pause menu options to
return to game, view your character's move
list and game options with t he added option
to return to the story menu or return to the
Astral Home.
PLAYABLE CHARACTERS
Throughout the course of the adventure, you
will be required to use a number of different
characters as th e story unfolds. For a detailed
breakdown of how to play these characters,
please refer to their main sections in the VS
Play Chapter, but to get you started we'll give
you a few tips here.
Patroklos I When playing as Patroklos in Sto-
Z.W.E.I.IWhen playing as Z.W.E.I. during Story Mode, attack w ith@@ and tiiD most often,
and use @. ti and his throws to deal with the opponent's movement. Launch your
opponent with WR @. comboing into BT @+@, @+@ for good damage. ( -'>0 5]
ry Mode, attack your opponent w ith @@ often and then use ~@ to track the opponent's
sidestep and beat their throws. Use @
often at times when you have enough Critical Gauge so that you can land the followup @+@, C!lll 'Justice Combo' when it
connects. [ -'>0 3]
throws, and ti@:@:@. If you have a f ull stock of meter you can combo into his C!lll whenever
you hit with ..().-@. Launch the opponent wi th ~~@(or ..().-~~@for an alternate input) and
combo with liD. [ -'>0 6]
to land @, which also hits grounded and leaves you in a good position when it's blocked.
Once you have launched your foe with@. combo with DNS@ or wait for them to fall a
little to land her C!lll.
a Patroklos I Close the gap with @ or @ so that you can pressure with @@.
Pyrrha Q I Pressure y-our opponent w ith @@and t hrows while looking for that opportunity
OPENING
View the history of the events at th e end of SOULCALIBUR IV back in 1590, where Siegfried,
wielding the spirit sword Soul Calibur during the siege on Ostrheinsburg Castle with the aid of
the Wolfkrone Kingdom, finally defeated and destroyed the physical manifesta tion of his own
dark side made flesh, the Azure Knight. Nightmare, wielder of the cursed blade Soul Edge,
devourer of human souls.
EPISODE 1
Location Setting
Story Synopsis
Character U sed
Patroklos
Opponents
Rebel Scum
Stage
Battle Tactics
i. '
EPISODE 2
Location Setting
Klausenberg
Story Synopsis
Character U sed
Patroklos
Opponent
Z.W.E.I.
Stage.
'
Battle Tactics
EPISODE 3
Location Setting
Story Synopsis
Character U sed
Pa troklos
Opponent
1
Stage
~r-,
1JC,...
Voldo
Torture Chamber
Defeat Lord Dumas's loyal servant Voldo. Do not let
the fact that the 67 year old contortionist is blind
and mute fool you, as he can still put up a fight.
However. Voldo does have difficulty blocking. Rush
him down and pressure him at the w all so you can
finish him quickly w ith a damaging wall combo.
C~/.>PTEF1
EPISODE 4
Location Setting
Citadel
Story Synopsis
Character Used
Patroklos
Opponent
Siegfried
Stage
Battle Tactics
,l-i{-?{7
r
~v.>Zt
[F~'I~
EPISODE 5
Location Setting
Northeast Bavaria
Story Synopsis
Character Used
Pyrrha
Opponents
Stage
BattleTactics
Angry Townsfolk
J;:rrz 1
(i f'f.J?.../ )
...
I itc?C':
,....-f?~Jll
#d'~
t7J '1?/.
(:!/~J~1
......_._..
EPISODE 6
Location
~ettlng
MoonIit Battlefield
l ira's wicked machinations continue as she takes
full advantage of Pyrrha's memory loss, finally
revealing to her that she has a brother so that she
can manipulate her into killing more people on her
path to find him. W hy does she want so many to
die? Could it be that the puppet master is having her
own strings pulled?
Pyrrha
Schwarzwind Mercenaries
Tranquil Wasteland
These three mercenaries won't put up too much of a
fight. but unlike the angry townsfolk that Pyrrha had
previously slain, these well-trained warriors will be
defending your attacks a lot more. Start stepping in
order to force their attacks to w hiff so that you can
launch them for massive damage. Norbert w ill fight
using his master Siegfried's Soul, Ina fights w ith the
Soul of Leixia, and The odor battles using the Soul of
the Hilde. the Mighty Warrior Woman ofWolfkrone.
EPISODE 7
Deep Dark Forest
Teaming up with Z.W. E.I. and Viola under the orders
of Siegfried, Patroklos journeys further east. where
he finally encounters his sister's abductor, lira. Having enough of her taunts. Patroklos reveals to her
his new weapon, Soul Calibur, and takes her on.
Character Used
Opponent
Stage
Patroklos
l ira
Unknown Forest: Dark Night
Things w ill start to get a little more challenging here
and Ti ra can prove to be a very tricky opponent to
fight. She is prone to throws and stay ing down on
the ground, which is where you can easily inflict
most of your damage. Alternately, as the stage is
rather small, show her the price of justice w ith an
easy Ring Out.
EPISODE 8
....
l ocation Setting
St ory Synopsis
Character Used
Patroklos
Opponent
(/-jp)(1'/ t!f
~ ::_!;t, !
Moonlit Battlefield
St age
Battle Tactics .
l ira (rematch)
Tranquil Wasteland
Both Patroklos and l ira will start this battle w ill two
fuWstocks of meter. On one hand this means .you
will have to pay a little more attention to l ira just in
case she lands a (!lEI on you. on the other it makes
defeating her with a (!lEI Justice combo that much
quicker as she's just as susceptible to throws and
Ol<izeme.
EPISODE 9
l ocation Setting
c;
Endless Forest
St ory Synopsis
Character Used
Patroklos
Astaroth
Unknown Forest
Battle Tactics
c::>c::>
EPISODE 10
Location Setting
Story Synopsis
Endless Forest
After Patroklos is wounded in battle by Astaroth and
a chance meeting with Ivy, the siblings continue
on with their journey through the forest. For the
fi rst time, Pyrrha is happy to be w ith her long lost
brother and fina lly smiles . But her momentary
respite is cut short by the arriva l of Voldo ...
Pyrrha
Vol do
1/
Unknown Forest
\ __...
EPISODE 11
Location Setting
Story Synopsis
Port City
Their journey back to Athens is cut short by Dumas,
w ielding Soul Edge, who reveals himself to be the
new Nightmare. Patroklos is unable to fight after the
revelation that Dumas was using him not to kill the
ma lfested but to murder innocent 'p eople. However
before Nightmare can finish off his dupe, Pyrrha
gets in his way ...
Pyrrha Q
Nightmare
Free Imperial City: Old Quarter
Unable to conta in her sadness and rage any longer,
Pyrrha transforms into Pyrrha Q in order to do battle
w ith the new Nightmare. Despite t he threat t hat
Nightmare presents. PYUha Q is incredibly powerful,
so sustained use of ~lru. c:(>c:(>(ID, and NS :~
w ill be enough to defeat him.
3)
EPISODE 12
Citadel
Sadly Patroklos's fea r and prejudice causes him to
run away from his poor malfested sister, leaving
her once more feeling rejected and alone and at
the mercy ofTi ra's w hims and dastard ly schemes.
After return ing to Siegfried's Citadel, Patroklos has a
vision of his mother. Now no one can stop him from
relinquishing Soul Calibur.
Z.W.E.I.
A)
Patroklos
Ancient Citadel: Peaceti me
Take control of Z.VV.E.I. and stop Patroklos from
fleeing the Citadel with Sou l Calibur. Easier said
than done as Patroklos has the edge i n power and
speed . However, havi ng two full stocks at the start
of the battle should make your task much easier
if you are inexperienced w ith Z.W.E.I., as your
opponent seldom will guard.
EPISODE 13
Citadel
So it was all a test to bring out Patroklos's true
potential?! As he attains his true potential not ~mly
does his fighting style change, but so does the form
of Soul Calibur. Z.W.E.I. challenges him once more
so that Patroklos can show him what he is truly
capable of now.
a Patroklos
Z.W.E.I.
Ancient Citadel: Peacetime
Now that you have become a Pat roklos, you have
access to his 'Quick Draw' fighting style. Use this
fight with Z.W.E.I. to practice your new arsenal
of moves on him. Starting with two full stocks of
meter, you can also practice -.!).@ into I!IEI.
.f
.:tz
EPISODE 14
Austria
After recalling her talk of the 'Three Sacred Treasures: Patroklos's travels end in Austria to seek the
mysterious ageless woman named Ivy, armed with
her living sword 'Valentine; to seek more answers
on his quest to find and rescue his sister Pyrrha. Not
forgetting the rude, young upstart, Patroklos must
first prove his skill~ to her in battle.
a Patroklos
Ivy
Free Imperial City Cent re
Ivy can control the fight well from long-range but
a Patroklos can easily press the advantage in closerange with his fast er attacks. Rush her down with
S>S> or la unch from afar with ~~and conti nue to pressure her w ith tools such as FC ~!AI
so that you can quickly ring her out as her back is to
the edge of t he ring on this stage.
EPISODE 15
City of Dijon
Ivy sends Patroklos on a quest to find the other
two of the Three Sacred Treasures. Kali-Yuga and
Dvapara-Yuga. As luck would have it. Patroklos, on
arriving in the French City of Dijon, discovers both
in the ha nds of Leixia and Xiba. The two young Far
Eastern warriors are traveling the lands with their
companions Natsu and Maxi in tow. Before they
will help our just hero, he has to defeat them in a
friendly sparring match.
a Patroklos
Leixia, Natsu, Maxi, Xiba
Free Imperial City Centre
You only need to beat each fighter once. Beat Leixia
with a Patroklos's pokes and staple launch combos.
doing the same for Natsu. Do not use your meter
for the fi rst two fights; instead, save it for Maxi and
Xiba so that you ca n finish them off quickly and easily with a quick -.!).@ into NS combo.
EPISODE 16
Location Setting
Bohemia
Story Synopsis
Character Used
a. Patroklos
Opponent
Stage
Battle Tactics
Pyrrha Q
Denever Castle: Eye of Chaos
Use~~ to evade Pyrrha's @and launch
her, comboing into@ for easy damage, as the AI
will attack you with this move rather frequently. Use
@ to rush her down and stop her from leading
w ith . Once you are right up close, pressure her
w ith [! to stop her from ducking or using
any TC attacks and throw her once you know she
isn' t going to move.
-(
EPISODE 17
Astral Chaos
Realising that defeating his sister was the wrong
choice, Patroklos with the aid of an otherworldly
force travels back in t ime to t he moment where Ivy
joins the Three Sacred Treasures. This time Patroklos
confronts the vision of his mother, refusi ng to do
Soul Calibur's bidding. His effrontery angers the
vision and he is banished to Astral Chaos, where
he meets the legenda ry Edge Master and receives
perhaps the highest level of all his teachings
Character Used
Opponent
r
(J;) .
a. Patroklos
No Battle
Stage
Battle Tactics
-zc
_..,
EPISODE 18
_)
Raging Battlefield
;:
r-
Z.W.E.I.
lil
(>
Battle 1 I Malfested
Warriors
Battle 2 I Nightmare
(Lord Dumas)
Battle 21 Denever
Castle: Assault
~/t'' r {/
7-'
EPISODE 19
Denever Castle
Patroklos returns from the realm of Astral Chaos
in the midst of the battle for humani ty's salvation.
Not pausing for a single moment. our hero charges
straight for Denever Castle, where he confronts Pyrrha Q again. This time around, Patroklos has learned
the price of justice. This time he will save the life of
his precious ma lfested sister and liberate her from
the grasp of the dread blade Soul Edge.
a Patroklos
Pyrrha Q (Redux)
Denever Castle: Eye of Chaos
If Pyrrha Q lands '*'* Ol)_yOU she will net major
damage with either her NS lru or [.! combo followups. However, much li ke your previous fight w ith
her, using ~~ to evade her'*- and launch
her into a combo with @ will work the same
along with using Patroklos's '*- to close the
gap into more pressure with 1:2@:@::@. and
throws . Save your meter and punish Pyrrha n with
your [.! when you block her NS and this fight
will be over quickly.
EPISODE 20
Locatio11 Setting
' (\'0
__ ./J
- #11\.
"" .
Denever Castle
Story Synopsis
Character Used
a. Patroklos
Opponents
Stage
Battle Tactics
Elysium
Utopia of the Blessed
Elysium fights using Pyrrha Q 's fighti ng style.
Because of this__you should be wary of attacks such
as~. '*'*USJ. and NS . Launches into NS
become even more of a threat after the second
round when the stage begins to crumble, transforming it from an infi nite stage, to a sma ll RO stage,
and Elysi um will be able to ring you out quite easily
if you get too close to the edge.
Elysium has her own unique ~!IE! that is not only
highly damaging, but she can also combo into it in a
Jot more situations than Pyrrha can, so treat this as a
sepa rate character. Use ~~ to launch into@
and '*'* to close the gap and pressure Elysium
w ith and throws. Use ..(l.-@ to q uickly interrupt
her attacks, hit-confirming and comboing into
a Patroklos's ~!IE! if you have enough meter. With
this st rategy, Elysium will go down in no time.
CHARACTER CREATION
Want to add your own sense of fashion style
to your fighting style? Tired of seeing th e
same P1 and P2 outfits all the time? Want to
edit your main character, dressing them up
as your all-time favorite hero/heroine? Or do
you want to go the w hole nine yards and create a brand new character using the fighting style
of one of the regular characters? Selecting 'Creation' in the Astral Home front end will take
you into Soulcalibur V's character creation 'Character Da ta' menu so that you can get started.
Please refer to t he Extras chapter for a complete list of all unlockable parts and items that can
be used in Creation mode.
CHARACTER DATA
CAMERA CONTROL
In th is menu you have up to 50 free data slots with which to customize the game's regular characters by changing their colors, weapons,
or by creating entirely new outfits for them. Or you can create a brand
new, original cha racter using the 'Soul' of an existing character. This
essentially lets you assign this character's move set, such as Cervantes's for example, with the ability to freely custom ize them from
the ground up including their gender, height, build, and the sound of
their voice. Each customized/created character w ill take up a single
data slot and can be edited, copied to another slot as a backup, or
deleted at any time. The highlighted character's name, style, weapon,
and date of creation are all listed in the window to the right of the
data slots. [~0 1]
SELECT TYPE
Once you pick an empty data slot (of which you will have many) you
w ill get the choice to either customize a regular character or to create
your own character. Customizing regular characters is more limited,
and you won't be able to select every single playable character.
CONTROLS
Menu Controls
Xbox 360
PS3
Confirm Selection
E.xlt Menu/Tab
)START)
)START)
)BACK)
)SELECT!
Action
'
Click the
Lett Stick
Click
Pressing Start will give you the option to 'View' your character using
the camera w ithout the Creation Home menu onscreen. Selecting
'Mock Battle' will set up Training Mode in the creation area wi th all its
usual options readily available, so you can test out your new character
and see how they look in action. Select (PS3) or Back (Xbox 360) will
undo/redo your last customization action, for example changing hair
color, and restore your character's appearance to how it was before
that choice was made so that you can remove any mistakes.
,.
Use the Right Stick or hold down '@' (PS3) or '0' (Xbox 360) ancj
then use the D-Pad of your PS3/Xbox 360 controller to control the
camera, rotating it around your character. [g) I (Q) w ill zoom in and
IBID I(@ are used to zoom the camera out on your character. Holding
[g)+ IBID/ (Q) +(@allows you to use the D-Pad/Right Stick to move
the camera up and down vertically.
IQI
...
Camera Controls
Xbox 360
PS3
Right Stick/
Right Stick/
Ot D-Pad
@ + D-Pad
(Q) + @) + D-Pad
@)
(Q)
This is where the real fun and creativity begins! When you choose to
create an original character you w ill be taken to the character selection screen, where you will get to choose you r preferred fighting style
from a regular character or the 'Soul' of that fighter. (Note that Ezio
and Algol's fighting styles are the only unavailable exceptions.)
Creating an original character will also allow you to access the Soul of
Devil Jin w ith his Tempered Fist 'Mishima Fighting Style' once you have
unlocked it. Once you have chosen your preferred fighting style you will
then get to choose the gender, height. and 'base body type' of your
character. There are five different height variations to choose from and
two base body types which are lean or heavily built.
BODY SETTINGS
In the Body settings t ab you can edit your character's physical statistics in the five available sub-tabs. This is the section where you
can adjust every different facet of your character's body and head
settings. It's also where you will need to go to give your character a
new hairstyle or adjust their voice.
Reset
Ellect
Random
Height
Base BodyType
You can change your character's base body type between lean and heavy and built here.
UpperAnns
Foreanns
Pectorals
H.lps
Thighs .:!
Calves
Stomach
Chest
Waist
Muscle Mass
-.
FACE
Want the face of a fa ir young maiden? Or perhaps a bronzed Adonis?
Or how about the rugged, wise face of a bearded manly man? Well,
now you can choose! Males have 23 face types, females have 11.
HA IRSTYLE
Choose your preferred hairstyle for your created character or just simply keep it real and go bald. Females have 28 hairstyle options while
Males have 31, including the bald option. Some of the hairstyles are
original while others already belong to the regular cast of characters.
r~o
21
EYEBROWS
Match the appropriate eyebrows to the appropriate face and hairstyle; that and no eyebrows just looks creepy! Both males and females have the same 25 choices, including the one for no eyebrows.
[ ->0 3]
VOICE
Reset I Reset the voice settings back to default if you are unhappy
w ith your voice configuration.
Voice Type I Both females and males have different voice types to
choose from depending on their gender. such as 'Upbeat Girl' or 'Main
Bad Guy,' choose what seems the most appropriate or will bring the
most comedy.
Pitch I Adjust the pitch slider from -50 to 50 heighten or lower the
pitch of your created character's voice.
Tone I Adjust the slider from 50 to 50 to increase/decrease the tone
of their voice- yes, it is possible to create a big red giant demon that
sounds like he has just sucked on a helium-filled balloon!
M alfestation Level I Malfeasance. It is everywhere in the world of
Soulcalibur V. If your created character has been malfested, choose
from none, light, or serious to adjust their afflicted level of malfestation.
EQUIPMENT
In the Equipment Parts menu selecting 'Change All' wi ll allow you to randomly dress up your
character, remove all their clothing down to their undergarments or chose a preset outfit in
the style of either a Samurai, Ninja, Western Knight. Warrior. and last but definitely not least.
Pirate. These outfits are made up from parts that you can select yourse lf individually, but if you
just want a base to start from they can save you a lot of time. [ ->0 4]
There are customization slots and unlockable equipment available for Head, Face, Undergarments, Upper Body Equipment, Upper Body Covering, Lower Body, Hip, Neck and Back,
Arms, Shoulders, Ankles, Legs, and Feet. Some of the available customization items are
gender specific but in some cases it is possible to dress your man up in a frilled crop
top and pleated mini skirt to show off those
well-defined and developed washboard abs
and quads. Head Equip makes no distinction
between the sexes of your character, so no
matter which gender it is, you can equip any
of them. [ ->0 5]
SPECIALIZED EQUIPMENT
You have three slots for 'Specialized Equipment: and you can place either a different
one in each slot, the same one three times,
or any mixture in between. These unique
items can be placed anywhere on your character by selecting ;tl,djust Equipment' on its
allocated slot once you have already placed
it, or 'Change Equipment' if you w ish to alter
it. The most important option in this area is
Equipped Location, as that allows you to select where on the body you want to place the
item, allowing you to put it anywhere from
the top of t he left shoulder, down to the right
foot if you wish.
Effect
Reset
Undoes any changes that you have made to either the positions or angle
of the equipment.
Places your selected equipment part into a random position around t he
body.
Allows you to select which area gn the body you want to place the equipment. Your possible options are: Head, Collarbone (Right), Shoulder {Right),
Arm {Right), Hand {Right), Collarbone (Left), Shoulder {Left), Arm (Left), Hand
(left), Hips, Thigh (Right), Knee (Right), Feet (Right), Thigh (Left). Knee (Left),
Feet (Left), and Chest.
~=,~~iii:
As w ith adjusting the body size of your character, there are a number of sliders you can
use in this area to get the item looking exactly the way you want. Most of the positional
sliders have a scale from -50 to 50, so you
get an incredible amount of versatility. You
can also adjust the axis of the item and these
sliders have a range from -180 to 180, so you
can place it at any angle you w ish. Through
the use of these sliders you can drastically
change the positions and dimensions of the
different parts, allowing you tailor fit them to
any potential design. [ ->0 6]
Move the equipment part along a horizontalli ne in front of the area of the
body it's placed on.
Move the equ ipment part along a vertica l line in f ront of the area of the
body it's placed on.
Move the equ ipment part either towards or away from the area of the
it's
on.
Adjust the length of the equipment part from very short to very long .
Adjust the depth of the equipment part from very thick to very th in.
Allows you to rotate the equipment part on a ver tical axis.
Allows you to rotate the equ ipment part on a horizontal axis.
Allows you to rotate the angle of the equipment part both clockwise
and counter-clockwise.
FIGHTING STYLE
You can change or edit the fighting style of
your created character by choosing one of
the other regular qharacters from the available list in the quick selection box this option
brings up. [~0 1]
ID
.
..
EQUIPPED WEAPON
CUSTOM EFFECT
Located directly under the change weapon option, this final option allows you to choose fro m
different visua l Custom Effects that appear when landing an attack. These range from th e
Comic Pack's 'POWI' and 'BAM!' effects when you hit your opponent, to the Cute Packs,
fi lled with bright shiny star "S ffects. Bringing up the Start Menu and going into 'Mock Battle'
will allow you to view these straight away to see if they match your character. If you decide
you do not want to use one of these effects, you can select the blank box on the top left of
the select screen. [ ~o 3]
can also pick from a selection of different patterns and stickers that you can apply to any area
of the body or equipment to further customize the appearance of your character. When you
first enter this section it defaults to the Body Color editor, and from there you can use [iJ) I frn
or (fij) I (@) to cycle through the other editors.
BODY COLOR
The color editor allows you to edit the colors of your chosen equipment, skin, pattern. and weapon parts. For example, simply highlight
an available color slot for one of your facial or body features, and the
area available for you to color edit w ill briefly flash white letting you
know that is the area you can re-color. Pressing OK will open the color editor window, showing you the available spectrum of colors. You
have a range of 31 x 63 colors, which can also be changed by adjusting the saturation from 0 to 9 using Cbill !ill and (B1) 1IBI). Your chosen
color for a highlighted part will be displayed in real-time. so that you
can see your results immediately. In this section you also have the
Face Paint option, which allows you to add anything from simple eye
shadow to elaborate tattoos. Once you have selected your desired
Face Paint, you can then select it again to bring up a slightly different
menu that allows you to alter the color of it, or switch to a different
design. A lot of these options are rese rved for characters that you
create yourself; even if you choose to freely edit a regular character,
you will still be unable to change skin tone or add Face Paint, for
example. [-tO 4]
EQUIPMENT COLORS/PATTERNS
On this tab you can freely edit t he color of
any piece of equipment that you have on
your character in the same manner that you
used for the Body Color. Once you have selected the piece of equipment you want to
edit, you'll be able to choose between simply
changing the color or changing the pattern.
Selecting fl.ll Equipment' wi ll allow you to
give all equipp ed items {excluding patterns)
the same color if you want to save time by
not coloring them all separately, or want to
use a common color as a starting point.
Patterns are an extra texture layer that you
can apply to any piece of equipment to further change its appearance, and these can
range from simple horizontal lines and polka dots, to ornate European designs. Once
you've selected the pattern you want to use
and applied it to the piece of equipment you
STICKER
It is possible to attach stickers to almost every
piece of equipment that you can put on your
created character, and like patterns, they can
allow you drastically change how the equipment looks. Original created characters can
also have stickers attached to their skin. Stickers act as a decal that gets placed on the top
visible layer of the piece of equipment covering any coloring or pattern. Each body part
slot can have up to four stickers attached from
the available Motif. Scar, Number, and Chinese Character lists, and each sticker placed
will overwrite t he one below it. [ -)0 6]
Thanks to all the available options in the
sticker editor, it's possible to layer the stickers on top of each other, so you can get very
creative. At any time while you're using this
group of menus you can press iB] I IBm to get
a better look at your stickers. Try combining
Change Pattern
Efteel
Allows you to select another pattern f rom those that are available.
Color
Edit the individual colors that make up the pattern you have selected.
Remove Pattern
Simply remove the pattern if you are not happy w ith it to revert back to the
basic design of the Equipment.
Increase or decrease the size of the design on the pattern to alter its appearance.
Adjust the slider to rotate the angle at which t he pattern is displayed
, either clockwise or counter-clockwise.
Flip Horizontal
Flip Vertical
Reset
w ill get access to another set of options that allows you to further augment the pattern.
Patterns are not just reserved for Equipment parts either, and you can also add them to some
weapons in the game to create a truly unique look. [ -) 0 51
EHcct
Change Sticker
Select your preferred sticker from the list of designs available to you .
Color
This will bring up the Color Editor window which you can use to freely edit
the color/s of your applied sticker.
Remove Pattern
Select this to get rid of your unwanted design and start again.
Select Locatio n
I The locations here will depend on what body parts you have equipment placed
on, and whether or not those items can have stickers applied to them. Once
you have chosen that location your sticker will be made visible over it. If it is not
visible then you will need to use the camera, and/or hold@ I 0 D-Pad function if
you are placing by view, or use the VerticaVHorizontal axis subtabs in the Sticker
Editor menu if you are placing by axis.
Change Application This will allow you to change the way you placed your s1iekar by bringing up the
'Place by View' and 'Place by Axis' options you are first given when you choose
Method
a new sticker.
Vertical
, Move the sticker up and down over your character's allocated body part so that
you can place it w herever you wish on you r character's person. This option is
made available when you choose 'Place by Axis.'
Horizontal
Move the sticker side to side around your character's allocated body part so that
you can place it anywhere you wish on your character's person. This option is
made available when you choose 'Place by Axis.'
Size
Increase/Decrease the size of your selected sticker to fit your cha racter as
your so desire.
Rotate
Rotate the sticker 360 degrees so that you can apply it at the appropriately
desired angle to your character. .
Flip Horizontally
Flip Vertically ,.
Use this option to 'invert' the sticker image making it appear upside down.
Reset
Reset any changes made to your applied sticker restoring it to its original
location on your characters body.
Reset
CIIAIY
All of the regular characters in the game have their own unique artwork on a card that gets shown on the character select screen and
during loading. so it's only fair that your created character has this
same perk. Once you enter this section you will see your character
posed in the middle of the screen on a default b<~ck.ground with a
green box around them; it is this box that acts as the boundaries of
what will be shown on the card.
To the right of the screen you will also see two smaller boxes: the
top one acts as a real-time viewer, showing you exactly what would
be displayed on your card, and the bottom one is where the most recent thumbnail you have already taken will be displayed. To make the
picture more interesting, there are a number of different backgrounds
and frames that you can adorn it with in the manner that best suits
your character. [ -+0 5]
....
Controls
Action
Options
Setting
Elfeel
Shoot Picture
Look at Camera
Allows you to choose between whether or not your character is looking at the
camera when you take the photo.
Pose
Select what kind of pose you want you character to assume for the photo. Poses
1-3 are weapon style based, Pose 4 is a generic customization pose. and Poses
6-7 are gender specific.
Click~
Background
0 + D-Pad
@+ D-Pad
Back Frame
Select from a number of different objects and frames that will be placed in the
background of the picture.
(iJ)/0
(i]/IIDJ
Front Frame
Select from a number of different objects and frames that will be p laced in the
foreground of the picture.
XboK 360
PS3
Right Stick/
Right Stick/
0 + D-Pad
@+ D-Pad
!L!l+IB!l+
[il+l!:i]l+
D-Pad
D-Pad
!L!l/l
[il/@1
Click Left
Stick in
Move Frame
Zoom Frame
In/Out
Rotate Camera
Move Camera
Zoom In/ Out
Take Thumbnail
THE FINISHINGTOUCHES
When you have gone through the creation
process and are happy with your cha racter,
the final step in its creation is to give it a
name. You can do this by selecting the Input
Name option on the Creation Home page. After naming your creation. you should then select
Finish Edit at the bottom of the menu, from which you can choose to either return back to
the Astral Home, or go back to the Data Slot Selection screen if you w ish to create another
character.
This is a gigantic chapter, filled to bursting with information about all of the game's characters.
To make sure you get everything out of it we recommend th?t you read th is short section
first, or refer here when anything you come across w hile reading is the slightest bit unclear.
II Character Bi o
This box details all of the character's vital statis
tics and reveals some story points about them,
such as their age and place of birth.
MITSURUGI
___----.
--_----_
-..........
--~--- . . ---..-
......
.......................
[Ill --..,,_
--.....
...,.........
.....,.,.._-........_
... _,_.__,_,..,t
......... . -~------
. ,,.... .. ,..,_,
,..., ...........
.... ... ...__............. . .
-~
~-
P/t ......... , . . _ , _ _
II Character Overview
This section describes what the character is all
about. Their style, strengths, weakness and more
are all discussed here, so it's a good place to start
if you 're thinking about learning the character.
D Playstyle Focus
This describes where your focus should be when
playing as this character. Here you can learn the
things you should be thinking about and trying to
apply during matches as well as the character's
focus in terms of offense or defensive play.
'a
Meter Usage
Here you'll find a breakdown of the best ways
to make use of your Critical Gauge when playing as the character. Some characters will be
best served saving meter for their Critical Edge,
while others will need to use their Brave Edge
attacks often in order to w in.
STANCE ATTACKS
If the character has any stances or special movement techniques
they'll be cove red here. The text here describes the use of the stance
as a whole, and the Stance Attacks table shows all attacks you can use
from the stance. It gives you the data for each attack's damage and hit
level, and any properties that make them more useful.
STANCE TRANSITIONS
Some characters have stances that allow many ways to transition
into them, usually from attacks and strings with optional cancels. In
these cases, the most useful transitions will be shown in another
ta ble. This table details the input for the transition, the level each
attack hits at and the frame data for the advantage you have when
each transition hits or is blocked. M any stance transitions will give
you some advantage when used, especially when they hit, though
there are some exceptions.
NS
Properties
Pt''"lo~b
28
MST (ID(ID(ID
10,10,10
HHH
NC, STN CH
MST @. @+@
12,20,16
HM
NC. -MST
30
40,20
lllvol
Gu~rd
Hit
MM
-10
CHAT
<?@
c:::>
<?c:::>
BA.AT
.!}@(IDe::>
LM
-22
10
!:?!:? or~~@@
MH
-8
<?<?c:::>
KND
Stalk Shaver
{Jr@@ is one of M itsurugi's most lethal threats when he
is at close range, and a big part of w hat makes his mix-ups
so deadly. This Low attack is not only fast enough to not be
blocked on reaction, but it inflicts heavy damage, is a natural
combo, and knocks down on CH. You also have the option to
tra nsition into MST afterwards to either conti nue pressuring
the opponent, or counter any potential retaliation. {]r@ alone
also hits ground opponents and tracks very well, so it's excellent for 0 kizeme after you have knocked your opponent down.
COMBOS
This section details the character's most usefu l combos. A combo list, looking quite a bit
like the exam ple here, lists the combos w ith
the following values:
Combo I This is a reference letter that you
can use to see w hich combo is being referred to in the text, or to see w hich combo
the screenshots are depicting.
St arter I This is the attack that starts t he
combo. If the attack requires a Counter Hit it
w ill have CH s hown before it.
139
~liD
76
72
***
~liD. {]r~ @ 1.
126
***
{]r~@
{]r ~
ID. t!l3
(!13
Follow -up I This column shows w hich attacks you use after the starter to complete
t he combo. Someti me it w ill only be a single
attack and others it w ill consist of a long series of attacks, some of w hich may need to
be precisely timed.
UKEMITRAPS
This short section covers some of the character's possible Ukem i Traps. After some
attacks tha t knock the opponent down they
w ill have the option to recover quickly w ith
a Ukemi. This w ill eliminate any chance for
GJ<iz ~,01e:"'but you ca n som etimes punish
them for using a Ukemi w ith a guaranteed
attack if you have one that will catch them
du~Some characters will be much more
proficieiifat UkemiTraps than others.
Knockdow n I This column tells you which
move or series of attacks you use to knock
the opponent down.
U kemi Trap I This shows the move or series of attacks you can use to catch th e oppot:~ent's Uke mi attempt. All attacks shown
here will be guaranteed to combo if the first
one its .
Damage IThis lists the combined total damage of the attack that knocks the oppon ent
dow n and the Ukemi Trap follow-up.
WALL COMBOS
Wall combos are the same as o ther types of
combos, but they must start w ith an attack
that splats the opponent against a w all. The
stats in the wa ll combo tables are all th e same
as those in the regular combo ta bles. There is
one addition, however: theW! signifier, which
denotes a wall splat. Up to two wall splats are
possible within a single w all co mbo.
Knockdown
Ukemi Trnp
~@
~@
..(7@ ~
95
~@
95
@+
..(7@ ~
@+
..(7~c:> m or ..(7~
(51)
All
104
All
+
<?<?@
113
Back, Left
96
Back, Right
..(7@ ~
104 .
Left
* **
,.
STRATEGY
This section is where you' ll find detailed coverage of the various aspects that make up the
character's most comm on or effective strategies. Everything here describes the basic application of the character's best attacks and strengths and w ill give you ideas for formi ng a strategy
around them. Every player is different of course, and some players will have much more success using particular attacks than others w ill, so just because a move isn't included here that
doesn't mean you should write it off as useless.
D Applying Offense
The first section deals with your best offensive
tools. It should give you an idea of the best ways
to initiate offense and to sustain it when needed.
B Okize me
Okizeme is the art of keeping your opponent
on the ground. A downed opponent poses li ttle
threat and is at the mercy of your mix-ups, so
taking advantage of this position is a very important part of winning. Here we describe the
character's best tools for doing th is.
II Ring Out
Ring Ou t is another very important part of w inning in Soulcalibur, so this section details the
character's best tools for the job and how to apply them in mix-ups.
D Guard Burst
The character's Guard Burst game is analysed
here. along w ith a chart showing the best at
tacks for depleting the opponent's Guard Gauge.
These attacks are shown in order according to
how few times they need to be blocked in order
(I
M'~EP
'1lliiiijjiiMI$1118
__--....-----...............---........\-._. -. ....
--__, _...-______
.. -....
....-...........__
--_.------\
-...---....__- -_._
___ ....
'11''"8!31611491 3'1511
.. _
.......... " - " " " ' ' " "" ' - - -
~ --~
~-..............
..........-.... -.... .. _
-~......-
.........
-~
. . .-
,....,.....,..,_, ......... -
.......
........11 .. _
.... ,....,_..,.,...,
--.............
~ -.. ....
...
...
...,....,......................
....Sf_O.,._,
""' .. ........... ....................
..-.....
,.,..... -:
. . , _ . . . . , ,........ p . . . . , _ _ .
Defensive Pl ay
Defensive play can be a necessity at times w hen
you can't afford to t ake a single hit, or w hen you
have a lead in remaining health and the clock is
running down. This sect ion deals w ith the character's safest tools and best punishing optio ns.
111 Spacing
Being able to control the space b etween you and
your opponent is often w hat d ictates the out
come of a battle. Each character has their own
option s for this and different ways to apply them,
and that's exactly what thi s section is about.
B Post -GI
Guard Impact is still a very pow erful tool in
Soulcalibur V. especially if th e opponen t doesn't
have enough meter to re-G I your follow-up. Here
you'll find your most powerful follow-up, as well
as options to punish re-G I attempts and for Ring
Outs at times when you Gl near the ring edge.
FIGHTING AGAINST
COMMAND LIST
If a part icular character is giving you trouble or you keep getting hit by an attack that your
opponent uses often. head to t his sect ion at t he e nd of t he charact er's pages to find t ips for
dealing w ith them.
KEYATIACKS
In this section some o f the charact er's most ofte n used attacks are liste d and th e w ays to punish th eir use are o utlined. The focus here is on attacks that have weaknesses you can explo it,
and t hose that are no t as unbea table as they m ay at first seem.
Here we'll g ive you a brief description o f all the te rms you w ill com e across during th is section of the
guide to help you become fami liar w ith them. You ca n also fi nd a more detailed description of these
terms. along with examples of applying each of t he m , in t he System Guide chapter.
'
SWay Ru n
8-Way Run is a continuous movement that can
be entered into via holding down and direction, or
holding the last direction used in either a sidestep
or dash, giving you access to specific 8-Way Run
attacks.
BackTumed (BTl
This term generally applies to attacks that leave either you with your back to the opponent 1-BT) or
your opponent with their bacK to you (Opp
It's
also used to denote attacks that you only have access to while back turned.
Advantage
After landing an attack or having your attack blocked,
you'll generally be in a sitl.!ation where either you or
your opponent will have the advantage in terms of
frames. Many attacks give you the advantage w hen
thex. connect. For example, after landing Pyrrha's
~ you'll be at 4 frames of advantage, so if both
you and the opponent attack immec;liately, the opponent must use an attack at least 4 frames faster than
. your choice of fo llow-up if they want to beat you .
Blockstun
Similar to hitstun, but it applies at times when an
attack is guarded rather than hitting.
..
. . .
... Afteryou launch yoUr oppohent .intothe air, ih.'m ost
circumstances they will be able to use Air Control to
alter the dl.rectlon in which t!'ley fall after vou co.nne.c t
w ith your next attack. This allows them to escape
attacks that might potentially hit them while they
were still airborne by moving in ~ifferent directions.
-sn.
Knockdown (KND)
This property is used for any attacks that knocl< the
opponent down without causing any kind of stun.
There are still many different kinds of knocl<down.
Some will leave you very dose to the opponent,
while others will knock tnem iar away.
Clean Hit
Clean Hit is a property that can randomly tal<e effect
Guard Impact (GI)
on some attacks with most characters and gives
A Guard Impact is a strong defensive option thatrethose attacks a significant increase in damage. Any
pels all attacks ottw than throws, Unblockables, or
attack that you can get a Clean Hit version of will
oo ,
Critical Edges. To Guard Impact, input >@+@+@
also have either an A B or C in the properties col
Launch (LNC)
just before the attack you want to impact \o'(Ould conumn, and this indicate's tHe.likelihood that the attack
Launch Is the term used for any attack that knocks
will get a Clean i:;iit.,versic;)q, witliA being the highest .. :nect::q uard .lmpacts are only activ~ for avery ~mall
the 'opponent in the air and al,lows for,a guaranteed
' :,.. ., ;. . / . ; ,
I(Vindqw a,ni:l w ill give you 27 frames of advantage: . follow-up.
arid beirig,.ttie l<?\.v~.
s
t:
''
.:
'
.
.
.
,. , , '
'
,.
: '
.. .... ....... .........',., ....
, ........ ..... ." ' ..
o, :ooooooo,, ooooooo o~:;:: I ~ ,f 1 ;;., 1
when.successful:
..
i /
I 0 t I
0 t I f
t t f t t
'
' 0 '
'
'
'
'
o o o o o 0 o o
o o
"':.
Spacing
Spacing is the act of using attacks and movement
to put yourself in a position where you are likely to
draw your opponent into whiffing an attack throug~
'moving into, or out of, their effective attack range.
Stance Transition
This term is applied to any attacks that leave you in a
stance upon their completion. Sometimes you have
to manually input a button or direction to enter the
stance, and sometimes it's automatic. These attacks
will always have the type of stance you enter in the
properties colu mn of their attack data tables using
a-, followed by an abbreviation of the stance name
{-MST for Mitsurugi's Mist stance for example).
Stances {SS)
A number of characters also have unique stances
that give them access to a separate set of attacks,
only available while you are in the stance.
... , ............................................. .
Stun (STN)
Stuns are integral to the combo system of Soulcalibur and they can often lead to some of the most
powerful combos in the game. There are many different types of stun, which can be caused on both
normal hit or CH depending on the attack, and most
of them give you a guaranteed follow up:
Tracking
Tracking is used as a term for attacks that have a
hitbox that extends signific;antly in one or both directions. Attacks that tracJ< can be very difficult to
sidestep around, and usually you'll only be able to
sidestep to one direction.
Ukemi
Ukemi is a form of quick recovery that you can use
after a number of different types of knockdown by
inputting @ along with a direction just as you hit
the ground or recover from a stun. You can use a
Ukemi to escape a number of situations where attacks would otherwise hit you while you are on the
ground.
UkemiTrap (UT)
Using a Ukemi is not w ithout risk, as during the end
of the Ukemi animation you are vulnerable and can
be hit. Using attacks that allow opponents to Ukemi
afterwards, and then using an attack that is specifically chosen to catch them out of a Ukemi, is called
a UkemiTrap.This style of :setup forsakes potentially
guaranteed damage to lay a trap for the opponent
with the potential of getting significantly more out of
it if they fall for the trap.
,.
Vertical Attack
Tech Crouch(TC)
During the animation of some attacks in the game,
the character is considered to be technically crouching. During this period, they w ill be unable to get hit
with any type of High-hitting attack or Throw
This tilrm is appl ied to any attack that takes you off
the ground during its animation, w hich allows it to
evade any Low attacks for as long asit's considered
to be technically jumping.
OKLOS
Character ovenriew~l~ttrCII<ICIS
very strong
on its own,
Ring Out
to"l~lil'J IIows Patroklos
attacks w ithout using
"'"''>h"'nnnn meter on Gls isn't a
is also worth using because it's
very good damage, and Rings Out
. It can add damage to most of his combos, but using it in this way can be a waste
of meter unless it's needed to finish the opponent off or ring them out.
\......
(;,~~~ ~
'
. .&~~
.&~~@@
22.28
HM
TC
.&~~@
36
TC
J:lj,
PRIMARY ATTACKS
Justice Strike
~~.
Input
Level
Imp net
~~
32
i21
-2
Input
Oornoge
Level
hnpnct
Guard
Hit
10,12,23
MHM
il5
-8.-13.-16
1,1,STN
lnptrt
Domogo
lovol
Impact
Guord
Hit
JS@@
22,28
i23
-16,-16
LNC,LNC
STN
~...:;;;:,:;:;=,;;::......__.......,
Triple Messia h
:.;
Damage
Justice Spiral
JS @@ is one of Patrokloss best anti-sidestep tools. It's also
a great TC attack, so it can be used to interrupt opponents
who use a lot of fast, High-hitting attacks. Mixing JS @and
JS @@ is very important to limit your opponent's ability to
punish it. Both hits are unsafe, but the opponent will most
likely wait for the second strike instead of punishing the
first. When blocked. the second attack of JS @@ can be
sidestepped, however so you'll be open to severe punishment against opponents who can do this, though you may be
able to use JS @ followed by JS @@ to catch them if they
attempt a slow punishing attack.
Justice Drive
As a fast Mid-hitting attack wi th decent range, JS is Patroklos's best punisher. If used w hile crouched this attack will
be even faster, so always keep it in mind as part of Patroklos's
strong FC game and to punish blocked Low attacks. You can
also switch to the !EEl version of the attack when punishing
to get even more damage, and follow-up with JS @ . JS
is also one of his most useful attacks during combos, so it's
useful mastering the JS : input for the extra damage. It is
a very linear attack, however, and unsafe when guarded, so
it's not something you should use in mix-ups. Instead keep
it in mind as your punisher and as a fast, bu t risky interrupt
attack from FC.
Glorious Heaven
~ is Patroklos's standard launcher. It's quite fast. hits
grounded opponents, can Ring Out, Tech Crouches, and can
lead to powerful air combos. Because this attack hits grounded
and can lead to damaging combos when it hits, it's a vital part
of Patroklos's Okizeme. After the opponent has been knocked
down. mixing-up between~ as a Mid-hitting attack and r:q@
or -&+ as Low-hitting attacks w ill make opponents think
tw ice about standing up into a potential air combo, so you'll
often be able to get extra ground damage from this attack. ~
is unsafe when blocked, yet has a very short blockstun, so opponents will have to react very quickly in order to punish it.
Radiant Heaven
~~ is fai rly safe for such a powerful launching attack. It
Glorious Impale
-&+ is a re asonably quick Low-hitting attack that will always knock the opponent down when it connects, and leads
to a stun combo on CH. Hitting grounded opponents w ill
change this attack slightly, as it deals extra damage because
it hits twice, making this attack even more threatening. It is,
however. very unsafe w hen guarded and is totally linear, so
you w ill almost always be punished if the opponent blocks
low or sidesteps it. Mixing this attack with strong Mid-hitting
attacks like c:l>c:l>. ~or~~ w ill ensure that the opponen t won't want to risk guarding low.
M alfested Hunter
c:>c:> is one of Patroklos's best attacks for covering range
safely. It has very good range, does wa II splat and is fairly
safe when guarded. It also gives good advantage when it
hits, and w ill make most opponents wait for you to continue
w ith your offense. It can be mixed w ith its ~ variant so that
the opponent can't punish it w ithout risking getting hit by the
second strike. Despite the many useful properties this attack
has, it is quite slow. so if you use it too often then it can become easy for opponents to interrupt it as they see it coming .
Saintly Scatter
ln11111
{).-.!). or 11'-'lf....
Both hits of {).-.!).@@ are High-hitting attacks, so using it is
a risk. This doesn't stop it being a very useful addition to Patroklos's arsenal, however, as it will reliably hit sidestepping
opponents and w ill always knock them down when it connects. The opponent can't AC when it hits, so it's one of your
best options for Ring Out and wall splats. The first hit alone
will send the opponent to your right side, while the second
hit will Ring Out to your left side, so try to base your use of
use the second hit on your current ring position.
Ascending Glint
His standard @@ attack is fast. safe. and leads to advantage
when it hits. Unlike most standard attacks, Patroklos's first
also gives frame advantage on hit and it has much more
range than the second . So you may find yourself using
more often than because even if the first one hits there's
a chance the second one might not, which leaves you open to
be punished by quick opponents. You can use the second@ for
its additional guaranteed damage or to remind the opponent
that Patroklos can still use @@ when they get used to your
single usage. This can make them hesitate for a moment
when you use , giving Patroklos the chance to keep on attacking and really take advantage of the situation for a mix-up.
Stigm a Reflection
............................................................ ..
@+@ has a built-in auto-GI that makes it an extremely useful
defensive option. This auto-GI will counter any weapon-based
attacks that are Mid-hitting, with the exception of stabs. The
active auto-GI window depends on if you charge + or
not. The more you cha rge the attack, the larger the auto-GI
w indow will get. If you charge it fully too often the opponent
w ill be able to counter it easily because it's High-hitting and
linear, so you should avoid overusing it, or risk being severely
punished. The best way to use this attack is to Guard Impact
an opponent's strings or slower Mid-hitting attacks. In order
to combo safely after this attack hit s, you have to make sure
Patroklos is close enough to the opponent when it hits to
follow-up w ith JS @ . or from a little further away w ith -.!).@.
28
{).{). or 11'-'If
lovol
lnlpOCI
Guald
!lit
i22
-8
KND
HH
i22
lnp~l
Dam ago
Level
Impact
Guard
Hit
16,16
MM
i14
-8,-6
2,4
Input
Damago
lcel
hnpftct
Gurd
Hil
@+
42
i30
-6
KND
m +m
62
i60
-6
KND
Saintly Smas!h
This attack is great for maintaining Patroklos's pressure and
poking game. Though it doesn'tTC it can still be hard to beat
when used at the tip range of Patroklos's , and when it's
blocked you' ll recover just as fast as your opponent. When it
connects, this attack w ill knock the opponent down, allowing
for potentially powerful combos, though you'll need to use
some meter for the best follow-ups. It won't hit grounded
opponents, however. and it's a very linear stab attack so you'll
need to mix it well w ith horizontal attacks to make the best
use of it.
Hercules Exec
WR @@ w ill stun on normal hit, giving Patroklos a high dam
age combo. Thi s makes it an amazingly good punisher when
you predict an opponent's throw attempt or after the opponent w hiffs a High-hitting attack. If it's used rarely enough as
an offense initiating tool, the opponent might let his guard
drop after the first . leading to the @ connecting. Th is at
tack is unsafe when guarded, however, so mixing WR @ and
WR @@ is very important to make the opponent hesitate in
their punishment attempts.
Price of Justice
The Price of Justice is a fast Mid-hitting attack that will launch
the opponent into the air, but it doesn't recover quickly enough
to allow for a combo after it. Any time you're near the edge
it will be one of your best options for ringing the opponent
out, as it throws them some distance at the end. This is quite
effective when used in almost any of his combos. as it gives
you the option to Ring Out from a good distance away by
adding the (!)3 to the end of the combo. Of course, because
of its speed, it can also be used for punishment or even w hen
at a frame disadvantage to counter the opponent's offense.
It is a very linear vertical attack and is unsafe when guarded,
so keep this in mind when using it, especially when you don't
have enough health left to withstand potential punishment.
Hils
CosI
Oifficully
JS@
56
**
(!)3
95
**
~~
JS@
56
~~
JS@ mil
65
..0.-&
~@@. JS @. ~~@+@
82
t2
t2
t2@
~~+
67
t2 l!)j, (!)3
112
**
..0.@
34
JS @ l!)j
JS @
72
~~mil
~~+
83
~@1!)j
t2 l!)j. (!)3
100
**
~~+@, ~~+
80
~@
~~+@. (!)3
96
**
1 ~
~.+
75
t2t2
@,JS @
65
JS@
67
**
CH~@@@
~~@+@. JS @ mil
95
CH <?<?@
(!)3
115
CH -.!}@+
~~+
61
t2 mil.~
61
;: ,,
}
+.
Follow-up
Oamaoe
i~
SIMer
'
.. CH {!.-@+@
,.
UKEMITRAPS
Ukemi Trap
After landing ~@@or c::>@@ in a stun combo (or when only the second hit connects as
CH), you have a couple of powerful Ukemi
Trap options. One is to use the t:Z@@ ~.
which is fairly easy but costs some meter.
A more powerful and cost-free option is
iWR @@, which can then combo into either
c::>c::>@+@ or @13, but this requires strict
timing and won't hit grou nded opponents.
For this reason you have to remember to use
@+@ to discourage opponents from staying
Difficulty
Directions
t:Z@~. @13
99
All
**
iWR@@. @13
168
Left, Right
55
All
j@
119
Right. Back
, @13
141
Right. Back
~@
on the ground. Patroklos can also use his @13 as an Ukemi Trap after attacks such as &l@,
..(!.-..(!.-@, and his ~c::>+ throw, but this can be Ukemied to the Left and again does not hit
grounded opponents.
WALL COMBOS
Patroklos's wall combos are simple to execute, but getting a wa ll splat with him isn't
easy. A lot o f his attacks launch or knock
down, but not far enough to get wall splats
often. The opponent has to be very close to
the wall in order for Patroklos get a wall splat
Starter
Followul
..(!,..(!.-@W!
~ ~@W!
JS @W!
~ ..(!,{\.@W!
JS@W!
out of attacks like ~liD. ~~. c::>~@. or c::>~@. After the first wall splat Patroklos can, depending on the angle, land a second wall splat with ~@. This is recommended because even
if ~@ is too slow the opponent will be hit on the ground and if there is no second wall splat
Patroklos can still combo nicely after~@. After the second wall splat Patroklos can either go
for another~@. or use <?<?@to combo for even more damage as in Combo C.
Oamngo
Hits
117
101
..(!.-@+@
@+@or + (Back throw). ..(!.-@
~@@,JS@
...
Cost
Dilliculty
*** *
62
120
64
APPLYING OFFENSE
Using c:(>c:(>@ to apply offense w ith Patroklos
is always a good start, as this attack will leave
you in a good position when it's guarded,
and leads to a very good combo when it
hits. When at close range, using or 11
to poke will allow you to maintain enough
advantage to apply continuous offense until
your oppon ent either uses a correct counterattack or manag es to retreat out of range. Using ..(l.-@ or ..(l.-@ at close works well, becau se
JS and JS @ are one frame faster from
FC, so you can even try to attack after ..(l.-@ is
guarded or ..0. hits. Using c:(>c:(>@ ~ from
long range will give Patroklos even more advantage, allowing him to mix-up with attacks
like ~and t2.
Because of Patroklos's strong Mid-hitting attacks the opponent w ill likely stand and guard
or try to evade his moves. so using 11@ or
throws is a good idea to threaten standing
opponents. Adding ..0.+ at times when
you think the opponent will hesitate will further encourage the opponent to duck more
often. making your Mid-hitting attacks more
likely to connect. 11'-@ is another highly usefu l tool for keeping his offensive game going .
This is a safe, Mid-hitting attack that w ill jump
over Low and Special Low-hitting moves and
will knock the opponent down, so miXing it
into your poking can prevent the opponent's
use of ..(l.-@ to interrupt your attacks. [ -+0 1I
OKIZEME
11@ will hit grounded opponents even if they
try to roll, so make sure to use this often
against grounded opponents. If they don't roll,
you'll get more damage using ~liD as a Midhitting attack or ..O.+IID as your Low-hitting attack of choice . ..0.+ is also a good option to
hit grounded opponents when you don't want
to risk the opponent blocking ~liD. and it will
do even more damage if the opponent stands
up and blocks low. Landing ..O.IID+@ will also
leave Patroklos at nice frame advan tage, allowing you to continue with your offense.
RING OUT
Patroklos has a lot of Mid-hitting attacks that
can ring the opponent out. Mixing these with
11@ when near the ring edge is great if the
opponent cannot block it on reaction. You can
also use his c:(>c:(>@+@ throw to Ring Out in
front of you. so Patroklos is a serious th reat in
this situation. Using his @EI at the end of your
combos will also Ring Out for a good distance
in front of you, especially if the combo involved
11 ~- ..!)...!).@@ is the best option against
sidestepping opponents near the ring edge, as
it will ring them out more reliably than using
JS @liD and you can choose which direction to
send your opponent depending on whether or
not you use the second hit. Some opponents
will just stand and guard at the edge, ready to
escape Patroklos's command throw with
and block t2@ on reaction. so throwing with
@+@ after sidestepping to the left can be a
good tactic.
GUARD BURST
c:(>@ ~ breaks the Guard Gauge fairly
quickly, but remember that opponents
that are used to this attack might sidestep
or Guard Impact the second attack, making it risky to use. He has an assortment
of other useful, Mid-hitting Guard Burst
tools, such as JS ~. c:>c::>IID, and
11. but almost none of them hit grounded opponents. This means you may have
to weaken your Okizeme .game if you
want to focus on Guard Burst. or you
can use riskier attacks such as ~ liD more
often . ..().liD+ is one -option for dealing
nice Guard Gauge damage w hen blocked
wh ile being safe and hitting grounded opponents, but it's very linear. so it can be
easily sidestepped or rolled.
Guard Burst
@+@, JS @@ *
9
~@. JS (ID ~
10
12
13
15
JS liD
DEFENSIVE PLAY
JS liD is a stro ng enough punisher to make Patroklos a potentially deadly defensive character.
Even if you don't know the fra me data for all characters and their attacks, you can still try to do
JS or JS ~ after you've blocked an attack, as mixing JS with its Brave Edge variant
will make it hard for your opponent to punish you consistently. Because of his selection of
evasive attacks that TC under High-hitting attacks and throws and his @+ au to-G I, he can
counter and interrupt a lot of strings after the first attacks are blocked. For whiff punishment,
using c::>c::>IID or~~ is recommended, as these attacks are easier to input wh ile sidestepping or during 8-Way Run.
After successfully Just Guarding the oppon ent, JS w ill often be fast enough to connect for
nice damage. Using JS (ID (;m for more damage and to be safe even if it's blocked is a better
option, but this of courses uses the Critical Gauge. Also, IIDIID or ~ can often work just as
well and are easier to input than JS after a Just Guard. Be careful, though, when using
~ after Just Guard, as this will likely be blocked more often than and is unsafe when
guarded. [ 70 2)
'II
POST-GI
After Gling the opponent. c:::>c:::> is Patroklos's best option to hit them before they
are able to block. If you th ink your opponent
might re-GI you can either delay your c:::>c:::>
for a timing mix-up, or use @+@ slightly
cha rged, as this attack might also Guard lm-
pact again if the opponent tries to attack again. @+@ is another good choice for a slow attack
that leads to big damage; it's Mid-hitting, and unlike@+@ cannot be ducked and deals a lot of
damage. It is slightly unsafe, though, so going for a delayed c:::>c:::> is a better option against
characters that can punish well.
Because of Patroklos's short range with his pokes, it's a good idea
to stay at mid range. Doing so w ill leave him at a range where many
of his options are either slow or unsafe. so the Patroklos player may
become predictable by trying to use c:::>c:::> or his lm1 attacks too
often. If you have this attack in mind then it's not too hard to space
Patroklos, though you' ll need to be able to do it without using too
many High-hitting attacks, as he has a wealth of strong TC options
at all ranges.
KEY ATTACKS
~c:::>@l
\
Evading and punishing this attack should be one of your primary goals
when fighting against Patroklos. Remember that when you block it,
Patroklos is only at a tiny frame disadvantage, allow him to either try
to sidestep your retal iation or try to attack again. So make sure to use
either an evasive move to beat Patroklos's fast pokes or use an attack w ith moderate speed, range, and safety to limit his options after
c:::>c:::> is blocked. [ 70 4]
c:;>@@@
There are several ways to counter this string. The fi rst is to stay out if
its range, because the first hit has very little reach. Another counter
is to duck or TC under the second@ after blocking the fi rst one. This
is very hard to do, but if you anticipate th is move it's a great way to
discourage the use of this string. The third hit ca rf>be delayed, so try
not to interrupt after c:::> because if th is attack hits you Patroklos
may follow with a highly damaging combo. Make sure to punish the
full string to the best of your character's ability to discourage its use.
)? (8)@)
While it is possible to step around most of Patroklos's strong attacks,
JS @ cannot be evaded w ith sidestepping. The Patroklos player is
not able to delay this attack so they may not be able to confirm that
the fi rst hit connected, forcing them to guess whether to use the
@ or not. You should try to make the Patroklos player afraid of using JS @@by always punishing the second hit when blocked, or by
sidestepping it and punishing with a combo. This will hopefully make
the Patroklos player use JS@ on its own more often, giving him less
damage. It's not recommended to try to punish JS @. as Patroklos
will likely get more damage than your punishment attempt if the @]
attack from JS @@hits as a CH.
When f ighting against a Patroklos player using this move a lot, try
to evade it either by sidestepping or staying out of its range. JS @l
doesn't have a lot of range, so spacing this attack and punishing its
use isn't too hard with most characters. Just be sure to watch out for
JS@ !mi.This w ill add another strike with more ra nge, but it w ill also
lengthen Patroklos's recovery if sidestepped, allowing you to punish
him harder.
Patroklos players use t his move a lot during Okizeme and mix-ups,
but it's quite unsafe when guarded, so watching for it and punishing
it well is very important. Also remember that this attack can be either
sidestepped or rolled, but after sidestepping it Patro klos recovers
very fast, so react quickly to punish him. [ 70 5]
Command List
20
TC
12
13
TC
Saintly Stream
24
30
TCI R-0
Triple Messiah
10,12,22
15
-8,-13.-16
1.1.STN
Glorious Heaven
28
18
-i6
LNC
Under Glint
16
15
-a
Saintly Smash
1:2
30
21
Smart Strike
<?
38
23
14
TC I R-0
-FC
KND
12
R-0
-4
TC
13
-a
24
16
-6
18,10
14
-6, 1
15
-2
Standing/ @
Sacred High Kick
High
....
13
NC I STN (2nd hit CH)
Low
14
Low
20
18
-18
Mid
16
15
-9
High
42
30
-6
KND
auto-GI: M (Horizontal,
Vertical) i5-i14 I R-0
KND
auto-GI: M (Horizontal,
Vertical) i5-i44 l R-0
TC 1- FC
Standing/@+
Stigma Reflection
I
1
Stigma Reflection
fi.l+(i)
High
42
30
Glorious Impal e
..&+
Low
22,7
23
Glorious Impal e
Low Low
22
Mid Mid M id
,-.,.
Saintly Revolution
-22
KND
STN CH
23
KND
STN CH
12,12,20
18
LNC
12
Mid
66
30
-14
LNC
Mid Mid
12,26
19
-7
13
48
50
-12
STN
48
50
-12
STN
20
16
Mid Mid
16,20
17
STN,STN
'
'ir+
Standing/@+@
Saintly Noble
+@
Sanctum Guardian
.17+@
Ever Transcending
Justice
Rising Heaven
while standing
Hercules Exec
while standing @@
M id
22
18
-15
STN
TC
while jumping @
M id
22-26
36
-1 0
TJ
while jumping
22-28
24
-6
15
TJ
while jumping@
22-28
26
10
KND
15
TJ
Mid
30
25
-6
12
Clean Hit: C
High High
28,24
22
-8.-12
KND.KND
R-OINC
15
Jumping Attacks
'
.m
-.:" :
~~ or z;lz;l or~@
..&... or 11'+
Z.~E.I.
EfQIUI~P!i'~,,'l,111tn
METER USAGE
face your opponent
N. as often as posZ.W.E.I:s moves safer
going. The moment
can be decisive for
ke use of t?IIJ and
and vary the charge
with Z.W.E.I. Al'"""''',...,n as possible if your
ncy to attack immediland Counter Hits, and
to gain advantage on
for you to use your
The best use of Z.W.E.I:s meter is his Critical Edge, which has great range and is very
useful in combos. tl@ mil is also essential,
as it will re-launch grounded opponents and is
most of the time the key move to finish combos with. His other mil moves are useful as
well because they allow you to confirm if you
hit the opponent or not(<):>@ mil. ~~mil),
since you can input the command for the mil
very late. If you can do this, you won't waste
any precious meter, and will only spend it on a
guaranteed hit.
II
1!1. .:..
10_009
Knife Fiend
"Knife Fiend" is Z.W.E.I.'s only stance and he has access to two
attacks during it . -&!:?:> is quite fast and will damage the
Guard Gauge of your opponent ho__avily. When blocked, it will
give you frame advantage and you are able to mix this move
up while summoning E.I.N. to have an even better offense.
Most of the ti me Z.W.E.I. needs E.I.N. to gain an advantage on
block, but Knife Fiend is an exception. Because there is no
cooldown for E.I.N. you can call him before or after the move.
Some opponents will try to avoid-&!:? because they want
to keep their Guard Gauge intact; use Knife Fiend in this case
to catdl side-stepping opponents. On hit it w ill knockdown your
enemy and you can take advantage of the wake-up game.
Trail Dissever
r.
14,18
14,28
.Level
MM
lmp~ct
Gourd
Hit
i15
-6
-2
12
Clan Vanargandr
.. .. ..... ........
This move is fairly slow, but has incredibly good range because of E.I.N. and you can combo after this move w ith
fJ+llJ for nice damage. If your opponent blocks Clan Vanargandr you stay safe and even damage the Guard Gauge. On
top of that, this move hits grounded as well, so you can force
your enemy to stand up by using this attack. It is possible to
dlarge E.I.N. here, allowing Z.W.E.I. to use type attacks
while charging with fJ+llJ. like t?t? whidl will briefly open
a standing guard and will allow E.I.N. to launch after it.
Flank Position I Kreuz Tactics
................ .
t?m is very useful to create mix-ups with E.I.N., depending
on how long you keep it charged.lf you release E.I.N. as soon
as possible, your opponent won't be able to interrupt your
string and E.I.N. will catdl sidesteppers as well. When you
feel like you can charge E.I.N. longer, you can use him to
protect Z.W.E.I unsafe moves like@ or-&-&. Since
you charge E.I.N. with llJ in this case, you should use an
attack in conjunction with this in order to have him available
a li ttle after this.
Input
Damage
level
Imp net
Guard
Hit
~c:>fJ+m
28,25
MM
i31
15
LNC
Input
Dnmngc
l oval
Impact
Gnnrd
Hit
t?ID
18,20
MH
i21
t?llJ
18,20,22 MHM
i21
-10
KND
Input
Damage
Level
Impact
Gurd
Hit
>fJ
18,20
HM
i18
21
:s
A ssault Position
fJ
is faster than t? llJ and has got the opposite hit levels
(first High, then Mid), making it a good alternative to Flank
Position. With this move it is possible to vary the charging
of E.I.N., too. Because you wi ll charge him by pressing .
this time you have to use a attack if you want to cover
Z.W.E.I.'s unsafe moves (for example -&-&l. Make use
of -&!:? when you charge E.I.N. to the max to hit with
Z.W.E.I. and E.I.N. at the same time. This attack will be unblockable due to the Guard Burst property and w ill allow you
Lo gel a guaranteed ~@. @+@combo.
-,
Dream Scroll
This move is not an attack itself, but an auto-GI where
Z.W.E.I. calls E.I.N. and uses him to defend against an incom
ing attack. If you r opponent tries to hit you at this moment.
E.I.N. will absorb the attack and together w ith Z.W.E.I. will
attack the opponent before t hey can guard . It will counter
every M id-hitting attack and you don't lose any Critical Gauge
by using it. It's also possible to use t his auto-GI from crouch.
Since Z.W.E.I. is slow and doesn't have an easy t ime finding
the opportunity to attack like other characters can, ~+
is a good move to use to go on the offensive again.
::'f{>r~~~iJJ!
SECONDARY ATTACKS
"-
Bullet Hang
like w ith . Z.W.E.I. can summon E.I.N. with his @@.
too. The range of E.I.N. here is amazing and can be underestima ted by the opponent, so you should make use of it at mid
and long range to prevent your opponent from sidestepping
and to finish t hem when they have got little health left. When
blocked, you nearly have the advantage again and can either
use your fastest attacks or retreat to avoid retaliation. As w it h
Trail Dissever, t here's a cooldown period. so you can't use the
cha rged version twice in quick succession.
Bush Reaper
Z.W.E. I. lacks many good Lows, and <?<? i.s his best one
so you'll need to use it often. It stuns the enemy when it hits
and allows you to combo after with tl@ ffia. Make sure to
be as close as possible to your opponent when you use it,
because Z.W.E.I. does a huge backwards step before hitting
them. On the other hand, you can make use of this backstep
from further out to evade your enemy's attacks and whiff punish them at the same time.
Dry Gimlet
If you want to advance or close the distance during battle
without using E.I.N. then~~@@ is a good choice. The first
attack is linear, but the second one will hit sidestepping opponents. However, it is not possible to visually hit COQfirm the
first hit, so it may be risky to use the@ follow-up every time,
as it hits High and some opponents will duck it and punish
you severely upon blocking the first hit. Occasionally refrain
from using the@ follow-up to avoid th is. In any case, you will
have a good wake-up game because the opponent will be on
the ground, even if only ~~liD hits.
m.
"t
J;.j\~~
level
. . .'
Impact
'
~~,
, ,'
. ' .
Bolt Driver
This is Z.W. E.I.'s best while-rising move. It is completely safe
and if you land it you will launch your enemy behind you. Use
BT +@ and BT @+ for a damaging combo that also has
great Ring Out potential if you are near the edge. Bolt Driver
is excellent to whiff punish your opponent's throws w hen
you duck underneath them. and does strong damage to the
Guard Gauge. too. It's not fast, but you should use it any time
the opponent hesitates and doesn't sidestep.
Pile Balista
"Pile Balista" is Z.W.E.l.'s strongest whiff punisher. Additionally, it is one of his safest. strong Mid-hitting moves. When
if you don't have or you don't
it hits you can combo w ith
want to use any Critical Gauge. However, it is a better idea
to use the lml version of this move, since you can visually
confirm the hit and then activate the Iilli very late. Be careful
when using this move near the edge, because E.I.N. won't hit
the opponent most o f the time, resu lting in Z.W. E.I. being in
a very vulnerable position.
Spinning Driver
Input
Oomnge
level
lmpnet
Guotd
Hit
Input
Oacnau
level
Impact
Guard
Hit
~@
16
i23
-17
-3
~@@
16,18
MH
i23
-4
lnpuc
Damago
level
Impact
Guard
Hil
26
i25
KND
This move is very use ful in combos and for landing a Ring
Out. Its range is better than it seems, which makes this attack a good choice if you w ant to whiff .runish your enemy.
Use this move in combination with E.I.N. to make it safe
when guarded. If it is not possible to summon E.I.N. use
Spinning Driver at max range to avoid your opponent's punishment as much as possible. Even using E.I.N. once or twice
a match to make this safe can make the opponent much less
likely to punish it.
Aloft Revolver
The first part of this attack is very useful because it w ill help
you to counter fast sidestepping and crouching attacks that
can cause you a lot of trouble and would beat your .()..().@.
Even if the block data seems bad and the follow -up is a High
move. the Brave Edge ability will help you to prevent being
punished. The real streng th of this move is in it being a Coun
ter Hit Combo. which causes a nice stun and turns the en
emy to the side. giving you a strong mix-up that can involve
Z.W.E.I.'s powerful side and back throws.
Tempest Bringer
Sometimes you may feel helpless vvith Z.W.E.I. when it
comes to mid range and sidestepping problems. This is why
it is a good idea to use ~~@ occasionally to show your
opponent that you can catch them at this range. This move is
sa fe when blocked and causes a knockdown on normal and
Counter-Hit. It is useful to mix this attack up w ith ~~.
and you shouldn't forget the Iilli version of this move, since
it gives you +30 when blocked and a nice combo when it hit s.
Don't use~@ Iilli near the edge, though , because E.I.N.
w ill advance too far and won't hit the opponent.
Anti-Safety Pin
This is a good m ove to use in close range to fis h for a CH, allowing you a strong stun combo w ith t?@ ~ . Even t hough
the f rames suggest that it's bad when blocked, you can avoid
some punishment by delaying the follow-up and using E.I.N.
wi th <?rJ beforehand. You w ill also be able to confirm t hat
the first hit has landed as a CH before using t he follow-up.
Make sure to use som e anti-sidestepping moves like c:(>c:(>@
and "\r"\r@ sometimes to avoid being predictable and train
your opponent not to move .
Z.W.E.I. has m any Brave Edge Attacks, but his best is probably
t?@ . It is exce llent for combos after <? ~ or ~@ ~.
causes a Ring Out, and re-launches opponents w ho stay on
the grou nd. Besides t his, it is very good when blocked. too.
As m entioned earlier, you can delay the ~ of <? and
~~and only act ivate them on hit to make sure you won't
waste any meter, so these moves are worth using as well.
+@ ~ is a very special move . Z.W.E.I. will summon
E.I.N. but he will disappear after a m om ent. During this time
Z.W.E.I. is able to move, so you should use this moment for
a powerf ul unsafe attack, beca use E.I.N. w ill hit the opponent
after Z.W.E.I. and protect him from any punishmenf It w ill
also allow you to creat e anot her un blockable situat ion if you
make it hit at the same as Z.W. E.I's ../}!::?<?. This w ill lead
to a combo w it h c:(>@+ or his (!]3. It 's also important
to know that GE moves like ~ ~ and c:(>c:(>@ should not
be used near the edge or a wall because E.I.N. advances too
far and w on't hit the opponent. If this happens Z.W.E.I. is not
only unsafe but you w ill lose meter for nothing, t oo.
ing the ~ part of ~~@ ~ to avoid losing meter and taking heavy punishment. If E.I.N.
hits the opponent after <?tl or t:ZI]), depending on how long you were charg ing him, you
w ill also have strong combo opportunity available. Try to v isually confirm the hit so you can
decide between continuing pressure or going for a combo. As you can see in t he combo list,
t:Z@ ~ is the move you can use most of the time in Z.W.E.I.'s combos. It is important that
you notice as soon as possible if you stun your opponent in order to continue your combo,
especially with 'lf'lf@.
Followup
@+@
56
t:Z@ ~. @+@
78
<>::!~
43
@+@ ~
167
WR@
BT @+@. BT @+@
81
,, @+@
<?tl+m
89
~ <?<?@
t:Z@ ~. @+@
62
'1-&.e..
1:1@ ~.@+@
69
CH @
~@+@
64
~~
60
CH~~@@
t:Z@ ~. @+@
84
@+@
73
78
117
@@
80
~~@ ~
93
@+@
<?@ ~. ~@+@
72
79
....
106
t:ZI]) max
86
t:ZI]) max
129
10
<?tl max
140
10
8 , ol.:+i @+@
. i'"'";:, @+@
,.,
Difficulty
..~
C-1,\P'f F:F~
UKEMITRAPS
Directions
Ukomi Trap
Z.W.E.I. doesn't have many knockdown moves that allow for Ukemi Traps. When you hit your opponent with
CH c;>@ you can try <?rJ+ID which will always hit when
the opponent Ukemis, except if they roll backwards. You
should make use of this when you don't have meter or
when you don't especially want to use it.
There is another Ukemi Trap which makes use of !:?@.
Z.W.E.I.'s slowest Low. After you hit your enemy with
<;j@ lillJ you can use !:?@ if you don't want to or can't
use more meter. You w ill hit you r opponent no matter
97
Left, Right
72
All
39
Back
38
Back
147
Back
which direction they try to tech, and you can mix this up with <?@+liD, but this
can be avoided with an Ukemi to the right. Use his >liD Ukemi Trap near a wall to
catch your opponent and vary this with c;>c;>(ID.
WALL COMBOS
Z.W.E.I. is not a huge threat near a wall. but he does have some options to combo in this situation. His best moves for landing a wall splat are c;>c;>@, <>::l. and @+liD. While it's possible to
include E.I.N. in your wall combos. this is quite difficult to do. You need to have some distance
to the wall, a good angle. and the perfect timing w ith E.I.N.
I' '
Combo Starter
Follow-up
<;j(ID W!
121
10
c;>c;>@w!
128
10
>rJW!
"lt"lt, E.I.N. hits, <>::l. WI t?ID slight charge, <;j@@. !:? lillJ. lijil, liD+, >@+
172
17
**** *
Difficulty
APPLYING OFFENSE
It is no secret that Z.W.E.I. is not a fast cha racter, so at the beginning it may seem very difficult
to play with him in an aggressive way. The key to play offensively is to include E.I.N. during
battle as much as possible. You have to be sure about the timing when you release E.I.N. because this will change your options afterwards. Besides this, you have to carefully watch how
your opponent reacts to E.I.N.
Your main goal should be to force your enemy into guarding fast strings w ith E.I.N., training
them to not retaliate. This can be accomplished by releasing E.I.N. as soon as possible to hit
your opponent first. In this case, E.I.N.'s attacks w ill land on CH and Z.W.E.I. can continue
OKIZEME
Okizeme is not one of Z.W.E.I.'s specialties
because he lacks a good Low/Mid mix-up.
Most of the time it is a better idea to vary
his Mid attacks with his throws, but unfortunately, many of his good Mid-hitting attacks
are unsafe. When your opponent is on the
ground, you should use @+ because
it will hit grounded and so will force the opponent to stand up and guard. You don't have
to fear punishment since Clan Vanargandr is
safe on block. But if you don't have enough
time to go for this and want to use a quick
ground-hitting move. use !:Z(l)@ because it
will hit and re-launch your opponent allowing
you to combo with his C!I3 or @+.
RING OUT
Most of the time Z.W.E.I.'s moves that Ring
Out are quit e unsafe. One exception. however, is WR which will ring the opponent
out behind Z.W.E.I.'s back and works at quite
a good distance away from the edge. Use
@+ at max range near the edge and his
@+@ throw with the ~ combos if they are
available. In some stages, you will be able
to Ring Out w ith your basic 1:2@ ~. @+
combo over the edge. Remember that his
back throw and. if you have the good angle,
his side throw can also cause Ring Out. [ -')0 2]
GUARD BURST
Breaking the Guard Gauge of your opponent
should be the main part of your strategy with
Z.W.E.I. Always observe the enemy's Guard
Gauge, especially when it flashes yellow or
red. Z.W.E.I . has got lots of good primary
moves which strongly damage the Guard
Gauge. Use t?(l)@ at mid and close range
for this strategy and @+ when the
opponent is far away. Additionally, don't hesitate to make use of @)@ and ..(l,..(l,@)(ID,
since these moves can help you to break the
Guard Gauge of your opponent effectively.
Guard Burst
Req. to Burst
Ia.
I
rs
10
11
Z.W.E.I. is very bad at punishing blocked unsafe attacks, so you can almost forget this element
in defensive gameplay. You should use his or @ most of the time to pun ish. Moves like
<?are only good for punishment if you are willing to spend Critical Gauge. It's a better idea
to whiff punish your opponent with Z.W.E.I., although he isn't particularly strong in this area
either. Moves that are useful for this purpose include @+ (because of its deceptive range)
and~~. It is possible to use the Critical Edge to whiff punish, since it has incredible range,
but it is not fast so you should use it carefully. [ -')0 3]
A11acks
DEFENSIVE PLAY
1::?0@. @+. ~~ ~
@. ..Q.-1:2<?.
.. @ ~ ..(7..(7. '\)'@+
WR
(ID, @. 1:2@ ~
Fast characters with strong mix-ups can give Z.W.E.I. a very hard time. Here you should use
his ..(!,@ and especially@+. the Auto-GI which will counter all Mid-hitting attacks. Make
sure you don't call E.I.N. before using this move because if you do, E.I.N. won't appear to
counter the opponent.
.'II;\" I 'll
Z.W.E.I.
POST-GI
After a successful G.l. ~ riD {followed by
@+@) is a good choice. If you suspect the
opponent w ill re-GI immediately, you should
use a slower attack to throw off their timing.
For example, @+, w hich will launch
your enemy and allow you to combo w ith
<?t1+0 and even if your opponent doesn't
re-G I at all, they w ill block your attack which
means you will damage their Guard Gauge.
~~riD w ith optional @ is another option,
and can Ring Out your opponent from a good
distance away from the edge. [~0 5]
Z.W. E.I:s main w eaknesses are his unsafe moves. his lack of speed
and his bad punishment. If he doesn't cover himself w ith E. I.N.,
Z.W.E.I. is very vulnerable and he can't call E.I.N. with every single
attack or every time because of E.I.N:s cooldown. In fact, focusing
more on E.I.N. than on Z.W.E.I. can be helpful when fighting against
KEY ATTACKS
1:?0@
Don't allow Z.W.E.I. to confuse you w ith this
move because if this happens, you w ill be in
trouble. The best way to counter this attack is
to use a fast M id-hitting move w ith a built-in
TC. [~0 6]
.C.t?<?@)
This attack is quite fast so it may be difficu lt
to react w ith a Gl but it is not a good idea to
block this move often, as this w ill soon lead
to the destruction of your Guard Gauge. You
can step it, however, very easily to the left
and right. If you are about to be caught in an
unblockable using this move, jumping back
can be a good method to mitigate damage.
<?.<?@ ..
';.
this character. Make sure you know all the strings wh.ere E.I.N. can
be called and exploit the short moment w hen Z.W.E.I. is not able to
summon E.I.N. again. The most important thing, however, is to punish Z.W.E.I. as hard as possible since he is very unsafe - if E.I.N. is
not able to protect him, of course.
Command List
Input
IJ)vel
Returning Slicer
@@
High High
12, 14
13
Trail Slicer
fa
High High
. 12, 24
13
Name
Impact
Hit
Guard Burst
Properties
Standing/@
, ,; r .,. ,
2,6
8, 5
NC
NCC
;/
15
CHSTN
11
18
: io'
14
Mid High
16, 34
23
17. -4
3, 4
~@
SP-low
10
14
-4
Changeup Spout
!:?@
Low
35
41
20
KND
Armor Peeler
<):>@
<):>fa
<):>fa
High
18
18
16
High Mid
18, 20
18
High Mid
18,20
18
Terminal Dissever
@@
Mid Mid
14, 18
15
-8, 6
2, 4
Trail Dissever
Mid Mid
14,28
15
12
NCC
Picking Needle
<:(>@)
High
12
14
CHSTN
Weakling Knocker
~@
Mid
26
19
16
LNG
Walnut Cracker
~@
Mid
16
12
Oaf Brainer
!:?@
Mid
12
18
21
13
CHSTN
NCC I CH STN' I,
Oelayable
Ranger~ Machete
<:(>@
Aloft Revolver
~@@
Grass Reaper
Assaul1 Position
Assa.ult:Positio(l
Hig~
21
TC I-FC
11
TC IR-0 1-FC
15
TG
12
TG I RO
JG I Delayable
Standing/@
Mid High
18,20
21
!'2
1:?0 @
18, 20, 22
21
2.10
Kreuz Tactics
1:?0 @
18.22, 20
21
Liver Gouge
<?
Mid
12
17
Flank Position
1:?0
Kreuz Tactics
NC
-FC
NGC I RO
6,KND
R-0 I Delayable
1<1
STN
17
Standing/@
High
14
13
HardHitting Kick
<:(>@
High
20
12
KND
Heel Bullet
~@
Mid
30
15
14
Ankle Scrape
~@
Low
16
15
-14
Coward Stump
!:?@
Mid
24
20
16
Master Knocker
>@@
High Mid
12, 14
15
18, 16
Spinning Driver
@+
M id
40
19
16
Double Strike
<:(>@+@
Double Strike
<:(>@+@
Mid High
Double Hunting
Mid Mid
Freikugel Driver
'IJ'@+@
>@+
" 40
24, 18
Mid
48
Freikugel Driver
>fa +0
Mid
Poor.. Fish
@+@
Pied Pieper
@+@
11
R-0
- FG
12
8,STN
18
NC
KND
11
R-0
Standing/@~
KND
24
11
KND
TJ
32
24
KND
RO I Clean Hi1: C
60
38
24
KNO
RO I Clean Hit: C
Mid
25
24
-9
STN
28
High Mid
20. 20
27
KND
14
RO
<:(>@+@@
20. 14,20
27
10
KND
11
NG with delayable
AI RO
<:(>@+@@
20, 20, 15
27
KNO
NC
Pied Pieper
<:(> 0 + 13
High Mid
20, 20
27
KND
14
Delayable
<:(> 0 +13@
20, 14, 20
27
KND
11
Delayable
Grass Reaper
crouching@
$P-low
12
12
-FC
Walnut Cracker
crouching @
Mid
16
16
-FG
Ankle Scrape
crouching @
Low
16
14
6
14
-FC
Standing/@+@
while s1anding @
17
TG
LNG (Behind)
TJ
Palm Nut Cracker
while jumping @
while
Mid
2226
21
-4
19
17
TJ I Opp - FC (Hill
TJ
Name
Level
Input
Oamago
lrupnct
Block
Hit
Guard Burst
Properties
8-Way Run/@
Tempest Bringer
+or~~ or~~@
26
25
10
Beast's Machete
~ or '\f-t@
<?+or t2tt or~~@
25
30
-17
13
Low
18
30
18
Mid High
25, 30
Mid
21
Mid Mid
18, 20
Mid High
36, 12
Bush Reaper
STN
17
R:O
TS
8-Way Run/
Dry Gimlet
+@@
Pile Ballista
~~or~~@
Anti-Safety Pin
~+ or1f+
Blitzkrieg Deploy
ment
Blitzkrieg Deploy
ment
<?+or
t2tt or~~@
+or~~ or~~@
Shank Scrape
~ or1f+
t21tor ~~@
<?+@
R:O
8-Way Run/Simultaneous
Clan Vanargandr
+@+@
Mid Mid
20,25
Clan Vanargandr
+fJ+0
Mid Mid
20, 25
Passing Snipe
+@+@
Mid
33
15
LNC
Delayable
TJ (Behind) 1.
CleanHit_
:A
..
turn around @
turn around @
Reverse Driver
back turned +
High-Throw
54
High-Throw
60
65
LEIXIA
Character Overview I Leixia fights using an elegant, free-flowing style based on the swordplay
of a Wushu practitioner. Her graceful movement is her most powerful asset. allowing Leixia to
dance in and out of attack range, and to use evasive counter-attacks. She can also confuse her
opponent by altering the rhythm of her attacks to break down their defense. At close range she is
one of the fa stest characters in the game, allowing her to scrap for the win when she needs to.
Leixia is the perfect choice for those who like to fight w ith style and grace.
Da~age
Throws
: ,,,,
Speed
i'~il#<'
{11111~11!
Punishment
: .
:Safety
Guard Burst
.Ring Out
. ak'izeme .
,.Mix-ups
Range
Movem'e nt
Complexity
PLAYSTYLE FOCUS
METER USAGE
~-
..
1!1~
10_010
Dawn Rhythm
As her fast est string, @@@ is an extremely important series
in Leixia's arsena l. It's one of her best tools for limiting her
opponent's moveset and keeping them on the defensive. At
low-to-medium disadvantage,@@ will still beat most of your
opponent's options, and the same is true when both players
are hesit ating. This will also give you many opportunities to
use the full string, but try to confirm the CH before
adding the@. @@ is safe and can also be used to punish unsafe attacks within range. It's also sometimes useful to th row
out the final attack when@@ is blocked, as most players
will instinctively want to attack after blocking @@.
Oamge
level
Impact
Guard
Hit
14
i15
-14
-2
Input
Damauo
Impact
Guard
Hit
~~@ (>)
14
t.ovol
M
i21
-8
~~ !<?!
14,16
. MM
i21
-8
STN
~~@@(>)
,.
14,30
MM
i21
STN
Input
Damago
Levol
Impact
Guard
Hit
FC~@
30
i19
-10
LNC
FC ~
26
i47
STN
Shan Kick
lnpul
Octnlaye
lcvol
lmpnct
Guar~
<?@
12
i1 5
-2
Input
Damage
lovel
Impact
Guard
c:>IEJ
14
i14
-16
c:>@@
34
MM
i1 4
16
10
Damage
level
hupncl
Guard
Hit
'
Guei
..... ............
Hit
Known to series veterans as 'Crybaby.' this seemingly innocuous move is i n fact very useful. Completely unique in the
game, Guei allows you to disrupt your opponent's Okizeme in
a way that no other character can. After being knocked down,
you can interrupt many attempts to attack or pressure you,
meaning that your opponen t w ill have to completely adjust
their Okizeme strategy against Leixia. More experienced players can do serious damage to Leixia if t hey anticipate Guei by
backstepping or using jumping attacks that hit grounded, so
be careful not to use it thoughtlessly.
Playful Slice
In pur
Osmage
level
Impact
Gttard
Hil
24
i16
-13
LNC
Input
Oamoge
level
llllpotl
GuMd
Hit
<?<? (;>)
26
i31
22
KND
~~or ~ ~(<)::>)
24
i31
22
KND
.()..(). or
When you don't have time to interrupt your opponent with
fast attacks. you can also attack at disadvantage by evading
an incoming attack. Leixia excels at this, and no move is more
simple yet effective t han <?<?(). Leixia takes a hefty step
back, and then quickly darts back in to stab her unfortunate
victim. The move.is great for counter-attacking short ra nge
characters, and ca n also be an excellent tool for nulli fying
close range st ance mix-u ps. It is also effective as a Ring Out
tool, though on CH it leads to a stun (which won't Ring Out )
and can only be followed by -&IEl. Use it sparingly, as it is
extremely unsafe when blocked.
-fr 'fr(ID
Hwu Dye
This is another excellent evasive maneuver. Leixia t emporarily ducks and steps quickly to the left, dodging a vast
number of linear moves as well as High attacks if timed correctly. It can nulli fy certa in stance mix-ups, and is also a good
move to throw out at disadvantage, or when both players
have momentarily paused. It is completely safe, and w hen it
hits it gives good advantage and forces the adversary into a
crouched position, limiting their options and potentially confusing them briefly.
Great W all
'
Input .
Damage
Level
Impact
Guard
Hit
Wf.l@l .
36
i31
16
KND
Oamago
level
Impact
Guard
Hit
20
i17
10
Input
Oumago
Ll>vel
Impact
Guard
Hit
..(7~ or 'if-!)'@
24
i28
-16
KND
12
i31
-10
32
i31
12
46
i31
-10
KND
..(7..(7 or 'if-!)'@@@
54
i31
-1 4
KND
Level Kick
.... . ....
Leixia remains crouched until the recovery frames of this kick,
making it a useful tool w hen you want to attack w ithout t he
risk of getting hit by a High attack. This can be useful against
delayable High attacks, or w here the opponent is in a good
position to attempt a throw. The kick is also a good all-around
attack from FC, being reasonably fast and giving excellent ad
vantage on hit with negligible disadvantage when guarded.
Its only weakness is that it is easily steppable to both sides.
Input
Damage
lovol
lntpnet
22
i1 5
~~ or l=Jz;l@
20
i15
P'.J~!
Input
Damage
Eseapu Window
+@
45
13
+@
55
13
+@ or @)+@ (Left)
65
13
+@ or +@ (Right)
55
13
+@ or+@ (Back)
65
lnptrl
Damnge
Level
@@ (;
18. 40, 21
HHMMM
i11
@@(; (@)
HHMMSM L
i11
11,-14
STN, STN 18
20,20,20
MMM
i31
-6
LNC
WR @
Iilli
....."'~:tlj;"
'.
YAN LEIX!A
Input
Um:nago
Levol
Imp oct
Guard
-&~-&~ @++
70
M IAn
i12
-20
KND
''rl
Starter
You can boost some stun and wall combos w ith your Critical Gauge by using @@ Iilli, which
deals good damage and allows either~@ or~@@ to connect afterwards. The ~does relatively little damage for the cost, bu t it will usually boost your combo damage overall. ~+
is your most powerful guaranteed finisher after basic launchers such as ~@ and {\.-{!.-@, and
gives the option to follow with the @and @@mix-up, but allows the opponent to Ai r Control
away from ensuing attacks. t:?@ does less damage, but slams them to the ground, forcing the
opponent to guard an instant FC ~@. This in turn allows you to pressure them with throws
and feint attacks as they rise.
Follow-up
Damage
Hits
Cost
Difficulty
FC~@
t:?@
43
FC~@
~~@
59
92
~@
26
64
21
~~@
56
i FC~@
FC~@
60
. '@+@
92
{!.-{!.-
~@+@ (@)
45
{\.-{\.-@)
76
~~@@
53
~@
34
~@@.~
96
11
@@ ~- ~. t:?@
93
@@ ~- .::>@@. .::>~@
101
10
' {\.-@+@
~@@.~@@
55
; wR~
BT@+@. ~@
83
21
~~@@
53
BT@+@.~
109
:! ~
~@+@(@)
41
~ ~@
72
Fe~
~@+@
55
' '@+@
:;
,. ''@@
<?<?D
. <?<?D
..
.1 BT
+@ {Stun only)
UKEMITRAPS
Leixia does have a few options to catch Ukemi, but in
general opponents can tech freely against her. Ukemi
to the left (Leixia's right) blats most of her high damage options, though when near the ring edge or wall
some will still connect. Her (! can be used as a high
damage UT in many of these situations, but again it
can be avoided by teching left. Note that some of
these UkemiTraps will not work against all characters.
Knocl<down
Ukemi Trap
Difficulty
FC'l::! @
106
Right, Back
<?@+@WI
<?@+@W! <)::>@@
Delay'l::!@+
133
All
<?@
(!
83
Right, Back
.:::>c::>oo
Dash in {).{)., ~
110
Left, Right
{).+@
.:::>@@
64
All
Directions
WALL COMBOS
<?@ can wall splat from the front and the right and gives Leixia a
long time to choose her next attack, even giving enough time to land
<?<?rJ. <?@+ is another good choice, as it doesn't get scaled too
badly in wall combos, and can be used after some wall splats. Standard launchers can initiate these combos as well. Best of all is FC
'l::!, which is the perfect counter against an attempted throw- keep
t his in mind against characters who are likely to attempt this, espeCombo
Hits
Cost
Diffic ulty
119
11
<?@W!
117
14
***
FC~W !
103
**
~@+@W!
FC 'l::!@, @@. @@
94
11
***
'l::!@W!
@@ (;13, ~@ W! <?@+, ~
132
15
<?@+W!
148
15
Starter
Follow-up
<?@+@W!
<?@+. @
APPLYING OFFENSE
Make use of l eixia's fakes, delays, and cancels to upset. your opponent's rhythm. For
example, c::>c:>@ can be used in place of
c::>c:>@ to make the opponent release their
guard too early and get hit by the delayed attack. Cautious players will guard the delayed
hit w hich gives you advantage and damages the Guard Gauge. Another example is to use
t2t2@@@ or{).@+@ to make the opponent block in anticipation of the fake attack, and
then immediately follow with a fast attack before they realize what happened. To prevent sidestepping, 'l::!@+, c:>, <?IKJ, and t2@ are all excellent safe choices at close range. When
attacking from a crouched position, remember that basic pokes like <?@ and c:>@ are still
available. When combined w ith FC {}.@, FC {).@, FC ~, and her WR moves, 6eixia can
OKIZEME
Leixia's Okizeme tools are solid even though
she can't deal as much damage as the physically stronger characters. c:>@ is a trademark move as it hits grounded and is very
fast. though it can be rolled or teched to
Leixia's right side. Against players who like
to attack straight away, use simple quick Mid
attacks such as and c:>+ at close
range. or c:> after knocking an opponent
away some distance to get a CH. FC ~
and ~~ can also be used to launch impatient opponents if you have a little more time.
RING OUT
SCIV Xianghua players will notice that her
array of Ring Out options has been greatly
diminished in her daughter's moveset. Nonetheless. Leixia can still be dangerous w ith
her opponent backed up against the edge.
<? is the primary option, as it is very quick
and can be used to punish. internupt, or catch
sidestep. It is also -2 when guarded, giving
you the chance to try another Ring Out at
tack straight away, including another >@.
+@ can Ring Out if the opponent fails to
break it. <?+ and FC ~ are safe Midhitting attacks that can Ring Out from some
distance, while 1:2@, ~+ and ~ can
all be used at disadvantage due to the ir TC
properties. Finally, her Mid-level feint attack
can Ring Out an opponent right up against
the ring edge: use c:>ta~, <?+, or
><? to catch your opponent off guard.
GUARD BURST
Leixia's Guard Burst game is very strong.
M any attacks deal serious damage to the
gauge, and Leixia by her natu re is constantly
forcing her opponent to defend her quick and
varied attack patterns. Note in particular the
damage of the feint attack using <?+.
..,)@@@. 811d ~~tal.
G uard Burst
Req. to Burst
Attacks
5
6
7
8
9
c:>c:t>. ~~
10
@@. FC ~.
11
<?<?rl, ~~@@. ~
DEFENSIVE PLAY
A naturally aggressive character, Leixia can nonetheless defend very effectively if you are
familiar with the opposing character's moveset. Leixia's great movement allows her to bait
mistakes by darting in and out, and then to punish whiffs with quick advances like c:>c:>
and c:>c:t>, or even FC ~ if you have time. After sidestepping, she has ~~. or ..!7..!7
from a little further out. She is not quite so quick at backstepping, but while holding
you
can use <?<? or <? for a little more evasion if you see what's coming. <?rl is very
rewarding in anticipation of a High-level attack, and if you see a whiff but are too far away to
punish, >@ closes the gap and puts Leixia on neutral footing when blocked. also forcing
the opponent into a crouched position. [ ~o 2]
For punishment. Leixia has a great variety of options from standing or crouch to meet the
required range and speed. is her fastest option, while @@ has good speed and range.
and @ are good safe options if you think you might not punish in time. while ~ is
useful for m ore punishable moves. FC ~ is a great attack for punishing very unsafe Lows.
POSTGI
Guard Impact -can be really useful for Leixia to use as part of her rushdown strategy, as opposing players will be eager to attack quickly in
fear of allowing her to dominate w ith her persistent fast pokes. After
a successful Gl, she doesn't have the high damage options available
KEY ATTACKS
This move is -15 on block, so make sure to punish it when you get
the chance. If Leixia is doing this too often, punish by crouching and
interrupting the, or attacking with a powerfuiTC move. [-?0 3]
''@ (')
Much like @@. some Leixia players may use this too liberally, especially when desperate. Anticipate and punish w ith a High where
possible, as sine can auto-GI some Mid-level attacks with the '. follow-up. If you expect her to attempt the auto-GI, dash in and attack
w ith anything you like, as a fa iled auto-GI attempt leaves Leixia open
to almost anything.
The two-hit variations of this string can be easily stepped and punished to either side, so watch out for this move at long range.
j
:J<?.rJ((ID)
When rushing in at Leixia, be wa ry of this counter, which will evade
any High attacks and deals significant damage as a combo opener.
If you see it b ut cannot interrupt it. simply block to regain the advantage. Some characters can crouch the second High hit when
guarded, bu t generally you are forced to block both, so be prepared.
Refrain from Gling this move as Leixia can cancel it at any point w ith
a delayed stab attack. [ -?0 4]
to most other characters. but she can use the opportun ity to zone her
opponent more easily. Attacks such as <?@. ~. and ~+ can
be used to force her opponent a good distance backw ards or Ring
Out. You must always be aware of a re-GI attempt, but can bait such
an attempt with a dash in, a delayed or cancelled attack, or a feint
such as FC ~@. If you have backed an opponent against a wall,
'@+can be useful as it is guaranteed after Gl, but w ill also beat
an instant re-G I attempt because of its slow speed, and leads to very
good combos.
Command List
Nnmo
Input
loveI
Dnmnge
8,18,22
11
Standing/@
Dawn Rhythm
@@(ID
i10,15
3,2,4
<=?@
14
15
-6
c:?B
14
15
-14
~@@
14,16
20
10,-8
4,6
NCCITC
Rhythm Halt
./}@
SP-Iow
10
13
~@
Mid
20
28
-10
~m
>@
Mid
16
22
Righteous Rhythm :
(ID(ID
''Mid Mid
H,14
14.'
-a::6
2,4
NC .
Advancing Dance
(ID@
High High
14.20
13
8,6
6,4
NCC
High HighThrow
14,34
13
High Mid
14,20
13
-8,4
6,STN
11+,5
11
Opp -BT CH
15
TC ISTNCH
-GRD
Opp -BT (Hit)
Standing/@
6,STN 14
Clean Hit: C
TC I RO
~(ID
Mid
14
17
13
LNC
Rhythm Break
./}(ID
Mid
14
15
-10
Ji
~(ID
Mid
18
19
10
13
- FC I Opp
-FC (Block and hit)
Tzao Rhythm
:>@@
28,18
23
-4,-6
8.4
12,7
NCC
12,5
BA I Clean Hit: A
Tzoo Qauke
:>@@@
28,30
23
-4,11' -14
8,STN, STN
18
.High
12
13
-8
14
-16,-16
-2.10
5
2
-FC
Standing/@
Yuen Kick
@@
Level Kick
Woan Shyong Nibble
Lian Hua Sweeps
!:2@@
Shan Kick
:>@
Mid Mid
14,20 ....
~@
Mid
16
14
./}@
Low
14
15
-14
Low Low
22,24
39
12
15
-9.-2
2
KDN.KDN
High
Mid Mid
14,20
19
1 4
LNC
10
TC 1-FC I Opp
- FC (Hit) I NC
STC 1-FC
15,13
LNG
NC
R O
Standing /@+@
Muu Jiann
@+
@+
Mid
34
21
12
KND
~@+
M id M id
32
17
10
Yann Divide
./7@+
Low
22
31
-22
KND
>@+
Mid Mid ,.
14 26
25
10
LNC
Muu JiannTwist
:>@+
M id M id
14,20
25
STN
12
Standing /@+@
Hou Lee
+@
ss
@+@
Mid Mid
16,16
Quake Step
./7+@
SP-MidLow
37.0
~@)+@@
Mid Mid
2.8,40
-6
11.14
STN,STN 18
19
11 ,6
KON,STN
17
13
BA I Clean Hit: A
11 ,5
Hwu Dye
~+@
Mid
20
24
-8
11
TCITS
Ben Xing
'il+@
Mid
20
27
-6
STN
10
TJ
M uu Ling
<?.+@
Mid
50
STN
UB
crouching@
SPIow
10
12
Rhythm Break
crouching
M id
14
14
6
-8
8
2
crouching ~
Mid
30
19
10
LNC
10
R-0
crouching ~1m
Low
26
47
STN
11
BA I Clean Hit: C
CfOUching @
Low
14
14
-14
crouching @+
Low
26
37
12
while standing @
Mid
18
18
-10
Fan Xiang
STCI-FC
13
TJ
Ll
STN CH: + 12
Great Wall
M id
36
31
-16
KND
Level Kick
while standing @
M id
20
17
10
15
TC
M el Hua Carve
while standino @+
10,10,18
25
2
18.10
2.KND
10, 10,24
25
-18,11
2,KND
11
BA j TC 1-FC I
Clean Hit: C
High
1822
24
-6
TJ
Mid
1!125
23
Mid Mid
10,14
17
-14
BA j TC 1-FC
Jumping Attacks
Sparrow Spin Blade
while jumping @
TlaoWu Kick
while jumping @
TJ
TJ
Low low
14,20
23
-16,-12
lan Hua
M id
20
25
-1 2
lan Hua
Mid High
20,10
41
-6
~+liD
Mid
20
Playful Rhythm
c:::>+IIDIID
M id M id
14,16
21
-8,-8
13,9
c:::>+IIDIID~
Mid Mid
14,16
21
-8,-
13,9
Playful Dance
c:::> +liD
M id M id
14,30
21
-8,9
13,5
BA I Clean Hit: c
c:::> +liD~
M id Mid
14,30
21
-8,-30
4,STN
13,5
BA I auto-GI: H,M
(Vertical, Stab)
Twin Rhythm
~111 or ~~liD
Mid Mid
20,30
Hi
KN D,KNO
.11 ,8
Playful Slice
{1>-t or {!...liD
M id
24
16
-13
M id
26
31
-22
Mid
26
31
STN14
(.
STN
TC I Clean Hit: C
8-Way Run/@
, Vengefullian Hua
Vengeful lian Hua laughing Bea Her Hua
<?+ or
tZ It or ~II><?
"
LNC
11
KND
KND
8-Way Run/@
Woan Shyong Swing
Mid
22
. 15
~JO
Circle Breaker
{!. .. or i{-t@
Low
24
28
-16
KND
12,10,10,14
31
MaChiueh
Playful Slice
Circle Breaker
13
Gl
15,10,9
Gil NC lTC
GII NC I TC
Ci ';\f'TE:n 4
NATSU
Character Overview I Natsu uses 2 sheathed ninja blades in battle. The Musoh-Battoh-Ryu fighting style makes her extremely fast, and she excels at close combat. She can also use her tremendous agility to attack from range, quickly advancing on her opponent by jumping, rolling, and
even teleporting. Her damage, speed, and safety enable Natsu to attack almost continuously and
suppress her opponent effectively, constantly forcing t hem to guess her next move.
il
Damage
,,,,,,,,,J'/:
,,,,,,,
;:
: '.1111111!.!'.
Throws
Ring Out
Okizeme
,,,,,,,,..
Mix-ups
'
Range
Movel1}e.nt
.. Complexity
mely powerful, so
knocking your opponent
of your Okizeme mix-ups.
ing even at a rli~arl,Jan,tar1'P.
jump during them. And
t he opponent down, you r.;;~11't:!asilv
in for a mix-up, or apply
tacks. Her Possession <:tnr"'~
used to make many of
whiffed, so try
tions, oe~q.utsem~Y
~K ~
1!1
....
1!1~
10_011
"!':'"....,...,
:f:i~.
Possession (PO)
Input
0(ntlii!)O
. leVQI
Propc rti~o
~tZ<?
PO @
PO @cl>
20
PO@:
8,20
HH
PO@
48
BA
po@
18
TJ
BTPO@
69
TJ
PO@+@
60
UB
PO @+@
24
TC
PO <):>@+@
65
PO 'IJ'@+@
80
TJ
BT PO 'IJ'@+@
90
TJ
PO
- '"'
Wind Roll
.................
Wind Roll is no t as versatile as Possession, but it is still very
useful. Natsu evades all High attacks during the roll, covering
a lot of ground, and for a short time she becom es invisible.
You have three Mid-level attacks to choose from, or you can
simply recover in FC. It's worth using a throw occasionally
after Wind Roll for a more powerful mix-up. Your primary attack here is W i nd Roll . which deals huge damage on
normal hit and can Ring Out to the f ront. W ind Roll is also
possible from BT. and t he @ attack leads straight into PO
while still facing away, leading to a powerful combo with PO
'11'+@ after launching your opponent. When blocked you
still have a BT PO mix-up due to the Break Attack properties;
use either BT PO @. or BT PO Hover @ to attack safely and
potentia lly deal a lot of damage.
Distorted Breeze
Distorted Breeze is similar to Wind Roll; Natsu rolls to the
side and again becomes invisible for a short t ime. Distorted
Breeze attacks are the same as her,(),,(), or 'U''ll' moves from
8-Way Run. At close range, Natsu can quite easily get arou nd
to her opponent's back using this move, potentially allowing
for a mix-up or even a back t hrow, and it can also be helpful to
escape a bad position at the ring edge, with a chance to place
your opponent in jeopardy instead.
PO
PO~
PO,TC
Silent Mist PO, TJ
Hover, STJ
PO 'IJ'
Hover@
Hover @
Hover@+@
15,20
LL
TC
20
FC
65
BA
Love I
Guard
Hit
<?@
-12
-2
<?@+@
-3
LNC
@@<?
MH
-8
KND
@<?
-14
STN
@+@:>
MM
-7
11
lnptjl.
Damage
love!
@+@@
24
TC
@+@@@
24,15
MM
TC
@+@@@@
24,15,42
MMM
TC
cl>@+@@
10,24
MM
TC
cl>@+@@
16,20
MM
TC
BT@+@@
40
STJ, PO, BA
Input
Damo
Lovol
Prop .. nios
~or 'll'+@@
12,20
MM
TC
~or'U'+@@
22
TC
~ or "()>+@@
16,20
HH
TC
~or 'U'@+@@@
16,20,30
HHM
TC
Stalker
When using Stalker, Natsu jumps high enough to evade almost all attacks, making it an excellent option when trying
to defend a life lead or escape from a difficult situation. After
.().@+@, you can use the air throw for easy damage and,
near the edge, for a Ring Out. Employ Stalker to reposition
yourself on the stage as well. Be careful near the edge, however, because you can jump out of the ring wi th this move.
Damao
Input
Level
Proporties
+00
STJ, BT
~or~+@
STJ
~+@
. STJ
BT@+@
SiJ
60
+.+@
STJ, AT
Death Light
Natsu's @ is the fastest in the game, so you should use it
often to forestall your opponent's offense. @@ can punish
many attacks that are sa fe again st all other characters. It's
worth trying to interrupt incoming attacks with @@. and
then use@@@ if you get a CH for good damage. @@@is
unsafe when guarded, but because of the pushback on block
it is difficult for some cha racters to punish it, so you can use
@@@sometimes even on block or normal hit to try to bait
a mistake.
Rapid Destruction
~liS) is faster t han Natsu's @ and has very good range. You
can follow-up after this attack with ~@@ or ~liS)@@. or
cancel the third, unsafe kick using ~@@@+@ to apply fur-
Input
Oamnge
ltnJ>3CI
Gonnt.
~@@@.
i14.
-8,-10.-1zJ.:'. 4,2,KND
12, 10
MM
i14
-13
Damage
level
48
. -16
38
-14
~@@@+@
'
lDvol
.~.
-1
ther mix-ups with the W ind Roll stance. The side roll Distorted
Breeze is also available here (input -.(). or 1f @)+@) and can
be used to avoid some ve rtical counter attacks. ~@@ is a
NC, and is excellent for punishing, as well as being a generally very strong poke. The third kick is not quite so useful, as
it does not combo after the first two, but it can come in handy
if your opponent is persistently attacking you after blocking
~@@.
Assassin's Revenge
This move is a true all-arounder. ~~ is fast, has great
range, deals high damage and knocks down when it hits. Additionally, Natsu does a little step to the side and TCs, which
means you can evade some High-hitting or linear attacks. It
is a fantastic poke and whiff punisher when used frbm Mid
range. It has poor recovery, bu t the pushback when it's guarded makes it impossible for most characters to punish you.
Pressing ~~ makes Natsu teleport back, going into
PO automatically. This pushes you and your opponent even
further apart making ~@~ even safer against those
characters who can punish it normally, or when near a wall
where the pushback can be reduced.
Scroll of Darkness
Th is is a Mid-l evel horizontal, again with excellent range .
Whe n it connects, the opponent falls to the ground, allowing
Na tsu to combo with t?@. Natsu jumps during the animation, so you can avoid Lows and most throws with it. +
is slightly unsafe when blocked, but basic@@ punishes can
be escaped by pressing ~. as Natsu teleports backwards.
However, this makes the move very unsafe against longer
range attacks if your opponent anticipat es it, and if it hits the
combo with t?@ won't be possible.
Input
...
.
.
~~or ~.o:l or c:::;>'9.
Guard
Hit
KND
Dnmags
Dream Scroll
I.evel
lmpncl
Guard
Hit
With PO @) is one of Natsu's best tools for pressuring opponents and forcing mistakes. It leaves Natsu with advantage
when it's blocked. which allows you to continue attacking,
and even gives you a guaranteed hit if you are fast enough
using ..()[email protected] it hits. the knockdown it causes leaves
you with a powerful mix-up. ..()..@+@)will catch side Ukemi,
while FC @+ keeps a grounded opponent stunned for a
combo or another Ukemi Trap. Dream Scroll is also excellent
for dealing Guard Gauge damage, so you should use it any
time the opponent allows. Try to master PO @:~. so that
you can discourage opponents from sidestepping after a PO
transition; this w ill make PO @)an even more potent asset.
Bullet Hang
lnpul
Onmsgc
t.vel
lmpaer
~~or~~ or ~~@@)
24.36
HM
i16
-16
STN
i16
-17
-6
lnplll
D1omooo
t.vol
Impnet
G11nrd
II! it
>@+@)
15,5
i30
15
LNC
Input
Dnmao~
L<lvel
Impact
Guartr
Hit
34
i24
lnpul
Domage
level
Impact
Guard
Hir
PO@+@
60
i45
KND
KND
This is one of Natsu's "bomb" attacks. i t's a Low-hitting attack with very good range and it can even be used to hit op
ponents trying to sidestep. It is slightly unsafe when blocked,
but if you press~ after it. Natsu will teleport forward, changing into PO automatically. This lets you mix up between PO@.
PO @. and PO (; to avoid difterent punishment attempts.
When the bomb hits, you can combo with her PO air-throw
by using <?+ ~. "\)"@)+@. or even with <?+. C!lEI
for huge damage. Using PO this way will deter punishment
attempts. meaning you will sometimes be able to use just
<?+; this can still lead to strong combos when connect
ing, by following up with <?>@. ~~@). :~ or C!IEI.
Reaping Hook
1:1 is a useful Low-level attack that is fairly fast, and can
be difficult to react to. It is extremely unsafe, so use it only
occasionally against a defensive adversary, and try to determine whether or not they can block it on reaction. The attack
is entirely TC, and Natsu crouches extremely low during the
recovery frames, going under even some Mid attacks. and
sweeps in a wide horizontal arc. making 1:1@ a useful tool
for catching sidesteppers, auto-step attacks, or for countering many stance mix-ups, so even if the opponent can block
it it's still worth using when you think they'll move or attack.
Exorcism
................
"Exorcism" is an unblockable attack available from the Possession stance. It's quite fast and can track sidestepping
opponents very well. It is especially effective near the edge
of the stage as it is harder to escape, and also works well
against an opponent who freezes up against the PO mix-ups,
though it will become less effective in this capacity the more
you use it. You can follow it up with ..()..@+ near a wall to
attempt an Ukemi Trap. This attack Tech Crouches during the
early startup frames. making it eftective against opponents
who try to thwart PO mix-ups with fast. High-hitting attacks.
Illusion Scroll
As wit h m any o f Natsu's attacks, the range of .!}.!} is
surprisingly good. W hen it hits it will launch your enemy for
some potentially strong combos. and for a launcher it's relat ively sa fe. It is very useful when used from 8-Way Run as a
poke and whiff punishing tool. especially against characters
that can punish your c:>c:::> well. A potent follow-up when
it hi ts is c:>c:::> ~. but you ca n also use @: just before
your opponent lands for a powerful Okizeme situation wi thout having to spend any of your Critical Gauge.
Hurricane Punishment
The versatility of this attack cannot be overstated. During
c:::>c:::>@, Natsu jumps, dodging Lows. and also Tech Crouches
under Hig h-hitting attacks. Nat su covers an extremely long
distance with c:::>c:::>. and will hit opponents who try to sidestep or 8-Way Run. It is, however, quite unsafe when blocked,
so you can't risk using it too often. It's a good choice when
your opponent's life bar is almost empty, as the speed, range
and evasion of c:::>c:::>@ mean that it wi ll beat many of your
opponent's options. Due to the speed and range, it is also one
of Natsu's most useful tools for spacing and punishing whiffs.
Damage
..-.
10,24
8, 10, 24
Seal
ltv61.
llllp"r;t
Gu~rll
i25 '
-12
: @+@ '
38
ftali Wfudow .
13
+@
55
13
60
13
@+@or+@ (Left)
60
13
@+@ or +@ (Back)
70
13
c::> c::>+@
65
D~mo.IJe.
lllfl\il.
@+@
Iilli
. qM
,.,.,
:)
Input
Damage
level
Impact
Guard
Hit
38,20
MH
i1 7
KD N
i17
PO, @+00+@
KDN
Input
Damage
level
Impact
Gunl
Hit
{l.~{!.-~c::> @++
30, 22, 20
MMM
i22
LNC
Most of the time you should use Natsu's Air Throw, !:?@ or ~~.
to finish your combos. You can use <?@+ ~ instead of !:?@ in
some combos for a better wakeup situation. Similarly, @:S> deals
less damage than S>S> after a launch, but splashes the oppon ent
onto the ground for good Okizeme pressure, and is always the best
option after Sj,(ID (Combos C and E). For Combo F and Combo G,
after ..(!.@+. the C!lEI won't co nnect at point blank range against
some characters. In general. Natsu's combo starters work the same
on normal hit or CH. One exception is<?, however, wh ich guarantees only !:?@ when hitting normally, but with a CH you can follow
w ith Sj@@@, !:?@ (Combos A and B).
Although these combos are more complicated than those of some
other characters, the reward is more than worth the practice. Note in
particular the extremely high damage that can be dealt withou t using
your Critical Gauge following the bomb and Hover attacks.
Damage
Hits
Cost
Dilficulry
t?@
35
CH<?@
Sj@@@. !:?@
77
**
{!...(!. or 11"\t
~S>
60
S>S>~. !:?@
76
**
<?@+@
82
**
<?@+
'lt+@
<?<?@
53
{!.@+
..(J.t?<?'lt+@
67
***
{!.@+
1}@@
50
S>S>@ ~
!:?@
77
Hover @
103
10
78
*** *
..(J.t?<?'lt+@
85
***
@:S>.<?@+
64
*** *
<?@+@
128
{!.@+
C!EI<?. . 'It@+@
C!EI<?. S>S>. 11'+@
118
** *
PO@
FC {!.@+@. <?<?@@
81
123
.....
Combo
Starter
Followup
<?
' CH WR @<?@+@
E
_{!.@+@
UKEMITRAPS
UkemiTrap
: ~o
Directions
Difficulty
~@+. ~t:?<?1r+@
115
Le fl, Right
PO@
126
Back
Delay 1::?@
71
All
~~@ (;
Delay t:?@
93
An
101
All
~.@:~
129
Left. Right
****
<?+ ~. 'fr+@
.....
..
launch, you must connect with@: just before the opponent hits the ground to splash th em
and create an Ukemi Trap possibility. This is more reliable near a wall, as otherwise your opponent can be thrown back too far.
WALL COMBOS
Near a wall Natsu is very dangerous. If Natsu is at an angle after the
initial wall splat consider skipping the second wall splat and continuing the combo from there, as the second wall splat {e.g. with @)
may fail if the angle is too sharp. You can prevent Ukemi escapes after
Combo
Starter
Follow up
@W!
@:c:::> W!
~@ 1E W!
'fr@@W!
Difficulty
118
11
***
161
17
120
11
'****
159
16
@@W!
100
11
***
z:I@ W!
95
10
...
APPLYING OFFENSE
Aim to make full use of Natsu's speed to suppress your opponent and force them to make
quick decisions. @ is your simplest option at all ranges, due to its combination of speed
and great evasive properties. + is your second all-purpose attack: a little less rewarding
but still with great range, a built-in jump, and the ability to catch sidesteppers. Using these
attacks aggressively can make it difficult for the opponent to pin Natsu down.
right while @@works to Natsu's left. In Possession, use PO +@ to forward Ring Out,
or mix-up with Hover,@. and Hover,
WR @ . [ ~0 2]
GUARD BURST
Try to mix the normal @with @ IE as often as you can. Making your opponent fear
this move should be one of your goals, and this is best achieved if you use the IE version
just enough so that they don't get too comfortable ducking under the second hit. Use Natsu's
@+@ command throw (or her +@ IE) after this is blocked, and mix it up w ith another
@or+ if the opponent tries to crouch or step. Always keep in mind that Natsu possesses the fastest @ in th e game. It can punish attacks that other characters won't be able
to, and can also interrupt your opponent's attacks at times when other characters could not.
This can take opponents by surprise and allow you to maintain your pressure through sheer
speed. [ ~o 11
Altllcks
+@
13
PO@
@ IE.@@
10
~..(> or '1/''1/'
12
13
~~@
DEFENSIVE PLAY
OKIZEME
As soon as your opponent is on the ground, you should focus on using Natsu's bombs
(<?@+I..&+@). They hit grounded opponents 1or small damage, but will catch a rising adversary for a devastating combo. After certain knockdowns, there is no way to block or avoid
the bomb attacks, meaning the opponent must either stay on the ground and take damage, or
else be launched by a Ukemi Trap. Remember to make use of FC +, which will stun your
enemy and guarantee further damage, and can lead to more UkemiTraps. Against aggression
from the ground, @ is a good choice for damage and another knockdown.
You can end some combos with<?+ S>, though it deals less damage, so that you can
continue to press with PO mix-ups. PO +@will hit grounded or if the opponent stands up,
while PO hits a crouched opponent and gives advantage if blocked. PO+ is also excellent against an opponent who tries to stand up and defend, and Hover hits grounded, so
the powerful Hover mix-up is easy to implement here. Against some characters Natsu's @..(>
is very useful, for example against Leixia's or Xiba's +attacks from the ground, because
Natsu will jump over these attacks and hit the opponent.
RING OUT
Natsu has many options to dispatch her opponent near the edge of the stage. You can use the
Critical Gauge for @ IE (in front) or @+@ IE (behind). Don't use BT PO @. however;
Natsu jumps back and left after the AT. and can easily ring herself out. + beats throw
attempts and prevents opponents sidestepping away from the edge, and can Ring Out in
front and to the left. Other good options are@, ..(>~or 11'11' and <?<?. <?<?'s quick
backstep can catch an opponent trying to retaliate when at the edge. ..0.+, +@ +@
can Ring Out in front, as can ~. "if. or ~ @@. "if or ~ @ and @ can Ring Out to the
Although Natsu is best suited for an aggressive and offensive style of playing, it is still possible to play her defensively and win. She can
move swiftly around the stage. waiting for a
chance to pounce. Once your opponent whiffs,
<?+, ~~. or are good choices
for whiff punishment. +. as always, is a
good attack to advance with relatively safely.
If you are able to execute : very consistently then you can focus on block punishment against the more unsafe characters.
<? is another good punishing option; it's
very fast but it lacks range. @@ is slightly
slower, but it knocks down on normal hit: use
@<?. PO +@ if your opponent doesn't
Ukemi. If you block an unsafe Low attack,
FC. punishing with WR @ won't do much
damage but will leave Natsu at advantage.
@ on the other hand is not as easy to
input from crouch as <? or WR @. but has
better range, and is still fast enough to punish
whiffed attacks after crouching under t hem.
POST-GI
Natsu can make very effective use of Gl to
switch between an aggressive style and defensive play. This is best applied after the op
ponent blocks one of your unsafe attacks but
is unable to genuinely punish it. ~@ ~
is your bread and butter follow-up after a successful Gl. @+@ and @ can also be used
to push the opponent backwards when near
the ring edge. After these attacks, you should
continue with ~@ for a combo. If you think
your opponent will re-GI immediately, make
use of <?+ for another powerful combo. Her(! is also particularly useful here, as
it cannot be countered and leads to damaging
combos. [ ~o 21
The single most important thing you have to do when you fight against
Natsu is to block or jump over her b'ombs and punish them. If you
can do this consistently, you will avoid her most damaging combos.
Since Natsu is very fast she can interrupt you easily, so be extremely
patient against her and wait for a good moment to attack. It's also
important to never underestimate her range. Her daggers may seem
short. but Natsu advances swiftly with nearly every move she uses.
KEY ATTACKS
@ ~
Dealing with. this attack properly is the key to beating Natsu. If you
block the first hit, you can duck under the second. High-hitting stri ke
and then punish her accordingly. Natsu can't cancel the second hit if
Brave Edge is used, so look out for the Brave Edge visual effect. es
pecially when she's approaching f rom mid range. It is also possible to
sidestep ~@ ~ with the right timing - you can then punish her
more easily, and discourage overuse of this move. [ ~o 3]
<?+
You must become familiar with the animation of Natsu's bomb attacks. Try to anticipate and jump this attack where possible. After you
block <?+, Natsu still has a variety of options to keep attacking
using her Possession stance. She can interrupt a lot of punishment
attempts using PO @ or PO . PO @ is a High-hitting attack, while
PO @ is very unsafe when blocked, so be prepared to punish it se
verely if you guess correctly. Don't be tempted to always wait for
Natsu's PO follow-up though, as a shrewd player will use your hesitation to begin a new mix-up using PO (ID and Hover. Stay aggressive .
and watch for their tendencies.
''+ '"''
This move is excellent against sidestep and usually safe. It also Tech
Jumps, so keep in mind that Low-hitting attacks and throws won't be
very effective against a Natsu player who uses th is move a lot. Don't
underestimate the range of th is move and try to always punish it w ith
your fastest atttack (@@for many characters) when you block it If you
are hit by it, it's best to stay grounded in order to avoid more damage
from a t?@ Ukemi Trap.
to defeat the entire mix-up. You can also try to backstep. as the PO
attacks have limited range. [ 7 0 4]
t?@
It's worth taking the time to practice blocking this attack on reacPO liD
This is Natsu's most dangerous PO attack. It is very damaging, good
for Guard Burst, leads into the unblockable ..().@+liD Ukemi Trap, and
gives Natsu huge advantage and even some guara nteed damage
when blocked. As a general rule, step to the side wheneve r you see
Natsu entering PO. Use any sidestepping TC attacks you have to try
tion. It is quite fast, but Natsu crouches quite distinctively before she
stri kes. It is extremely unsafe, so you can punish it harshly with any
character. Natsu is not especially strong at Guard Burst pressure, so
if you can block t?@ and @+liD without having to guess, you will
force the Natsu player to come to close range to attempt throws,
which will make the match toug h for her if you have a life lead.
Command list
@@@
Death Shadow
Shadow Shrine
Shadow Gate
@@<=C>
@<=C>
@:<=C>
Relinquish
'*
Hand Over
~@@
Wind Scroll
~@
Shadow Split
,(!,@
t?@
<?@
Reaping Hook
Curse - Possession
19
13
24
20
-26
-12
Standing/@
Shadow Blast
12,10,26
2.2,KND
12,10,15,5
2,2.LNC
Carnage Cannon
@@<?@+@
Ruination - Kuz.ukiri
00]<?@+@@
@@<?@+@@
Mid M id Low
High
Mid High High
level
Name
Dark Blaze
Ninja Cannon: Nozuchl
Shadow Hunt- Kuzukiri
.().@+~
'@+
'@+@
:
.@+@@
'~)+(]
Fo g Blanket
'11'+
Properties
ss
TP
Low
Clean Hit: C
.Low High
.,
High
LowSS
15,5
30
-3
LNC
Mid
38
37
30
KND
::
- PO l LNC
(Behind)
Opp - FC (Block) I
Clean Hit: A
crouching@
SP-Iow
10
12
-6
Free Shadow
crouching
Mid
16
-8
Seali~g .P'!.nishment
crouching @
Low
.14
15
14
... ~14
crouching ~@@
Low Mid
12,14
Poison Dart
crouching+
SPIow
12
16
-16,-9
-4.5
16
-6
11
TCI-FC
STN
18, 8, 30
17
M id HighSS
18, 8
17
M id Low
18, 15
19
Darkness ~ann on
-4, 11.
18
-4. -11,
-28
4, 3, KND
4, 19
-12, 8
4,LNC
10
1 2, 8, -6
4,LNC,4
10
4,4
12
18, 15, 8
19
Mid High
18, 8
19
-12,
Divine Ca nnon
while standing @
Mid
14
14
Falli~g;Scroll
while jumping @
Mid
22-26
22
-5
KND
Windfall
while jumping
Mid
22-28
22
Foreboding Fall
while j~mping @@
12,16,32
37
-4,-18
STN.KND
High Mid
18,36
16
-10-16
2,STN
12
High SS
18
16
17
-6
15
19
-o
24
20,-3
-12,-5
..
-o
NCCI STNCH
(1st hit)
NCC I STN CH
(1 st hit) 1 Clean
Hit: C
NCC I STN CH
(1st hill
NC I RO ISTN
CH (1st hit)
STNCHI
R O
Jumping Attacks
15
TJ IR-0 1 ~@ :
Opp-BT (Hit)
TJ
TJ I NC I RO I
- FC
8-Way Run/@
Bullet Hang
+ or~~ or ~ ~ @@ '
Reverse Hand
Mid
Weaving Blades
~lit or ~ "@
Low High
22
10,16
Fan Dance
'+@
Mid Mid
16,28
20
-14
STN
+ or~~ or~~
,. Mid
48
17
-16
STN
TSI-PO
STNCH
8-Way Run/([]
Assassin's Revenge
Assassin's Reve nge - Possession
~+ or ~~ or~~@'
Illusion Scroll
.().... or i ff'
11
TC I Clean Hit: C
TCI-PO
MidSS
48
17
-14
STN
11
Mid Mid
12.20
21
LNC
10
R-0
Mid
28
25
12
-12
KND
10
SP-Mid SP-M id
20,20
17
Whirling M isery
~+@
~~or ~ ~@
M id High
12.12
.().,._ or '11'-t@
Seal
'+ or
tl lit or
~ "
8-Way Run/
Hurricane Punishment
Departure in Fi re
Jute Buriai ,
Cellar Drop
Dropping the Bottle
-4
20
1 6
-2
STN
16,20,30
13
-7.-18
2,KND
High High SS
16,20
13
35
-26
High High SS
16,20
13
12
High High SS
16,20
13
-3
M id
18
-7
LNC
13
Mid Mid
24,22
27
-17
KND,LNC
10
High-Throw
High-Throw
High-Throw
High-Throw
55
60
60
70
17
17
17
SP-Iow
TC ITJ
13
TJ I NCC I R-0 I
STN CH (1st hit)
TJ ISTNCH I
-PO
TJ lTC I STN CH I
-Wind Roll
TJ I TC ITS I STN
CH
Opp -FC (Block)
L NCGRD, Opp
-FC (Block) I
Clean Hit: A
Nome
1 ,Sh~dow Kuzukiri
turn ?rou_ncl @@
Darkness Shatter
" Punishing Wind
Reverse Seal Punishment
Heavy Burden
Fog Blanket
Air Scroll
Phantom Scroll
Dream Scroll
Dragon Wheel
Wind Stalker
Exorcism
Vacuum Drop l<ick
Falling Rain
Haunting Drop
Reverse Haunting Drop
Possession Rush - Possession
Silent Mist - Possession
Possession
'fr+@
22
31
(~
EZI6 AUDitORE
y /\
Char6"cfer Overvie" Ez.J.:o is a highly trained deadly assassin that can use an assortment of weaporfs to dispatch dPpon~s from any range. Whether he is using his crossbows to attack and frustrate
opponents at long raAge, or using the speed of his dagger up close to interrupt them, Ezio has an
option fofeverything. His interrupt ability is made even more deadly due to the fact that a lot of his
attack~ga in additional Attack Throws on CH, giving you significantly more damage, and cementing
hiru:as~a master assassin. Although he uses numerous weapons, Ezio is still quite a straightforward
chafacter to use and is perfect for beginner players to use while getting fami liar with the game.
#'
, , . . ..
~-
. ..
;c;;
PLAYSTYLE FOCUS
METER USAGE
"-
PRIMARY ATTACKS
Palm Slash
~ .. {1
.. ..::,-'
"-
Oomnye
Level
16,16
MM
D~m&!le
Lovol
GuMTl
Ezio's lmlm is one of his best attacks to use when you are at
close range and on the offense. It has good range for a basic
poke, and the se.cond hit even has some tracking to one side so
it can be hard for opponents to step around. A single 1m is also
a good way to bait opponents into attacking, at which time you
can interrupt w ith a quick attack like 1m, or a TC attack like
@. With the IE extension on the end it also becomes one
of his most powerful options for punishing opponent's attacks,
and because it gives you a third hit on the end, it can even catch
opponents trying to attack aher guarding the first two.
Stiletto Rush
..................
18,10.26 HHM
lmpnct
i17
Dnn10go
Input
Level
Impact
Guard
Hit
-6,-30,-30 2,KND,KND
Input
Damago
level
Impact
Guard
Hit
Domouc
Level
Impact
Guard
Hit
36,21
ML
i25
-16,-30 STN.KND
Dual Blades
Because of t he number of attacks that Ezio can side roll out
of in to FC, or that leave him in FC any way, you'll often find
yourself using WR mix-ups, and this is one of his strongest
options. Not only does it do very good damage and is a NC,
but is also relatively safe and does heavy damage to the
Guard Gauge iii they do guard it. Wit h the t hreat of the second hit being quite high, it can also be very effective to stop
after the first one and move into another mix-up. Quick interrupt attacks such as !:?@can be particularly effective here, as
can throws and quick Low attacks.
Circling Eagle
<?>@ is one of Ezio's better close range tracking options.
and one of t he few that is also Mid so it is useful against characters that have strong TC 8-Way Ru n attacks. It is slight ly
less safe when guarded than attacks like :>@. wh ich may
also get used in similar situations, but it has t he benefit of
giving a stun on CH so you do not have to anticipate and use a
risky crossbow shot. It is possible to combo after the Stun on
CH with strong ground-hitting attacks like :>:>@. or if you
have the meter you can even use a @ since it has enough
speed and range to hit them whil e t hey are still standing.
Calf Crusher
Although it can only be done from an 8-Way Run, this is still
probably Ezio's best overall Low attack. It has a much better
animation than 1:2@ so is less likely to be guarded on react ion, and it leaves you at enough advantage to make nearly all
of his best CH fishing attacks uninterruptable. It is also one of
his better Okizeme attacks since it hits grounded opponents
and the fact that you have to do it from an 8-Way Run actually
allows it to real ign itself against rolling opponent s.
Heel Lightning
This is Ezio's only t raditional launching attack, and it is important to use as part of his mix-ups because it is one of his few
attacks that can lead to good damage wi thout the n,eed of a
CH. Other than being relatively slow, there is very little downside to this attack because it's totally safe w hen guarded, and
even puts t he opponent in FC, further limiting their options.
On hit you ca n follow-up with:>:>@ for good damage if you
do not have any meter, but if you do. using ~@ Iilli can give
you significantly more and knock the opponen t far across th e
ring towards a w all or ri ng edge.
Sequential Stab
Close ra nge int errupting is w hat Ezio excels at. and that is
largely due to the effectiveness of this attack. It's TC near the
start of the animation, which allows it to beat any quick@@
attempt s by your opponent. and on CH it will stun the opponent and you can follow-up w ith quick Mid attacks like ~@
or his (!, or opt to hit t hem on t he ground w ith:>:>@. The
whole string is also a NC so is useful even if you do not connect with a CH, but you should not use it in general mix-ups,
because if you hit a crouching opponent w ith the first attack,
t he remaining two will whiff above t heir head.
~.)
~ights
Reserved. Assass;n's Crcmd. Uhisof:, anc1 :n~ Ubisofi logo am tra::1E;:narks of Uh:sof! Entsrtqir.rront in 1hc U.S. and/or o:htH
cow~ t1 ic~ .
lnpnt
DM1ngo
levol
lmpoct
Guard
~liD
20
i17
-8
STN
Input
Dnmage
love!
Impact
Guard
Hit
>@
30
i34
-18
Oumago
lovol
lnlpt>CI
Guatd
Hit
48
i29
-10
STN
......... .......... ..... .... .............. ..... .... ... ..... .....
Moving in and out of poking range quickly to change up the
frequency of your attacks is a good strategy to use w ith Ezio
to help keep your attack pattern unpredictable, and this is one
of his best attacks after a short backst ep. The kick is good
for getti ng back into poke range, and on hit it leads to a stun
that gives you a guaranteed ><?. It is slightly punishable
by some characters, but it does inflicts a lot of Guard Gauge
damage if they do guard it, and the benefits on hit more than
make it worth attempting.
Step-Out Thrust
This attack is best used when you are at a slight disadvantage
and the opponent is likely to retaliate with a quick short range
poke because of the huge backstep that Ezio takes during it
and the fact that it is TC. Both of the factors make it very difficult to hit him out of this attack, and since using it at those
times also means you are quite likely to score a CH with it
you also get some additional benefits like many of Ezio's other attacks. On CH it w ill automatically tra nsition into one A ttack Throw for a large increase in damage and good Okizeme,
and if you hold c(> as it connects you get a different follow-up
that does more damage and can Ring Out.
Tiphon e di Bi anca
Ezio has a fairly good throw range and gets good damage
from all of his throws. which is important because they are
an essential part of his playstyle. Lack of a threatening Low
attack means that throws are Ezio's main way of getting
t hrough an opponent's defense and potentially making them
crouch. His @ throw does slightly more damage than th e
one, but it leaves the opponent too far away for any Okizeme.
In general it is better to try and use his liD throw more often
since it leaves you close to the opponent for a quick Okizeme
mix-up w ith attacks like@, t!ID, and ..(}.@.
His throw will also ring opponents out forward, and it also
wall splats for some additional damage, but you are unable
to combo after it. His right-side t hrow is the only one t hat
sw itches position, so is worth attempting if you have you r
back to a wall or ring edge, and it also leaves you close to the
opponent in BT so BT @+@ is a very Qood Okizeme attack
afterwards.
Input
Damage
Escape Window
@+@
55
13
liD+@
50
13
@+@ or +@ (left)
65
13
@+@ or +@ (Right)
60
13
70
Ezio's (! is one of the best in the game when it comes to being used for punishment or as an interrupt attack thanks to its
combination of speed, damage, and range. With this, Ezio can
punish many attacks that he is otherw ise unable to because of
thei r pushback {such as Natsu's c::>c::>!ID>. and doing so against
attacks that your opponent thinks are safe can totally change
the flow of a round. Because Ezio has such good movement,
you can often get the opportunity to use it as a whiff punisher
too, and this is another area in w hich it excels thanks to the
range it has. Like many of his attacks. however. it is perhaps
best used as a slightly risky interrupt attack. After attacks such
as {7@ that leave you at a slight disadvantage, where you
think the opponent will try to attack, the (! will beat nearly every option they could use, partially due to the speed. but also
thanks to the invincible frames that it has before it connects.
....,~~:o:!'
1'ir. ,.
Input
Damage
Guard'"':;,
~~ c::>{7~ c::>+!ID+IID
90
M' ..
i13
End stu n combos w ith your ~ if you have enough Critical Gauge,
or use <?<?liD for the most damaging option without meter. ~liD
does less damage and doesn't lead to Okizeme, but leaves the opponent further away and is useful to create space. His only conventional
launcher is 1:2@. and while it is relatively slow, it is ve ry safe and if
you follow-up w ith c::> ~Eli~ it can lead to very good damage and is
usually his best option post-GI.
Starter
Follow-up
Damage
Hits
Cost
1:2@
<?<?liD
53
c::> Iilli
86
<?<?liD
60
<?<?liD
69
115
e;
. ; +
C!l3
Ru~~urvod. As;;;ti~Sili's C:ut~t:i.
Difficulty
Uhisoh. a:-:d \'h0 Ubi~~oft !u~JO uru t:nue~n:::rks of Ub:soft Entertn!nmem in1ho U.S. flnd/or othor countries.
S!artor
Dtunnyo
Hits
Cost
Difficulty
c(>(ID ~
76
CHWR @
(!13
94
CH J:Z(ID(ID(ID
~(ID
60
CH J:Z(ID(ID(ID
>>@
67
**
CH J:Z(ID(ID(ID
(!
82
**
l:Z~ or ~~@
~. >>@
94
***
~~or ~~@
(!
117
c(>@+
c(> c(>(ID(ID
106
***
BT @.l+@
~ (ID(ID(ID,
(!
93
***
I CH WR @
fOIIOWIIp
UKEMITRAPS
..
Ezio doesn't have many useful Ukemi Traps because most of his
knockdown attacks either have too much recovery or leave the opponent too far away for any Ul:emi Trap attempt to reach. Even after
attacks that stun the opponent it is very difficult to catch Ukemi at
tempts because of the high hitbox of even his Mid Horizontal attacks.
and any that do catch don't lead to as much damage as you would
have got for completing the stun combo. The only exception to this
is times where you are ending a combo with >>@. because if you
delay it slightly it also works as an UkemiTrap in all of those situa tions.
allowing you t o get some extra damage if they try to Ukemi. Also. if
you land ~@ normally, you ca n catch most directions with a simple
Difficulty
Knockdown
Ukemi Trap
~@
(ID(ID ~
91
Left. Back
CH ~(ID(ID(ID
>>@
74
All
**
>>@
>@
74
All
* **
Oiroclions
@@. and if you add the t:ilil extension on the end it leads to very good
damage. If the opponent does a back Ukemi after ~@ only the first
(ID w ill connect so you should only go for the full trap aft er judging how
your opponent likes to Ukemi. If you successfully land the (ID(ID ~
trap after 1::?. th e opponent is usually left close enough to you so that
you can go for another UkemiTrap w ith BT {!.-@ for additional damage.
WALL COMBOS
Although Ezio only has a few attacks that wall
splat and allow you to combo afterwards, the
ones he does have are quite effective and
lead to good damage. If you are very close
to the wall you can splat the opponent with
~@. which gives you a quick and safe wall
splatting optio n that does not require a CH.
When you wall splat with this attack the opponent will be BT on the wall, so not all of
the usual follow-ups are guaranteed, but because they ar e BT. it is possible to re-splat
them with :>@ and then land a free back
throw. If you happen to land CH t?(ID(ID(ID while you are in front of a wall. you can also splat
the opponent with >@. but since !::? is also his main combo filler and you cannot repeat the stun, you have to simply splat them again with another @and then use a finisher.
His (ID(ID (; is a very good choice to use as a finisher near a wall because it leaves you BT
and very close to the opponent. close enough that you can use BT +@ as an Ukem i Trap
in some directions, and then combo into his C!l3 off that. Further away from the w all his best
w all splatting attack is {!.-{!.-@ since it recovers very fast. and allows you to land a powerful
attack like @ before re-splatting them. significantly upping the damage of the combo.
WR @ can also be a g ood option near a wall since it can catch people trying to get away from
it. and you can follow-up with c(>(ID for a wall splat that can lead to a lot of damage if you have
the meter available.
CHAPTEf~ /
Damage
Hils
Cost
Difficulty
<?@,WI Throw
73
CH f:?(ID(ID(ID, ~ @
WI
84
**
CH t?(ID(ID(ID, <?@
WI
87
11
CH WR @, c;>(ID W!
134
14
***
125
Follow-up
Combo
~ @W I
APPLYING OFFENSE
Because you will need to rely on a lot of
different quick attacks while you are on offense with Ezio, it's important to not become
predictable w ith the timing of your attacks
because that w ill make it very easy for your
opponent to counter them. Changing the
timing of your attacks, or stopping at different points in simple strings such as (ID(ID or
!:? is also a good way of baiting you r
opponent into attacking, which allows you to
CH them out of it for big damage. Even using
attacks such as c::>c::>@ or ~@ on their own
can be a good way to make your opponent
hesitate slightly whi le they wait for the crossbow follow-up.
As soon as your opponent sta rts to freeze up
you can move on to Ezio's slower and more
damaging setups, and start to make use of
one of his better Low attacks. t:?t?@ gives
enough advantage on hit that most of Ezio's
good CH attacks are nearly impossible to
beat, and since getting advantage off a Low
attack is quite rare, your opponent is likely to
try and attack after getting hit by it. This is
also a good time to start using @+(ID more
as it can be a very hard attack for a lot of characters to deal with because of the option to
roll to either side afterwards. The roll leaves
you in FC right next to the opponen t and you
have a very strong mix-up between WR @ to
catch them if they try to step and leads to a good CH combo, orWR (ID(ID w hich does a lot of
damage both on hit, and to the Guard Gauge if they guard it [70 'l]
OKIZEME
Ezio has a number of very strong ground-hitting Mid attacks, but unfortunately they are all very
linear. Attacks such as <?<?(ID and c::>c::>(ID can lead to a lot of damage, but since it's relatively
easy to side roll them, you have to be a bit more careful wi th them. It is best to wa it a bit to
see if your opponent is going to roll, and then try to realign yourself before using these atJacks to compensate for their linearity. @+ is also another strong Okizeme option since it
jumps over the opponent as it hits them on the ground, leaving you very close to them for a
BT mix-up.
Outside of ..().@, t?t:?@ is his only other grou nd-hitting Low attack and because you have to
enter 8-Way Run fi rst, it is quite slow to use in Okizeme. Due to the strength of his Mid options, however, opponents are generally focused on avoiding them, so even though it is slow,
it can still be useful. and the advantage it gives allows you to continue your offense.
DEFENSIVE PLAY
Ezio's fast movement speed is by far one of his most useful defensive abilities, as it allows you to move in and out of attack range much
faster than many other characters can do. It is this movement speed
that allows you to very effectively make opponents attack whiffs either through sidestepping or backstepping, and that leads directly
into another defensive area that Ezio excels at, whiff punishing. At every range Ezio has a damaging option to punish opponents for whiffing, while still being safe enough even if they are guarded to make
them ve ry low risk options.
At close range you have t?@ that leads into a powerful combo if you
have meter, or <?<?@ and <?<?for mid to long range knockdowns
with big damage, wh ile also doing a lot of Guard Gauge damage if the
opponent does recover in time to guard. Arguably his best whiff punishment tool, however, is his @lEI, wh ich has the perfect combination
of speed, range, and damage to allow it to punish even the smallest
of mistakes by your opponent. [ -?0 2}
RING OUT
Ezio is rather unique in the fact that he can ring opponents out if they
are near the edge from long range through the use of his ct>+@
and ../7+@ crossbow shots. This can be a very useful advantage
since a lot of combos can knock the opponent quite far away, but they
will still have to contend with the threat of the crossbow shots as
they try to get up. It is best to use the crossbow shots sparingly, however, because whi le they are relatively quick, opponents can learn to
react to t hem, especially if you use them predictably.
If you are very close to the edge, ~@ is an excellent, quick Mid option that is safe, or..()...().@ can be just as effective from slightly further
out. If you think the opponen t w ill try to step to the side in order to
get away from the edge, both <?and ~ct> RO from a good
distance on CH thanks to the crossbow shot on th e end . Even slower
Low attacks such as I:? and I:?I:?@ or his+@ throw can RO and
because of the strong M id threa t, opponents are unlikely to try and
,.
crouch which makes them very effective. [-7U 1)
GUARD BURST
While a lot of Ezio's attacks that inflict heavy Guard Gauge damage
are quite unsafe, he does still have a few tha t can easily be worked in
to your normal strategy to help put opponents under more pressure.
<?<?is your main tool when you are attempting to Guard Burst your
opponent because you can use it at a range wh ere it is very difficult
for most characters to try and reta liate. Similarly, if you are a long way
away from your opponent, there is very little harm in using the crossbow shots, because even if they are guarded they can still help wear
down the Guard Gauge. 1:11:?, whi le his most potent attack against
the Guard Gauge, can also be difficult to set up because of its slow
speed and linearity, so it is usually best attempted after a knockdown.
Guard Burst
Roq. to Burst
Artacks
6
;:,.>.'''' t?t?
-l _- ;>:::;..:':':~---W
-R_@J
_
B_
@)_
,_
<?_<?
_ @J
_B_ __ _ _ _ _ _ _ __
<
..().../).@@
While Ezio does not have some of the more pro-acti ve defensive
countermeasures t hat other characters do, he does still have some
evasive attacks that can be very useful to get you away from an opponent's offensive gressure. Attacks such as <? can avoid many
quick short range pol<es such as and ..().@ from most characters,
and if you happen to land it on CH it can do a significant amount
of damage. Most of his other evasive attacks are prim arily TC, so
if your opponent is using a character that re lies on High attacks,
Ezio's ~@and 11 ca n be very effective. +also gives you
a nfii-nber of evasive qualities while also giving you a slight mix-up
even if it is guarded, and at mid range it can be very difficult to beat.
[-70 3)
POST-Gr
Spacing is quite different with Ezio compa red to other characters because even when outside of the normal attack ranges of both characters. the opponent still has to be thinking about the threat of the
crossbow shot. This usually means that they will not be using attacks
to try and bait you into rushing in like a lot of cha racters do, and they
will be focused more on evading a crossbow shot, and only then are
they are likely to try to close in. It is importa nt to try and get the range
just righ t so tha t you can afford to have the crossbow shot whiff, and
still be able to attack the opponent if they do approach. Because of
Ezio's good movement, if you are attacking on the edge of your opponent's range, it is also quite easy to backstep away from them to
try and make them whiff, at which time you can punish them heavily
w ith attacks such as<?<?. [~0 4]
because while it does not lead to much damage, it does deal with a lot of his most potent
options and leaves you at advantage.
Playing slightly defensively against Ezio is
generally a good idea since a lot of his attacks are punishable, and reacting to his
KEY ATTACKS
. ~~
This is one of Ezio's strongest Mid hitting. strings, but it still has a
number of weaknesses that you can take advantage of. It's very linear so if you anticipa te it you can step it easily, but in doing so you
run the risk of getting CH with~~@. A better option is to guard the
first attack, and then step the second to either side and punish it on
whiff, which for most characters can lead to much more damage than
simply guarding and punishing it. f -70 6]
.??!hi
At mid range, this attack is one of Ezio's best means of stopping opponents from stepping, but the fact that it is almost impossible to
confirm the CH means committing to the crossbow shot in advance
to get the most damage. Because of this, if you can bait this attack
out of the Ezio player, you ca n often punish it heavily if you anticipate
the crossbow shot. Since it is High, if you have any kind ofTC or good
WR attacks you can use it straight away and not have to worry about
guarding the c rossbow shot at all.
<?<? , .
Once you are just outside of Ezio's @ ra nge, this is one of the
few attacks he has that will reach, and it is important to remember
that it is quite linear, so once you reach that range, you should switch
from backstepping to sidesteps. This attack is totally safe to nearly
every character so it is important to try and step it wheneve r possible
and avoid guarding it too often because it does a signi ficant amount
of damage to the Guard Gauge.
Ezio's infamous crossbow shots are a bane to players that try to space
their opponents or bait t hem into attacking by whiffing attacks of their
own, but they do have significant weaknesses. The most obvious thing
to remember is that t here are no Mid crossbow shots, so you can just
crouch guard anytime you see one com ing. They are also extremely
punishable when you do guard them, and most characters w iII be able to
launch him for a combo. All of the crossbow variants are aIso very linear,
so at range you can step around them with ease as long as you remember that<?+@ realigns itself slightly before firing so you need to be
unpredictable with both the direction and pace of your movements.
This is another one of Ezio's main mid range attacks, and since it is
both TC and TJ at different times, it can be difficu lt to deal w ith. It is
important to remember that it is TC early in its animation, and TJ late,
so if you anticipate it you can still poke him out of it wi th a quick {!.@
or Mid attack. If you guard it, {!.@ is again your best option, even if
you have more powerful attacks that could punish it. because it allows you to both punish the attack, and gives you the best chance
of tracking either of the side rolls that can be done afterwards.
[-70 7]
..
Command List
Name
Input
level
Damago
Hidden Left
@@
High High
10,14
Stiletto Rush
~@@@
18,10,26
Brutus' Sm ite
~@
M id
Shin Slash
-&
SP-Iow
Crossbo':'f Sw eep
!::?@
Low
Block
Hit
12
-s.-6
2.6
17
-16.-B.-16
6,0.KND
Guard Burst
Properties
Standing/@
Crossbow
Combination
NC
TCINCC INC
(1st l'-'lO hits) I
Delayable
Low Low
Crossbow Beat -
Sta.ndard Cro'ssbo"
- Low Crossbow
c:>IID
Forehead Thrust
~liD
Shin Stab
-&liD
Sequent ial St ab
!:?liD
St ep-Out Thrust
>@
Biting Eagle
KNOon CHI
Clean Hit: B
24,36
17
18
15
TCI-FC
8,8,8
16
TC I NC I STNCH
30
34
..
Mid-Throw
36,ZO
Mid Mid-Throw
36,28
High
14
13
34
R-0 1Clean Hit: C
34
Standing/@
Reverse Head
Impact Kick
c:>
16
17
Opp - BT (Hit}
Insurance St om p
~-&
36
24
30
18
Opp - FC (Hit}
Torture Male
16
16
1 2
-&
16
15
-14
Heel Lightning
!::?@
20
23
LNC
22
18
<?
M id
Standing/@!
RO
K.NO CH
,.
+~ or -&
Mid l ow
36,21
25
-16.-30
STN,KND
15 (for A+ B)
TJ lTC I NC I RO
-&+
M id
32
24
STN
11
Opp - FC (Block)
Requiescat in Pace
High
GO
60
~+
High
30
21
Standard Crossbow
- Low Crossbow
S>+~ or-&
30,20
Low Crossbow
-&+
Low
Evade Crossbo w
>@+
M ercy St rike
Standing/@+
KND
UB I RO I Clean
Hit: C
30
KND
21
-30.-.30
KND,KND
20
31
-30
KND
High
30
31
-30
KND
TC I R.Q I Clean
Hit: C
10
TS I R.Q I Clean
Hit: C
crouching
SP-Iow
12
13
-FC
Shin Stab
crouching@
Mid
18
15
-7
TCI-FC
crouching
Low
16
15
-14
TCI - FC
Stalking Stiletto
while standing
M id
14
21
12
15 CH
Dual Blades
while standing @@
Mid Mid
18, 30
18
12,16
2,STN
While standing @
M id
16
15
-10
w hile jumping @
High
22
26
TJ
KND
11
TJ
KND
Uppe;
Kne~
NC
R-0 I STN CH
Jumping Attacks
Vaulting Hidden
Blade
..
~-
Ledge-Drop Slash
w hile jumping @
Mid
30
31
while jumping @
High
20
23
I
I
-14
11
Flickering Knife
Flickering Knife
20,30,20
22
20,20
22
Eagle's Flutter
24,22
25
Standard Crossbow
- Low Crossbow
--
--~1-
Aerial Assault
Body Wrencher
Air Assassination
~)
2012 Ubiso+t Er tor t~1inmcnt. All Rights Re~;ervcd. As~;<?ssin's Creed, Ub1soh, ~rKi the l)bisoft !O{J(I r.1re trac'emr.rks of Ubisofr EntertaU1men: in the U.S. and/or othar co~mtries.
PHAEL
ood
He has manv. f(!st pokes and a good selection of evasive moves. Executing his attacks is quite
easy, but gettin~the right t iming in the right situation can take some time to learn. He can be
a threat ftom ~f,oth fa r and close range, having long ranged combo starters and fast close range
pekes with ~liich to start his offense. Also important is his stance game; getting into his stances
at the right;lme is the key ior pressure and damage w ith Raphael. He can be an easy character to
use, but;,nastering his moves and stances is a difficult task and he's one of the most rewarding
sp7
characters.
_
METER USAGE
moves at any range makes Raphael an interChecking your range at all times is very"'"'''"'r"' is very good, and
reward1,lre:1!!lle)J!o CH w ith @)@)@)
. He also
will evade
attacks, so
\!'e.rlf~)/aS'\lVely ""'r.\"'m:> PTTP<~TIVP, <?@), <?<?@),
l'f<T.'QOC>a
.I
Preparation (PREP)
Preparation can be transitioned into after a few of Raphael's
best moves. This stance can only be canceled by transition. ing into his other stance, Shadow Evade (SE). The stance is
active for only a few seconds and will cancel automatically if
no attack is used. One of his fastest transitions is ~ 0. after
which you ca n beat {lr@s or similar pokes using his PREP
. Confirming the counter-hit for the third or even hi s
mEl is very important in order to play safely. Because the
faster options in preparation are High, you' ll be vulnerable to
TC attacks, so you will need PREP@. which will also prevent
the opponent sidestepping to the right, But the ~ kick is a
High-hitting attack, so you can't use it too often or predictably.
His PREP@@ is not fast enough to beat many pokes, but it is
a natural combo and deals more damage than PREP. Raphael also can backstep during his Preparation stance by pressing <?. which has a short auto-GI that will Guard Impact any
Vertical attacks.@+ is another useful evasive attack, as it also
causes Raphael to backstep. wh ich is especially effective at mid
or long range. After the PREP auto-GI. PREP@ or PREP @ Iilli
are guaranteed. Be carefu l with PREP@+@, however; it's not a
quick attack and can be easily punished if the opponent blocks it.
While in Preparation, Raphael w ill automatically evade all Highhitting attacks and will switch into Shadow Evade automatically.
Shadow Evade (SE)
This stance can only be transitioned into while Raphael is in
his Preparation stance. It can happen either automa tically, or
manually by pressing-&. If you hold-& for longer, you will stay
longer in SE. When this happens Raphael will duck and evade
every High attack. To make this evasive action even more effective. you should use Preparation at mid or long range. He
has only three attacks out of Shadow Evade. but his SE
and SE @ are very good when blocked. so they're great for
sustaining your offense. SE @ is a Low that's relatively safe
when blocked and w ill knock down opponents even on normal hit as well as catching sidestepping opponents. Shadow
Evade is the attack you should aim to use the most. Hitting
with this attack can lead to a damaging combo and even if
it's blocked you can still keep your offensive pressure. Don't
hesitate do delay this move to its maximum to fish for CH
and make it track opponents better. The main weakness of
Shadow Evade is that you cannot transition into it quickly;
you always have to go into Preparation first, giving your opponent time to choose an interrupt. So mixing up between
fast attacks out of Preparation or simply going into Shadow
Evade is a very important element of Raphael's sta nce game.
Input
Damaae
level
PREP@lfi)
8,8
HH
PREP@)@@
8,8.22
HHM
8,8,4,4,4:4.4,30
HHMMMMMM
16,14
HH
PAEP@@l
Iilli
PREP@@
~ is not only a fairly good poke, it's also one of Raphael's best
punishment tools and a very solid PREP transition. ~ 0 into
Preparation lets you combo with either PREP , or at close
range PREP @. Mixing ~ and ~ 0 is very important because ~ is slightly unsafe, but can usually only be punished
by attacks that his ~0 in to PREP options would interrupt. Using ~0 only will get you in trouble, though, because there are
tools w ith every character that can deal with predictable use of
Preparation. However. those moves are generally slower than
pokes. or are evasive moves that cannot punish~. It is nearly
impossible for the opponent to tell if Raphael did ~ or ~0
so they cannot react to both perfectly all the time.
TC
HI-I
. . M
PREP@ fil
.PREP@
i'PREP@ @
MH
PREP@+@
Back Dash
PREP<?
Auto-GI
PREP {lt
-SE
Guard
Hit
14
-2
13
-2
10
HH
-3
HH
10
Input
Darnage
Level
Propenics
SE@l
35
SE@
20
SE@
28
TC
Input
I."" I
~0
<? 0
[ ~<?@0
.c:>m
~ 0
....
<?<?@+@@
: ;nf.~'
TC
Input
De mage
!.vel
lmpaC1
Guard
Hit
18
i16
-14
i16
~0
C! lt\P iTf~
Quick M andritti
This is one of Raphael 's best combo st arters. It's relatively
quick and safe. It's best used when you think the opponent is
likely to duck, or after sidestepping one of their attacks. When
it hits, it stuns the enemy, granting you enough time to start a
nice combo such as ~ m@J@J@), t hough you can also land his
(! after hitting w ith ../}../}@). It's safe when blocked, and you
can even try evasive options after to continue your offense.
This move is very linear however. so it won't hit sidestepping
opponents. The recovery often is fast enough even if it whiffs
that it is hard for the opponent to punish you after evading it,
so it can be used wel l for spacing purposes.
Dread Coffin
'*'*@) is one of Raphael's Break Attacks, and it 's pretty
good. '*'*@) has incredible range for its speed and leads
to advantage w hen blocked. When it hits it w ill stun the opponent giving the chance for a damaging combo. This move
is Raphael's best opt ion for long-range punish ment, at t imes
when the range of ../}../}@) is not enough. There are multiple
possibilities to combo after this attack, but his '*'*@)+@
does the most damage. It is also possible to go into PREP
by holding
l!l
than from any of his other transit ions. This attack ca n also be
used against opponents w ho are likely to duck. Like many of
Raphael's attacks, this move is quite linear, so sidestepping
opponents will easily evade it.
Ebony Stock
U!vol
Impact
Guard
Hit
MMM
i1 6
-7.-12,-16
-2,-2,2
lnilUI
Damage
lave I
Impact
Guard
Hit
'*@)@)
8,8
HH
i1 2
-10,-14
-2,0
'*@)@)@)
8,8,22
HHM
i12
-16
'*@Jm
8,8
HH
i12
-4
10
~ SECONDARY ATTACKS
Wick ed T hrust
:: ',~}ir
lnpU1
Dnmogc
leel
Impact
Gu;ud
Hit
20
i22
-14
STN
'H
i22
fllpUt
Onmage
level
hnpnct
Gurd
Hit
..!}~@
42
i20
12
STN
Dark Moon
Input
Dnmaou
Level
Impact
Guard
Hit
<?
20
i20
10
KND
Input
0 mage
Level
Impact
Guard
Hit
@+@
16,18
MM
i18
17
@ +@@
16,18,24 MML
i18
12
Damage
Impact
Guord
Hit
A ffon d o Fe ndant e
<?<? is one of Raphael's best Tech JuQ1ping attacks. It will
jump over any Low attack such as a -& or..!}@. and will evade
all normal throws. Some opponents will focus their offense
around these k inds of attacks. and <?<?@ does a great job in
countering them. On hit it will knock down and can lead to a decent combo. It is safe w hen blocked and can even hit sidesteppers, evading to their left side. It is also useful for positioning, as
it will place Raphael on the other side after it hits. For example, if
Raphael has his back to the ring edge, using >can quickly
change the situation.
Death Guise
This attack includes a sidestep before it hits, allowing it to evade
some Vertical anacks. It hits Low and the animation is deceptive,
so your opponent likely won't be able to block this move consis
tently. It hits on the ground and gives a stun on CH. allow ing for
even more damage using a combo. On normal hit Raphael w ill
recover as fast as the opponent. giving him no frame disadvantage. After t he hit Raphael will stay at mid range, which is excel
lent for continued spacing. Despite being unsafe, this move has
good range, so it 's hard to punish. Again, this is a linear attack so
it should be used against blo<;kiny opponents or after evading.
level
Lunging Press
If you are far away from your opponent and want to hi t them
w hile they sidestep, .::>.::> is Raphael's best option. Its
range is very good and it w ill hit to any side the opponent
tries to evade. This attack w ill also place Raphael closer to
the opponent. so after this you w ill be most likely be at mid
-range or closer. It is not really unsafe if blocked, but is a Highhitting attack, so it won't hit ducking or Tech Crouching opponents. Because Raphael has so many good attacks that are
linear. @ must be used often to prevent the opponent
using sidestep or 8-Way Run too much.
Pirouette Sweep
This Low-hitting attack w ill hit grounded opponents and can
be used to catch sidestepping opponents. It is also nearly
impossible for the opponent to react fast enough and block
it. W hen it hi ts, CH or not, Raphael will recover as fast as the
opponent does. Again, because Raphael lacks attacks that
will hit opponents using sidestep and 8-Way Run. this move
can be an invaluable tool. It is also an essential part of his
Okizeme game. as it w ill hit grounded and rolling opponents.
Mixing it w ith +, @+@, and + while the
opponent is on the ground is recommended.
Rapid Eminence
Not counting his ~- ~ is Raphael's fastest Mid-hitting
attack. It also hits sidestepping opponents and i s safe against
most characters. Only ve ry fast characters like Natsu orYoshimitsu could theoretically punish this move, but it's very fast
with a short blockstun, so even these characters w ill have a
hard time punishing it. ~on CH will give you even more
frame advantage, and it can also lead to a wall splat near a
wall. ~ on CH will also push back the opponent further
away, giving Raphael more space for his slower ranged attacks. Although it doesn' t do a lot of damage, this attack can
help a lot when fighting against any opponen t in close combat.
Wyvern'sTail
This attack will launch the opponent behind Raphael, allowing
him to combo accordingly. Similar to Ra phael's <?<?@, hitting with + will result in a position change. When
blocked, this attack gives Raphael only a slight disadyantage,
so you can still beat the opponent's retaliation and can have
success with evasive moves to continue your offense. This
attack also hits grounded opponents, and does good Guard
Gauge damage, so using it for his Okizeme and Guard Burst
works well.
Venom Roundhouse
.(!.-.(!.-@is a circular kick, and one of the best options to catch
sidestepping opponents with Raphael. It's another essential
tool in your anti-sidestep game, so you' ll need to use it often
to discourage opponents w ho think they can take advantage
of Raphael's linearity. When it hits a sidestepping opponent
it leads to strong damage and knocks down for Okizeme. Its
range is not great, however, and it's a High attack, so be careful if the opponent is sidestepping into a TC attack often.
Every one of Raphael's ~ attacks serves a different purpose. ~~@ ~ w ill provide you with the only Mid-hitting
attack out of his stances that can Ring Out. It also changes
~~@@) so that it gives you advantage when blocked and
launches the opponent for a combo. PREP@ ~ can sa fely
be used after the PREP auto-GI. It deals good damage and
can be used to beat Tech Crouch attacks and sidesteppers,
but you' ll risk the opponent might ducking under the second
hit if the first one is blocked, which can make PREP @ ~
riskier than just PREP@.
! 1~pui '
. @+@
6~nlrge
50
13
+@
45
13
~~@+@
60
+@ or+@ !Right)
60
13
@+@ or +@ (Left)
62
13
+@ or+@ !Back)
72
13 (Voldol Astaroth/Z.W.E.I.)
0ol)1age
Input
~~ or <A~@ + +@
$C
:' 18,37
Hit
MM
LNC
PREP@@@+@+@@+@+@ 4,4,4,4,30
MMMMMM
i11
12
STN
PREP@@+@+@
28,38
MH
i20
KND
<=:> + +.
4,4,4,4,30
MMMMMM
i12
-12
STN
.:'l~l~
Input
Damage
level
lmpacl
Guard
Hit
.(>~.;:>.(>~~++@
25,5,5,5,35
it2
-20
KND
~ID. PREP and ~ID. PREP are both normal hit combos
that ca n be used for punishment. Keep in m ind that PREP has
less range than PREP but deals more damage, so checking your
range while using ~ID is important. You can also decide during a stun
combo in which PREP would normally hit to only use the first
two attacks and then go into PREP again, or switch to Shadow
Evade after it to keep pressure, or even use Preparation ~ for
even more damage and a very good Okizeme.
After ~.;:> you have a few option s to combo into: you can either
use c::>S>~l+ or c::>c::>+@ after it, or go into Preparation using
c::>c::>ID and then combo with PREP+. Also, using different combos after ~~ @ IEl3 depending on the situation is a good idea. The
most damage without using any Critical Gauge would be just -!>
after ~~@ ~ launches, but you can also combo with S>ID in
order to deal damage while entering Preparation safely while the opponent is still in the air.
Combo
Starter
Follow-up
~m
PREP IIDIID
PREP @@
~m
-&-&
..(7..(7@)
~m.
..(7..(7@)
(!
~~(ID
~ID.
mEl
PREP IIDIIDIID
PREP@@ (;
~@)
...
Dnmage
Hits
Cost
DiHicully
38
48
..
65
**
79
10
**
86
**
67
~~@(;
(!
105
**
c:> c:>+IID
BT liD+@
49
PREP IIDIID (;
64
-&liD
34
c:>ct>IID+
48
@+liD
56
*
*
c:>c:>m. +liD
~m. IIDIID (;
86
94
10
~m.
m
<?@
' : c(>c(>@)
c:>c:>m
i SE@
SE @
,,,; CH ~~@
::.
CH !:?@
IIDIID (;
~0. PREP @@)@
79
10
65
~m.
78
10
...
...
...
..
...
c(>c(> liD+
60
**
@+liD@
56
PREP IIDIID (;
UKEMITRAPS
Knockdown
Raphael does not have really viable Ukemi Traps. Most of the
time you should go for safe damage instead, as his ground-hitting
attacks do a lot of damage. But delaying these can sometimes
lead into an Ukemi Trap. You can try this for best results after
.:::>~. Keep in mind that to catch the Ukemi to the left, back,
and f ront you have to do a slight forward step after c:>c:> when
you want to follow-up with @+ otherwise it won't catch opponents who Ukemi backwards.
Ukemi Trap
Directions
Cost
Oilficulty
~.@+@
68
Right, Back
"
~@+
51
Left. Back
97
All
**
: @ISm
WALL COMBOS
Using t he+@ throw for a wa ll splat is very
important. though the throw alone won't deal
much damage. Depending on the angle you
can always try to do add a ~@ before your
combo finisher, as it will add a bit more damage. The three main options for comboing at
Damage
Hits
Cost
Difficulty
@+ @. .;>@+
81
S>c:l>@ WI
76
~~@WI
+@@. ~~@+
74
"*
**
**
@+@ WI
""101
12
72
13
Combo
Starter
Follow-up
11@W!
.. . . CH~@WI
~ . wt ~ m.
G.m
**
**
APPLYING OFFENSE
Raphael can easily apply pressure against defensive opponents using
his ~~. -!}-& and attacks that transition into PREP. You'll need
to mix these with~~@ and poke with fast attacks that prevent side
step. such as ~@. -&. or throws. 1111@ is also a very good option
to apply a m ix-up and stop sidestep at the same time. When near
the edge Raphael's offense becomes very strong; ~@ wi ll not only
interrupt opponents, but also beats sidestep and w ill wall splat for a
powerful combo. This combined with your throws can make it hard
for the opponent to escape the situation.
He also has two very useful Tech Jumping moves, ~@ and >:>@.
which you can use to keep your offense going when the opponent is
likely to use a standard -&or-& to interrupt. Some other evasive
options can also allow you to continue to attack: >@ or >@ being great examples. @a nd .::> are important for his offensive pressure game. but confirming the counter- hit ot these moves is
almost essential. Because Raphael does not have strong Low-hitting
attacks that knock down or Ring Out, the opponent is not like ly to
duck very often, so using throws not only to threaten standing opponents but also catching stepping opponents is another essential
element of Raphael's offensive play. [-+0 1]
CH~.PTf:H
OKIZEME
Raphael has some powerful attacks that
will hit the opponent whi le grounded and
will cover at least one side if the opponent
rolls. ~~@+CID and ~~+ w ill both hit
ground opponents for nice damage and are
safe when blocked. ~~@+ w ill hit oppo- '
nents who will try to roll to their right side
, and ~~+ will hit them trying to roll to
their left side. Near the edge you can also use
@+@. as it'wi ll likely hit no matter in which
direction the opponen t tries to roll. The short
range of the first attack, however, means this
is only good if Raphael is close to the opponent. t?t?@ should be mixed with all of the
three attacks m entioned, as it will hit grounded and rolling opponents and is a relatively
fast, Low-hitting attack that can't be severely
punished when blocked. You can also use his
-!),@ to hit grounded and rolling opponents. t'!
This attack is faster than t?t?@. but does
slightly less damage and will leave Raphae l
at a slight disadvantage when it connects.
11
RING OUT
Raphael does not have a lot of attacks that
can ring the opponent out: only ~~@ llliJ,
~~@. and PREP @ llliJ can Ring Out Raphael still has a good Ring Out game, however,
because both of his throws can ring the opponent out in d ifferent directions. At a certain
angle, usually in the corner of a stage or a circular stage, @+@ and +@ can both Ring Out
from the same position. Because of his lack of
Mid-hitting moves that can Ring Out, the opponent might duck more often at the edge, allowing Raphael to land ~m. ~. or -&-&. If
trying to Ring Out using his throws at the edge
you have to be ca reful against certain characters that can Ring Out to their back with either
WR attacks, such as Ivy or Z.W.E.I:s WR , or
TC moves such Pyrrha's ~~or Patroklos's
t?t?@. [-tO 2]
GUARD BURST
;g
POST-GI
If you successfully Guard Impact an opponent's attack you can either
use {l.~c::C> or a >fil PREP combo if the opponent does not
re-GI. If you t hink the opponent will try to Guard Impact back you
can do c::C>c::C>@+ or delay some of his other moves such as c::C>c::C>
or .(!.~. as these are fairly safe when blocked and deal a good
amount of damage. And of course his ~ will be guaranteed after a
successful Guard Impact. For a Ring Out after a Gl you should use
c::C>c::C>. and delaying @ or doing ~~@ Iilli for ring Ring Out if
the opponent will likely Gl back are good options. [ ? 0 2]
Having Raphael as an opponent can get really annoying if you don't sidestep a lot or use sideevading moves. Try not to backstep too much. because a lot of Raphael's moves have great
range and w ill easily reach you. His main weakness is his sidestep tracking; even his Horizontal moves can whiff in one direction. After sidestepping against Raphael, make sure to punish
him accordingly. Using Mid-hitting Tech Crouch moves against his Preparation stance really
limits Raphael's options in Preparation. You can also step after some transitions if you block
the first move to your left. and doing so will also evade Raphael's Preparation @.
If the Raphael player manages to enter Shadow Evade, most of the time you shouldn't duck. as
Shadow Evade will lead into a high damaging combo and his Shadow Evade @ can still miss
you because its range is short. Sidestepping against Shadow Evade is also not a good option,
because SE @and SE @will hit you no matter in which directiOI} you sidestep. The key here is
to not let Raphael constantly switch into SE after Preparation by interrupting his Preparation
stance. Also remember that Raphael cannot
really Ring Out with Mid-hitting attacks unless he uses his~~@ Iilli, so ducking when
near the edge can often be your best option.
Because of Raphael's lack of high-damage
punishment tools, you can use a lot of unsafe
attacks you normally shouldn't against other
characters. You also shouldn't hesitate to use
strong Tech Crouch moves w hen at a disadvantage against Raphael.
KEY ATTACKS
~
Like many of Raphael attacks. this is linear, so stepping is recommended. If this attack is blocked you should check you character's
ability to counter his PREP transition in order to not let him to either
enter Shadow Evade or keep his offense going. This attack can also
lose to STC attacks. Remember that his ~without PREP transition
wi ll leave him at neutral frames, so you can try to attack using some
of your anti-Preparation moves. preferably Tech Crouching, Mid-hitting attacks with decent range and speed. [?0 3]
ation carefully and try to sidestep often after you block it, because
Raphael's throw range is often too short to grab you and his other
Horizontal attacks won't do much damage compared to his Verticals.
is Raphael's main poke and is very fast. But it is a linear, Highhitting attack so you can either use Tech Crouch moves, sidestep attacks. or just step to the side to beat it. gives Raphael no
frame advantage when it hits, but you'll need to retaliate with someth ing tht~t could beat PREP ~@0 .
<?
When you are using a lot of High-hitting attacks or throws against Raphael, the player
might. use this attack to counter you. Try to
use some Mid-hitting or even Tech Crouching
High-hitting attacks to deal w ith it. This is yet
another linear attack, so sidestepping and using evasive moves is also an option. [~0 4]
Command List
Flash Needle
Nifty Musket
Nifty Musket Preparation
14,14
15
Mid
14
14
SP-Iow
10
13
Heel Snipe
Low
10
20
Heavy Mandritti
High
16
18
12,13,20
16
8,8,22
12
Ebony Stock
Cleaving Talon
Standing/@
R&J:lid Eminence
ol>
ol>@(l)
Broken Thrust
Broken ThrustPreparation
~m
Fend ante
..(!,@
....
Single Montante
Wicked Thrust
Wicked Thrust-
! P;eparation
Affondo Fendante
Howling Wolf
Mid High
10,10
10
After successful
evade
Nnmo
Proporlios
level
Cantarella Need le
(Advance)
c:l>+@
, Mid
Clean Hit: C
Cantarella Needle
(Right)
..().+
M id
Clean Hit: C
'fr+
M id
Clean Hit: C
Cantarella Needle
(Retreat)
>+@
Mid
20
19
-9
STN
SP-Iow
10
12
-6
Mid
18
14
-8
28
17
-14
STN
11
Clean Hit: C
crouching@
TC 1-FC
- IFC
Advance Slicer
crouching~ '
;Mid
Harm Kick
crouching @
Low
14
14
-14
-2
while standing @
High
12
16
-4
Rising Montante
while standing
Mid
16
13
-6
while standing @
High
18
14
-4
Sky Botte
while jumping @
M id
20
31
Sky Agente
while jumping
Mid
22-26
29
-10
STN
13
TJ I Opp - FC
(Block/
Chaos M OOI)
while jumping @
Mid
22-26
24
-8
15
TJ
Lunging Press
<::(>-+@
High
22
22
-1 2
13
VIolent Blood
~111 or~~@
Mid
16
22
-16
High
16
18
-16
11
TC
-:FC
Jumping Attacks
TJ I Opp -BT
(Hit)
-12
8-Way Run/@
Tondo Roversi
..().... or'fr+ @
Squalambrato
Concierto
Mid Mid
12,16
28
-18,-16
0,-4
NC I Opp -BT
(Hill
MidMidSS
12.16
28
-18,-2
0,10
NCIOpp-BT
(Hit/ I-PREP
lO CH
8-Way Run/
Dread Coffin
<::(>+
Mid
26
23
STN
10
TCjBA
<::(>-+(!)
Mid SS
26
23
STN
10
TC I BA I - PREP
Death Guise
~111 or z;i~
Low
28
28
-16
Quick Mandritti
..()..... or 'fr+
Mid
20
20
-10
STN
Grave Needle
1:211 or ~~
Low low
12,14
18
-16,-12
-6,0
Repost Thrust
:>+
Mid
30
32
-16
STN
<::(> -+@
High
24
20
-9
KND
R-0
Crimson Moon
~ 111 or ~ ~@
Mid High
18,30
16
-1 8,-16
LNC
NC I Clean Hit: C
Venom Roundhouse
..().... or 'fr+
High
16
21
-10
Pirouette Sweep
1:211 or~ ~@
Low
22
23
-16
M id
20
20
-10
KND
TS
13
NCC
8
TC j BS
8-Way Run/@
Dark Moon
' <?+
TJ
8-Way Run/Simultaneous
Wyvern'sTall
24
26
-4
LNC
Bloody Funeral
:>+ or
1:211 or ~ ~@+
80
49
KND
KND
LNC (Behind)
TC I UBI Cancel I
-PREP
TJ
Numo
Input
Level
Domugo
lmJJact
i RAPHAEL SOREL
Properties
Throws
Death Puppet
@+@
High-Throw
50
17
KND
R-0
Unending St ings
+@
High-Throw
45
17
KND
R~
A Lesson in
Massacre
High-Throw
62
17
KND
Undertaker
High-Throw
60
17
KND
Pure Sacrifice
back throw
High-Throw
72
17
KND
M armet de Vee
..:>+@+@
High-Throw
GO
17
High
12
18
-6
SP-Iow
12
16
-6
R-0
Every 4th input
will restore 2
health points
against male
charocters and
3 health points
;against female
characters
KND
turn around @
Turning Montante
turn around
Mid
18
16
-6
Mid
18
18
-8
Turning Venom
High Kick
turn around @
High
16
15
-8
Low
14
17
-14
-2
Canterelle Needle
(Retreat)
backward +@
Mid
30
19
-9
STN
ss
I_
TC J-FC
-FC
- FC
STN l l<ND Cr4 1'
Clean Hit: C
11
Preparation
Preparation
~m ete
Preparation Musket
during Preparation @@
High High
16.14
14
-10.-16
-2.-4
NC
Preparation Musket
- Preparatio n
during Preparation m
High High SS
16,14
14
-10.-3
-2,9
NCJ-PREP
during Preparation
10.10.22
11
-10,-1 4,-16
-2.0,0
during Preparation
High High SS
10,10
11
-10,-3
-2.10
Pirouette Kick
during Preparation @
M id
28
20
-16
Aiming Shaft
during Preparation @+
Low
40
32
-22
KND
Preparation ParryPreparation
during Preparation
'
NC I-PREP
13
.autoGI: H. M.L
(Vertical, Stab) I
-Prep
ss
:>
Shadow Evade
during Preparation {).
ss
Bloody Assault
Mid
20
15
Bloody Te rror
Mid
35
19
STN
M andrake Heel
Low
28
21
-13
KND
High High M id
'Mid Mid Mid
...Mid Mid
8,8,4,
4.4.4,
4,30
12
-10,-14,-12
-2,0,STN
3'
Mid High
18,50
16
-18,8
LNC
12
NC I R-0 I BAI
Clean Hit: B
10,10,4,
11
-10,-14,-12
-2.0.STN
Shadow Evade
TC
Opp -8T (Hit)
10
Clean Hit: C
TC
Brave Edge
Dreaded Rampage
..:>@++@
Vicious M oon
~~ or~~@@++@
Preparation
Rampage
4,4,4,
4,30
NC JR-0
VIOLA
Character Overview I Viola's past is shrouded in mystery, and her fighting style is also some
thing of an unknown quantity, as it is unlike anything seen before in the SOULCALIBUR series.
She fights with a metal claw attached to her rig ht hand, and her range and power are restricted
as such. But she is accompanied by a floating orb, which can attack her opponent from any range.
By fighting effectively in conjunction with her orb. Viola can bewilder her opponen t with simultaneous attacks coming from different directions. and slowly wear her opponent down. She is a
very controlling character who dictates the flow of the fight at all times, keeping the opposition
perpetually under pressur e, and is suited to those who enjoy toying with their adversaries, or
those who find her projectile-based style appealing.
PLAYSTYLE FOCUS
METER USAGE
~~[!]
~
10_014
PRIMARY ATTACKS
Capricornus Sword
.'~'j(~\:'lP.4 .
Level'
llllp~ct :.
i1B
Guard
Hit .
Guard
Hit
Your main goal as Viola is to hit your opponent w ith ~ after setting her orb. The range is a little better when using the
orb, but when set. ~launches for very powerful combos,
which can be extended with the Critical Gauge. Given the
reward it brings, it is remarkably safe, ~ nd is fairly difficult
to punish even if you miss completely. To land ~. you will
need to encourage your opponent to crouch or whiff, or use
another attack which guarantees a launch follow-up, such as
CH !:Z. Viola even crouches a little during the startup, meaning you can use~ against Highs and throw attempts with
good tim ing.
Vernal Sigil
level
Impact
i19
Sagittarius Angular
Although linear and unsafe, ~~@ is an excellent option for
approaching your opponent. Viola is very limited in terms of
M id-level attacks when too far to use ~@. so this can catch
oppoMnts prone to crouching or TC attacks, looking to go
under your High orb attacks. It is one of her only claw attacks
with any range, and is easy to use after stepping or running
forwards. The damage can be increased occasionally by a
Clean Hit, and it knocks down on CH for more guaranteed
hits. You can also wall splat for further damage.
\....._
.. '.'::~{ij::ml~ik~
Jt!~f~i
'" l\1W'~~~ ..
SECONDARY ATTACKS
Taurus Javelin
The most basic application of this attack is to impede incoming opponents at mid and long range. By holding fl+m. you
can delay the follow-up, making it safer. and forcing your opponent to step or crouch if they want to regain the advantage.
You can still combo with the second hit even if you delay it.
The initial hit knocks down when the orb is set, making it a
more useful attack at close range, or as a punish for some
Low-level attacks: combo w ith ..(!.@+@.
Jnpu~
vo~+
Oamau~
10; 10
l~vel
SMSM
Mars Savage
W ith the orb, ..!}@+@ sets the orb at mid range with Break
Attack properties. It's useful in juggles or after a knockdown,
though rolling or Ukemi wi ll usually avoid it. With the orb set,
this attack is Viola's fastest infinite range attack, making it inva luable for whiff punishing at any range, or simply for preempting a ranged attack. Use this to irritate your opponent
at distance, forcing them to constantly move and eventually
close in; you can then press them with your shorter range
attacks. Holding ..!7rl.1+m allows you to delay the attack, and
the fully-charged ve rsion gives massive advantage, guaranteeing ..(}@+@ from any distance or a launch within range.
It is easily evaded, so use the charges when your opponent
is freezing up.
Damage.
level
lri1pact
Guard
I! it
vo@@@
10, 12
HH
i12
-8,-10,-18
4, 6, -2
vs@@
10, 12, 10
HHH
i12
-8, -10, 5
4, 6,6
'
Libra Prime
Virgo Vesper
Input
Damage
level
lnlpact
Guard
Hit
VO ..()...(). ~r '()>'()> @ +
20,20
HM
i27
-9
KND
VS ..()...(). or '()>'()>@+
20
i36
-9
KND
Input
Damage
lovol
lmpoct
Guard
Hit
~~
20
25
-13
LNC
~~ m
36
32
-7
LNC
CH\I'~Ef~
:. I VS f'C.f\Y VIOLA
Capricorn us Ascendant
Viola crouches very low at t he start of this move, avoid ing
even some M id-level attacks, so use this at disadvantage to
try for a counter hit, which causes a prolonged stun with 18
Saturnus M eteorite
:Input
Damage
. vo "()>-@+
,a, 22
Leval
llnpact
1iuard
i1 9
-23
This ri sky attack has excellent range, and can be very effective when used at the right time. Viola crouches under Highs
at the beginning, and then leaps into the air with a knockdown blow, sending the orb at the opponent afterwards. The
VO attack is very unsafe. and the VS follow-up is easily steppable, so this should not be used as a basic poke. Rather. t ry
to surprise your opponent by attacking at disadvantage when
you are sure your opponent w ill attack. Vio la can ring her adversa ry out using "()>-@+ as a standalone attack. in juggle
combos, or as a guaranteed follow-up after VS @+@. When
t he orb is set, the orb w ill re-a lign to aim at a moving target
w hen using this attack, and the range is greatly increased.
;,
Viola's Brave Edge attacks unlock the potential for her longer,
more powerful, and more spectacular combos. w hich can be
manipulated to set the desired spacing, or even simply to eat up
some time. c:>c:>@ is t he only lilS attack available while Viola
has the orb. Hold ~1+m to charge the orb attack: it functions
sim ilarly to VS ..(!.@+. W ith the orb set, you can delay the lilS
command, allowing you to hit-confirm @ first. VS +@
lilS causes the orb to slowly return to Viola from the point at
w hich it has been set, and w ill launch the opponent on impact.
This can be used as a standalone attack or in some combos, and
you can create an unblockable setup by grabbing your opponent
w ith @+@ just before the orb connects (though this setup can
be escaped by crouching). {!r[ID+@ speeds up t he orb recall for
a quick whiff punish, but its best property is that it w ill re-launch
a grounded opponent, allowing for some very long combos. The
remaining lilS attacks are suitable for whiff punishing; <?<?@
lilS is the pick of the bunch, as it leads to especially powerful combos, and the orb attacks can trap a blocking opponent,
thereby granting a m ix-up or simply running down the clock.
Input
D~mao&.
VO@+@
45
vo +@
VO @+@or. liD+@ (left)
VO (8)+@ or +@(Right)
VO @+@ or @+@ (Back)
VS@+@
VS@+@
50
57
55
67
20
Escape Winciow
~Y'
Input
Juggle combos are the cnux of Viola's power. ~@ is the fastest and
easiest launcher to land, but ~~ (l) and VS + ~ are also useful al
ternatives due to their power and range, respectively. With the orb set
~@and ~~m allow you to juggle with VS @@@.which is not air-con
trollable. and this is the key reason why Viola is so dangerous with the
orb in play. The juggle can be extended with various options depending
on the situation. @, VO @+@ is an extrem ely damaging
way to end the juggle, and requires no Critical Gauge, so you should
use this unless your opponent knows to escape with a left Ukemi. VO
11' knocks your opponent away from you. while VO ..(!,@+@ keeps
them close for Okizeme, and both guarantee VS -&+.You can also
Combo Stortcr
vo~
level
SMx7
i23
Follow up
@@(@)
35
-&
30
vo~~
@@@
46
**
vo~~ m
<?<?. ..0.
70
**
vo~~m
cl>@+
66
vo <?liD
cl>@+
44
vo 11+
..0.
34
vo ..(J.-..0.@+
cl>cl>+
68
vo t.l+ID
~~@
32
CH @@@+@ ~
DelayVO @. 1:2@
76
CHVOWA@
@+
44
VS(@+@)@
124
20
*****
vs ~
80
12
***
vs ..(Jr..(Jr@ ~
74
***
vs <?<? ~
115
16
sr-&+@ ~
BT ..0.@+@ ~. @@@
45
116
19
*** *
****
vs<?
58
69
**
WR @
49
**
WR @. VO 1J'@+@
50
vs ..0.+@
vo .?;!@
28
**
vs-&+@ ~
.-&+
21
vs cl>@+@
+ ~.
64
VO~@
Damage
. vs icl>+@) @
vs 1+@) ..0.@ .
: vs-&+@
-&fJ+ID, -&+
UKEMITRAPS
Because Viola lacks high damage pokes,
and because her tracking attacks have
poor range in general, her Ukemi Trap potential is limit ed. The most powerful trap
here is after CH WR : you can follow
this trap with th e variety of high-damage
launch combos listed above, trapping
w ith either ~~m orVS '<?@ (; if you
have enough Critical Gauge.
Difficulty
Knockdown
UkomiTrap
{!.{!.@+
64
Al l
VSCHWR@
105
All
'@
Delay {!.{!.@+@
43
All
t?@+!ID
Delay{!.@
36
All
130
All
. ...
WALL COMBOS
Due to the damage scaling involved in wall combos, and the fact
that she can produce multi-hit combos without them, Viola 's power
is somewhat diminished near a wall. She can augment damage for
@ and her throws, but in general, backing an opponent into a
Combo Starter
Followup
voS>S>w!
@+
55
VO {!.-Dr@+@ W!
~@.
78
10
**
vs~ @ W!*
102
19
*****
VS 1@+@) {!.@,
(IDw!
95
12
VS@+@,@W!
BT {!.@
53
W! '@. @+@@
....
: VO@+@W!
@+
79
i VS@W!
85
16
corner only
****
APPLYING OFFENSE
Viola is a very complex character. and you
can use her variety of attacking options in
many different w ays to suit your own style
and preferences. Just remembe r that most
of her attacking options are much more potent when her orb is set in the stage. Try to
set her orb using your opening attacks.
Her basic options at long range are her various orb attacks. VS ..(>.@+@ has infinite range
and is pretty quick, so this can pressure an
opponent from any distance and force them
to sidestep or come closer. @+ and
f'J+ID can be used to keep out an incoming
character. At mid range Viola is more vulnerable; advance w ith attacks like @. ~~@.
and@, while using @ and@+
to deal w ith sidestepping, or escape w ith
caref ul backstepping and guarding. You have
the most options from short range, where
pokes like @() and ~@ are particularly effective. You should always be looking to catch
opponents wi th ~() when within range.
To break down d efensive opponents. you'll
need your throws and Low-level attacks.
..(>.@ and t:Z@ are decent from close range,
while t:Z@ is less safe but grants advantage
on hit. <?@ deals better damage and can
connect at mid range, but is quite slow, while
tZ@+ is very slow and very punishable. so
should only be used to catch your opponent
by surprise. When you have enough time,
use VS @+ to attack your opponent
from behind. and attack again immediately
using Viola's claws or kicks. Pressure your
adversary w ith an onslaught of quick attacks
w ith this strategy. Mixing up t he reca ll orb
attack in some strings, such as VS . VS
..(>...(>.@. VS @@@. and VS + @@. can
be utilized for a similar effect. [ -+0 1]
OKIZEME
This is not Viola's strong point, but you will
still want to press the advantage of a knockdow n. All of the Lows mentioned just above
can hit grounded. VO ..(>.@ is very fast. safe,
does reasonable damage to a grounded
opponent, and can be done from FC. VO
..(>.+@ will give advantage on block from
mid range, w hile VS ..(>.t:iJ+ID can be used
from any range, and the fully-charged version
grants a free {}+ for a fresh knockdown.
These attacks are easily dodged however.
Wakeup is also a good time to use ~~ (]) . as
it w ill be harder to interru pt and is an effective Guard Burst tool w hen blocked.
GUARD BURST
Altering your strategy for Guard Burst pressure can help to break down opponents who
try to take advantage of Viola's relatively w eak
mix-up game by constantly guarding. Slower
pokes like ..(>...(>.+. ~~(]). and @ are
notable. as they are safe, and also excellent
when they hit. If you are not concerned about
punishment, @+@) and '!} +@ will
break the guard gauge very quickly, and if you
have enough Critical Gauge..to spare. <?@
~ is a great move when blocked anyway.
As a single-hit strike, @ is perfect as the
final blow for the Guard Burst.
@ ~
~~ (]). @+ @ . ..(>-..0. ~
10
. . vo {!.~@+.
'I}+
11
@. tZ. @+@ ~
13
@. vs ..(>.~+
15
DEFENSIVE PLAY
A lthough she is fast, Viola struggles to punish effectively due to the weak range and damage of
her fast attacks. and VS are your most basic punishment tools, while ~ is effective fro m FC. From mid range and further, you will need to focus your efforts on whiff punishing.
W ith a life lead, you can use <?@ ~ and ~ to your advantage. Your opponent will be unable to move during the blockstun. meaning that you can waste game time near the end of a
round. and bac~step away to safety, or press with a close range mix-up. @+@can also be
used to attack an opponent while leaving you completely f ree to defend yourself from incoming attacks as the orb approaches.
POST-GI
~ will naturally be your primary option after a Guard Impact. You can use ~~ (]) to bait a
re-G I attempt and connect w ith an even more powerful launch combo. Your main RO tools are
effective after a Gl too. Use <? ~ for massive damage, especially if you have lots of
Critical Gauge to spare and your opponent cannot re-G I. [-+0 2]
RING OUT
Guard Burst
[B
however. as she can do very serious damage from a single attack due
to her lengthy launch combos. Instead, defend patiently and keep her
at mid range. Become familiar with her multi-hit orb attacks so that
you don't get caught out. You must respect her ~@ attack because
of the juggle combos. but she has little else t hat does much damage,
so simply avoid crouching whatsoever at close range. Pay attention to
whether or not she is holding her orb, as she is far less powerful in
this state, even if she launches you. Remember to break @ throws
with your back to the ring edge.
KEY ATTACKS
~@
'4+
This TC mid range attack is Viola's panic button. Turn it against her by punishing consistently. With the orb, it is hugely unsafe, so
simply wait for the orb to strike and punish
w ith an attack at least as fast as i23. When
she has set the orb, the follow-up is steppable to both sides, and can be whiff punished.
Be careful if you step the initial hit, as the orb
follow-up will re-align during the VS version.
r-.'
til
c:::>c:::>@@@
...
~.<?<?@. ~
Many of Viola's attacks have unexpected orb
follow-ups, and this is the most dangerous. It
gives her time to launch for extended juggles
when it hits. and if blocked, Viola can continue to attack during the blockstun. All orb
attacks can be blocked Mid or Low, so watch
out for Low follow-ups while you are trapped
and defend against them. All this applies to
her (!lSI as well. If you spot the GEl visual effect, you have time to Gl the ensuing orb attacks and launch a counter of your own.
Lovol
Nomo
Standing/@
Sign of Quintile
00
i-ligh
14
13
Sign of Semi-Square
.:::>00
High
22
20
-4
Sign ofTrine
~00
Mid
18
16
Sign of Square
Low
14
15
- FC
Sign of Quincunx
.&00
t:Z
7
-14
18
18
16
TC
Sign of S extile
<?00
Low
High
20
16
10
12,18
1'11
. ,19 .
16
KND
2
KDN
Standing/@+
Libra Shield
@+@@
8,18
21
8,18,1 0
21
Taurus Javelin
.. ~@+
. Hig~h High SS
14,10
15
Taurus Javelin
<?t1+0
High High SS
14,10
15
Taurus Javelin
High High SS
14,10
18
Taurus Javelin
High High SS
14,10
18
fJ+0
KND
.&+@
SP-Mid SS
28
29
KND
Mars Savage
SP-MidSS
15
25
-1 9
KND
.&fJ+0
SP-Mid SS
35
60
31
KND
Low
22
33
21
KND
Mid SP-Mid SS
18,22
19
23
KND
Saturn us Fan
Saturn us Meteorite
Venus Circlet
<?+
Mercurius Helix
SP-Mid SS
20
35
SP-Mid SP-Mid SS
10,10
35
10,10
19
Set o;b
Set orb
Mars Savage
Mars Savage
Mid Mid
Mid M id High
BA I Set orb
BA I part-dlarge version deals 20
damage, impact and advantage
varies between values given for
no charge and max charge
10
TC I TJ
18,24 damage with orb set
l TC ITJ I Set orb I R-0
Set orb
17
Standing/@ +@
luna Zenith
+00
Luna Moment
.:::>+00
luna Nadir
.&+
Nox Peregrine
<?+
ss
Set orb
SP-Mid SP-Mid SS
Set orb
ss
TC I Set orb
Invincible: H,M,L
(Venical, Body, Stab)
ss
<?+
High
10
crouching@
SPIOW
12
12
Aries Hammer
crouching@
M idSPMid
12,6
14
Aries Hammer
Mid
18
14
Sign of Square
crouching 00
Low
14
14
14
Luna Nadir
crouching +00
ss
10
57
libra Daybreak
while standing @
Mid
20
18
-6
Capricomus Dawn
while standing @
Mid
18
16
Conjunction Sign
while standing 00
Mid
22
20
8
2
8
,.
TCI STNCH
Jumping Attacks
Libra Whip
Aries Claw
Ari~s Claw:
Fiery Sagitta Sign
Fiery Sagitta Sign
while jumping @
Mid
26
31
while jumping @
Mid SP-Mid SS
14,16
29
-8
12
Mid
14
29
18
KND
15
Mid SP-Mid SS
16,10
24
Mid
16
24
18
11,-6,-6
1,2,KND
TJ 1- FC
TJ 1-FC
TJ I STN CH
KND
TJ I R-0
8-Way Run/@
Sol Grand Trine
.:::>..@@@
Aries Sickle
Aries Sickle
.&+ or 'i}t @@
Luna Tiara
Luna Tiara
TJ I Self R.O
8,14,16
16
14
NC
High Mid
8,14
16
18
KND
NC
Orb can hit High 1 NC I Set Ofb
Mid HighS$
10, 10,15
20
10
10, 10,10
20
14
12, 14,10
20
20,14
2,KND
NC
Mid Mid
12,14
20
20,18
2,KND
NC
Mid
30
24
-1 3
10
M id
20
25
1 3
LNC
15
TJ I R-0
Mid
36
32
LNC
TJI RO
Mid
15
17
15
NC I Recall orb
8 -Way Run/@
Sagittarius Angular
VIrgo Vesper
9 ..
~1& or~ ~ @
"'
Virgo Vesper
~1& or ~~ID
Leo Nightfall
.&+ or 'l} t @
-~
1'1 -~
.. 1-
~~
Namo
Leo Nightfall
Vernal Sigil
Mid
Estival Sigil
Zenith Autumunal Sigil
MidSS
Mid HiQ!'l
Zodiac Nebula
M id Mid
10.15
Libra Prime
..!}..... or -fr+@+
High Mid
MidMid Mid
20,20
20
22,12,54
27
36
76
Mid
22
76
.,e..,... or -fr+@+
libra Prime
Empyrean Purge
Empyrean Purge
!:?It or~~@+
w hen orb is set <?+ or !:?It or
Occidental Peregrine
.,e..,...
<?+or
~~@+
or -fr++
Mid
ss
High-Throw
Cometae Tremor
High-Throw
l>O
Astri Fuga
High-Throw
High-Throw
40
57
55
67
Animae. Speculum
SP-Iow
Mid
M idSP-Mid
High
PYRRHA
Character Overview I Pyrrha uses a classical sword-and-shield based fighting s tyle inherited
from her mother. She specializes in dealing high damage w ith fast attacks and in heavily punish
ing the opponent's mistakes. She's a simple cha racter to use, but w ill become much more effec
tive as you gain more knowledge about your opponent's unsafe attacks. Most of her focus is on
fast offense and staying close to her opponent, giving them as little time as possible to react to
your actions. Pyrrha's a great choice if you like to attack often and guess what your opponent's
response will be so that you can counter attack and keep your offense going.
METER USAGE
punishment is very important, so when fighting
you'll need to focus on defending well in
them and limit their moveset. When you've
of your opponent's key attacks you can punish
u>J:<.?...vou'll need to watch carefully for these andre
You can also watch for the times when your
likely to use M id-hitting attacks so that you
situation and use+ to punish them.
cn<lia,~ters
[.,put
Damage
~t-I S>@@
25.23
ML
~t-IS>:~
36,30
~t-IS>@
Damaue
hel
lmpct
Guard
Hit
14-16
MM
i14
2.4
MH
i1 4
2,0
Dam;oge
lovol
Impact
Guatd
Hit
20
i17
15
Input
Damage
level
Impact
Guard
Hit
AS @
32
i1 4
16
AS @
32,6,14
i14
16
KND
AS@:~
32,30
i\4
-16
KND
Ascend Splash
...... .... ........ .......... ... ... .... ..... .......... .. .. .. ... ...
n;:
Input
Angelle Meteor
Angel Crucify
You'll need to use this as your advancing attack from mid
range in order to prevent sidestepping abuse and open the
w ay for more @ usage. Some fast characters can punish this attack when blocked, so use it more sparingly against
them. After it connects you are at enough advantage to use
throws or fast attacks to continue your offense. or simply use
another @ to keep the opponent in place and reset the
situation. Due to Pyrrha 's lack of range and approaching options, opponents w ill often try to space this attack and make
it w hiff, so you should be careful to get as close as possible
before using it, and sometimes mix it up with +@ for
the extra range it offers.
Luminous Angel
This attack is Pyrrha 's most reliable TC, and will punish Highhitting attacks heavily wh ilst also tracking sidestepping opponents. It's not safe when blocked, so you 'll need to use
it carefully and pay attention to you r opponent's ability to
punish it. It's best to use this after having your basic pokes
guarded to evade retaliation attempts, or after using a Guard
Break attack to prevent the opponent from sidestepping or
retreating, so consider it a counter-attack rather than an offense opener.
'
Plasma Blade
Elk Strike
If you think your opponent w ill simply wait and guard, this
attack is great for wearing down their Guard Gauge and putting you at advantage. It's a High-hitting attack, and also not
tremendously fast, so sharp opponents can deal with it defensively by crouching under it. but even so it s quick recovery
will make it hard for them to punish heavily. When it connects, you have the opportunity to follow-up w ith a highly
damaging combo, so it's worth the risk whenever your opponent is hesitating.
Temperance Strike
The first part of this attack on its own is very useful as an
evasive counter-attack. It can jump over low attacks, and also
evade attacks that have no tracking to the left. This means it
covers multiple options should your opponent attack, and the
threat of the follow-up attack can make them hesitat e just
long enough to make it safe to use. On CH, the follow-up attack is guaranteed, so you should watch ca refully for the CH
indication and t ry to react and finish the combo only when
you see it happen.
Star-Crossed Satellite
lnpul .
L~III)J
llilPliC\
(;unr~ '
Hit.
t?t?or~~@@
LM
i28
12,-14
1,KND
The !:?!:?@ series provides Pyrrha with a mid range Lowhitting attack that allows her to mix up attacks as she approaches. The follow-up attack will combo on CH. or can be
delayed to become a Guard Break attack, so you should mix
up between these options often. When guarded, t?t?@rJ
allows for a guaranteed AS ::> or C!. so opponents will
need to interrupt or Gl it. The second hit is unsafe when not
delayed. and can also be sidestepped despite its appearance,
so use only the first pa rt of the attack against opponents that
can pun ish it reliably.
t?t? or ~~@rJ
18,25
LM
i28
14
KND
Shield Rush
Input
Damage
Level
hnpaet
Guard
Hit
~~@
25
i20
-6
KND
El Fortune
Input
Damage
Level
Impact
Guard
Hit
Input
Damage
level
Impact
Guard
Hit
<?<?+@
32
i26
-10
KND
@ +
This isn't an actual attack; its only purpose is to Gl your opponent's Mid-hitting attacks without spending any Critical Gauge.
If you time it correctly against a Mid attack then one of three
possible follow-ups will be available to you depending on the type
or attack that was parried: Horizontal attacks w ill result in the op
ponent being stunned, allowing you to follow-up with AS:<? or
c::>c::>+@@@ for a combo. Vert ical attacks w ill trigger a counterattack w ith ..().~. after w hich you'll need to input @,@ for
the follow-up hits, and f inally Kicks will be countered with a kick
of your own. which you can sometimes follow with a quick AS
while the opponent is airborne. Stab attacks cannot be paried.
Olympus Shower
.................
As Pyrrha's most powerful ground-hitting attack, this is a vital
part of your Okizeme because it's the best reason you have
for the opponent to Ukemi after being knocked down. It's also
a pow erful attack when used as part of timing-based mix-ups,
but it's easily sidestepped, so you shouldn't use it too often.
It's another attack that's good for depleting the opponent's
Guard Gauge, and is. safe w hen blocked, though some character's ~ will be fast enough to punish it.
level
lopUI
lmJ>Rct
i16
-4
The sheer speed of this attack gives your opponent very little
time to react to its use, making it a great addition to your
fast poking game when up close. Whe n used alongside @@.
and 1:1 you 'll be forcing the opponent to use t heir
fastest attacks to interrupt you or to simply guess w hen you' ll
use and apply their best counter. :>@. however, is a hard
attack to counter, because it's a Mid-hitting attack w it h a very
low hitbox and d ecent tracking, and as a single fast hit it has
exceptional recovery even w hen the opponent evades it.
Input
Damage
@ +@
25
liD+@
50
13
~~~)+@
55
@ +@ or +@ (Right)
7.0
13
@+@ or +@ (Left)
40
13
;''\];lj\}f~Ml . ',
Pyrrha's Critica l Edge is a fast but linear st rike that leads into
a damaging 3-hit combo. This is best used in air combos to
maximize your damage, especially at times w hen it w ill finish
your opponent o ff. You can also use it to interrupt attacks that
you see coming. or to beat those that you couldn't otherwise
at times w hen you're sure the opponent will retaliate while
you're at a disadva ntage. It's not sa fe when guarded, however, so you do t ake a risk w hen using it like this.
l11put
AS @@ @+liD+@
<?@@ @ + liD+ .
Dmage
25, 15, 13
' . , '-
l~1pact
Guord
MLM
i18
-18,-16,8,..
HLML
i1 8
. Level
,, .
Hi I
KND,KND.LNC
After standard launchers, AS is the best choice for damage and reliability. You can also use Pyrrha's Critical Edge for considerably more
damage if you have it available, and you can even add a quick >@
before it. Comboing after S>S> ~ leads to more options, though
you can still use >, ~ if you wait for the opponent to fall a little.
~~@ is the most damaging follow-up without using any additional Critical Gauge, but following up with >, >>+ can leave
you in a better position, especially if you use it close to an edge, but
not close enough for the S>S> ~ to wall splat (see Combo A).
In stun combos you can again rely on AS to deal the highest possible damage, though the Just Frame follow-up w ill be req uired to
do so. Always remember to aim for the Just Attack AS : to have
a chance of getting a Clean Hit and increase your combo damage.
After landing ~~. you can follow-up with a simple @@ to keep
the opponent standing and give them less time to react to your next
move, or you can use >>+ for a little extra damage (52) and a
knockdown.
Follow-up
Damage
Hits
Cost
Dilficulty
or.J
AS@:
87
otl
84
***
S:l~
AS@
44
<?>
AS@
46
:1 <?
S>S>+@. @.AS
90
>@
AS@:<?
83
<?
S>S> ~. ~~@IEJ
102
~~IEJ
@@
46
~~
S>S> ~
59
~~
79
AS@:<?
85
~~@
S:l
44
***
*
~.!}@
S>S> ~
61
AS@:<?
56
CH S:l
~+
59
CH <?<?@
AS@
68
~~@
84
S>S> ~
>.S>S>~
87
CH S>@+@@@
@. ~
127
Combo
'J!t. ,! . . " ~ ~
ffiEI
** *
UKEMITRAPS
Pyrrha doesn't have very many knockdowns that allow for Ukemi
Traps. Her primary UT tool is@ Iilli, which also hits grounded
Knockdown
UkemiT<ap
~~
<?<?@
.a.~
~~
CiH ~ IIDIID
50
All
***
Iilli
80
All
~~@~
70
All
169
Right, Left
50
All
~@G]j,<?@ ~~
'lr+
Difficulty
~@
WALL COMBOS
Near a wall Pyrrha isn't quite the threat some other characters are,
but she does have a few decent wall splatting options. As with most
things, ~~(ID Iilli is king here, always leading to a high wall splat.
but doing so won't net you much more damage than a regular combo
wou ld. CH @+ can wall splat from a few characters distance
away, and t?t?@@ and ~@ are other good options, though
t?t?@@ requ ires you to be slightly to th e right of the wall for best results, rather than directly facing it. All of these recover well enough to
be followed by<?<?@, AS:<?, which deals high damage at no Critical Gauge cost and leaves the opponent with their back to the wa ll.
Combo C offers a nice damage increase over the standard <?a combo, but you'll need a C!lil available to make it worthwhile. Combo E
uses a Iilli for high damage, and you have the option to change the
post-launch part of the combo to just <?, from which you can UT
w ith another~@ Iilli, all of which amounts to incredible damage.
Damage
Hils
Cost
Difficulty
~~+liD@@. @. [ij3
109
** **
~~@G]jW!
<?<?@. W! ~@@:<?
108
CH~@+@W !
@+@, W! ~@@:<?
95
CH~@+@W!
@ +@,IN! ~@+@@@.@
100
.E
CH <?<?@IN!
119
Combo
Starter
Follow-up
<?a. ~~IIDW!
'
AS@
APPLYING OFFENSE
Pyrrha is great at keeping her offense going. As with any character,
it's all about watching how your opponent reacts after guarding your
attacks, but in Pyrrha's case you have an unusually large number of
options that wi ll deal with their likely retaliation whilst also being fast
enough to keep your offense fluid and give them little time to react. A
good way to think about your offense is to always be looking for the
right time to use t?@. Everything else you do is used to make your
opponent hesitate, giving you time to land t?@. Once you land it,
you r offensive sequence is effectively reset, because the opponent
won't want to let you stand there repeating !:?@; this is the point
where they have to counter-attack or retreat. So it's essential to instantly use your choice of follow-up whilst also paying close attention
to what the opponent does.
The strength of @ ~ makes managing your Critical Gauge very important with
Pyrrha. With a few stocks at your disposal
you suddenly have the option to apply a
burst of offensive pressure that few characters can match. After the opponent blocks
your @ ~. you can either dash in for
a throw, use AS to prevent them from
moving, :>:>@ to CH any retaliation, or
~ again to reset the situation and
make it even more likely that the opponent
will attempt something the next time round.
Some opponents will use Just Guard as a
safe defense after guarding your (i,
and may also react to you dashing in by ducking potential throw attempts. so varying your
timing and sometimes using a dash followed
by AS can help to keep the situation in
your favor. [7 0 1)
OKIZEME
You'll have plenty of powerful ground-hitting
options once you knock an opponent down.
@ and 1:1@ are your primary mix-up
options if you think the opponent will rise
immediately, and you can also use :>@ for
continued offensive pressure. :>:>+
and ~+ can be used against
opponents who stay down, and of course
@ IS covers all options and leaves you
with advantage if the opponent rises. If you
always use attacks that hit grounded then
your opponent w ill be m uch more likely to
rise instantly to avoid unnecessary damage,
so you can begin mixing in your throws to put
them straight back down again.
GUARD BURST
Guard Burst should be a part of your strategy with Pyrrha, but not central to it. Using slower attacks just to inflict more guard damage can interfere with your natural offense. and will usually
just push you back out of close range, or even give the opponent an opportunity to counterattack. Pyrrha does have some good tools for the job, such as :> and <?:>@)+@, but you
should aim to use them only when you feel the need to alter your attack rhythm to keep your
offense unpredictable. If you've just used a couple of IS in a row that have been
guarded, however, then you can assume the opponent's guard is reduced by half already, so it
will be worth using attacks such as :>. >+@ and~+ to further erode it.
DEFENSIVE PLAY
4
Defensively, Pyrrha is great at whiff punishing from close to mid range, but w ill not have any
options from further out. This limits how you can play at times when you really can't afford
to ta ke damage. Being patient is essential, but you can try to draw out unsafe att acks from
your opponent by intentionally whiffing an attack that has very little recovery. :>, :>@, and
r:::?r:::?@ are good for this purpose. You also have ~+@ to use safely from a distance and
hope that the opponent edges forward into its area of effect.
RING OUT
If your opponent can't reliably block your
1:1 then it should be your first choice near
the edge of the ring. You can m ix this up with
AS (and its ~versi on). which w ill also
help to keep your opponent in position. Other
useful tools include 1:11:1. ~~.and CH
+. along with @ to catch them as
they try to move away from the edge. @
also pushes the opponent some way to your
right when it hits, so keep this in mind when
using it near the edge (along with the fact
that ~~@ can push the opponent to the left
when blocked). It's also worth remembering
that you can Ring Out for a good distance behind you with ~~. which has deceptively
good range and will TC under High-hitting at. tacks, but putting yourself in a position to do
so is a rarely a good idea.
The character you're fighting against should be the primary factor in determining how you
play defensively. Against slower, more unsafe characters, such as Astaroth. Nightmare, and
Z.W.E.I., guarding their attacks and th en punishing is a viable strategy, but you'll need to be
confident in your ability to react to their low attacks, especially since these are the ones that
lead to the best punishment opportunities. Against faster characters, such as Natsu, Leixia,
or Mitsurugi, you'll be forced to guess more often and react much quicker in order to punish
when you do guard an attack, so simply letting them attack isn't a good idea and careful spacing will be necessary in order to play defensively.
Using Just Guard in your defense can pay off very well for Pyrrha, as AS @ will very often
be guaranteed after a successful Just Guard against attacks that would usual~y be safe. This
again is a very much character-specific choice; some characters have many slower attacks that
you can get used to Just Guardi ng and react to, while others will have too many fast attacks
to make Just Guarding any better than a guess. The key w ill be to identify w hich couple of
attacks your opponent is using to deal the majority of their damage and the places in which
they use them, but you'll need to be sure that AS is guaranteed against them for this to
be worth the risk.
Guard Burst
Req.lo Burst 11\ttncl<s
5*
c:::> c:> IS
10
fil
11
c:::>S>
12
+, @+@. c:t>+~@
13
Spacing is Pyrrha's main weakness. and unless you're willing to use ~ to advance then
you really only have the threat of @ and @+@ from anything outside close range, neither
of which lead to real damage. AS is a great whiff punisher, but its follow-up won't be possible at
maximum distance, and most other characters will have better tools than Pyrrha at t his range. Staying at the tip range of your is the best course of action, as this will allow you to use its speed
to beat slower attacks easier, and move backwards to avoid fast attacks. You'll need to be careful
of characters that can throw you from this range, however; ~@ will counter throw attempts and
works well from this range, especially against characters that can't punish it well.
POST-GI
Pyrrha is very strong after a successful Gl, especially if you have some Soul Gauge stocked.
As w ith many characters, simply using your @I3 after a Gl w ill be you r best option in most
cases. With no @I3 stocked you can use@ IS or.simply AS@::> for very respectable
damage. If you think the opponent will re-G I then :>rJ is a very strong option to lead into a
combo. or you could simply use Angel Steps to draw out an early re-G I attempt.
C! i/'.f>TloP <i
Rega rdless of the playe r using her, Pyrrha relies on staying close and
applying offensive pressure. In order to sustain her offense, she'll
always want t o guess what your defensive option w ill be and counter
it accordingly, so you must keep this in mind at all times. Often it's
best to simply let her attack and try to react when she uses an attack
you can punish. This may sound dangerous, but she doesn't actually
V~,
have great mix-ups once you can react to her slower Low-hitting attacks such as 1212.This effectively leaves her with !:?@and throws.
which are both very average in terms of the reward they give her.
Both of these options are also severely lacking in range, so backstepping should be your primary defensive measure against Pyrrha.
KEY ATTACKS
What may seem like a flawless attack is actually an opportunity for you
to punish Pyrrha heavily, since once you block the first strike she has
no choice but to continue with the second. You simply have to Gl or
sidestep the second hit to vastly reduce the threat of this attack. It's
also possible to Just Guard the second hit, but it requires strict timing.
This attack heavily damages your Guard Gauge, so you don't want to
guard it often . Luckily, it's slow and High-hitting. so you just need to
get familiar w ith the animation and duck undern eath it, leaving Pyrrha open to be punished.
AS@@
This attack is unsafe regardless of wheth er Pyrrha uses the second
hit or not. but she does have the option to use the lilll version for a
third strike that leaves her at advantage. This means you' ll need to
always use a jumping attack against the second hit in order to guarantee that you punish it. [ -70 2]
AS
AS is very fast and extremely damaging, so it's essential to discourage Pyrrha from using it as an interrupt attack. To do this you must be
sure to punish it as well as possible whenever you block it. so it's worth
checking your character's best punisher specifically for t his attack.
1:11:1@@
This simplest way to deal with this attack is to guard until you see., that
Pyrrha has used the fully-charged version and then Gl or Just Guard it.
Command Li'st
, !imi,!l H,i,l t ..
Angel Punisher
.
'
This eliminates any potential mix-up, and also allows you to punish if she
uses the fa ster ve rsion. Alternatively, you can get around both versions
by using a quickstep to your left and cont inuing to 8-Way Run in that
direction. [ 70 3]
Nnmo
Input
Under Splash
t:?@
<:=>
Elk Strike
Lovol
lm11act
Block
Properties
12,28,30
16
-10,-20
M id
16
15
-8
' High
26
26
STN
14
13
-8
Mid Mid-Thro\N
O,KND
NCC 11 st hit - FC
TC
-FC
Standing/@
Holy High Kick
High
Mid
20
16
-6
15
Mid Mid
14,18
16
-10,-16
-2.STN
14
15
-14
-2
Fragile Crusher
Spring Under Ki ck
.0.
Low
!:?
Low
20
16
-15
-1
<:=>
Mid
18
16
-4
Standing/@+
El Fortune
@ +@
Reprisal Hilt
@ +
Reprisal Guardian
+@@@
10
STN
20,11,27
KND
NC I R-0
High
18
KNO
R-0
Reprisal Tomade
~@+@
Mid Mid
14,16
18
-6
KNO
13
R-0 lTC
M id Mid
16,28
26
-12,-20
-2,STN
TSITJ I NCC
Mid M id-Throw
16,28,6,14
26
-12,-20
-2,KND
TS I TJ I NCC
Mid M id-Throw
16,28,30
26
-12,-20
-2, KND
TS I TJ I NCC
... 28
17
-12
12
TC I KND CH
TC I TJ
Standing/@+@
+ w hen hit.
> (just)
~+
..0.+00
Mid
Low Low Low Low
10,8,8,8
19
25
38
-12.-12
STN,16
NCC I KNOCH
'fr+
SP-Mid Low
'frUl+l3
Mid Low
45
69
STN, -12
STN, 16
Heaven's Gate
<:=>+
M id
55
65
lNC
LNC
TCIUB
SP-Iow
10
12
-6
TCI -FC
TC I TJ I UB
crouching @
Under Splash
crouching (ID
Mid
16
14
-8
8
2
Mid Mid
10,28
16
-20
STN
- FC
crouching t:?@(ID
Mid Mid-Throw
10,28,6,14
16
-20
KND
Mid M id-Throw
10,28,30
16
-20
KND
crouching @
Low
14
14
-14
-2
while standing
Mid
18
16
-8
15
-6
-6
TC
TC
-FC
M id
16
Risi ng Temple
while standing @
High
18
15
while standing @+
Mid
20
18
-1 2
30
68
14
STN
TCI BA
while jumping @
High
22-28
24
-9
while jumping @
Mid
22-28
21
-8
while jumping
Mid
22-26
21
-4
TJ
Angel Crucify
~ + or ~~ or ~~~@
Mid
28
18
-10
Shield Rush
.(). ...@
High
26
20
-6
KND
t3
R-0 , TS
'fr+@
High
26
20
-6
KND
13
R-0
Star-Crossed Satellite
!:?It or~~@@
!:?It or ~ ~a
l ow Mid
18,20
28
-12,-14
2,KND
low Mid
18,25
28
-12,14
2,KND
Mid
22
-3
15
15
TJ
S-Way Run/@
Star-Crossed Satellite
<:=>+ @
R-0
R-0, BA
81oclc
Name
Input
Lovol
Damage
Ascension
~111 or ~~
M id
21,7
27
-14
LNC
Guardian's Judgment
..!).+or 'll'+l8l@
M id Mid M id
22,9,28
16
-18,-,-
LNC
15
Guardian Upper
Mid
22
22
-14
LNC
Plasma Blade
Mid
18
is ,
-15
LNC
..!).+or 'll'+OO
High
26
23
-7
..!).+ or 'll'+OO
Low
26
49
-3
Angel Stroke
18,18,22,34
30
-12,-16,-16
.:::>+or ~111 or
20, 10,21,7
Mid
34
High-Throw
50
High-Throw
High-Throw
40
Bottoms Up
back throw
High-Throw
35
Heaven's Rider
.:::>+@+@
High-Throw
55
1.2
14
-6
14
15
-6
16
16
-6
liD
14
17
-8
16
15
-8
8-Way Run/@
Olympus Shower
~~+@@@
Holy Carnivore
Round Knocke.r
Broken Promise
70
turn around @
18
Luminous Angel
Angel~s Strike
Angel's Strike
Miserable-fate
....
Evangelic Fate
i Twiri Step
s~,:;,e;sault
;. l uniinous'Angel
Jet Stream Rush
-1 4
13
I R-0
f. ;:
SIEGFRIED
Character Overview I Siegfried uses a zwei hiinder, a large, two-handed longsword. This gives
him decent damage, and makes him able to attack effectively from long distance. It also makes
many of his attacks slow and unsafe, however. Siegfried can be an easy charac ter to pick up
and learn; he becomes m ore difficult to use against experienced opponents, however, and he
struggles especially against fast characters, or those able to punish him severely. Consequently,
to maximize his potential, you will need excellent management of your spacing game, and to be
able to read and anticipate your opponent's actions.
'
. oamag~
Throws
Speed >
safety
METER USAGE
nr<.,nA t1n':te~:5iegfnied
m.
...
'l:'',z
>;.,:;,;!l
"- STANCES
Siegfried can transition into any stance from any other stance. By switching stance often, you can confuse your opponent and try to force a mis
take . Most of the time after a transition following a blocked attack you'll
have a solutioro to beat the opponent's retal iation. Don't be afraid to use
the stance transitions even when your attacks are blocked, and try difterent things to avoid being punished. In the tables for each stance transi
tion. you will find the impact speed of each move. As an example of how
to use this, after ~ ID blocked into SCH Siegfried at 1. That means that
every action from SCH will be delayed by one frame. So SCH@ (itO) w ill
impact in 1t frames. To cancel a stance into guard you need 19 frames. So
after ~ ID you cannot guard for 20 frames.
II.IPIII
Dantaoo
Levf>l
Propcrtiw
26
28
TC
20
Lovel
GuM~
Hit
ID
-&ID
<:=><:=>ID
KND
-&fJ+ID
KND
tnpm
Oa!llpgo
Lovol
Ouunl
liil
Proporties
20,20
48 /'
H,M
NC
KND
t2,18
M,H
-14
Input
+@
@@
"
10
NC
Input
level
Guord
Hit
~ ID
LNC
WR ID
-1
LNC
1111ID
.Q
KND
..(7..(7@
.Q
KND
<l=>ID
MM
12
LNC
SSH @@ID
M,M,M
STN
SCH @
-6
>>@@
Input
Dnltlago
lovol
Pr<iperties
@@
21,37
L,L
NCC
24,28,30
MMM
:Nc
18
Gun,rd
~~
.0
-8
-2
Level
<?+@
fi.1
~fi.l
WR
fi.1
@+@
MMM
..(l...(l.@@fi.l
HHH
2
2
..O...O.fi.l
Sky splitter
~fit is one of the important tools in Siegfried's arsenal and a very polyvalent move. You can use this
move for zon ing at its maximum range to keep your
opponent away. At tip fange this attack stuns; there's
no guaranteed f ollow-up, but you can use the advantage to attack, or to reposition yourself defensively.
You can fish for CH by using ~fit at maximum range
- if your opponent uses an advancing attack from
here, they will move in to the launch range, and you
can use the CH ~fit. SCH combo. ~fit can also
be used as a whiff punisher at mid range. From here
you can fol low-up with SCH@ ~and then @:@:@
or~@. Finally, this move can also be used to mixup with Low attacks and throws. Keep in mind that
~fit is always better than ~. Even though ~fit@
is very unsafe, few attacks are fast enough to beat
SCH@ after a blocked ~m .
Input
Damage
38
28
20
Goard
.'
KND
-21
STN
-22
STN
tevel
Guard
Hit
-5
STN
-11
~+@
<?fi.l
.<?<?fi.l
-10
STN
Chariot Splitter
Input
lmpnct
Gnar~
lilt
@@@ .
i16
2-4
KND
:@:@
i17
2-4
KND
Hit
Input
O~in~~e
LDvol
llu~nct
Gnd
-&-:& or ~"if
30,26
MM
i25
14, 18 KND
30
i25
KND
Cannonball Lifter
Input
Damage
tovel
lm~nct
Guard
Hit
WR@l
35
i16
22
WA Ul
35
i16
LNC
LNC
Input
Damage
lovol
Impact
Guard
Hit
@
S>rJ
24
i15
14
24
itS
-8
Damage
level
lmpa~
Guard
Hit
24
i16
10
. '~1f.;. --
SECONDARY ATTACKS
Gauntlet Buster
This attack is really fast for its range. At its maximum range
it allows Siegfried to compete with the fastest characters in
the game. If you need a fast mid range poke to keep the
opponent out and stop them dead, this is the perfect tool.
The damage and the advantage on hit are not particularly
great, but this move is the best safe option to prevent your
opponent attacking from rnid range (after a blocked@ for
example). It is also a very useful punishment tool for times
when ~ m is too slow.
--~
Input
Maelstrom
WR @@ is an excellent anti-sidestep attack with great range
and decent speed. It works well against an opponent who
tries to sidestep when you're crouched. It's one of the best
attacks tor advancing to close range with Siegfried as its
speed can take the opponent by surprise. The second hit is
very unsafe when guarded, but you can try to confirm that
the first was a CH and then decide whether to cancel the
second, Low hit with {).. WR fJ transitions into SSH, and is
useful if you don't want to go to close range, and can confuse
the opponent.
Thrust Hilt
Although slow and unsafe, this move offers Siegfried good
damage without any Critical Gauge requ ired, so you can use
it to mix-up w ith Lows and throws if you want to preserve
your meter. t:Z is especially strong near the edge for its
wall combo and Ring Out potential; the attack throw sends
the opponent very far behind Siegfried. It can even Ring Out
over small walls, so a sidestep followed by t:Z(ID can easily bring you the victory. You have to be very careful of the
opponent's ability to punish this attack, however, as some
characters are able to ring you out if they block your t:Z.
Armlet Crusher
~@is a nice Mid-level anti-sidestep attack. It's a good option
to have when the opponent is spacing you. a~ it will counter
mix-ups between their TS and TC attacks. and it also works
well against auto-Gis. This move is a dangerous attack near
the edge, as it leads to wall combos and can Ring Out to the
right side. After hitting, .(7@+ is a guaranteed follow-up.
Siegfried's Critical Edge can also connect after it if you use a
forwa rd dash firs t. You can cancel the animation with ~@@,
which has Siegfried perform a similar but more damaging attack that sends the opponent tumbling in the opposite direction. However, this variation (Alternate Cross) is too slow to
be used frequently.
Memento Slap
{)..(7@ is safe, catches sidesteppers, hits M id, and can TC
and TS. This is a highly ve rsatile, multi-purpose tool that you
can use often without much risk. It's useful to escape pressure, and can also be a very strong part of your zoning and
spacing. It can Ring Out and wa ll splat, and you can mix it
up with side throws after stepping at close range. The only
weakness of .(7.(7@ is that it's quite slow, especially if you
want to use it without 8-Way Run ning first which limits its
use to times when you're already moving.
Input
Damage
level
Impact
Guard
WR@@
20,31
ML
i1 7
-22
i17
WR@@.(Jr
Rampart Buster
..................
Though a slow attack. ~ is a good pressure tool. and an
excellent ground-hitting option for use in Okizeme. When it's
blocked it will give you a free mix-up because of the large
frame advantage you're at, and it also deals good Guard
Guage damage. After It hits. t:1@ is guaranteed. The speed
of this move is variable. The longer you wait before inputting
<? (up to 8 frames}. the fas ter it will come out. To prevent
your opponent u sing Gl or JG. you have to utilize the different
speeds o f this move. Because of the great range, you can
also use the fast est version for zoning. Mix it up w ith .;>.;>@
to con fuse the opponent w ith the Break Attack visual eHect.
S lash Cross
Progressive p h antom
... .. .. .... ...... ... ... .... .. ... ... .. ... .. ... .. ..... ......... .
lopot
Dmg~
Level
l~ct
48
i34-i44 10
Input
'':,c....(!.- or 'U' -\i'oo@
Oomaou
Lovol
hhpact
.Guard
14
i15
-10
10
14,20
HL
i15
-8
14
i15
-4
15
Damu
level
lmpoct
Guard
Hit
-1 5, -21
3, KND
. -.!}..(!.- or 'U''itC
Input
Guar~
Hit
KND
. Jlil.
18.26
LL
i32
Input
Domauu
level
lmpnct
Guard
Hit
25
i42
11
KN D
Input
Doonuge
lovol
Impact
Guard
Hit
..(!.-@+
30
i29
-16
KND
..(l.-C +m
30
i29
KND
This Low anti-step attack gives you the advantage when it connects, and combos w ith ~ on CH. It's especially strong for
Oki zeme because it can hit a grounded opponent. It doesn't
lead to much advantage when it con nects, so it's best to follow-up w ith quick pokes such as . ~@. and .;>.;>@ until
your opponent learn s to defend afterwards. thus giving yourself the leeway for stronger attacks. You can use t he second
move of the stri ng to surprise th e opponent, especially when
there's a chance for a Ring Out, but if it's anticipa ted it is very
unsafe. Th is attack will be especially usefu l against less experienced opponen ts who aren't used to the Just input flash.
Ci l'F!TF <i
Even though Siegfri ed's throw damage is low, you w ill need
to use them to put the opponent under pressure or threaten
defensive opponents. Siegfried has really good reach, allow
ing you to vse throws very often. Your opponent can Ukemi
after both front grabs however, avoiding any Okizeme. The
@ throw can Ring Out forwards and to the right. Near the
edge, use+@ against a defensive opponent trying to avoid
this. Although you have no Okizeme afterwards, you still have
viable options. The opponent will remain near the edge, so
you can continue the mix-up by going for another throw, for
example.
lnptrt
D~lllngc
EscaJ>a Wludow
@+@
45
13
+@
50
13
@+@or+@ (Right)
62
13
57
13
@+@or+@ {Back)
72
FC@+@
30
11
30
If you want more damage and Okizeme, try to use the side
throws often. These do more damage and don't allow for
Ukemi. The left-side throw can also Ri ng Ou t behind you. The
Low throws are especially threa tening near the edge as both
can Ring Out. FC +@can wall splat behind for a free back
throw. FC @+@ guarantees ~ nea r a w all again st almost
all characters. FC +@, BT ..(),@ is a combo. Be aware that
the Low-level th rows can be blocked and punished, so you
cannot abuse them.
Input
Damove
S>~@t1+0+13
16,16
~~@@++@
16,16
SBH@@+@+@
20,20,21
i.~vel
MM
MM
MMM
Gu~rd
Hit
i1 5
:srN .
i1 5
-18
STN
hnpac.t
i16
SCH@@+@+@
~ CRITICAL EDGE
Legacy Testament
/::!'!~tll!flh
Drimrigc
. lnP.ut
..(),~~.(!,.~~@++@ .
..
'
:<
IJ!VDI
MM
acters like Astaroth. For Combo D, you have to duck manually and do
WR as fast as possible . Because "'r"'r ca n whiff, you should
use ..(),..(), most of the time for Combo E and Combo G. Be wary
of using Combo G and Combo H when the opponent has little health
le ft, because the damage is very badly scaled. If you really need extra
damage to fi nish you r foe, use your(! instead.
Starter
Follow-up
O"ntago
Hits
Co>1
Oilliculty
;: ~m
SCH@
39
69
76
***
83
SCH (ID
65
,().,().@~
86
***
,().{).@~
SCH@ IE.(!
124
**
WRID
SCH (ID
67
(ID<?
t:Z@
64
~@
{).@+@
43
~@
Delay(!
51
**
<?<?@
iWR
92
..()rfi.l+ID
SBH@ IE
76
**
SBH@
..()r..()r(ID(ID
75
SBH
<?<?0, SBH @ IE
112
**
SCH @
~(ID
70
. ;'2
SCH@
(!
105
SRSH@
(!
124
**
SRSH@
~~
J.S
SRSH (ID
<?<?0. SBH @ IE
83
SBH (ID
47
SBH @ IE
56
**
75
...~ ~m
,().,().@~
.
;,
: .: :,
. .;. ;>'
: ..: SRSH 13
. ,) ~ SRSH 13
: SRSH@
" (!
CH ~fi)
SCH (ID
72
CH <?(ID
~(ID
44
. CH <?(ID
(!
74
**
i cH~@
t:Z@
37
62
~131E
CH.A.Pl"E ') l
I SIEGFRil::D SCHTAUFFEN
UKEMITRAPS
Siegfried doesn't have many setups
for Ukemi Traps. Most of the time,
the opponent can escape Siegfried's
options by using a left Ukemi, and
because Siegfried can do a lot of
damage on the floor, your opponent
won't often stay on the ground. Certa in Ukemi Traps require a delay, so
practice getting used to the different
timings required for each of them.
With perfect timing, the UkemiTraps
listed w ill catch all directions.
Omnaue
Directions
Cost
Difficulty
13, SBH @
83
All
SRSH 13
110
All
SCH@
-iJ.fJ+Gl, SBH @ ~
126
Left, Back
**
SCH@
135
Right, Back
****
SRSH@
~~
82
All
<?<?0
-&fJ+Gl
122
All
SBH@
52
All
SRSH@
Delay~~@+@
85
All
SRSH @
90
All
<?
~Gl. SCH @ ~.
172
Right, Back
Knockdown
Ukemi Trap
<?fJ
SRSH
C!Iil
WALL COMBOS
Sieg fried's wa ll combo damage is moderate, but he has many useful attacks that can wall
splat: ~@to t he right. @@ to the left, 1:2 and FC-&+@ to the back, and~ in front.
Most of the time you will use -&-& to finish a combo, or -&fJ+Gl with SBH @ for extra
damage. At times w hen you 're not sure if a combo w ill work. ~ is always the safest bet
for reliable damage.
Combo
'
Damage
Hits
Co$1
Difficulty
SCH @, ~@
84
:IQl:@W!
~Gl.SCH@
98
-iJ.-iJ.@W!
~.-&~~
107
~@W!
~Gl; SCH@
77
FC-iJ.@J+@ W!
@+@or+@
108
FC-iJ.@J+@ W!
101
t2@W!
-iJ.fJ+Gl, SBH @ ~
102
CH~@W!
~Gl.SCH @ ~@
79
if if
128
6'
**
-&-&
124
**
Starter
followup
~GlW!
SBH . :@:@W!
**
APPLYING OFFENSE
The best offensive stra tegy is to stay at mid range. From here you can
pressure your opponent and bait mistakes. Base your spacing around
S>S>OO or :@:00, as these allow you to attack again after they are
blocked. Because of the Guard Burst pressure, your opponent won't
be able to stay passive for too long. The stances are also very effective offensive tools, as the many transitions can be used to con fuse
your opponen t; if they hesitate, go into SRSH or SSH to apply a mixup. The more you use stance transitions, the more you'll be able to
confuse your opponent. For instance, the SASH mix-up will be more
effective if you first enter another stance, like SBH, and you shouldn't
hesitate to ca ncel your stance and throw. {!. or "\)'- +@ SCH @ is a
nice way to obtain a side throw. The stance mix-ups are very unsafe,
so the confus ion can help you to reduce the risk, because your opponent may be less prepared to use their punishment options if they
are temporarily unsure which stance you are using. {-70 1}
OKIZEME
Siegfried is able to do a lot of damage against a grounded opponent, and the primary tools for this are ~ or {!...().-. <:=> and
.!7.!7@:.!700 also work well to force a grounded opponent to rise .
The Low in particular can surprise your adversary, and knock down
again on CH if they decide to attack from the ground. Stance transitions are effective for Okizeme as well. SSH is the most appropriate
since SSH @ hits on the ground. Using an Okizeme situation to go
in SRSH is also an excellent idea, but because you don't have any
move that can hit grounded, you have to confirm that your opponent
is standing again before applying the basic SRSH . SRSH @ mix-up.
SBH a nd SCH are among your other effective moves for making
your opponent stand up.
RING OUT
Siegfried has a very strong Ring Out game. He is able to use Ring
Out strategies from almost any position. To the right he can RO w ith
~00. CH @, and the 00+@ throw. To the left, ..().-..().-(!), @!@, and
the left-side throw can RO. After stepping to the left, vary between
the right-side throw and I:Z@ for a particularly strong RO mix-up.
S>. ~ . :>@, @+@, and FC @+@all RO forwa rds. You can RO
behind Siegfried w ith I:Z and FC +@. t:Z, ~. @@!@and ~(!)
will all connec t after a Guard Impact if t he opponent doesn't re-G I.
<=(>@ @13 can be adjusted for a long-distance Ring Out. using ..(7 or
"if+@ before the SCH@ @13 . So use @ @13. "if+@ to RO in
front and to the left, whi le @ @13 . ..(7, +@, SCH @ @13, ::@
will do both left and reverse Ring Out. @ @13. "if+@. SCH@
@13. :@:@ can RO in front and to the right. though this doesn't work
against every character. Be sure to check the angle and to select the
best one for the situation. Near the edge, if your adversary tries to
escape, use anti-sidestep attacks such as::@, @. and~@. The
D . SSH@ combo is also extremely useful here. This vast array of RO
tools can cause your opponent to shut down totally near the edge;
counter this with +@ and Guard Burst pressure.
'
GUARD BURST
Siegfried's Guard Burst game is quite strong, but not enough to allow
you to use it as your main strategy. The most important attack is@:>.
A lot of the others are very unsafe, such as ~() or <=(> @+ . so
be selective as to when you want to use them. The best way to have
an effective Guard Burst game is to use the stance transitions, and
to combine strong moves. As an example. :>:>fi], SBH () will deal
heavy damage to the Guard Gauge. But again, you first have to make
your opponent freeze with your stance transition. and the n instead of
applying a mix-up, use the better Guard Burst attacks. This stra tegy
can be very effective against a strong punishing character, or against
a passive opponent.
Guard Burst
Rcq. to Burst
I Attacks
<:=>
SBH@
10
11
DEFENSIVE PLAY
When defensive play becomes necessary, try to keep the opponent
away by attacking constantly at mid and long range. At close range
you need to use moves that will let you escape, like ~@. >. and
<=(>(!). After <:=>. ~~will ,combo and push the opponent away.
SCH (ID w ill deal strong damage. The same goes for SSH (ID(ID(ID,
which you can use after a ~+@ backstep. Siegfried is not a strong
punishment character, but you should make sure you don't miss any
opportunities when they arise. WR (ID is particularly effective against
unsafe Low-level attacks, and after ducking under a throw attempt.
r~o
21
POST-GI
The best option after a Guard Impact is ~(ID followed by the Iilli
combo. If you want to do damage without Critical Gauge, 1:1 is a
good solution. The @lEI also connects after a Gl for guaranteed damage. If the opponent tries to re-GI you, use a delayed move such as
<?<J:.@. Don't forget that Siegfried has a lot of RO tools which can
connect after a Gl, such as liil and ~@. [ 70 4]
KEY ATTACKS
SCH
Siegfried will be in this stance after you block a lot of his most common moves, like ~0. WR 0 , and c:(>c:(>@ Iilli. In this si tuation, his
fastest option is SCH @. If your character has a very fast move {less
than 11 frames) you can use it for guaranteed punishment. If not, you
w ill have to make a choice. If you sidestep the SCH@ to the left, you
can punish him severely. Siegfried can instead use SCH @to counter
sidestep attempts. If you anticipate this, just use a fast attack, as SCH
@ is fairly slow. You can also try to find a move with evasive prop~r
ties that will beat both options, such as sidestepping to the left and
using a fast TC attack. [ 70 5]
'.;
SRSH;,
.
... :: ;o,..,. ..
. .
., ;
This stance con tains a powerful Mid/Low mix up. You have to make a
choice, anticipating either SRSH (ID or SRSH . If. ',lou guess correctly
you will be able to punish Siegfried after blocking either attack. so be
sure that you know how to punish these moves properly with your character. You can also try to use sidestepping or a Guard Impact to coun ter
this mix-up, but be wary of SRSH @.
;;a;~(ID(ID..
,,
',
...... .
..
;: .,, )
.. :f
..
.
,.
Because of this move you must be careful not to whiff from range
and choose your attacks carefu lly. Both hits are unsafe when blocked,
so try to punish if you block either of them. Be careful of the SCH
transition, so that you don't allow Siegfried too much liberty. It also
deals a Jot of damage if it hits you while on the ground, so always get
Okizeme. [ ->0 6]
Command Li st
Input
Level
Hit
Guard Burst
Properties
Delayable
Standing/@
Slash Impact Side Hold
ri.1
Slash Impact
High SS
16
18
@@@
16, 18, 32
18
7. -8, -14
KND
@@(i)
ss
16. 18.32
18
7. -8. 2
KND
Delayable
Quick Backspin
Slash
@@@
High
32
16
2-4
KND
Delayable
High
42
17
2-4
KNO
High SS
32
17
10
KND
Quick Backspin
Slash
@:@:@
13
Just Frame.
Quick Backspin
Slash - Reverse
Side Hold
:tiD:D
Quick Spin
Slash
S>@
High
24
15
-14
KNOCH
Quick Spin
Slash Side Hold
S>ri.l
High SS
24
15
-8
KNOCH
Armlet Crusher
~@
Mid
19
19
-14
KND
Alternate Cr oss
~@@
Mid
38
31
-13
Leg Slash
..(!.@
Low
16
19
-14
-4
Double
Grounder Beta
11'@@
Low Low
18,28
28
-1 7,-16
5, KND
VIsor Crusher
'@
High
22
..!B
;14
STN
Visor Crusher
- Reverse Side
Hold
>ri.1
High SS
22
18
STN
Mid SS
16
24
MidMid Low
12. 14. 30
24
Break Grounder
ri.l
12,14,
Break Grounder
- Chief Hold
@ <?
M idMid SS
Break Kick
KND
11
-FC, TC
11
NCC
Standing/liD
Break Grounder
(i)
-Base Hold
12
KND
2 first hits NC
24
-8, -15. 8
KND
BA. 2 first
hits NC
12, 14
24
-8, -15, -3 1
-1 7
10
12,14.20
24
KND
M id
' 24
16
-10
14
Mid
48
34-44
10
KND
Piercing Strike
S>
Mid
40
25
-18
KND
10
TC
Sky Splitter
Mid
30
18
-20
LNC
15
TC
~ (i)
M id SS
30
18
LNC
15
TC
Shadow Buster
-&
Mid
18
23
-8
12
Shadow Buster
- Base Hold
~(i)
M id SS
18
23
10
12
ThrustThrow
11'
Mid-Throw
63
24
-16
AT
10
0 at tip range
Hilt Knocker
>@
Mid
18
16
-12
15
STN CH
Earth Divide
..(l.~S>
Mid
75
84
KNO
KND
High
14
13
-8
M id
20
19
-6
TC, KNOCH
~@@@
Mid Low M id
16, 14, 20
15
4, LNC,STN
12
2 last hit NC
Stomping
12, 10, 4,
4,12
21
-18
-7
SHI T
11'@
Low
16
15
-14
Standing/@
Grief High Ki ck
S>@
Axle Head
Upper
"
I.
- FC
Name
+liD
15, 15, 20
18
+liD
15, 15, 20
18
..().@+@
30
29
30
29
18
22
18
22
14
14
-14
-2
MidSS
20
17
M id Low
20,30
17
-23
KND
Mid
20
17
Cancel
Cancel
Split Buster
crouching
liD
crouching
fiJ
crouching @
MidSS
-FC
while standing
Maelstrom
while standing @@
Maelstrom
Cannonball
Lifter
w hile standing
liD
Mid
34
16
-22
LNC
Cannonball
LifterChief Hold
while standing
fiJ
MidSS
34
16
-1
LNC
Rising Night
Kicks
while standing @
Mid M id
26
14
14
High
22-28
28
-10
KND, 4
M id
2632
35
fJ
. '
Jumping Attacks
Fatal Buster
~+or~~ or~~@
15
Memento Slap
..().... or 1!'-t@
Backspin slash
High
10
Backspin Slash
- Reverse Side
Hold
High SS
10
TC
Sky Splitter
Sky ~plitter ,-
Chief Hold
MidSS
..(). ... or 11'-tIID
10
M id Mid
Delayable
.{!..+. Qr 11'+004''
Illusion Edge
; lll~sion Edg!! ;.
; Chi,ef I:J.cil~:
Fatal Dive
Fatal Dive ..;
Chief Hold ..:
.,..
Fatal DiveBase Hold
Fat~l
Drive
::;.
Mid MidSS
34, 30
38
18, 12
KND. LNG
STJ
Input
l evel
Onnmgo
Shoulder Rush
-+or~~ or~~~
Mid
22
Spinning Cross
Combo
Spinning Cross
Combo- Chief
Hold
..(l.+ Of '\f -t m
High High SS
Spinning Cross
Combo- Side
Ho ld
..(l.+or tri'@m
Spin Slash
Double
Grounder
Nun1o
Hit
Guorcl Burst
Properties
8 -Way Run/@
15
10
15
TC
21
2, 2, 4, KND
20, 15
21
8, 2
2,8
20. 15. 14
21
-8, -8,2
2, 2, 15
-&+ or 1?-i'@..(l.@@
21
..-8, -8, . 8,
-20
2, 2, 3, KND
Spinning
Phantom
Combo
-.!J.+ or 1?-i'@..(l.
20, 18, 25
21
2. 3. KND
Cross Combo
14,14, 36
15
10, 5, KND
..(l. + or '\f-t a
High SS
14
15
-4
15
High High SS
14, 14
15
-10, 2
Progressive
Grounder
{I. + or tri'UiJ@..(l,@@
not used fn
the game
36
ss
20
TS,NC
2 last hits NC
6
10, 15
2 first hits NC
NC
$.
14,14,20
15
-10, -8, 20
10, 3, KNO
2 first hits NC
Low Low
18, 26
32
-15, -20
3, KND
Spin Kick
Combo
..(l,+ or tri'@
High Mid
22. 21
~1
-8, -16
2, 2
13
NCC
Fatal Ascend
Kick
t:Zit or~ ~
High
23
24
-12
KNO
13
TJ
Drop Kick
<>+
High
43
30
-16
KNO
TJ
Nightmare
Killer
liD+@
High-Throw
.50
17
Calamity Fall
High-Throw
62
17
R-0
Silent Pride
High-Throw
57
17
Neutral Judge
back throw
High-Throw
72
17
Flap Jack
crouching @+@
Low-Throw
30
19
R-0
Over Toss
crouching liD+@
Low-Throw
30
19
R-0
18
20
5, 7
-8
11
Turning Head
Slash
turn around @
.,
High
Turning Leg
Slash
SP-Iow
18
21
-6
Turning Sword
Thrust
Mid Low
20, 25
26
-5. -20
Mid
20
25
..
-8
-
Turning
Shadow Buster
Turning Grief
High Kick
turn around
High
16
15
-8
Turning Grief
Low Kick
Low
18
17
-14
-2
Name
level
Input
Damage
Hi!
Guard Burst
Properties
Base Hold
Base Hold
+liD
Reborn Storm
Reborn Storm
Reborn Kaiser
26
29
28
32
Geist Slasher
38
29
Geist Strike
28
18
Geist Spinning
Low Kick
Low
20
17
-22
Geist Spinning
Low Kick Base Hold
LowSS
20
17
-7
13
Chief Hold
<
Chief Hold
..().. or 'If'+@
{also from other stances)
Chief Hold
backward
Terror Circular
High M id
High SS
20
Terror Stamper
Mid
48
17
M id High
12, 18
10
21 , 37
23
21
23
28. 30
27
+@
*'+@
Double
Grounder
Alpha
Double
Grounder Alpha
- Reverse Side
H.old
fJ
Phantom
Castling
Phantom
CastlingChief Hold
! Reb.drn Grinder
,, > '
:.
Kick Rush
Vortex
t"~lo'o ii,;"
ss
Low Low
Mid M id M id
STN
24,
Character
ttre~G osse Erbschaft style of fighting with two different weapons at once. She uses a short sword for up close combat and a lance for long distance. She's not
a fast character, especially when she uses her lance, but her ability to fight at all ranges can make
up for this. She can charge her@ and attacks whilst using other attacks, which makes using
her a unique challenge, as you'lllose access to an entire set of attacks {either Vertical or Horizontal) whilst charging up these more powerful attacks. If you wan t to move in and out quickly and
punish mistakes from incredible distances then Hilde is a great choice of character.
Damage
Throws
Speed
Movement
Complexity
PLAYSTYLE FOCUS
METER USAGE
Defensively, Hilde is very solid as her cha rge attacks all but
forbid you r opponent to whi ff an attack. She lacks solid punishers after blocking unsafe attacks, however, so your focus
should be entirely on whiff punishment. She's also vulner-~al:llwte throws when defending, because you'll usually be
least one attack button down to charge, makng the corresponding throw a little harder to do.
ll
':t.'"~
10_017
Input
Chary~ 'limo
D3mago
leel
Plop ~lties
@ (Stage 1 release)
1 Second
24
TC"
@ (Stage 2 release)
2 Seconds
20
@ (Stag~ 3 release)
3 Seconds
28,30
MM
BA .
(Stage 4 release)
15 Seconds
70
UB
() !Stage 1 release)
1 Second
40
2'Seconds
20,13
;(Stage 3 release)
3 S,econds
20,16,40
15 Seconds
140
UB
To make charging attacks a little easier it's worth binding additional buttons as bot h@ and. This is especially worthwhile
if using a controller, as it will let you hold @ more naturally
while cha rging, and keep your charge holding separate f rom
your regular inputs. Note that with two buttons set as. for
example, you won't be able to charge @ and then still use the
second button to input @ .You'll need to release or cancel the
charge in order to regain access to attacks and functions.
These attacks will be shortened to the format Cl . to use
the level 1 charge as an example.
~ PRIMARY ATTAC KS
Knee Assault
.. .. .. ..........
When charging up your Horizontal and Vertical attacks you'll
need a good kick attack to rely on, and this is it. ~~@ has
deceptively good range and is very fast for an advancing attack, so you can use it for spacing, poking, and to generally
annoy your opponent since it's perfectly safe when blocked.
When it hits you' ll be at great advantage, but it pushes the
opponent backwards. When it hits as CH near a wall or ring
edge, t:Z is an almost guaranteed follow-up. Dashing in
for another ~~@ or a throw is effective, or you can use
c::>c::>, C3 (), or C3 from where you are, as all w ill be
nearly imposs ible for the opponent to beat or evade.
Mystic Star (Stage 3)
.............. ........................
.. '}:~
Input
Oamauo
Lovol
Impact
Guard
Hit
~~@
20
i14
-8
10
lnpul
Onmago
Lovol
Impact
Guard
Hit
C3@
28,30
MM
i1 8
Input
Oomago
Level
lntpact
Guard
Hit
~~or "lt"''
20,30
MM
i30
12
STN
..
KND
Charging @ to Stage 3 gives you a powerful Mid-hitting Horizontal Break Attack. This attack is highly versatile; you can use
it to track sidestep, as a mix-up tool. to interrupt advancing attacks, to push the opponent towards an edge, or to gain advantage when it's blocked. Any time the opponent lets you use this
attack it will be one of your best options to keep them locked
down. Its only weakness is that the second attack is automatic, so you don't have the option to not use it. This means that
sharp opponents can Gl or Just Guard the second hit with no
risk involved, in which case you won't be able to use it as freely.
Power Declared
Moonlit Dance
The Stage 3 (ID attack is possibly the single best whiff punishing and spacing attack in the game. No matter how far away
your opponent whiffs from. there's a good chance that this
attack will have the range and speed to punish them heavily.
This is what makes Hilde so effective at long range, and is the
key to playing defensively w ith her. You should aim to always
be charging t his attack when you're at m id range or further
away from the opponent. This will force them to close the gap.
and you'll have~~@ or C3@ waiting to send them back
out aga in when you see them advance. After it hits you'll need
to press@ for the third hit of the combo to occur; sometimes
if you've been charging@ for a w hile it can be better to forego
t his, however, and keep your charge towards a possible Stage
4 unblockable attack. Never use this third hit if the attack is
blocked. as you'll be open to extreme degrees of punishment.
Double Falcon
lupul
This is a fairly slow, but still incredibly usef ul attack t hat can be
charged slightly to improve its properties. It's comprised of a
Horizontal slash followed by a Vert ical stab, so it's not an easy
attack for opponents to coun ter. When charged. it leads to advantage when blocked, and will allow for a powerful combo if it
connects as a CH. The first hit tracks to both directions, so using the charged version to catch sidestepping can be ve ry rewarding. If t he o pponent blocks the charged version t hey can
sidestep t he second hi t and punish you heavily, but this isn't
possible w hen g uarding the regular version, so use this sometimes to make t he opponent think twice about sidestepping.
MM
.-
.. , . ~~i
, . \~illfu'i?df~
~eve!
Lightning Volcano
Aerial Power
~e~el
10,15
If you don't have a charged @ ready then you'll need an antisidestep option, and <J....(J..@ is one of the safest you have. It's
Mid-hitting, tracks to both directions and will give you advantage
when it connects. The second hit is High, however, you'll risk the
opponent ducking it and punishing you if the first hi t is blocked.
so mix up between using the full string or just the first hit. The
second hit gran ts huge advantage, so you can take a strong
but risky mix-up between <J..(ID+@ and ~(ID@. or use slower
attacks such as D+m. w hich is still almost unbeatable here.
..(J....(J..@ is also great as a whiff punisher after sidestepping a
linear attack up close, especially since it has a great Tech Crouch.
Damage .
MH
...
lmpct
i25
. ,, ;
Guurtl
Hit
Double Kick
t1@@ is another of Hilde's Low-hitting options, but this one
doesn't hit grounded opponents. The second kick isn't guaranteed unless the first is a CH, and it's also unsafe when
blocked, so you'll need to mix between using just t1@ and
using the full string to make it a little harder to punish. You'll
need to use as your primary Low attack when charg ing your
Horizontals, since you won't have access to t1@. though its
speed makes it a good addition to your poking game as well.
Lightning Horn
This series is great for spacing the opponent and keeping
them at bay, especially when you have a Horizontal charged
to use in conjunction w ith it, allowing you to really limit their
movement. You need to use it at the tip of its range for the
best effect, as you 'll have a good chance of making the opponent whiff any retaliation attempt from here if they block it.
Use the third hit of the string sparingly, as it's High-hitting and
easy to duck under and punish. If the first two hits connect,
however, the opponent will be forced to guard the third hit,
so you' II be perfectly safe.
Input
Sickle Kick
Thi s is a fairly slow but still very useful kick that can get you
out of trouble when the opponent is up close. It's a Tech
Jump attack, so you can use it to jump over pokes such as a
standard ..().@, and it knocks the opponent down when it connects. It's also one of Hilde's only M id-hitting attacks that can
hit grounded opponent s, so it's important in your Okizeme
to force the opponent to stand up. It has better range than it
might appear, so you can also use it as part of your midrange
spacing to advance w hile avoiding Lows and throws.
Guard
Hit
i20
-9.-9
KND,KND
i20
-9,-14
KND, -4
~@
16,18
16,12
MH
MM
!.Alvei
Impact
Guard
Hit
40
i21
-12
10
Input
Damage
level
Impact
Guard
Hit
<?<?@
20
i27
-11
KND
Input
C1
Th is is the fast est of the charged Vertica l attacks. and can be
best used as a follow-up to many attacks at mid range. It can
be a strong part of Hilde's Okizeme, though you 'll need to
reset your charge often to use it like this. Since the charge
time is so short you can use this on its own w hile spacing to
catch the opponent's movemen t and gain advantage when it
hits. There isn't much ris k to this if used from its maximum
range due it recovering so w ell, and it deals decent damage
for a single hit.
Impact
Input
Oamago
l~vol
hnpncl
Guard
C2@
20
i18
-6
Input
Damage
Levol
lmpuct
Guord
C4@
70
i37
STN
KND
Input
Damage
Escapo Window
@+@
55
13
+@
50
13
@+@
55
65
13
58
+@ or @+@ (Back)
65
. 't;~;~
13
Input
Damage
Guard
Hit
~@+@+
15,15,22
MM
i20
-11
LNC
@@++@
t8,18
HM
i18
STN
@+@++
35
HT
i17
l~
17
Hilde has one of the slower Critical Edge attacks. but she still
has plenty of ways to combo into it. and it's extremely powerfu l. If it doesn't connect only the first hit will occur, and this
is quite linear, so you shouldn't use it against moving opponents. It's best used after -.!}-.!}connect s. and this evasive
attack will allow you to combo your (! after sidestepping
an opponent's attack. Avoid using it when the opponent has
about a third of their health left, as chances are it won't finish
them off because the Guts system will cut the damage in hal f
on its many weak hits.
After ct>c:l>, ct>ct>@ is the best follow-up, though you can also use --.!}@ to keep the opponent standing next to you for an instant mix-up. If you need a little more damage to finish an
opponen t off you can follow-up wi th you r (!, as in Combo A, but it will only connect partially.
Hilde's cha rge attacks allow for some creative combos. The idea is to always pick the opponent off the ground w ith C2 , so any time you land an attack you' ll need to instantly begir,~
charging land@ as well if you want to land C3@ after C2 @ launches). C2 can launch
after many of Hilde's strongest attacks connect, including -.!}-.!}, CH fJ+I!J, and c:l>ct> !;13.
After h launches you have a few options for comboing. The simplest is to use C3 @ if you
have it charged, which you can either follow-up with a guaranteed -.!),@ {as in Combo B)
or apply an Okizeme mix-up with C1 and 1:1@. You can also turn around after C2 and
use +liD, which will lead to higher damage if the attack throw connects and allow you to
Starter
Follow up
<.lj(ID@
C1
62
ct>ct>@
c:l>ct>
c:l>@
1:11:1@
-.!7-.!7
.-.!7 -.!7 CID
-.!7-.!7
. > -.!7 -.!7 CID
: CHa+I!J
Cost
()ilfi culty
45
(!
60
(!
61
1:1
42
(!
110
96
C2 , @, +@, C2
110
****
140
16
87
C2 @, @, C3 @.
-.!7@
1:111
Combo
r-rn ,
, "I
Difficulty
Starter
Followut
CH t1+0
C2 . @. C3 @. .(Y@
85
CH~@
(ijEI, ..0.
94
CH ~@
C2 @, + , C2
107
C2 @
11
50
C2 @
(ijEI
92
C2 . @. C3 @. -.!).
83
C1
81
(ijEI, ..0.
93
(ijEI
138
UKEMITRAPS
Knockdown
Hilde has quite a few potential Ukemi Traps, but they often
require extremely strict timing, and many aren't worth the
risk for the damage they'll deal. Her (ijEI is the best option
for catching Ukemi, but it's a costly gamble if the opponent
stays grounded. into (ijEI will catch Ukemi to both directions and is guaranteed to land a partial hit even if the opponent stays down. The (ijEI w ill also catch Ukemi attempts
after ~. but it won't hit if the opponents stays down, so
you'll need to start followi ng up w ith ~~@+to encour-
Directions
UkomiTrap
Cost
Difficulty
(ijEI
124
All
~. (ijEI
C3
154
Right. Back
(ijEI
149
All
CH~@
C3@
81
Left
WALL COMBOS
Hilde has great potential for wall combos, but she doesn't have very many options for landing
a wall splat. When your back is to the wall, +@ Iilli can be used to lead into huge, with the
simplest option being simply to follow-up with you r (ijEI, though you can use ~@ for a second
wall spla t and continue wi th a stun combo from there using either S>c:C> Iilli or C +U When
facing the wall, C1 is by far your best Mid-hitting wall splat option, and you also have the
High-hitting @. C1 allows for an easy back throw when it wall splats, though you' ll want
Combo
Starter
Follow-up
~@W!
to follow-up with one of your Brave Edge attacks instead against characters that can escape back throws. If you happen to have C4
charged near a w all then some amazingly
powerfu l combos become possible, w ith
Combo F being a good example.
Damage
Hits
Cost
Difficully
@.WI ~ Iilli. C1 @
97
@ !illi W!
84
C1 @ W!
Back throw
98
@+@ @ WI
117
13
C4 @ W!
176
10
Iilli. C1
Iilli. C2 . @. ~ Iilli. C2
APPLYING OFFENSE
Hilde isn't a naturally offensive character
in the poking and mix-up sense, but she is
capable of applying pressure and can base
her strategy around forcing the opponen t to
block her many Break Attacks and then using
throws to pierce their guard. To land her biggest damage options you'll need to apply defensive measuTes such as sidestepping and
backdashing, b ut these can be worked into
your offense as you use C3 @, C+m. and
c:> to keep the opponent under control.
You'll need to mix these with your fastest attacks, such as c:>c:>@. ~@. 1:1@, and @@
keep the opponent locked down. [~0 1]
You can also try to base your offense around
charging either @ or to Stage 4 to take
the opponent by surprise with fast, powerful, unblockable attacks. This requires you
to use kicks often, and w ill mean that you
lose access to Gls, Brave Edges, and your
~ . While it might seem best to play slow
defense while waiting for th e charge to complete, that w ill often just make your strategy
more obvious to the opponent, so it's better
to try to apply safe offense, and use Stage 1
charges and throws with the other button to
distract the opponent. If you're charging th e
@, it can be a good idea to try and make the
opponent guard your slow Horizontal attacks
such as ..()...()., C1 , , and c:>c:>. as
this will wear down their Guard Gauge. If you
manage a Guard Burst. your C4 @ will then
be guaranteed to connect as a CH.
OKIZEME
Hilde does not have very strong ground-hitting attacks to base her Okizeme around. Her
only damaging options are c:>c:>@+ and
C1 , but neither of these w ill work from
close range. 1:1@ and 1:1 are your best bets
in many cases, but these are very weak and
1:1@ is very unsafe if the opponents block it.
>>@ is a good option if you're just a little
too far away for 1:1@. After landing c:>c:>@
or the +@ throw, C1 can be mixed with
..0.+@ from mid range, but the opponent
can roll to avoid them.
RING OUT
With her back to the edge, Hilde is one of
the best characters at ringing opponents out
behind her. This is especially true when you
have enough meter for the @+@ Iilli throw,
and both this and the +@throw will Ring
Out behind you. This makes the opponent far
more likely to duck in this situation, so you can
mix th e normal and charged versions of ~@
to catch them either when ducking or moving. When facing the edge you don't have a
great selection of Ring Out tools; c:>c:>@. C3
@and ~@a re among the best choices.
GUARD BURST
Guard Burst can be an important part of
Hilde's strategy and she has many useful
tools that deplete the opponent's gauge wel l.
Whether you opt to go for a Guard Burst
should depend on how defensive your op-
Guard Burst
Re<( to Burst
I Attacks
6
7
8
10
11
12
13
DEFENSIVE PLAY
Defensive play is Hilde's rea l strength, and this is primarily because of her arsenal of powerful,
long range spacing tools that include some of the best whiff punishers in th e game. C3 is
the real threat here, as it can punish whiffed attacks that no other character could. c:>c:>@,
c:>, C1 . and C3 @ are your other primary spacing tools. Against other long range,
spacing-focused characters you should be very comfortable staying back and zoning, though
some slow characters such as Astaroth can be tackled at mid range using C3 @ to keep them
locked down. Characters that specialize in fast offense at close range can be hard to deal with
once they make it through your spacing game. If you're charging an @ or @ then you won't
::HN'r~R
II ~...<....
POST-GI
Hilde can use the fairly powerful ~@@. C1 combo after a successful Gl, or use a ~ attack to begin a potentially more powerful
combo, so she does have powerful options. She can also punish a
re-G I attempt heavily with ..(J...(J.@ or ~ a. or use her (!lEI if you have
enough meter. You can't use Gls whi lst cha rging attacks. however,
so it's usually good to forego charg ing when up close and have me
ter. especially if your opponent doesn't have enough meter to re-G I.
( -?0 5)
you're outside the range of Hilde's charged @ attacks. She is a very safe character at mid
range so you'll need to get close in order to make her use more risky attacks and really take
advantage of her lack of speed. Faster characters should aim to overwhelm her with pokes
and throws and avoid using attacks that she can easily backdash, since you want to keep her
inside your range. You should also avoid letting Hilde bait you when she has her back to the
ring edge, as her options here are very strong. Unless you have very strong forward Ring Out
options then it's better to simply back away from the ring edge, especially if she has enough
meter to use her @+@ ~ throw.
~ ~
This is one of Hilde's best Mid-hitting m ix-up
options. as it's safe and leads to very good
damage. After blocking the first attack you
can sidestep the second hit to the left. which
is the best way to punish it You can also Gl
or Just Guard the second hit. and you should
remember that it doesn't leave Hilde at ad
vantage whe11 blocked. [ -?0 6)
C3@
Hilde can use this attack as often as you let
her. since it's extremely hard to evade if she
spaces it correctly. The best way to deal w ith
it is to use fast attacks often to beat it. If you
block the first hit you can Gl or Just Guard
the second. which Hilde has no choice but
to continue w ith. If you block both hits it may
feel like Hilde is at a huge advantage, but the
situation is actually neutral, and she's not a
very fast character. so you 're safe to retaliate
w ith fast attacks:
fl+ll
You need to watch for the charged version of this attack and only when you see the delay,
sidestep to the left to avoid the second hit and punish Hilde accordingly. You can also Gl the
second hit, and since Hilde would need to charge in order to combo after this attack she's
not very likely to be ready with a re-G I.
When you block ~you should always duck under the @follow-up and punish with a FC or
WR attack. Hilde can also use~ to discourage this, but this is slower. so using just a very
quick duck can be enough to cover both options. ~ is also unsafe when blocked, so the
Hilde player won't want to use it often.
Command List
Aerial Power
..
, Fire .S iladow
'
-2.-2.KND
11,10.6
KND,KND
13,8
-9,-14
KND,-4
13,7
NC (Damage: 281 I
Qpp -FC (2nd hit)
-8
2'
15
Lightning Horn
,:W~ite Torch
'
'
White Impale
Ciiori~u's i-t~;n.nei
Temporarily- BT
Iron Heel
10
~00
Metal Kick
..[!.00
Shadow Kick
Low
12
15
-14
- FC
!'''.
'
:.
Double:Kic.k :
!10000
Low Mid
14,21
16
-20,-13
-4,2
Twister
:>0000
High Low
18,20
20
-1 5,-6
5,KND
Double Falcon
M id Mid
10,15
25
-16
Double Falcon
M id M id
10,15
25
STN
15
Nee JBA
R'wal
.:..Windmill
.
Golden Heart
Mid Mid
10,10
22
12
Mid
22
16
-16
KN D
15
R-0 l TC
M id
30
21
-11
KNO
11
TC I Clean Hit: B
Mid-Throw
33,30
21
Low
18
26
SP-Iow
10
Mid
10
Standing/@+
'
NC
Standing/+
lronTower
+00
Iron Tower
+00
..(!.@+00
- Roaring Fang
LNC
TC
22
KNO
TC
12
-6
18
16
-8
Low
12
14
-14
-2
Crown Split
crouching liD
Shadow Kick
:Crouching
Ttiundering.Volcano
crouching
00
15
Opp - FC (Hit)
..,
Wind Horn
:o;i,rr<~~e
.
High
22
20
-4
14
TC
High
26
18
-4
KND
10
TC
00
M id
20
14
-6
22-26
29
TJ I Op p- BT (Hit)
while standing
while s tanding
Jumping Attacks
Burning Blade
Leaping Strike
to;itado Kick
whil.e jumping
M id
while jumping
liD
Mid
22-26
37
-1 2
11
TJ
while jumping
00
High
22-26
19
-12
TJ
N01110
l npul
Level
Dnmngo
Imp oct
Block
Hi!
Guurd Burst
High
24
21
-8
KND
13
R-0
Mid High
20,18
25
-8,0
4,11
13
15
Properties
8-Way Run/@
Light ning Fire
S>+
Lightning Volcano
Fire Strike
r1tt or ~ ~@
Low
28
31
-16
STN
Hilt Strike
<? +
Mid
22
19
-14
10
Hi lt Crush
S>+
High
24
18
-6
STN
11
TC
Power Declared
Mid M id
20,30
30
12
STN
NC I BA I TC I Cleon
Hit: C
Peregrine Falcon
<?+ or r1 tt or~ ~@
Low
16
18
-21
-6
TJ
Knee Assault
S>+
Mid
20
14
-8
10
KNOCH
Crescent Leg
{).+ or {1-t
Mid
16
22
-7
or~~ or z::l ~@
8-WayRun/@l
or~~ or z::l ~@
8-Way Run/@
or~~ or z::l~
March of Triumph
High-Throw
Royal Seal
High-Throw
VIctorious Ruler
High-Throw
58
Road to Glory
back throw
High-Throw
65
17
High
14
15
-6
SP-Iow
12
15
-5
turn around @
Back Horn
turn around @
Mid
20
25
-8
2.
Mid
18
19
-8
Back Kick
turn around
High
16
15
-8
Low
14
17
-14
Back Assault
baclr.ward +
Mid
26
13
-12
KND
M id
24
18
-8
KND
R-0
ivl id
20
18
-6
16
STN
Mid M id
28,30
18
KND
Mid
70
37
KND
M id
40
21
-12
10
10
Mid Mid
20,13
21
-16
LNC
NC (Damage: 38
including ground hit)
Mid M id High
20,16,40
21
-18,-58
LNC,KND
BA I Clean Hit: C
Mid
140
51
...
Other Attacks
Mys1ic Star
Mystic Star
M yst ic Star
M yst ic Star
M oonlit Dance
Moonlit Dance
Moonlft Dance
Moonlit Dance
(auto attack)
Brave Edge
White Monument
Mid Mid
Red Stone
High M id
20
KND
13
/
/
XIBA
Character Overview I Xiba's weapon of choice is a tradi tional Chinese Bo staff, which, when
combined with his acrobatic nature, makes for a rather unorthodox fighting style. Exaggerated
animations for many of his attacks are designed to confuse opponents and lead them into making
mistakes that he can capitalize on. He is an easy character to pick up and start playing with, but
as your opponents become more familiar with his attacks, you w ill need to keep coming up with
new and invent ive tricks to be able to stay on the offensive. He is strongest at medium range,
where his combination of extremely damaging evasive and CH moves can limit an opponent's
options. If you favor attacking in an unpredictable manner and using fakes and movement to disguise your offense, then Xiba is the ideal character.
Damage
Throws
Speed
Mix-ups
Range
~AYSTYLE FOCUS
METER USAGE
'w itV iba yo'u should always be trying to keep your op- How you use your meter will be
ponent off nalance so that they never know exactly when, a constant struggle for Xiba since
or what type of attack iseoming. This is primarily accom- many of his (;13 attacks and his
plished through his many strings, stance transitions, and ~ are so effective. The damage
tir.ni,ng variations. This is helped a lot by the animation of that can be inflicted with some of
these moves, as they often look like t hey are continuing into his (;13 attacks can truly decimate
another attack, even if one isn't coming. The small amount an opponent's health, so if your of,. of time this buys you is often.enough to either continue your fence offense is flowing well t hey
offense normally, or switch into one of his many evasive are more than worth going for. On
moves to counter potential reta
\
the other hand, because his ~
,\.,. ,.,.. , "" .,,_.-takeS...Cl.\::L~ _so many options for
, . effec11ve for con- your opponent due~toJts auto-GI,
moves such as c::> you can totally change the-flow ofto very good damage on CHand are a fight just by having the option to
when guar-fled, many of his moves deal use it. Because you can use the
damage to the Guard Gauge, and the added ~to Gl attacks, it is only worth
re this brings can cause opponents to try and evade usipg.meter to re-G I an opponent
recklessly, out of fear of having their Guard ,wi{ere ,!).eeded, as you will often
,.....,p eb'Btter off using the~ instead.
.,~
/
);lj'
;1.
.......
...
_..
1!1~
10_018
... ...............
Remembrance may be the only stance Xiba has, but between
being able to enter it m anually, and through transitions off a
number of moves. it is very easy to work it into your general
plays tyle. Betw-een RM @ for quick interrupts and catching
8-Way Run. RM @ for big damage, and RM @ for jumping
Lows and knocking down. Xiba really has an option to cover
most situations. On top of that. the stance itself has a built
in auto-GI that w ill Gl all Horizontal attacks including Lows
and Kicks. w hich can really lim it th e moves your opponent
can use to interrupt your transitions. While all of his tra nsition
moves are quite useful si nce they come in the middle of a
string, t:~m is arguably the best since RM @ is extremely
difficult to beat afterwards. with only i14 Mid attacks being
able to stop it.
llllltlt
@@
Damage
Lvl.
Propcltie~
12,15
HM
TC
24
28
leel
Gu"rd
Hit
t:~oom
-15
-4
{).{). or ~~ m
M ~
-11
-3
t:~ m
-14
<?fil+l3
m
...
TJ
. '>{<)1'.
'"'
Input
Damage
Lvl.
Impact
Guard
Hit
c::>@
20,14
MM
i16
-8,-6
0,1
The Heavy Bo is one of Xiba's best all-around Mid-hitting attacks, and it should be one of your main options any time
you are close enough to use it . Thanks to its speed. it is very
useful for both interrupting your opponent, and maintaining
your own offensive momentum. If you do land it as a CH, the
Channeling Kick is a guaranteed follow-up, with the opt ion to
add a Iilli on the end for major damage. If it is guarded, you
are also in a re latively good situation, since not only is the
move safe, but your opponent has to consider the @ fo llowup, which can give you a slight advantage and allow you to
keep pressuring t hem w ith other moves.
Input
Damage
Lvl.
Imp cl
Guard
Hit
{).{). or ~~@@
14,30
MM
i22
-13,-14
-5,KND
{).{). or ~~@ m
14
i22
-11
-5
Mountain Carve
Input
Damage
ll.
hpac
Guord
Hit
@+@@@
15,1 5,20,11
MMMM
i28
-14,-20,-6
-4,LNC,1
lvl.
Impact
Osmng~
lvl.
Impact
Gvard
18,10
LL
i27
-19,;24 2,-10''.
@@@ is one of Xiba's primary mid range tools to stop opponents movin g thanks to its combination of speed and
damage. The fi rst two hits are a combo on normal hit. which
makes them a good general poke, and there is enough time
between them to confi rm a CH, and then tag on the last hit
for big damage. If you have pushed the opponent back with a
guarded S>. following up with this move is a good choice,
as it will not only catch them if they sidestep, but it also advances you back into optimal range. It is possible to crouch
under the second hit if the first is guarded, however, so you
w ill need to be careful when against opponents tha t do this.
Tail Sweep
lfit
'''J''~r
~ SECONDARY ATTACKS
Cross Bo - Channeling Kick
S> is similar in some respects to . but is best used
from slightly further away, and gives you a few more offensive options if it's guarded. Your opponent will always have to
be th inking about the@ follow-up, as it can circumvent many
of their retaliatory options, which allows you to make use of
other moves th ey may not be expecting. It's also a very good
anti-8-Way Run move. and while it only does average damage
on normal hit. if you do land it on CH. you can get some very
good damage i f you add the Iilli. Also, as with@@. you advance a lot during this move so it is very good for closing in.
Shen Ba
Shen Ba is one of Xiba's main launching tools and it is a perfect option to use when you have evaded one of your opponent's attacks to the side. Following up this move 'i"ith BT
+@leads to decent damage and leaves you in a good position for Okizeme. It also launches the opponent over your
head, so if you have your back to the ring edge, it can be a
very effective RO tool. It's reasonably unsafe when guarded,
however, so although it has some TC frames in it, it is best
used when you are sure your opponent has whiffed.
. :.' :~,,~~
Input
Oamago
..1 ~~
lvf.
.. ;):
...
. .
Quaking Remembrance
Quaking Remembrance is the main threat from RM stance.
and most of your other options will revolve around trying to
land it. On hit this move leads to a Stun that allows you to
follow up with c::>@. and when guarded it does significant
damage to the Guard Gauge. It also has very good range,
making it a useful long-range Okizeme tool. The threat of this
move will often cause opponents to either remain guarding
out of fear. or try to sidestep when they see you enter Rlvl,
which in turn makes RM and RM@ more effective.
Tricky/Dirty Bo
This is another strong Low option to use when you are at advantage and want to force a mix-up at close range. Although
the move may appear slow, it has a very good animation so
is rarely guarded on reaction, and is relatively safe even if
it is. At close range, this move will transition into an Attack
Throw on hit. and while this part can be escaped. you still get
a 50/50 mix-up after the initial damage. After ~+ you
get a guaranteed c:;> for additional damage, and !::?+
doubles as a very good attack to ring opponents out over your
head. Both of them also track very well and hit grounded, so
they add more depth to your Okizeme.
Wave Divide
.................
fnptlt
Damage
lvl.
llupaul
Gualil
Hft
~+
32
i25
-16
Throw(@ Break!
!::?+
47
i25
-16
Throw 1 Break)
Input
Damage
lvl
Impact
Guard
Hi I
t?
32
i31
-17
KND
Input
Oamago
lvl
lmpoct
Guord
Hit
~@@@
24,17.29
MHH
i19
-t0,-9
LNC,6, KND
~m
24
i19
LNC
Once you get into close-range. ~@ is one of Xiba's strongest Mid-hitting attacks and worth using in any mix-up situation. When it hits. the@@ follow-up is guaranteed and deals
good damage. and even when guarded you 're still in a good
position. Because of the@ follow-up you r opponent is either
likely to remain guarding, or to attempt to crouch it and punish you, both of which give you the opportunity for an Rlvl
mix-up. The only downside is that you cannot confirm the hit
before opting to go for the stance transition, so you will at
times lose the damage from the @@ follow-up if the~@
connects, but you'll still have a RM mix-up in Okizeme.
Input
Dam ago
Escape Window
@+@
55
13
liD+@
50
13
60
13
65
13
@ or liD+@ (back)
70
The opt ions aft er a liD+@ throw are generally similar, but
since you are left a bit further aw ay they are not quite as effective. Due to the sheer amount o f strings Xiba has. you ca n
often make you r opponent guard a lot more t han t hey would
like, and this opens up opport unities to quickly sidestep and
use one of his more damaging side throws.
Input
Damage
Llll.
Impact Guard
+@ @@ @ +@+@
.15, 15,20,
14,48
MMMMM
i28
c:t>@@ @ + liD+@
12,19M,48
HHMM
i17
c:t> @++-'
20,14,48
:rvlMM
i16
18, 10,14, 19
LLLL '
i27
17,9, 13,19
MHHM .
i1 6
~~or~~@@
'4,LNC,
1,KND
@+ +
WR @@ tAl+@+@
-13
, WR @@: lAJ+iiD@
The Iilli extension to~~@@ is guaranteed against grounded opponents, m aking it very strong in Okizeme. and on CH if
they are standing. You can also use it as a means of deterring
an opponent from punishing the normal ~ ~@@. Adding
the Iilli onto the end o f WR @@ turns it into a very powerful W R attack t hat is excellent for punishing a large number
of Low attacks, or after ducking an opponent's High attack.
The Just attack version of the move adds a bit more damage
and also stuns the opponent on the floor so that you can
close in on them w ith t he advantage. To do the Just version
you need to t im e the @ +liD+@ press just as the third kick
is connect ing.
Daf113S~;
lvl,
:: .. ln>p~Rt
: i.19*
Guard
-17
lead to a lot of damage with very little risk, and require no meter usage. After his tw o main
launchers that leave you facing forward, your best options are g enerally either ~ or z;l@:
the former does slightly more damage, and the latter allows for better Okizeme. with <i':!@+@.
c::> and @+ being particularly effective. If you have the meter to spare, you can use his
~ after these launchers for maximum damage, but this is best used only whe n it w ill fini sh
someone off at the e nd of a round. His other primary launcher is ..(J,..(J,, which launches the
opponent over you r head. limiting th e potential follow -ups you can use; for damage BT +
is by far the best and most reliable option (Combo A), but quickly turning rou nd and using
<i':! can allow you to Ring Ou t behind you from further away than his other BT moves .
Combo
Stan or
Follow-up
Damage
Hits
Cost
Difficulty
<:=><?
~ @@
63
..(),~@
BT @+@
71
~~
BT..(J.@
57
CH RM @(ID
60
**
RM @
c::> Iilli
91
....
CH @@@
z;l@
83
CH c:(>c:(>@@@
96
CH c:(> @@ Iilli
c:(>@
72
Iilli. c:(>@
109
CH ..(J,..(J,@fi)
RM@, ..(J.@+@
57
...
CH @
Iilli
78
CH@@
..(),@+
59
~<?@ Iilli
@@. ..(),@+@
91
...*
~<?@ (?lit
@@~
108
**
. @+
...
....
UKEMI TRAPS
Xiba has a lot of options to catch any Ukemi attempts; your main
choice is between moves that will catch all directions and do average
damage, or moves that might not catch one direction but lead to massive damage. After nearly all grounded knockdowns, tl or ~@+@
will catch every direction for decent damage. and {>{>@m wi ll do
the same and lead into RM mix-ups. Against smaller characters you
can also use + in many different Ukemi situations, and that can
lead to massive amounts of damage. After some moves, @+ will
not catch to th e left. however, and at t hose times you can substitute
it with ~. which still does very good damage.
Knockdown
UkcmiTrnp
CH@
tlor ~@+@
CH (ID(ID
~@@@
! XJBA
Difficulty
CH @@ Iilli tl@
56/71
All
111
Back.
100
All
*
*
Left
FC@+@
@+ Iilli. @
153
All
*'*'
{>..!} or 1f1tm
44
All
Character specific
WALL COMBOS
Many of Xiba's most useful tools are very effective at pushing opponents towards walls or the
ring edge. If you are directly facing a wall, then your best options for wall splatting (+.
~@@. {>{>@) all requ ire a CH, so you wil l need to try and catch your opponent sidestepping or go for an interrupt. *'<?is also very useful, as it can evade a lot of attacks, and allow
you to land ~@@ afterwards for the wall splat. @+also has the added benefit of being
able to wall splat from quite a distance away. and because of its range, you can use it from
even further away to keep it safe.
Xiba is arguably more effective when the wall is to his right side, since so many of his strings
and combos flow that way. Any of the strings involving Kong's Head Slam Iilli can all wall
splat an opponent from a large distance away when the wall is to the right. so keeping an
Combo
Starter
Follow-up
CH~@@W!
~@@@
CH @@ Iilli WI
@+@@ Iilli WI
eye on your ring position is extremely important. Even at the wall. a lot of his wall combo
fillers, such as @+@. w ill slide the opponent to the right as they are hitting. which
can make pote ntial follow ups whiff. To avoid
this you will need to constantly be aware of
the angle you are hitting them at, and chose
your next move accordingly. If it looks like the
angle may not allow another @+@ for example, then go straight into a @@ for
a juggle combo (Combo El .
Damage
Hits
Cost
Difficulty
98
**
@+@. W! (ID@@. ~@
164
14
175
19
***
203
21
****
CH+@WI
W! @+@, W! @+@
148
17
APPLYING OFFENSE
The main focus of your offense with Xiba should be on trying to keep
your opponent near your maximum range . At this distance Xiba has
many more options than a lot of characters, and you can greatly reduce
so using them as approach moves is very effective. Since both moves also have a strong
follow-up, your opponent will be forced to decide very quickly to either guard, interrupt or
evade, and between the follow-up, throw or
another c::t>@ you have options to bea t everything, and com e out ahead in damage.
After holding your opponent in place with
moves such as these, you can open the way
for the slightly closer range stance-based
mix-ups, which offer even better results.
After many of the moves you wou ld use at
this range, such as ~ and ..()...()., you get
strong mix-ups even when they are guarded;
the threat of t he follow-ups on t hese attacks
will often allow you to sneak in quick throw
attempts while your opponent is focused
on guarding. Mixing up where you stop
strings, and what things you follow-up with
on stance transition moves will make Xiba
a very unpredictable character and hard for
your opponen ts to react too effective ly. By
being so unpredictable, you also make it hard
for opponents to Just Guard your strings effectively, which is extremely important, as a
lot of his moves are very unsafe when Just
Guarded. r
OKIZEME
Xiba has a lot of moves that knock opponents
down in very favorable positions to make use
of his plethora of ground hitting moves. c::t>
should be one of your primary tools, since
not only is it fast and safe, but it is also one of
his best moves for countering off-the-ground
attacks and leads to decent damage. Multiple
@'s can also work very well if the first one
hits on the ground since the move is so fast,
and the opponen t has to worry about th e @
follow-up. When this happens, you can incorporate Low moves like ~+ that inflict a
lot of damage .
Similarly, liD+ is another strong Mid attack
that not only hits grounded. but leads to a
massive combo if your opponent guards Low.
..().+ is his hardest-hitting normal Low,
but using it often pushes the opponen t too
far away to keep up your offence.~~@@ is
generally a better Low to use in these situations since it keeps you close, and you have
the added option of the @19 on t he end.
G uard Burst
Req. to Burst
I Attucks
S>c::>
GUARD BURST
FC +, <?@+@, ..()...().@
. @@. +@
.:::>.<?
~@@. WR @. @@ ' ,
<:=><:=>@. @+@
10
11
12
~. @. <?<?
13
S>c::>
RING OUT
A lot of Xiba's normal-hitting moves that Ring
Out straight ahead are quite slow, so using
them at close range is generally not a good
idea. If you are at mid-range, however, th en
moves such as<?, 1:?@, CH+@ are all
good, safe options. Your main option up close
for a forward Ring Out should be fishing for
CH ~since it's both safe and fast.
The majority of his other Ring Out tools all
Ring Out to t he right, so you should be constantly looking to position yourself to the
right of you r opponent. All of the strings that
end in t he Kong's Head Slam @19 (@@,
.:::>@ and +@@) can all Ring Out to
the right from a considerable distance away;
since they are some of his most useful attacks, taking the small amount of time to get
into a better position from which they could
Ring Out is more than worth it. .()...(). is
DEFENSIVE PLAY
When playing Xiba you should be spending most of the time at keeping your opponents at the
maximum range of his staff, so back-stepping quickly to create more space is quite easy. Moving back out of range like this, especially after a move has been blocked, is even more likely to
either make opponents rush in or have their attacks whiff, at which time you can punish with
long range moves such as <:=> and 1:?. Whiffing quick attacks such as @ at range can
also be a good tactic to lure opponents in, at which time you can catch them with a delayed
@ follow-up. [
1 1
At closer range s Xiba still has a lot of options that are excellent for countering and limiting an
opponent's options, the most obvious of which is his (!. Any time you do a move that is safe,
but bad enough when guarded that your opponent thinks it's their tu rn to attack, they have to
keep in mind the fact that you cou ld use the (!. It w ill only usually take this happening once
or twice to a player before they get wise and try to bait you into using the (! by just waiting,
and this will open the way for you to use quick Lows and throws on them. You also have the
RM stance to counter a lot of options, including many Lows that opponents may use to try
and beat your (!,
POST-GI
Xiba is a fai rly average character post-G I.
mainly because he lacks fast attacks that
do enough damage on normal hit to make it
worthwhi le. Your best option i s~@@@. bu t
outside of that there are not many choices
which make t he attempt worth the loss of
meter. This is due to how strong his filE~ and
~ attacks are, especially since he has both
the RM auto-GI and the one on his C!. which both lead to much better damage. If you do
Gl an opponent, and you expect that they w ill attempt to re-GI you. +@ filE~ is a very
strong choice, and ~@@@ does just enough damage tha t they may well be inclined to do
so. [-tO 4)
Xiba's best offensive tools are all designed for mid-range combat, and
while he can s till be effective at close range, he is definite ly w eaker.
so getting close should be one of your main goals. He is also quite a
slow character overall, so once you are in close it is important to try
and maintain .as much pressure as possible, while always keeping
in mind the potential usage of his ~ or RM stance. It is also very
KEY ATTACKS
., <>@@
. .
:,R,M @@.''
This is one of the most common moves used by. Xiba players. and
although the options after it are strong, they are not perfect. After
guarding c:>. you can interrupt the @ follow-up if you react quickly
and have a fast-& move. ~is also very linear, so if you predict it
coming you can step around it and punish it easily.
'
This string is often used in a lot of mix-ups when the Xiba player is
confident that you won't try to sidestep, because the first hit is very
linear. If you guard the first hit, and the Xiba player doesn't use the
second, it is important to punish it every time, and this is also true
if you guard the entire string, as the last hit is very unsafe. It is the
second hit that is likely to be at the cen ter of most mix-ups, because
it is very safe w hen guarded, but you can, however, step it to the right
if you are quick, and then punish it.
: il~@
If you know what you are looking for, it's possible to punish this attack
heavily, and greatly reduce the threat of one of Xiba's main Lows.
Although each individual attack in the series is very unsafe when
guarded, you normally have to deal with the mix-up of how many hits
the player w ill use. If you guard the first one. however. you can use
a quick jumping attack, such as "it with most characters, to both
jump the second attack and punish the first. [ ~D ~'>l
Command List
Input
Hit
level
Damage
@@@
16, 18,30
18
8, 12, 16
2. 4. KND
c:::>@@
12, 19, 14
17
-11 ' 6
5, 1
Crushing Blow
~@
14,24
14
KND
NGG I R-0
'l:l@0
MidSS
14
14
15
GI I -RM
Bo Slice
..(7@
tZ@
SP-low
10
14
-FC
Wave Divide
Low
32
31
17
KND
15
TG I R-0
Roundhouse Bo
<?@
High
25
28
13
KND
10
TC ITS I RO
M id Mid
18, 22,
,2 0 '
Name
Standing@
Ko~g's Water
Offering
Mid High .
NCC I R-0
NCCITS
liD
Standing
Rushing Bo
'" @)
10. -9 '
; 0. KND
14, 7
M id SS
18
20
14
c:::>
Mid Mid
20, 14
16
.a. 6
o. 1
15, 7
'l:l 0
Mid SS
24
19
LNC
12
Rising Monkey
24, 17, 29
19
-10, .g
LNC, 6, KND
12,9
Assaulting Bo
..(7
tZ
Mid
18
22
-2
11
Low
26
29
14
<?
Mid
45
26
13
KND
High
14
13
22
24
STN
Retreating Snake
Phoenix Thrust
TJI NCG
GII-R M
STNCH I NCC
GII-RM
NC I R-0 I Clean Hit: C
-FC
- FC I TJ I KND CH
Standing@
Sheng Front Kick
Sheng Illusion Kick
High lo>N
20,23
Yin Rising
c:::>
Mid Mid
12,15
4
'l:l@
Mid
15
18
15
-5
Sheng Approach
'l:l
M id
38
16
-18
KND
Low
16
15
14
-2
..(7@
tZ@
Hawk Claw
<?
Standing
NG
12
-FC ITJ
15
TJ
- FG
Mid
18
15
10
High Low
26, 28
21
9, 8
KND, -1
11
TCING
M id Mid M id Mid
28
14, 20, -6
-4.lNC, 1
10. 9. 7
NCI RO
TJ
@+@
Trick Bo
'l:l@+
Low-Throw
32
AT
..(7@+
8,8,12,12
25
25
16
Monkey Smack
14
NCC
Dirty Bo
tZ@+
Low-Throw
47
25
16
AT
AT Escape
Standing
AT Escape @
liD+@
c:::>+@
15,15,10,10
19
12
KND
Playful Phoenix
..(7+@
Low
24
24
10
Playful Phoenix
..(70 +13
<?@+@
Mid
<?(!)+13
ss
Biting Phoenix
NGG
-GRD
55
39
KND
crouching@
SP-Iow
10
13
-6
Assaulting Bo
crouching
Mid
20
21
-2
River Thrust
crouching
low
18
28
.a
.a
STC 1-F
crouching@
Low
16
14
14
-FC
Pounding Stones
crouching @+
MidMidMid
20,21
24
STN
while standing @
Mid
24
20
10
while standing
Mid
32
21
-7
LNG
while standing @
when hit, @
17, 9,13
16
13
LNG
while jumping @
Mid
20-24
28
.a
26-32
KND
30-36
-13
TJ I Glean Hit: A
tZ
-FC
12
- FC
Clean Hit: A
Jumping Attacks
Scattering Bo
Great Waterfall
w hile jumping
liD
Mid
Phoen.ix Splits
-,vhile jumping @
High
38
19
TJ
10
TJ
I R>: no KNO
S-Way-Run@
Gale Cross Haste
Tail Sweep
Mid
28
TJ
lO\'tlow
18, 10
-2. -10
NG
Name
. Mountain Carve
Input
ProJJcrties
.(),... or 1ft-@@
M id M id
14,30
. 21
-13, -14
-5.KND
1ft-@0
M id SS
14
21
-11
Mid low
24,20
27
-9, -5
2, KND
13, 11.5
- FC I NCC I R-0
M id Mid Midi
16, 14. 27
19
-15, -5,
-17
2, STN.
lNC
13, 9, 6
NCC
Hit
l evel
<?+ or
r:Zit or ~~@@
10
GI I -RM
8-Way-Run@
Raging Monkey
~+or~~ or ~<ll
Shen Ba
.()..... or 1ft-
M id
21,7
21
-16
l NC
Lower Bo Feint
r:Zit or~~
low
20
29
-14
STN
Phoenix Feint
<?+
M id
30
30
-4
22
11
STN
12
TC
10, -16
STN, KND
15, 9
KND
12
-7. -7
0, KND
12,8
21
8-Way-Run@
Kong's Ryui Bang Tail
~+@
20,20,16,8
~+@0
High Mid
45
~~ or ~<ll@
M id Mid Mid
15,10,18
.()..... or 1ft-@
18
23
23
60
17
TJ I Clean:Hit: C
BA
+@
Left side throw
Right side throw
Back throw
Phoenix Pounce
-' 65
17
70
.17
R-0
turn around @
16
21
-2
18
21
-6
Reverse Waterfall
turn around
20
24
-5
Hind Waterfall
22
24
-7
turn around @
18
- FC
~~
-FC
-Fe
CH/IF-Ei~ 41 VS
IVY
Character Overview I Ivy uses a highly unique 'Whip Sword' which, depending on you r command input, can seamlessly transition itself from sword to whip state and be used for short to
long range attacks. Because of this, Ivy has the potential to be an extremely dynamic character
in the right hands. Though easier to use than in previous iterations of the SOULCALIBUR series,
effective use of Ivy still requires some command execution skill, patience, and focusing on outspacing your opponent, keeping them at bay with her long range poking tools. Ivy's throw game
is very strong w ith Calamity Symphony, Summon Suffering, and her new Critical Edge, which
makes her a major threat at close range, so you can force your opponent to duck and knock them
a-ow~ombo them w ith her solid Mid-hitting attacks.
Damage
.: . .
Throws
Speed
Punishment
Safety
PLAYSTYLE FOCUS
METER USAGE
:S
S>'it lml
10_019
:f~~~,.
"
Venom Slash
M enace Slice
Input
00II13tJtf
U!vel
hnj>acl
Guard
Hh
Input
Damago
Level
lmpnct
Guord
Hit
26
i17
12
LNC
Dominance
..().-@+ is Mid-hi tting, fast, hits grounded opponents, grants
a knockdown when it hits, and launches on CH. It's also safe
against most cha racters. so you can use it any time you have
advantage, especially in your Okizeme. Because th is move
always knocks down, you will get to mix-up @ if your opponent side rolls with another ..().-@+ if they choose to
stay still. If they get up, you'll be free to mix-up t hrows with
another ..().-+, making this a great time to land Ivy's CS
throw. On CH you can choose to combo with "lf@+m to
Ring Out near t he edge, or c::>"it (illJ to either RO or wa ll
splat into a highly damaging wall combo with CH ..().-@+.
c::> "lf (illJ {wa ll). ~+. c::>f'J.
Calamity Symphony
Mastery of this th row is essen tial to both Ivy's offensive and
defensive game. 75 damage for the regular version, 84 for
the Just Attack version, and 106 if you also get a Clean Hit
makes t his a truly serious threat (it deals 85 as a back throw,
or 94 w ith JF). CS also tracks both ways, has great range for
a throw and has a short escape window. As you can see,
w ith these stats, becoming consistent with this throw w ill
lessen the need for Ivy's ~.allowing you to save more meter for her (illJ and Gl game. You w ill need to practice CS a
lot in order to u se it effectively. You have roughly 3 seconds
w ithin which to enter all of the req uired inputs. There is some
input leniency in that if you input a ~ or an extra ~ halfway
t hrough, CS w ill still come out as long as you go back to
between each input. Finally, it's important to press the+@
at the same time as the final c::>.
Royal Huntress
Ivy lacks strong, relatively safe Lows, wh ich is why correct
use of t?@ is essential. This move w ill Tech Crouch and will
t rack a sidestepping opponent in bot h directions allowing you
to combo into ..().-!:?> for the most damage or ~ for
Okizeme. It should strictly be used for tracking sidesteppers
and Tech Crouching obvious High attacks, as experienced opponents, or those with quick reactions. will block it and it can
be punished severely by most characters. It has the added
bonus of being able to ring your opponent out with tl\9ir back
to the edge, making it more than worth the risk in this sit uation. t?@ can also be mixed up w ith ..().-@+ as your safe
Mid RO option, especially in Okizeme.
Prophecy's Pledge
If t? illJ wasn't a Brave Edge move tha t needed Critical
Gauge, it would probably be Ivy's best move overall. It's a
close range pressu re tool, smd is one of Ivy's best post-GI and
JG options due to its speed. When it hits, @ is guaranteed for 63 damage. when it's blocked you'll also get a guarant eed "\f @ for 40 damage. You can also force a strong
Mid or throw mix-up with the huge 12 frames of advantage.
Make sure you are at close range when using this move to
inflict significant damage against ducking opponents or t hose
coun ter-attacking with slower moves. Because of the guaranteed c::>@ follow-up and the great damage it gives, it's
worth making sure you always have at least two sub-stocks
of meter in reserve for punishment purposes.
inputs of the throw. Practice doing it during your most commonly used moves that will
give you frame advantage from either poking or punishment. From a strategic perspective you will want to bu ffer CS during attacks that you can mix-up with quick-hitting Mids
to stop the opponent from ducking or attacking and pu tting you r well-buffered efforts to
waste, such as t? (illJ or ..().-@+.
Input
Released Souls
0
Damage
Level
Impact
60
i75
Guord
Hlt
Ivy has a lot of good unblockable attacks that she can use,
and one of the best is @+. This attack is both Mid-hitting
and Horizontal as with <?'@+. and being unblockable
your opponent w ill have no choice but to either attack you
or get out of range quickly. The move's w eakness is that Ivy
steps backwards w hen starting it, making the range shorter
than it seems. Use it at times when you have advantage, in
your Okizeme, or as a surprise post-GI option. It can be especially deadly if there is a wall behind your opponent as they
won't have any chance to backstep and the move will wall
splat for a potentially gigantic combo.
Tempting Tezhas
c:>m-&
c:>fi.l
c:>fi.l
c:>fi.l
c:>fi.l
c:>fi.l
Crucifixion
................
This move is one of Ivy's most dangerous unblockable attacks. It's a M id-h itting, circular attack which Ivy ca n release at
any moment, up to the point where it becomes unblockable,
and can be used to catch any type of retaliation or sidestep
for nice damage. Backdashing opponents will not be safe due
to its great advancing range, and if your opponent decides to
guard it, you can charge it to unblockable for great damage
and Okizeme. Du e to being a slow move, you will need to
use it when you have good advantage and you think the opponent will hesit ate, or during Okizeme when the opponent has
already been hit and is likely to rise. It's also good for whiff
punishing and post-GI due to the timing mix-ups it allows for.
,._
Inpill
Hit
i47-i71
-14,KND
KND
40-70
DomAgo
Level
Impact
Guard
Hit
i18
-8
KND
,.
Input
................
Guord
Dnmngo
c:>c:>@
30
When on the oHense, c:>c:> will be one of your best options to advance and punish sidesteppers. It's a fast and safe
attack t hat w ill immediately knock your oppon ent down, offering you a great Okizeme mix-up. If you keep holding the
input you will get the two-hit version. which will cover a wide
area, tracking in both directions, and will combo with the second hit if it hi ts as a CH. Note that
is unsafe when
blocked. so use it carefully to catch opponents as they're
moving, and not at times when you think they'll guard.
c:>c:>fi.l
24
HM
i23
-16
Input
Onrnogo
level
lmp~cl
Guotd
Hit
14,12
MM
i24
-15,-28 -6,-16
c:>c:>f.i.l
This is Ivy's primary long range poking tool for creating ati!
maintaining space between you and your opponent. When it
hits or is blocked, you can input -& or 'It for extra damage and
to direct the opponent towards either the wall or the edge of
the ring to pressure them fu rther. Sadly,
does not give
frame advantage on hit, however
or 'It turns your opponent to the side, so any attempt at a swift reta liation w ill be
caught with another
Your opponent can easily sidestep
and its follow-up and then severely punish you due to
huge recovery time, so use this move wit h caution and punish sidesteppers as heavily as you can.
c:>m-&
c:>m
c:>m.
c:>m
~;!!iWTf.fl !i! VS
Fear's Void
lnJJUt
Serpent's Venom
Another of Ivy's Unblockable attacks that can be used quite
frequently because of the duration of its Tech Crouch proper
ty. ~!::?@will TC every High-hitting attack until its anima
tion is complete for a total of 100 damage. Predicting some of
your opponent's High attacks with this move can let you eas
ily win the round and discourage them from trying the same
attack again. You can also cancel it, and even the canceled
version w ill stay TC until Ivy fully recovers. Try to confirm if
you have a chance of landing the attack or not and then cancel
it, as this will avoid an opponent ducking it and punishing you
as you recover.
Ivy's throw game is very strong, with all her Jhrows giving
both good Okizeme and damage. Her@+@ w ill Ring Out be
hind her and gives 50 damage on its own. Her +@throw
deals 55 damage and changes your position, wh ich makes it
very useful for getting away from walls and the edge of the
ring wh ilst setting up your opponent for wall hits and a Ring
Out of your own.
@+@ @lEI is the new command for her Summon Suffering
throw. Its damage is respectable at 65, but the yellow flash
that accompanies all @lEI attacks will telegraph quicker opponents to its corresponding @ escape. CS, as previously
covered at length, should be mastered as a priority, especially
the JF version. as a faster, more damaging replacement for
her (! with better range and tracking, allowing you to save
meter for her @lEI combos and Gl options. Ivy's back throw
gives her a solid 70 damage, and thanks to+@ at closer
ranges you have the means to create mix-ups utilizing her
back throw.
!.
1:1 @lEI is
hnpnct
Guard
i17
OnnHIUC
90
Acasual Paradox
' i2S ;
"it will usually give the most damage, and also leave you in the best position for Okizeme,
near a ring edge, however, you may want to use 1f@+@ (l) instead as it can RO from quite
some distance away (Combo A).
~
!:2@ (;13 is also very useful in juggles because opponents cannot air control after it, and it is
fast enough to combo into itself, so you can keep repea ting it as long as you have the m eter,
and then follow-up w ith !il1f. While each additional !:2@ (;13 does not do much extra damage, if you have the meter .to spare and it will mean finishing off an opponent. it can be worth
using sometimes. If you are close to a w all it can also be beneficial to use th e (;13 version of
<=?"it. because it can wall splat opponents very high up on the wall and give you plenty of
time to move in for the wall combo of your choice.
'
Damage
Hits
Cost
Oifficully
-1}!:2<?@
40
!:2@+@
1f@+@ (l)
60
**
-&+@
-&+@
52
(ID@
41
!:2@ (;13
<=?@@
63
!:2@ (;13
!:2@ (;13, +@
65
CH @
Ill
48
CH @
!:2@+@
57
CH ..(l.@+@
1f@+ lll
65
CH-I}@+@
1f (;13
85
CH~@
1f+ (l)
63
CH ~@
1{ (;13
86
CH~@
116
13
FC t1@
@. '()> (;13
88
....
FC !:18 @
1f (;13
75
11
<?<?
1f (;13
77
12
** *
Starter
Follow-up
!:2@ or {!.{!.@
~ :2(8)+@
Cl
Combo
Starter
Follow-up
CH c(>o:(>(ID ~
'll' +
CH c(>o:(>(ID ~
AP~CR
Dnnmgo
Hits
Cost
Difficulty
72
**
<=(> lil'O' ~
91
**
CH {7{).@
c:>c:> GIS~. i f + m
85
**
CH .()>{).@
c(>c(>(ID ~. c(>'lf ~
102
**
UKEMITRAPS
Because of her general lack of speed and recove ry on her knockdown attacks, Ivy does not have many Ukemi Traps that are worth
attempting over the guaranteed damage she could otherwise get.
Like a lot of her combos. th e good attacks that you can get Ukem i Traps off of mainly require CH and wh ile this does reduce the
amount of times you can attempt them, it also means your opponent
doesn't get many opportunities to get used to them. CH <?@ gives
her by far the best options afterwards since it has a couple of very
good UkemiTraps. >>@will catch in all directions and unless they
Ukemi backwards you will jump over them so it can be useful for
changing ring position. If they do Ukemi backwards you can get the
full launch for a combo.
Similarly, you can go for FC t? or 0, both of which will also launch
the opponent ove r your head for a c(>!DJ'\J' follow-up. To make this
Knockdown
Ukomi Trap
Dilficulty
CH c(>c(>(ID
~a
44
Left, Right
CH >@
FC t?@, c(>li)'\)'
101
A ll
****
CH>@
FC t? (l)(ID, c(>(ID'\)'
92
A ll
***
~m
~ ..().@
65
A ll
**
Character specific
particular trap more effective, you may want to try cancel ing her
<>+ with @ to put you in FC first to make it look like you are doing an attack and then go for the trap. Using this method also makes
the timing slightly easier for the trap as it allows you to do it in a
rhythm. Although not technically a guaranteed UkemiTrap, after stuns
like those tha t CH <? and !:?+ give you, you can go for her
{). t? <?@ unblockable attack. The only way they can escape this is to
Ukemi backwards, or Just Guard the unblocka ble.
WALL COMBOS
Without landing a CH at the wall, Ivy doesn't have a strong wall splatling option unless you manage to land c(>@'\)' ~ in front of a wall.
However, when Ivy does get a CH at the wall she can net significant
damage with the following combos. The only downside is that she
always needs enough meter for at least one ~ attack. If your enemy
Combo
is grounded near the wall or you're in a post-GI situati on, it's worth
trying her unblockable attacks, such as c(>@+. {). t? >. or even
~@+. which you can cancel into the to get a CH launch and deal
some insane damage (Combo D and E).
SHorter
Followu11
CH@W!
c(>rJ
..().@+@. c(>'\J' ~ WI i=S@l+@, c(>rJ
t:s + @. o::>'O' ~ w! c(> c(> (5]g' c(>(]'\)' ~
i=S@l+ . c(>'\J' G WI c(>$>@ 15IS, c(>(ID'\)' ~
i=S@l+@. c(>'lf ~ W! c(>c(>@) 15IS, c(>(]'\)' G
CH ..()...().@, 6@ ~ WI
CH ..().@+@, c(>(ID'\)' ~ WI
CHc(>@+@ W!
CH ..().t?>@ W!
Damaoo
Hits
Cost
Dillicully
97
15
**
125
17
176
25
185
19
239
19
***
APPLYING OFFENSE
When on the attack, Ivy's main tools for closing the gap are ~<=l>@,
w ith its [ill~ extension giving a CH combo against opponents backdashing or inte rcepting them if t hey use slower attacks. and @
to kill sidestepping. Another one of her primary advancing tools is
@. This High roundhouse kick will track sidesteppers to both
sides, giving a knockdown into her powerful Okizeme game. When
engaging her opponents at close range, ~@+ w ill be one of her
primary Mid-h itting attacks of choice, thanks to its speed, safety, and
damage. >@ is another good too l for her up-close game as a safe,
fast TC Mid attack that will combo on CHand RO at the edge.
If you manage to make your opponent too scared to apply their offense effectively, you'll need to take advantage of their defensive play
and aim to land CS. Because of its range, it's feasible to use as part of
her offensive game. with your objective being to make the opponent
duck so that you can start hitting them with ~+, your Okizeme
game, or use 1:? (ill~ if you have meter to press and get the guaranteed hit even when it's blocked.
Unlike most characters, Ivy's unblockables are incredibly useful as part
of your offense. If your opponent has committed to a long, drawn out
High attack, ~!:?>@will net you 100 damage and a wall splat, and
<=l>@+ will be inescapable if your opponent Ukemis near the edge.
<?<?FJ+ID is a solid Okize:me and pressure tool out in the open, allowing Ivy to c lose the gap and tracking completely to her left. [ ~0 1]
OKIZEME
Ivy's most effective Okizeme tool is almost always ~@+. As a
safe, fast, ground-hitting Mid that kn0cks back down when it connects, this is the perfect attack to begin Ivy's strong Okizeme game.
If your opponent chooses to stay still, hit them again w ith another
~+ or use @@. The move is so fast that if they instantly stand up
they'll have no choice but to guard it. putting them in FC. w here you
can set them up for a Gl or >@+. If they side roll in any direction
@ will track them to either side, putting them back into the same
position again.
If the opponent Ukemis to either side you can en force a mix-upyvith
your throws, use ~@+ again or go for a I:? lilll. Their only option
will be to Uke mi backwards, which allows you to start setting them
up for her ><?t1+fiJ orCS. And remember that~@+ is a great
move for buffering CS both when it hits and when it's blocked. In
Okizeme situations near a wall, the edge of the ring, or rig ht in the
corner where the opponent cannot backroll, you wi ll be able to set
them up for Ivy's @+ if they chose not to stay down and get hit
by your {}@+@or liD. [-tO 2]
RING OUT
If your opponent cannot block I:?@ reliably when their back is to the
edge of the ring then feel free to use it with impunity, since it's a Tech
Crouch, Low-hitting option that tracks to both directions. You can mix
this up with <?, which is a safe. quick, Tech Crouch Mid that w ill
also ring your opponent out. If you and your opponent are a little further away from the edge, use "'t+fiJ to RO them if they're risking
using Low attacks. <=l>@ w ill also RO if they're stepping with their
back rig ht at the edge, as this move will track both ways; just remember that it's High and certain launchers, such as Ivy's own FC I:?.
w ill ring her out. At long range and/or when scoring a successful
Guard Burst at tip range w ith fi) or <=l>fiJ+I3 w ith your opponent's
back to the edge of the ring, you can also RO with~+, but their
back has to be right at the edge.
GUARD BURST
Guard Burst s hould be a part of both your offen sive and defensive
strategy with Ivy, because she can wea r down her opponent's Guard
Gauge effectively at all ranges w ith th e tools at her disposal and can
com bo after a successful Guard Burst at any range. After a Guard
Burst Ivy will get the most damage landing @ lml, 'it (ill~
in the open. or ~@+, 'it [ill~ W! ~+, t1 if near a wall,
wh ich wou ld also RO if her opponent's back is to th e edge of th e
ring. Your choice after a Guard Burst with no meter should either
be ~@+, '\t for good damage, or ~@+, <=l>'\t lilll, or
'it+fiJ for a RO opportunity and better damage if there is enough
meter for a single lilll.
If Ivy Guard Bursts at the tip range of <=l>fiJ or fiJ+13, she gets
another guaranteed <=l>fiJ+I3 to pull her opponent in for a mix-up, or
you can combo with ~+. ~+@ for 50 damage and a RO if her
opponent has their back to the edge of the ring. <?>@+@ is one
of her best Guard Burst tools alongside+@. It's effective up to mid
range w ith good pushback on block, despite being completely linear,
the 6th hit >>@+@will Guard Burst. giving you enough frames to
allow for a guaranteed launch if you momentarily cha rge the followup
If your opponent is slow to react and holds @.l you can set
them up for the unblockable by allowing the <?>@+@ to charge
and launch them for huge damage. To rea lly destroy your opponent's
Guard Gauge, master the JF timing for ~~ fiJ:::: as this
w ill Guard Burst w ith only a few uses and, unlike the regular version,
it gives advantage when blocked.
m.
Guard Burst
Req. to Burst
I Attacks
5
6
8
9
10
11
@. ~~ or "i}"i}@
12
13
DEFENSIVE PLAY
Ivy's defense is based around keeping your opponent at bay, wearing
them down at long range with her c:(>ID-& or '\f. and forcing them
into 'flanking' her so that you can CH them out of their lateral movement with c:(>fJ . At this range c:(>ID+I3 or t2 or -& or~+ should
be used to punish any careless whiffs. If your opponent uses TC attacks while sidestepping Ivy at mid range, you can use -&tZ>@) to
shut them down. Once your opponent has closed the gap, tl@ is
also a good if unsafe defensive tool. as it's a Tech Crouch Low attack
that can lead to a combo or Ring Out. >@+@liD is another useful
defensive option, as it can auto-GI all attacks with the optional ID
ex tension, allowing you to mess up your opponent's rhythm whe n
they counter-attack.
Most of Ivy's launchers require a CH in order to lead to significant
damage. However, because her long range poking game is designed
to frustrate her opponents, they can be baited into recklessly rushing into your CH -&+ attempts. Ivy's biggest w eakness is lack of
speed and safety, so there are certain match ups wh ere she will have
a distinctively harder time. Characters with fastTC attacks and movement that can close the gap easily, such as Patroklos, Pyrrha, and
Natsu will be able to lock you down with the offense when they get
up close. while Ezio has the unique ability to be able to punish Ivy's
c:(> fi) -& or 'if even when blocked at its maximum range, therefore
limiting her range game.
Ivy's spacing game is w eak to fast. Tech Crouch attacks, stances and
special TC movements, and she doesn't possess many good, fast attacks for close quarters engagements. If you get in close you'll need
to try to keep the pressure on her and don't let her move away from
you. She has bad recovery at long range, so be patient and either
punish or make use of the advantage after every wh iff. Watch out for
where your opponent likes to use -&tl>@) and >@+ to stop your
offense and punish them as well as possible.
POST-GI
Post-GI Ivy has the option of using her C!Iil. but thanks to its slow
startup you will have to input it very quickly. Alternately, if your opponent is close to the edge. tl+, '\r@+ID will Ring Out. If you
have enough meter for a single Iilli then tZ@) Iilli. c:(>@@) will be a
good option. Her unblockables can also be deadly here if you know
the opponent tends to re-GI your fast options. You can even win the
round if you manage to wall splat with it.
You can also play defensively against Ivy without too much risk. If you
duck against her. only her tl Iilli will be a serious threat, and she
has to use her m eter to do it. JG, Gl, or a Mid auto-GI if your character
has one. will all be great versus this move. If she knocks you down. try
to stay grounded. roll, and predict her tl@ to punish it. Finally, don't
underestimate Ivy's whiff and block punishing ability. She's one of the
best at taking advantage of your mistakes, so be patient, and do not
throw out attacks that she might be able to avoid.
KEY ATTACKS
This is an annoying move that Ivy will use at long range to poke you.
but it can be deadly for the Ivy player if you deal with it correctly. With
the correct use of Quick Move, you will not only be able to step her
c:(>[l) but also the follow-up 'if or ~ and punish ~ith your strongest
~
8-Way Run option.
-&t2<?
You have to be caref ul on what type of attack you use when you predict that Ivy wi ll use her -&tl. because it will evade and counter
a good many of you r options. If your punishing character has a fast.
strong punisher then you can try to guard it, but it's better to attack
with a move that will not be countered, such as fast. Horizontal Mid
or Low kicks. [ 70 3]
When Ivy has meter. you can be sure that she will try to use this move
while attacking . This attack has very short range and if you block the first
hit you can sidestep the second hit to the right. If you're on the ground,
rolling is your best option. If you have enough meter, trying to Gl the
second hit is worthwhile to avoid taking guaranteed damage when you
block it, or simply Just Guard it.
-&+
This simplest w ay to deal with this attack is to sidestep as soon as
you can. If you guard it you will be able to force a strong mix-up
because Ivy is left at a huge disadvantage. You can also risk ducking
because it won't launch without a CH.
Command List
R-0 ITJ
R-0 ITJ
16
13
Opp -BT
NCC
R-0
,
,
High
High
Low-Throw
M id
M id
'U'i '@
~ lt OI' ~~@
<?+ @
>+B
<?+B
18
18
20,8,12
24
14
26
26
39
24
29
13
15
16
16
NC
STNCH
STNCH
AT
12
M istress' Justice
Mid Mid M id M id
26,10,
10,12
16
16
LNC,-6,
-6,KND
KND
Tezhas' Flood
~+ or 'U'+Iil@@@@
flust)
20,16,
16,16
Polson Leaf
~It or ~ ~@
<? +
20
28,16,
3,4,6
29
Akasha' s Cage
Low
Mid Mid High
High-Throw
42
2,-14
LNC
22
18
16
6
-20
KND
Dominion Throw
Heartless Guide
Sunset Cradle
Sweet Dominance
Calamity Symphony
calamity Symphony
Back Turned Attacks
Reverse Raven
Deep Curse
Reverse Immortal
Deep Immortal
Reverse Night swalioiN'
Deep Silhouette
Asylum
VIper Tail
Leaping Gnome
Suppressed Exile
Suppressed ExileLeaping Gnome
Brave Edge
Arch Cage
Arch Cage
Elder Gnome
Nocturnal Syl~h
70
75
17
17
17
17
18
High-Throw
84
18
1-jigh
SP-Iow
Low
M id M id
SP-Mid
12
10
'16
18
14
18
20,20
30
15
15
17
18
15
17
~@+
Mid
High-Throw
High-Throw
High-Throw
High-Throw
High-Throw
~ 'U'~'U'<?c::>~c::>@+@
~'U'~'U'>~~c::>@+@
(fast)
turn around
crouching turn 'around @
t1,1rn around @
crouching turn around @
:turn around liD
crouching turn around ,
backward +
backward crouching +
55
65
TJ I NC
RO
32
-14
-18
8
4
2
' 2
-4
12
27
-6
KND
56
78
LNC
LNC
UBI Cancel
Mid
30
37
14
KND
LNC CH I Defayable
High
28
12
High-Throw
79
12
Mid
lii gh
-6
' ,,'
-8
-8'
- FC
-FC
13
10
- FC
auto-GI: H.M.L (All} 1-BT
-BT
RVANTES
Character Overview I
tes de Leon. the undead pirate w ho brought years of terror and
death tot e seas of Europe the 16th century is back again. He once possessed the mighty Soul
Edge its~'!t. but now w ields
two swords again. Combining his skill at up-close swordplay with
the pist61built into his short
Ct;lr-va~es has an unusual but powerful style of fighting. He's
a po~er-house at mi<il range, but reglires pr cise 1nput~and timing to reach his potential, so he's
best suited to I'Jatient play.ers tJ~o"'want tom srer'd iffic1:11t combos and surprise the1r opponents
w itjl bursts of 0ffense.
'
\
.....
.......a..;..
to perr;,r:tirr>Ttn have an
t"nr-nnib nri w hen-
. [~0 1]
~~
10_020
. ..:,;;;,\'i1' . ,
'- STANCES
Dread Charge (DC)
lnPill
.,,
. .
..(l.!:Z'@
Dread Charge is Cervantes's only stance. but it gives him access to an entire arsenal of powerful attacks. The most important of these is DC and its Just version, GDRC. You can
change the direction in which Cervantes flies when you do
Geo Da Ray by pressing ..0. or it shortly before you tap .
DC @ is essentia lly the same High-h itting attack as ~~ @.
but is also a Break Attack and w ill allow for some guaranteed
damage when t he opponent blocks t he attack.
..(l.!:Z'
37
..(l.!:Z':
30
..(l.!:Z'..0./il'
37
..(l.!:Z'@:@1:
66
LHH
~~'@l;t-(ID
5~ ':.
55
M ,
~!:Z'0+1:3
..(l.!:Z'~
. ~w
.- _:,;lf
hlJlllt
Dnmnge
lvl.
Imp net
Gunrd
H~
..(l.!:Z':@
30
i1 7
-21
LNC
lopUl
Oam~qo
lvl.
h1lJl3Ct
Guanl
Hit
IAI
10,30
HM
i 11
-18
-4
,.
Gibbering Torpedo
This is another move t hat should be used primarily as an antisidestep tool. Against sidesteppers, both Low-hitting slashes
wi ll be guaran teed and Cervantes has the option to follow up
with ..(). . ..()..0. or 1Hr@@ has also Tech Crouch frames
and the second @ is only 15 when blocked. so many characters can't punish it heavily. ..()...(). or 1(1(@@ can also be
upgraded to a Brave Edge version, which changes the second
Low slash into a Mid Break Attack, which makes this already
really good move even better.
Bile Lunges
This is a linear, Mid-hitting attack t hat will knock the opponent
down, dealing good damage and allowing you to apply an
Okizeme mix-up. It can also Ring Out and wall splat, giving
you the option to do a powerful wall combo. This move is
only slightly unsafe and jt pushes the opponent back when
blocked. w hich makes it even more dif ficult to punish it. But
it's still not recommended to overuse this attack, especially
against characters such as Pyrrha who can punish it well.
When it connects it will sh ift into an attack throw, though this
won't happen ii you land the move at its tip range.
Devastator
WR is a straight, Mid-h itting attack that Cervantes can
only perform while rising from a crouch state. It's a great tool
for punishing wh iffed High attacks and throws after pucking.
Near the edge you'll have the chance for a wall splaf or Ring
Out, so taking the risk of ducking can be worth it. GDRC is
guaranteed after it connects, and if you step slightly forward
Cervantes can even combo with..(). for good damage and
Ring Out potentia l to his back-right side.
Riot Storm
If your opponent is using a safe, powerful Vert ical move often,
then~~ is a very good option to whiff punish them, since
Input
, DdnJO
c:::>
' 30,20
WildStonn
Th is linear three-hit string is one of Cervantes's best close
combat tools. It's fast and is more or less hit-confirmable after
the second attack, so the last hit being highly unsafe doesn't
have to be a huge problem if you react quickly enough. W hen
it connects. only the first two hits are guaranteed, w hile on
CH all three will connect, dealing very good damage. The opponent can also sidestep t he third hit after blocking the first
two, so you should use Horizontal attacks after them occasionally, It's also a strong option in some combos.
Lagging Wave
Th is attack gives Cervantes great control over the field because it's great at catching sidestepping opponents and has
very good range. When it connects it always causes a knockdown, giving you potential Ring Outs or wall combo options
near the ed ge o f the ring. It's High-hitting, however, so you
can't afford to use it too often, especially against characters
with many viable Tech Crouching options such as Voldo or Pyrrha. M ix it up well w ith c:C>c:C> when approaching to reduce
this problem.
Stonn Generate
This move may seem worthless at first even though it's fast.
It's SM. deals weak damage, and doesn't give you anything
special on hit or CH. But that suddenly changes when you
use this move after a launcher such as ~. If you catch an
opponent mid-air, Cervantes w ill put them on his sword for
an attack throw. This is really devas tating as a last guaranteed
hit in a combo, and gives you a chance to Ring Out or wa ll
splat as well, so it's an important attack to keep in mind.
Pressure Astern
Cervantes's BT + is a fast and deadly choice to gain the
advantage after ending up BT. It's Mid-hitting and gives you
the possibility to combo into GDRC for extremely high damage. On top of t hat, the move is on ly -4 when blocked, so
you have plenty of options to follow-up and continue your offense. When hitting airborne opponents with this attack it w ill
knock them to the ground, which also can lead into damaging
combos, such as after landing DC .
0"11lll90
lvl.
lmJmCI
Guord
Hi!
22
i24
-10
'; ;,::?{~~~~
,... .
,.,..f1J,tl:
.
. , :,' ,
..
Stnrtor
Follow up
GDRC
GDRC, GDRC
/
two attacks Cervantes can get nearly the exact same combos. Keep in mind that using
@ (;]} after the first launcher still works. but
won't lead to hugely damaging combos like
GDRC as a second attack would.
Duma yo
Hits
Cost
Difficulty
98
*****
83
***
GDRC. @~
GDRC, GDRC
92
BT @+@
99
......
+@
(!, (!
110
DC @
GDRC, GDRC
113
.....
~~@
GDRC
80
***
WR@
GDRC, ~@
73
***
~fiD+
(!]3, (!
135
**
~+
GDRC
88
***
WR @+@ IEJ3
GDRC
93
10
**
:>([) IE
GDRC. <? IE
98
**
CH ~~@
GDRC
52
**
CH I:2@:@
GDRC
80
****
CH ~@
GDRC. ~@
99
***
GDRC
75
***
GDRC, ~@
80
***
1EJ3
CH ,(}~ or 11'11'
, CH ..(7@+@
UKEMITRAPS
Knockdown
Directions
Dilficulty
120
Al l
* ***
160
Right, Back
*****
@+@
GDRC, @..(7
106
Right, Back
***
CH 'l:l'l:l@
117
All
*****
CH 'l:l@+@
Cervantes can be seriously strong when it comes to
Ukemi Traps, and as usual this is t hanks to GDRC.
When slightly delayed, GDRC can be useful in many
regu lar combos to increase the damage, but this allows the opponent to Ukemi, making it no longer
guaranteed. You risk losing damage as well, however,
because GDRC won't catch opponents who Ukemi
to th e left. It w ill relaunch opponents trying to tech
to any other direction, allowing for potentially roundending damage. There is an inconsistency w ith his
GDRC combos after the rela unch, however, because
depending on the angle and timing Cervantes might
be in BT after the second GDRC, making it nearly
Ukemi Trap
'l:l'l:l@
-~~~~--~--~~--------------------------
impossible to combo w ith the third GDRC again. Using ..(7@ after the first two
GDRCs w ill hi t the opponent whethe r Cervantes is BT or not, is easy to input, and
w ill of course add some more damage points to the combo . ..(70+13 is also a very
nice option to catch the opponent's Ukemi after some attacks. For example, afte r
'l:l'l:l, CH ~'l:l@ or CH 'l:l+ . you an use ..(70+13 to catch th e opponent's
Ukemi in any direction, stunning them w ith the quake, and giving Cervantes a lot
of combo options.
WALL COMBOS
Near the wall, Cervantes shouldn't be underestimated at all. He is a
serious threat because he can go for a wal l splat with plenty of different attacks. One tiny problem is that GDRC is not as reliable during
wall combos as it is normally. As you can see in Combo D, for
wall combos is not only much easier, but much more reliable as well.
E*
F**
Starter
Follow-up
+IBJiauto Gl) W!
@.W!@@@
@W!
'l:\, 1:1@
'l:l@ W!
Cervantes has options to deal great damage w ith moves that are easier
to perform and are more like ly to hit. @is one of t'lis best attacks
for starting a wa ll combo, because it has very good range and does not
need to CHat close range, and yet stil l gives a wall splat on CHat its tip
range.
Damage
Hits
Cost
Difficulty
116
.' 74
**
*
@.@@@
101
@W!
118
****
CH {!.-..(7@ W!
118
14
*****
APPLYING OFFENSE
Cervantes's offensive game is strong because it can pressure the opponent in
various ways without risking too much. The
easiest yet m ost efficient w ay to pierce the
opponent's guard is to mix-up ~ with Cer
vantes's strong throws. Since Cervantes's
Guard Burst potential isn't that good, his
throws become even more important against
defensive opponents. His @ jumping kick
is also a useful option, since it gives Cer
vantes the option to keep on pressuring
when it's blocked. Also. Brave Edge attacks
like WR @+ ~ or ..(),..(),@ ~ that are very
good when blocked can be an important part
of your offensive game if needed.
GDRC is the still the number one move
your opponent should be fearing, however.
It's important to master this move and all
of its different applications. If the opponent
doesn't punish it severely then you can use
it to make offensive play extremely rewarding and ensure that you'll easily stay ahead in
damage output. If you are unable to perform
GDRC consistently, then look for a weaker
but easier option such as ~ or <? ~.
both of w hich are very strong attacks in their
own rig ht. You should also try to use his C!I3
in combos from t ime to time to inflict the
highest possible damage whenever you have
enough meter. [ ? 0 1)
OKIZEME
Cervantes has plenty of very strong options
against grounded opponents. Against those
who tend to stay on the ground or get up
quickly, ~ and~~ are both very strong.
Against opponents who roll more often on
the ground, you should go for either ..().@+
or GDRC. If you have enough Critical Gauge
and want to keep up your offense no matter
if the opponent just stays on the ground or
gets up, then <? ~ is good for covering
a variety of the opponent's options. Finally,
..(),@ is th e only Low attack you'll need to use
against grounded opponents.
RING OUT
Cervantes is a character who is able to Ring
Out in many different ways. First, try to mix
up his @+@ throw, the Mid-hitting @,
and t?t?@ to play mind games near the edge
of the ring. Even though !:?!:?@ is not that reliable for Ring Out, it's still Cervantes's bes t
Low mix-up option in this situation. After certain launchers such as ~ or GDRC near the
edge, ..(), is very important if you are aiming
for a Ring Out. But make sure to use attacks
such as GDRC wisely near the edge of the
ring, however, or you might ring yourself out.
GUARD BURST
Cervantes's Guard Burst potential is, when
compared to his other strengths, maybe the
weakest part of his game. His best Guard
Burst move, WR @+. is only available from
crouch, and ~~ is a bit to slow due to
Guard Burst
Roq. to Burst
. WR@+@
Auacks
a
9
DC . z:l(i)+(3
10
12
DEFENSIVE PLAY
Cervantes's defensive options are powerful and unique. In a game like SOULCALIBUR V,
where defensive options such as Guard Impact cost Critical Gauge, it's important to either
practice your Just Guard and sidestepping skills, or to use strong auto-Gis. While those first
two defensive options are technically possible with every character, the third one (auto-GIing) is highly character dependant. Since Cervantes isn't one of the fastest characters in this
game, you should try to use his auto-Gis to make the opponent think twice about which attack
they should use.
There are two primary auto-GI attacks that work slightly differently: Pirate's Tactics (@+@)
and Pirate's Scheme(@+@). These auto-GI moves are not a part of an actual attack. Instead,
th ey are more like a regular Guard Impact, but with a guaranteed follow-up and Ring Out potential. +@ auto-Gis all Verticalss, while @+ auto-Gis all Horizontal attacks, but neither
will work against kicks. These should be used any time you anticipate what ki nd of move the
opponent will use next, as the Gl window is not as long as that of a regular Gl. Cervantes
has some decent punishment tools such as m. WR @.and his C!I3, which are all fast and deal
good damage. His whiff punishment is also very strong, as ~and GDRC are very fast and
powerful punishment tools.
BT @+@ is another great offensive option any time the opponent is behind you. You can
force Cervantes into BT with certain attacks like t?[l)+l3 cancel. >@ ~ when blooked, and
although it's inconsistent, with ~@ as well. After successfully Just Guarding the opponent,
m is a safe bet for guaranteed retaliation. If the recovery of the opponent's move is much
worse, you can of course launch with either GDRC or~. [?0 2)
POST-GI
Cervantes doesn't rely that much on Gls but of course he has plenty
of good options after a successful Guard Impact nonetheless. As usual, the obvious and fast choices are ~ and GDRC. If the opponent
tries to re-GI, you can make them pay for it by using either~~ or
DC . All these options can lead to a combo, giving you potentially
great damage if you guessed correctly. If you have enough meter and
want to do some truly guaranteed damage, th en Cervantes's ~ is
obviously the best choice.
many strong Mid-hitting attacks that wi ll deal great damage on normal hit. If t he Cervantes
player has good GDRC skill, then you'll have to be patient. Make sure to pun ish that move
whenever it is blocked to prevent them from using it over and over again. You also have to
recognize the difference between GDRC and <? lml, since one move is unsafe and the
other gives Cervantes advantage when blocked. Cervantes doesn't have many good Tech
Crouch options, so take advantage of your best High attacks against him. And if your cha racter
is very fast, try to rush him down whenever possible so that he doesn't have an easy time
attacking you.
KEY ATTACKS
GDRC
Again, this is Cervantes's most important move, so you must be
prepared to deal with it when facing a high-level Cervantes player.
You should always anticipate GDRC in order to prevent yourself from
getting hit by it. Properly punishing a blocked GDRC as severely as
your character allows is essential to winn ing against him. Because
Cervantes will recover BT after this attack, you can always throw him
to get a guaranteed Back Throw as a universal option. [70 41
....
'--,
~@! .
This fast attack-string is unsafe when the final hit is guarded. But a
good Cerva ntes player wi ll try to confirm if the fi rst two hits are CH
hit or not. giving them the chance to stop the string before the third
move comes out, thus making it difficult to punish. It doesn't t rack
at all, however, so you have the option to sidestep if the opponent is
using it often.
il ,.....
Command List
Scissor Wave
Laser Wave
Scissor Lifter
Finishing Culverin
tZ@
1:2@. counter hit
STNCH
UB
ljustl
>@
Surprise Wave
High
20
-16
STN
15
auto-GI : M (All)
KND
10
TJ
mJ@
Mid
28
Storm Generate
@..(),
SP-Mid
-8
Storm Generate
.;!
Sail Nautilus
M id M id
14,31
-14
KND
Cannonball Lifter
'~ .
Mid
28
-13
LN.C
Slay Storm
..(),
Mid
18
16
-8
15
- FC
Gale Slash
1:2
Mid M idMid
16,18
20
-12
KND
10
NC
Mid High
14,18
15
-14
KND
>@@
NCC
Standing/@
I'
Anchor Kick
High
14
13
-8
~@
Mid
12
13
-16
Mid
14
15
-4
..(),@
Low
16
15
-14
-2
Anchor Whirlpool
1:2@
Low
26
29
-22
KND
>@@
High Mid
16,20
15
-12
-FC
TC
NCC
Standing /@+@
Pirate's Scheme
Pirate's Schem.e
@ +
40
KND
Night Raid
c:::>@l+
Mid M id Mid
16,16,16
27
-8
STN
~@+
Mid Mid
14,14
22
-16
STN
Killer X
..().@+
Mid
2()
-19
-11
KND
12
~@+
MidSS
21
27
-3
LNC
>@ +
Mid
22
60
-20
LNC
Invincible I R-0
Standing/@+@
!Pirate'~ Tact.ics'~
.f@
Pirate's Tactics
(~)+@
High
40
Genocidal Culverin
c:::>+@
High
60
40
..(). +@
Mid
30
21
15
KND
12
..(),(lJ+ I3
SP-Mid Low
40
36
15
KND
Opp-FC I STN
Eternal Curse
1:2 +
Mid
50
70
Killer X Cra.wler
35
14
STN
35
-14
STN
TJ I Clean Hit: A
LNC
UB
UB
KND
UB
LNC
z;l@+@
Mid
36
Pressure A stem
z;l(lJ+I3
Mid
18
.Bloody Culverin
~+
High
211
>@ + @
Mid
24
24
-14
Bloody Hoist
/
r
UB
10
TJ
crouching @
SP-Iow
12
13
-6
Slay Storm
crouching
Mid
18
15
-8
8
2
crouching @
Low
16
14
14
Mid Mid
18,36
18
-15
KN D
NCCI KNOCH
Mid
30
20
12
LNC
11
Mid
16
14
-12
TC
FC
16
- FC
TC
w hile standing @ @
-~-
Devastater
w hile standing
while standing @
Flying Dutchman
while sl;~nding @ +@
10,5,5,5,
5,5,20
20
-16
STN
Clean Hit: C
Tornado Swell
w hile standing+@
M id ~id Mid
16,1 3.48
24
-58
LNC
10
TC I TJ I NC I Clean Hit: C
Riot Storm
Dread Pressure
Dread Pressure
Throws
Speed
Punishment
Safety
Guard Bur~t
Rin 9
out
.f:
Okizeme
Mix-ups
METER USAGE
Tne"'s t'r&Agest aspect of Aeon's gameplay is his capability
to effectively punish an opponent's whiffed attacks; WR .
, and SjSj(ID are the best tools for this. To pressure
your opponent into whiffing you w ill need to zone them by
making good use of you r movement and poking with attacks
such as Sj(ID, ~@, and ..!)-..!)-@. Aeon is fairly slow, so
you s~ould avoid close combat against faster characters.
If your opponent favours an offensive style, you can use
~as a.method to escape. This is a relatively' fast attack
that will beat High-hitting attacks and push the opponent fa r
away when it hits, enabling you to return to maintaining your
eitance.
Aeon also has the foundat ion for a solid offensive playstyle.
His throw game is very powerful, especially the command
throw which does 65 damage. His Lows are threatening,
particularly t?t?. M ix this'up w ith his powerful Mid-hitting
attacks such as Sj(ID or Sj:l, which will also hit grounded
for utilisation in your Okizeme. His.'attacks also provide good
Guara :Gaoge' damage and can be used to pressure your
opponent into unforced errors throu'gh fear of an impending
Guard
Burst. .:~ 1*
' lnAn
'
++
Sand Winger is Aeon's only stance. This stance only has one
non- IE attack, SW . and it's very unsafe when blocked.
It should therefore mainly be used in combos, such as after
c::>c::>@. This stance does, however. still serve a purpose outside of combos because of its Tech Jump property. You can
use it to avoid a mix-up or to escape from pressure. after
which you ca n use the SW or SW IE to punish. You can
also try to surprise your opponent w ith a transition on block.
such as w ith c::>c::>@ or <:=><? into Sand W inger. But keep
in mind that since every option from the stance can be avoided by a sidestep or an Ukemi. it should be used sparingly to
avoid the opponent predicting it and punishing you heavily.
sw
,,,,coJ.li.l~
:;j,'}11m1lrn~
PRIMARY ATTACKS
Rinsing Grift
Input
Onmnne
l.t>vol
,
l111p~ct
Guard
i19
-14
Impact
Guard
Hit
i25
-23
KND
Hit
Damngo
Level
20
Dumagc
level
lmpnct
Guard
Hit
17.9
i27
-1 4
LNC
~:;
Grit Drift
ct>S>@ is another indispensable move for Aeon, as you can
use it in almost any situation. Firstly, it tracks sidestep very
well and has good range to catch backdashes. Because it's
a Mid-hitting attack it w ill simultaneously counter TC and TJ
attacks. The speed of this move means you can use it after
guarding an attack. and with su fficient frame advantage you
will beat out most of your opponent 's options. Because of
the range it's also Aeon's primary zoning and spacing tool. It
should beat almost all of the opponent's pokes w hen used
from its maximum range. This move is quite safe when
blocked, so you shouldn't be afraid to use it often, except
against a handful of characters.
'
Dumage
(evel
luip9ct
Guard
24
ii~
-11
45
Desert Carrefour
Input
Dornoge
Level
Impact
Guard
Hit
WR@(ID
16,26
HM
i15
-12,-16
-2.12
Input
Damage
le~el
Impact
Guard
WR@
12
i1 6
-13
This string is a relatively fast WR move and can only be punished by the fastest of attacks when blocked. Aeon doesn' t
have any other fast WR moves, so this will be your best option most of the time. It's best utilised to punish unsafe Low
attacks (if the opponent is not al ready crouching) or unsafe
moves that leave you in FC. You can also use it to catch an
opponent trying to sidestep. The frame advantage when it
hits gives you an ideal opportunity for a mix-up, so you should
be looking for chances to use this on your opponent without
becoming predictable.
Scale Basher
....
Scale Riser Kick
Input
Daman
lel/1!1
lmpott
Gnsrd
Hit
@)
34
i23
-21
LNC
Input
Damage
level
Impact
Guard
Hit
@@
12,12
HH
i13
-8,-6
2,6
The Dune Riser is a long range launcher that leads into Sand
Winger. On hit, SW@ wi ll combo for 68 damage. This move
is pretty unsa fe, but the SW can only be in terrupted by i12
attacks. The downside is that SW @ is unsafe when blocked
and every option in SW can be sidestepped, which is why you
should only use this attack for whiff punishment. The upside
is that the brilliant range of this move will allow you to whiff
punish in a lot of scenarios. At times when you just need a
launcher or Mid-hitting attack then ~. ~~. ~~@. or
t? IE are superior options.
Refrain Ax
Aeon's @@ is not remarkable, but as one of his fastest attacks. you will need to use it regardless. Whilst it is true that
it is slow in comparison to other characters' @@. for Aeon
it is a very fast move. This is one of the best options if you
need a fast move that tracks, even from mid range. It also
has nice range, the damage is decent and it can punish attacks that Aeon's other moves cannot, so it's a good idea to
learn which of each character's attacks should be punished
with this move to maximize your damage and limit your opponent's options.
Devourer Of God
Aeon's Crit ical Edge is ve ry fast and can easily connect in
juggle or stun com bos, and will also Ring Out from the front,
making it highly versatile. The easiest application for th is ~
is after a basic launcher, such as ~or t:t(ID Iilli for strong
damage. You can also use it to punish unsafe moves, or to
interru pt attacks after your move is blocked; it works well
after a blocked S>l3, for example. Avoid throwing t his out
randomly, however, as it is very unsafe when blocked (and
even more so at very close range) .
Input
lla111~9
escap" Window
@)+@
55
13
+@
50
13
-&t1<?+@
65
@+@ or +@ (lett)
65
13
@+@ or +@ (Right)
60
13
input
Luvei
l.!np~~t
SW.@++@
i41'.
S>.@++
i1 5
G1mnl
Some of Aeon's launchers will put the opponent behind you (e.g.
~~. WR @ ). In these situations the most reliable option is BT
+@ for a relaunch, follow ed by *'*'@@. Aeon's combos need
to be adjusted in accordance with the current situation. If the edge is
near your back, *'*'@ works well for a Ring Out If the edge is
further behind, then you should use '@+@@. Be careful of a self
Ring Out in th ese situations; learn the correct ranges for their application. After every basic launcher you have an opportunity to use the
Critical Edge (~@. ~~@. WR @)
In a Stun Combo, such as after ~~@. CH -&-&. or CH WR @
most of the time the best option for damage is '<?@. If you have
Combo
c
~
meter then keep in mind that c:(>@ IE can also somet imes connect,
such as after CH WR @.You should use c:(>@ IE in combos as often
as possible, as it gives huge damage relative to the meter used. The
Critical Edge should be used with the same mindset. If you are in a
situation to dloose between them, then c:(>@ IE is the best option
for damage gained over meter spent. <?<?@@@ connects often after stun combo, too, for good Ring Out potentiaL
For Combo A, you have to delay the BT + a little. For Combo B
to connect, you have to hit the opponent directly from in front or wi th
a side hit to the right Th en input BT liD+ as soon as possible. For
Combo C, delay the '<?@a little.
Starter
Follow-up
Damage
Hils
Cost
Difficulty
c:(>c:(>@
66
c:(>c:(>@
63
103
'@
<?'@@@
51
'@
c:(>@ IE.
106
WR@
BT @+@, <?@@@
74
WR @
BT@+@. [!
97
c:(> c:(>@
sw
68
~~
BT @+@. <?+@@
70
~~
95
****
~~
[!
107
t? t?@
-&
32
~~@
'@
71
: CH <?<?@
SW@
67
I CHWR@
<?@
49
99
60
CHWR @
c:(>@ IE.
CH ~@
<?<?@
+liD
Com~ o
Starter
Follow uti
Dnmogo
Hits
Cost
Difficulty
1:2@ @
<?<?@
89
1:2@ @
128
**
@ @
@ 1or +l
89
**
SW !i
SW @
52
z:J@
.&liD
38
UKEMITRAPS
1:2@ is the most interesting UT. The damage is good (@
w ill combo) and it w ill catch an Ukemi in any direction, but
this move won't hit if the opponent doesn't Ukemi and stays
down. Some other moves. such as @ or ~~ can also
be used. however they will not catch all directions. An exampie of why you w ill need to make the correct choice for your
UT is after ~ ~@ on hit: you can use ~~ or z:Jz:J@. ~~
will catch a left Ukemi but not right, and z:Jz:J@ vice versa. You
w ill have to anticipate which side your opponent w ill choose.
1:2@ is guaranteed but will do less damage. After z:J, if the
opponent stays on th e ground then <?<?@ is guaranteed.
Knockdown
Ukemi TraJl
Directions
~ ~@
~ ~ @. BT @+@. <?@+@@
106
Back, Left
***
~~@
z:Jz:J@. ~
143
Back, Right
**
~~@
1:2@. @
87
All
t2 Gm
Delay 1:2@. @
110
All
S> ~
90
All
**
1:2@
.&.&
53
AJt
z:J
112
Left, Right
Difficulty
Character s pecific
WALL COMBOS
Aeon doesn't have a diverse list of wall splat options, but the on es
he has are effective. The main tool to wall splat is @: since it
doubles up as a relatively fast TC you should have a lot of opportunities to use it. 13 can wall splat as well for huge damage. This
is very threatening when close to an edge because a blocked 13
Combo
Starter
FollowUJl
@W!
gives, Aeon a guaranteed follow-up. ~~@ can wall splat too, and is
best utilized for Okizeme near a wall, while z:J@ is a good TJ option.
After the wall splat, @ and S> @ are the best options. But
be careful as sometimes, because of the angle. @ li can whiff.
Damage
Hits
Cost
Difficulty
@. W! @ @. @
150
11
~~ @W !
<?<?@@
65
13 W!
@.WI @ @. @
174
11
z:J@ W!
~@. WI ~@. @
86
**
z:J@ W!
@ @. +
110
10
APPLYING OFFENSE
Aeon's Lows and throws are very strong, and thus they have to be at the heart of your offensive strategy. However, due to the speed of th e character and the range of Aeon's throws,
to put this into practice you will have to shut down your opponent's options and make them
freeze up. To achieve this, Aeon has good answers for an opponen t attempting to space you.
c:t>c:t> is foremost for this, and ~at its maximum ra nge or -&-&both work well too.
When your opponent is being less aggressive, you must take the opportunity to apply a basic
throw or Low mix-up. The -&t2<?@J+@ command throw should be your throw of choice for
strong damage and Okizeme. t2t2@ is an excellen t Low, especially if your opponent is not
able to block it on reaction, in which case you should use it often, because the range is better than throws and it w ill catch sidesteps as well. 1:2@ is also nice if you need a fast Low;
it's useful if your opponent is repeatedly trying to apply offense and won't stay passive . After
t2@ you can t ry to attack again with a fast attack or a TC!TJ move such as. c:t>. c:t>c:t>@.
or~@). You can also try to sidestep, backdash or Gl. If the opponent is ve ry passive you ca n
also use the left throw. To mix it up you should use a powerful Mid attack like~@) or~~.
If you are playing against a good defensive player or character, a Guard Burst strategy can be
effective, too. c:t>l3 and+@ are the optimum moves for this. If this results in your opponent
starting to panic, you wi ll find them opening themselves up for CH opportunities, which can
be exploited byWR@ or-&-&. [-')0 1]
?
OKIZEME
Aeon has an interesting mix-up and Okizeme game. A basic mix-up is 1:11:2@ or~~@. t2t2@
is a Low-hitting circular attack, and it can be used to prevent the opponent from rolling or using Ukemi from the ground. ~~@ will hit on the ground as well, but can be ro lled. When it
hits, even on th e ground, it wi ll give you nice damage and allow-you to attack again. 1:2@ also
works well in situations that require a faster attack. When you are sure what your opponent
wil l immediately guard, you can use throws to put the opponent back into an Okizeme mix-up.
RING OUT
Most of Aeon's Ring Out opportunities will come from his launchers, which w ill work from
both the front and behind, such as ~~and WR @.After ~~@) or 1:2 mEl you can use
<?<? for a reve rse Ring Out. For a front Ring Out, after~~@) fo llow-up with BT @+@,
<?@)+@@.The most useful tool for a Ring Out during a juggle or stun combo is <?<?@@;
this combo wi ll do less damage than others but it will Ring Out when further away from the
edge. To make the most of it. you w ill have to adapt when your combos are near an edge and
use ~~@. t2 mEl, or CH -&-&.
GUARD BURST
Aeon has a ve ry nice Guard Burst game and
th is can be implemented as a main part of
you strategy. His best tools are +@ and
c:t>l3. wh ich are both more than safe because you can attack again when they 're
blocked. c:t> mEl is a very strong option
if your opponent doesn't know how to deal
with it. c:t>c:t>+ and ~~are also nice
options and quite safe . ~~@ is already a
strong move, and definitely one of the best
moves to achieve a Guard Burst, while
-&-& is another very nice safe option. To
be able to apply this strategy effectively you
w ill need to make your opponent freeze
up. For this, effective spacing is required.
c:t>c:t> and ~@) are nice tools to make the
opponent hesitate at mid range, and
and c:t>c:t>@ at close ra nge. Once you have
achieved a Guard Burst, the most reliable option is ~. or, if you are close enough, use
c:t>@J mEl.
Guard Burst
Req. to Burst
I Attacks
+@
SW@
9
10
DEFENSIVE PLAY
Aeon is an excellent whiff punisher, which can be the basis for a very viable defensive strategy. Keep in mind that some opponents won't let you approach or throw; they w ill try zoning
and use a keep away strategy repeatedly. Because Aeon doesn't have a good poking game, in
this kind of situation it can be better to adopt a more defensive strategy. Aeon can whiff punish
at almost any ra nge, so make use of his sidestepping and backdash to cause the opponent to
whiff. The main w hiff punishment tools are :~ for close and mid range , ~~ after a step
from close and mid range, and c:t>c:t> for long range. ~~@can also be used and its ability
to Ring Out makes it very useful in the right situation. Just wait for your opponent to make a
mistake, and if possible you should use your Critical Edge in the combo. [ -')0 2]
If your opponent is shutting down your zoning and spacing attempts, you can still wa it for
the opponent to get close enough to be grabbed. If your opponent starts to pressure you,
patience is crucial. Throw as often as possible, and if your opponent is not allowing you the
< HA '
game. If you are not able to punish properly, it could be better to opt
to escape altogether instead of attempting to defend correctly and
punishing accordingly. Also consider use of Guard Impact and Just
Guard. After a JG. because there is no pushback. c::> ~ should
connect very often. c;>c::>@ will also offer a little more range.~ can
work if you Just Guard a move that is very slow to recover.
I\!~
POST-GI
Aeon has a few decent options post-GI. As with other characters,
t!I3 is guaranteed for 76 damage. For direct damage c;>c::> and
I:Z ~ are the best options. S>c::>. SW @ does 68 damage
and I:Z ~. <?<?@ does 89 (you can also finish the combo with
<?+@@for Ring Out). If you think your opponent will try to Gl,
~~ is the best option. 13 also works w ell for a wall combo
or Ring Out. ( 4 0 4]
Aeon is a pretty slow character that deals good damage to compensate for his speed. Be careful of CH WR @ and CH c::> ~ when
attacking Aeon. If you try to zone him, be mindful of his capacity to
whiff punish easily. Don't be passive. because his throws are very
strong and he has some very good Low-hitting attacks. Try to stay_~ut
of his throw range if your character has a good mid range game, or
KEY ATTACKS
c::> ~
c::> ~is very fast (i15), does strong damage and Aeon can use it
to Ring Out w ith his back to the edge. If the Aeon player likes to use
it to fish for CH, you should be trying to make him waste his meter
by simply blocking it instead of attacking. This move is safe when
blocked and deals significant Guard Gauge damage, but you can sidestep the last hit, making it extremely unsafe.
t::?t::?@
This kick is a very strong tool. however it can be punished when
blocked. It is well worth spending some time in training mode simply
learni ng to block this move on reaction. If you are not able to react
to this move, it is still worth an ticipating it and ducking if you have
noticed the Aeon.player likes to use this move often. It's very unsafe,
so be sure that you punish it as hard as possible.
~
want to make the Aeon player feel that they are unable to use it. If
you can' t punish it, be careful when retaliating, as the pushback this
move generates w ill requi re you to close the gap w ith a dash. whi ch
will eat up a lot of your frame advantage. You have to be sure that
the Aeon player won't attack again. To prevent this you should use a
long range attack fi rst to test the player, or backdash and then whiff
punish.
sw
Don't forget that you can sidestep or Ukemi everything Aeon can do
from this aerial stance. If Aeon goes into SW and doesn't attack, the
recovery of the stance is bad enough to punish him heavily.
,.
-i.
,,
Command List
Nome
Input
Standing/@
Refrain Ax
@@
High High
12,12
13
8.6
2.6
Ra~orAx
High
16
17
-4
Lumber Ax
~@
Mid
22
16
14
Base Razor Ax
~@
SP-Iow
10
13
-6
Sand Current
t:Z@
Low
24
15
STN
Symplegades
<?@
High
22
36
18
-7
STN
20
12,12,12
O, STN, KND
NC
14,14
15
10,-8
2,4
12
NC
12
NC
TCI -FC
15
Standing/@
lUrnua'Style .
Furious Drought ,
Mezentius Styl e
Twin Gravel
M id High
cl>@@
'
'
Rising Grit
~liD
. Mid
32
19
-14
LNC
Sinker Sand Ax
~liD
Mid
16
16
-8
Mezentius Style
Camel Blow
t:Z@
Mid
21
18
12
<?liD
High
16
14
-8
High
14
13
-8
18
-11
14
60
45
15
KND
Mid
Mid
Mid
24
ci>
ci>l3
16
16
-8
1!;0
-14
-2
TCI-FC
18
Clean Hit: C
- FC
13
Standing/@
Low
12
t:Z
Low
18
22
Mezentius Styl e
Lightning Head Masher
<?
Mid
26
15
High
50
30
Low
60,20
87
Mid$$
28
29
-26
STN
BA I Clean Hit: A
Standing/@ @
Mezentius Styl e
Rocky Smash
M ezentius Styl e
Sand Roll
KND
LNC
TJ I BA I Clean Hit: A
TC I UBI Clean Hit: C
Rising Revenge
M id
28
29
26
$TN
TJ
S~nd Revenger
'<?liD+
Mid
11
TC I TJ I Clean Hi1: C
<?liD+ liD@
M id
25
25
-10
36
42
KND
11
TJ Clean Hit: C
crouching @
SP-Iow
10
13
-6
TC 1- FC
Sinker Sand Ax
crouching @
M id
16
16
-8
- FC
crouching
Low
12
14
14
TC 1-FC
High Mid
16,26
15
-12,16
2.12
NC
11
TC I RO I LNC (Behind/
while standing @@
Tumus Style
Sand Geyser
Mid
22
21
13
LNC
while standing
Mid
12
16
-13
while jumping @
High
22-26
24
Mid
28-34
33
-8
KND
while jumping
High
22-28
21
KND
Mid
30
19
-13
STNCH
Jumping Attacl<s
Lope Side Ax
12
8-Way Run/@
or ~ ~ or z;J~@
Grit Draft
ci>+
Mid Mid
14,1 4
21
-22. 16
12,2
M id SS
16
20
18
12
<?+ or t:Z it or
M id SS
30
50
-14
J::& l\f.il
NC ISTN CH
TC I - SW 12 CH
TC. - SW l-2 CH
f..~-:
( '"iA
Nomo
Input
level
Properties
Mid Mid SS
34,46
23
-26
KND
~~ or z;l~@
M id
27,9
27
-14
LNC
10
Tumus Style Du ne
Smash
.e.... or ~ t-IID
Mid
36
25
-12
KND
Lower Labrys
Low
16
30
-14
<? ..liD@@
Mid High
High
18,12,25
31
21,9, 13
LNC
S>+@
M id
42
16
-1 6
~~ or z;l~@
Mid
36
27
LNC !Behind)
NC I R-O I BA
KND
13
-1 0
STN
10
RO
13
TJ
8-Way Run/@
Mezentius Style Grit
Blast
Mezentius Style Scale
Basher
Grudge Float Kick
.e.... or ~'t@
Mid
18
19
-6
r:Ziit or !;!', ~@
low
20
25
-23
KND
Killing Bite
<?..@
M id
20
21
-16
KND
Mid-Thr0\'1
20,7,17
21
-16
KND
TC
13
High-Throw
Mezentius Style Santana
@ +@
Sto rm
High-Throw
50
17
High-Throw
65
17
High-Throw
60
17
back throw
High-Throw
70
17
.e.r:2 <?liD+@
High-Throw
65
17
High
14
15
-6
12
15
-6
- BT
RO
KND
turn around @
Rear Sand Ax
turn around @
Mid
..
18
16
-6
Rear Base Ax
Mid
18
18
-8
turn around @
High
16
15
-8
l ow
14
17
-14
MidMidMid
M id M idMid
75
15
-8
LNC
LNC (Behind)
Mid-Throw
30,30
18
LNC
12
BA
SP-Iow
~-
6
TC 1-FC
-FC
Sandland Battalion
~tm@+@+@
Sandland Predator
t2WJ@+@+
Mid SS
15
41
STN
STN
TJI UB
M id Mid SS
15,36
41
KND
KND
TJ
SanddrakeCatapult- .
' Winger ,:. "
\
. CHAP I t-R ~ l VS i'l A':>' ! TIRA
'I
\'
'
a~~\gonists,
be~n
dr
PLAYSTYLE FOCUS
In general, your focus should always be on your opponent.
but w hen fighting as Tira it is also essential to be aware of
every possible moment when she cou ld switch between
Jolly Side (JS) and Gloomy Side (GS). Certain attacks sometimes cause her to randomly change moods, and some of
these cause the change more often than others. Transitions
are more likely on hit than on wh iff or block, and some attacks guarantee the change when they connect. She w ill
also switch stances when she takes 14!) damage (60%1.
Tira is very powerful in GS but has many weaknesses in JS,
so a fundamenta l part of her strategy is to try to maximize
the time she spends in Gloomy Side.
Tira has tools to fight at all ranges, but does not excel at any
range. Therefore your best approach is to identify a range at
which your opponent is uncomfortable and stay there .. She
can use moves like GS ~@ to space smaller characters
attempt ing to get close, w hile UD @ is a useful attack to
advance on a character trying to play keepout. In JS Tira is
relatively slow and unsafe, so try to space your opponent
w ith her 8-Way Run pokes and wait for an opportunity to
switch moods. She is ca pable dt doing extremely high damage off quite basic attacks in GS, so intimidate the opposition w ith her fast pokes and guard crush moves, landing
the big combos wherever P,ossible before you are forced to
transition into JS. [70 1]
METER USAGE
I
Tira becomes much stronger:w ith
her Soul Gauge options available,
so keep an eye on your rreter.
In Jolly Side, it is difficult far Tira
to avoid heavy pressure. Reserving meter for Guard Impact can
heiR to fend off aggression.; w hile
.!}.~S> liD ~ and o:::>~ ~
gua~antee a Gloomy Sid~ transitio9 on hit. When in Gloomy Side,
~~~and c::(>c::(>c::(>@ ~ca n
b~ used to finish combos with extr.a
' ' damage, and are als9I great for
9}izeme. Her @.13 is relatively exgensive for less rewar~ . so avoid
$ sing it unless you haye plenty of
Soul Gauge in reserv.e, or unless
you really need the damage.
!'
,I
/
I
'
/
10_022
<I .. +'
Updraft (UD)
Tira leaps through the air with this stylish but limited special
move. Use ~ or ~ or z;J to change the angle of ascent. She
can land passively, or come down with 3 different Mid-hitting
attacks. The primary option here is Updraft . a Break Attack
w hich leaves you at advantage when blocked. The hitbox for UD
is huge, so it is very difficult to avoid and can hit an opponent
even when Tira lands behind them. UD can be used to catch
players who sidestep early, though it ca n be punished even on
hit by fast characters. UD leads to combos, Ukemi Traps and
good Okizeme, but is extremely unsafe. It hits Low after landing,
which can catch some players unaware, and you can adjust the
descent angle with directional inputs. Updraft can be used to
pressure opponents from long range on knockdown, or to escape the edge of the ring safely. and is unaffected byTira's mood.
~
Input
'tuvot
l)lllllltyd
~ or 'lf or z;J +@
STJ
UD@
26
STJ
UD@
40
STJ, BA
STJ
, .\<.',,,fl!lil
flfm\.ll''F
PRIMARY ATTACKS
lnpul
Domayc
Level
lmpDct
Guard
Hit
GS~@
24
i18
-13
LNC
GS ~~or z;Jz;J@
24
i18
-13
LNC
Scolding Starling
Input
03mago
level
lmpnct
Guord
Hit
GS c::l>@
i22
+4
KND
i22
+4
KND
level
lmpnct
Gunrd
Hit
MMH
i14
-14,-12
-4,KND
Level
Impact
Guard
Hit
i28
-3
STN
Peregrine Rhythm
GS ~~or ~z;J@
46
46
Shriek Noise
Input
Damaoe
... ........... .. ... ................. ... .. ... ....... ... .... .... .
Tira leaps at her opponent, avoiding Lows and covering a lot of
ground . ..0.+ is excellent even when blocked, as it deals good
Guard Burst damage and leaves the adversary crouched and with
only a slight advantage. It is therefore really useful after knocking
the opponent some distance. You can use a quick attack afterwards, or try to counter a quick response with z;J@ or +@.
When it hits. it can be followed by combos and UkemiTraps, and
1t launches on CH. This attack is slow and linear. so is best used
when your opponent,is at a disadvantage and at mid or long range
GS~@@
12,42
Input
Gs..O.+
24
Murderous Vibrato
Damago
~ovel
Impact
36
lvllvllvl
i32
~ SECONDARY ATTACKS
Wild Beat Neb
.. , :'J~~f
Input
-~ '
Damnge
Level
Input
Dam$go
10, 14, 10
..().@ has great range, can anti-step, and is fairly fast. You are
disadvantaged even if you hit your oppon ent. so you must
mix-up well w ith the follow-ups. If you r foe tries to attack after
..().@, the w ill launch t hem on CH . ..().@ is also a NCC
though it won't launch in this case. The is very unsa fe, but
you can protect yourself w ith the@+ follow-up, which w ill
auto-GI High or Mid-level attacks other than stabs or kicks .
When you release fJ+ID after repelling the incoming attack,
lira stuns t he opponent, and if she randomly recovers quickly, you can combo using @@. BT +@ .
Parrot Scratch
Closing to attack range in JS can be a big risk wit h lira, but
sometimes you will need to. Parrot Scratch is easy to execute after a dash in, hits Mid, and is fast and safe. '[;fte High
second kick cannot be crouched after the first is blocked . This
move has a specia l launch property in stun combos, which
can be used after a wall splat to re-splat t he opponent.
Snare Robin
@ is one of your best pokes at mid range. It catches step,
and is very fast for the range. @@ is a NC at tip range, so
you can use it to punish blocked or whiffed attacks from here.
When poking, mix up your usage of the follow-up to avoid
getting stepped or jumped; also beware of using it against
charact ers wit h very fast. powerful punishers from FC like
Pyrrha, a Patroklos and Pyrrha Q.
level.
Impact
Guard
j18
-16
Double Rhythm
Tira is more comfortable outside her opponent's attack range
where she can keep t hem at bay with her ranged pokes.
..Q.~[ID is great for this purpose. She doesn't move forward
very far, and the late active frames allow you to deter opponents trying to rush in. If it is blocked. you still have time to
step or backdash. and can even use a fast poke against characters with no fast options at that range. This attack is really
useful to zone defensively and bide your time.
Wailing Minerva
Somersault Scratch
Input
Damago
Love!
Impact
Guard
Hit
GS<?<?@
30
MM
i21
-4
10
Input
Damage
Level
Impact
Guonl
H~
WR (JS/GSl
20/24
i15
-12
lnpu1
Damage
levol
Impact
Guonl
Hit
18/24
i22
-8
14
Swing Kick
The Swing Kick is notable for its number of special properties. Tira remains crouched until recovery, remaining invulnerable to Highs and throws . She is airborne from the 10th
startup frame, allowing her to dodge quick lows at minor disadvantage, such as after connecting with ~. The attack is
very fast and is sometimes Ti ra 's on ly option for pun ish ing
Low-level attacks. It has enough pushback to be safe, making it one of your best JS pokes when under pressure. WR
can even RO, or smash a cornered foe against a wall with
time to launch w ith ~(ID .
Deriding Thrush
As a safe. anti-step Mid-level attack with adequate range,
~..(>@ is an excellen t option from an 8-Way Run. In JS you
can combo with@@ or go for a lucky <? transition. while
in GS you have ~@@ (or ~ version) and (ID[ID as well. Either (! ca n combo if you have enough Soul Gauge. You can
also use the huge advantage to go for a mix-up if you need
more damage. If you hit a BT opponent, have an inescapable
50/50 back throw or launch mix-up . ..(>..(>@is also useful near
the edge, as it stops adversaries from stepping away, and t he
GS ~@@ combo can wall splat or Ring Out.
Bremen Fortissimo
Input
lovel
.Impact
JS<?@
i12
H'
i12
15
Input
l)amage
Escape Window
@+@
45/50
13
+@
50/55
13
@+@ or +@ (Left)
55/60
1.3
+@ or +@ (Right)
60/65
13
Tira's Left Side throw can Ring Out in front. giving her an excellent mix up in GS: with your opponent against the edge,
step around to their left and use ~@@ or a throw to win the
round. If you hit your opponent in the back with -i}-i}@. you
get another great mix-up between a back throw and ~ .
hii>UI
Dam ago
Level
-i}~<=t> ++
36
LL
JS <=t>ct> @++
20,22.24,28'
MM
GS~@@@+@:t-@
70 .
GS <=t>@ @++@
50
GS <=t>@ @+@+@
70
,, .'.'liit . . .
i14
GS ~@@ (; can be used in place of ~@@ for extra damage. It boosts damage for all combos and UkemiTraps, and can
wall splat and Ring Out from fu rther than the normal version.
GS c:>c:> li and c:>c:>c:> (; are powerfu l Okizeme
tools. They track to t he right sl ightly and leave Tira at adva ntage
on block. They a.re also perfect for ending combos afler a knockdown or ground stun. c:>c:>c:> (;does really huge damage
even in combos, butTira will almost always transition to JS. The
c:>c:> version does not self-harm, but does less damage,
and there is still a small risk of shifting to JS.The more powerful
version is most useful when you have lost nearly 60% health.
\.....
CRITICAL EDGE
:::,")'i~!f:lmi!l\1',
l , ; -,~m
. . ;~, 'L. ..
...
--
-6
LNG
' 12
KND
.....
Difficulty
Combo
Stnrter
Followup
JS c(>(ID
:>@. 11
45
JS tl@
S>S>@@
46
JS :>@
@@
40
JS :>@
lilS
61
JS :>@
91
11
CH JS (../}@)@
,().@
28
CH JS ,().,().@
~.
53
.....
JS~@
45
JS c::(>(ID
86
30
c::(>c(>@@
,.
JS!i'@
,(}(ID
JS 1::2@
11
34
JS r.i.1+fil auto-GI
c(>@(ID, BT @+@@
90
GS c:::>S>@
62
GS ~(ID
c(>@
69
GS@
c:>c:?
45
GS c::(>c(>@
79
GS~@
84
GS ~(ID
:>@.
83
GS 'i:1@
<?@. lilS
115
GS :>@:@:@
100
14
****
GS <?@:@:@
79
10
GS <?(ID:(ID:(ID
70
GS <?@:(ID:(ID
105
11
GS c:::>@
11
36
GSBT @+@
~. c:>S>@
88
GS BT @+@
100
GS ../}@+@
11@
37
:>@+@ (ID
,().~ S>@ (;
67
~@@
liJj
UKEMI TRAPS
When in Jolly Side, Ukemi Traps can help
Tira boost her otherwise low combo damage. so observe your opponent's Ukemi
habits.
Tira is an Ukemi Trap monster in Gloomy
Side and can deal really insane damage.
The most prevalent UT options are @
~ and@ ~- These hit a grounded opponent and can catch Ukemi in all directions if timed correctly. Even if you are
late, t hese attacks give advantage back to
Tira w hen blocked. If you are really sure
your opponent will Ukemi, ~@@ and its
~ vers ion are also very powerful. ~@@
~ does massive damage w ithout th e
mood switch risk of @ ~- It is
Knockdown
Ukemi Trap
JS!1@
Delay @@
59
Right. Back
JS!1@
DelayWR@
35
Left. Back
......
JS @
56
All
GS -.!}@+@
Slight delay @ ~
95
All
....
GS~@
Delay@ ~
123
All
GS~@@
GS~@@
86
All
Gs<?::
Delay !1@. @ ~
101
All
***
.delay~@@ ~
140
All
Difficulty
Directions
......
. . ...
incredibly dangerous near a wall. w here it can initiate a fresh wall combo, potentially doing 90%
damage or more. <?: : also comes into its own here. as the lengthy ground stun after the
<? head-butts gives you time to reposition and choose the best Ukemi Trap for the situation,
or just delay your standard combos.
WALL COMBOS
Tira can be very effective near a wall. In JS it is the only w ay she can get significant damage. ~ is
the most basic wall splat option head on. while S>S>@@ can wall splat to the left slightly. Gloomy Tira
can wall splat ahead with ~. while she can use walls to her right with @ and ~@@.You must
start Combo E some distance from the wall, or your opponent will collapse too quickly.
Combo
Starter
Follow-up
JS ~@ W!
112
17
***
JS c:;>@@W!
112
17
!JSI @WI
82
10
**
GS~@W!
111
16
** *
GS @W!
~@W! ,
133
10
**
GS~@@ ~ W!
Back throw
150
(JS)@+@ WI
~@
68
**
!GSI@+@WI
@ ~
104
Dilficulty
<?<?ID
APPLYING OFFENSE
Tira cannot really intimidate opponents offensively while in JS. She must take big risks to deal
even moderate damage; attacks like c::>c::>. 1:1@ and 1:1@ may seem effective at first, but
are very unsafe, and your opponent will not have too much trouble if you base your offense
around them. She has less risky options but these also garner little rewa rd . You must bide your
time and wait for an opportunity to strike, preferably with a mood change attack: ~~c::>@ ~
is the perfect option to catch an unwary opponent.
All this completely cha nges in Gloomy Side. Tira is an offensive powerhouse and has speed,
damage and multipl e advantage-giving tools to maintain her aggression. Keep close to long
range characters, and stay out of the effective ra nge of the shorter range opponents, so that
your attacking options are always the more threatening. Use c::>c::>@. <?<?@, and <?<?0 to
close the distance. Fast attacks like@@, liD. ~@. and~@ are useful up close, while~@.
c::>c::>@, and @ are great at mid range. You can also mix up between using part or all of the
<?@:@:@ string to open up a defensive opponent. but this is a more risky approach. c::>c::>
OKIZEME
GS c::>c::>@ ~ is a superb tool here. as it hits
grounded, catches tech and gives adVantage
on block. To conserve Critical Gauge, use GS
~~against opponents afraid to attack. GS
~and GS c::>c::>@ can help repel those w ho
try to attack from the ground. GS ~@+@ is
an excellent option after knocking an oppo
nent some distance. When in Jolly Side your
options are very limited; you can use c:(>c:(>@
or ~~ to attack, or simply use th e opportunity to retreat and try to switch moods.
RING OUT
Despite the risk, JS c::>c::> is a useful attack against an opponent backed up to the
edge, as it beats any attempt to escape save
STJ techniques. JS <?<? can be used both
to force the opponent over to the edge, and
to actually RO after a backstep. +@will RO
in front and to the right. Standard pokes like
GS ~@. GS ~@@. and GS c::>c::>@ are useful, and don't forget WR @ right at the edge.
GS <?@:@:@, <?, ~@@ can Ring Out
over a very long distance.
Guard Burst
GUARD BURST
Req.lo Burst
c:(>@ ~
~. <?+@@
r!I3, <?+@
WR (ID@
c::> c:(>c:(>@
t1+0 *
10
11
~ ....
sr + oo tl+m. ~~
t1+0 * <?<?. <?<?m. ~+
DEFENSIVE PLAY
Tira cannot punish especially well. She is particularly vu lnerable to attacks w ith good
pushback and low attacks. GS ~@@ is an exceptional punishing tool, but has very short
range and can't be done from FC. Her opponents can take more risks than normal, meaning
that Tira can struggle against an aggressive strategy. Therefore it is important to stay offensive
as much as possible, using 8-Way Run movem ent and even Updraft if necessary to avoid
being cornered. [ ~o 2]
You will need to keep an eye on your health
bar. You will actually want to be in JS as you
near the 40% mark, so that Tira switches to
GS when she next takes damage. M anaging
Tira's mood swings is absolutely essential in
maintaining offense, and it can be very hard
to recover if you are in JS with little health left.
You must also be aware of the attacks that
cause Ti ra to harm herself. When close to losing the round, the smallest scrap of health
can be pivota l, so you will need to alter your
strategy by using pokes and combos without
self-damage properties.
cc-~t.r-"
Self-Damage Values
@+
<?@
-5*
GS @(+(ill~), BT @+@
-5
GS~@@
-3
GS@
-2
GS {!.-{!.-@
-2
GS@
-1
GS <?@
-1
TIRA
Controlling the space is an interesting challenge w ith Tira. Her potency at various ranges will
depend a grea t deal on her opponent's options. Updraft is her only long range tool, and not
especially strong. UD riD is the only safe option. In JS, Tira can push players away with{!.-{!.-@
and <?<?@@. J S BT +liD has extremely long range, can't be stepped, and can be made
safer with the fJ+ID follow-up; GS BT +liD has reasonable range, an auto-GI, and is a fantastic move on hit or block, so being BT from range is a viable option. GS @ and @ are
good defensive mid-range attacks, while {!.-{!.-@@ is a great anti-step just inside mid range.
Combine these tools with intelligent movement to toy wi th you r opponent at various ranges.
Up close. <?@is your panic button.
POST-GI
GS ~will be your simplest post-GI option. <?<?:: could also be used if you are
confident with the timing, especially for a long distance RO. In JS, <?+liD, {!.-~@ Iilli
is useful as it can't be punished, otherwise just use standard launch combos. J S <?<? and
GS <?<?ID can bait early re-GI attempts. and you could also use @+. cancelling if the
opponent doesn't Gl back.
Pile the pressure on Tira while she is in Jolly Side, as she doesn't
have the speed or punishment tools to fight back. Wa tch for a yellow
glow, wh ich s ignifies her transition to JS. Don't let her escape, as
she w ill be looking for a way to change to GS. Be aware of painfully
punishable attacks like !1@ and @@. and make sure she can't
abuse them. Use kicks and stabs against the@+ auto-GI. Step to
KEY ATTACKS
. GS~
Punish this att ack if you can to try to discourage Tira from using it. GS
~ is also easy to step if you know it's coming. It has good range,
so resist the urge to duck at all times, because if it hits you w ill feel it.
[-70 3]
Updraft
Tira's only stance is fairly weak. It improves her movement and long
range options, but all the attack options have fairly similar timing, making it easy to Gl Tira out of the air for free damage . Try to step UD riD
early, and then block as she comes down. UD @catches step but is
punishable by fast characters even when it hits. UD@ is very unsafe.
i.GS
~~@::
.-.- ....
., ' ,_ .
-
en .:; 1 vs r,. /N
',
her left as many attacks come from her right side. She depends a lot
on Soul Gauge, so try to make her waste it by entering Gl situations.
In GS she is very strong, but don't let her control the match. Try to
avoid her Break Attacks and stay on the offensive as she still can't
punish effectively. Be sure not to whiff, and resist the urge to Ukemi,
as Tira can do huge damage if you give her the slightest opportunity.
l.Awcl
Damage
l lmpocl
HannonicWing
@@
High High
10.101
12,1 2
13111
Snare Robin
High Low
16,20
16
Snare Robin
Wailing Minerva
Fin Beat
Shriek Noise
Ptannigan PolkaGestopft Madness
Ptarmigan Polka Gestopft M adness
Low Pitch' Flap
Low Swoop
Menuett Dance
Noise Break
Standing/@
Two-Step Beak
Two-Step Terror
Dark Elegy
Nightjar Elegy
Beakbreak Toss
Peregrine Rhythm
Lowdow n Neb
Low Pitch Pointe
Back Step Pizzi cato
16,20,16
28
18
12,10,20
Name
Standing/@
High
Mid
Mid Mid High
2,6
8.13
2.4
2,LNC
STN 10
2
16
21
19
-9
14
14,12
Low M id High
10,14,10
18
10,14,15,
15,1 5
. '12 .
18
22
22
24
31
Mid M id
Mid M id
Mid
Mid
Mid
Mid
Mid
SP-Mid
Mid
12,14
16,16
16
24
20_:-24
14118
16120
15
15
14
13
18
20
19
17
18
18
15
16
19
-18,21.8
18,21,
8,8.8
6
NC
TC 1-FC 1NC ot tip range
I NC~.
'
Sidecl:lange C I Gl
Self-damage: 1
-4.KND
-10,KND.
KND
-10.KND,
KND
13
-14
14
0
KND
STN 14
KND
TC
8,6
8.6
10
12
12
2.4
-2.4
NC
NC
Self-damage: 1 I R-0
14
11
-'f3
4
LNC
LNG
RO
TC I R-0
-FC
13
15
TC I R-0
TJ
-FC
TC 1-FC I RO
.a
18
10
-14
-4
Fear Peeker
Low Pitch Claw
Ring Con Sordino
Claw Kick
17
<>
'}j@
16
21
-2
KNO
16
12
22
28
20
KND
15
18
KNO
14
15,15,15
47
-8,-8.-8
KND
14.9,8
Mid
Mid
65
24
63
KNO
STN
-&
Low
Low
Low
16
18
18
15
27
21
Bremen Fortissimo
:>@
High
15
Scratch Scherzo
Standing/@+@
-&'}j@
Low
Gestopft M adness
High
Gestopft Madness
rJ+I!l
Blazing Cadenza
Deadly Arietta
Standing/@+
@+
during Gloomy Side -&+
Elnsatz'Calcatrlx
Sidechange 8 I
Self-damage: 5
TJ l TC
,.
28
Sidechange SS I auto-GI:
H,M (Horizontai,Vertical) I
Self-damage: 8
Sidechange SS I auto-G 1:
H,M (Horizontal, Vertical) I
Self-damage: 24
UBI R-0
TC ITJ
Revenge: H,M (All) less
than 20 damage ! -GS
+@ I autoGI: H, M,L !All)
High
28
KNO
Sidechange C
auto-GI: M (Alii
Sidechange SS I AT after
successful impact
Grim Reaper
Self-damage: 31 NC I R-0
Sidechange ss I Gil
Self-damage: 8
Sidechange SS I Gl I
Self-damage: 24
Throw
50
:>+
Mid Mid
18,30
crouching Ia)
crouching
crouchin
SP-Iow
Mid
Low
KNO
LNG,
STN
11,6
NCI R-0
STN.LNC
12,7
TCI NCI RO
15
26
16,10
12
12
16
14
6
8
16
14
14
8
2
-2
16
19
12
6,6
18
16.-
20124
15
12
Lowdown Neb
Low Pitch Claw
.. .
Snare Clap
Up Bow Cantabile Updraft
Swing Kick
Jumping Attacks
Flitting' Feather
Trill Up Bow N eb
Trill Up Bow N eb
Flickering Heelkick
Flickering Heelklck Updraft
8-Way Run/@
Flageolette Fin
Scolding Starling .
Deriding Thrush
while standing
Mid
MidSP-Mid
MidMidSS
M id
while jumping @
Mid
1822
19
15
M id
Mid-Throw
Mid
Mid M id Mid
M idSS
1822
16
STN
61 66
36
36
16
19
12
KNO
KNO
TJ l TC I~@: 9 (Hit)
TJ lTC I R-0
TJ 1-BT
38
19
LNC
TJ
Mid Mid
High
Mid
18,20
Hl
22
22
while standing @
while standing @
while jumping
while jumping .@ (counter hit or mid air hit)
while jumping
while jumping (counter hit)
during Jolly SideS>+ or '}j ~ or z:J~@@
during Gloomy Side <>+ or '}j 11& or z;l ~@
1-& ,._ or 'It+@
20, 10,7,
46
18124
20,-20
4
7.KND
KNO
STN 14
TCITJ I RO
TJ I z;l@: 14,41 ~: 16.8
11
TCI NC I R-0
BA I Self-damage: 2 I RO
l evel
Name
Gloo
Metsii Gigue
Baroque
t? lt or ~~
t?lt or
Side'+ or
High Mid
High Low
t?lt or~:&~
M id M id M id
10,5,15
10,5,5,
5,25
24
10,10
17
KNO
17
KND
18
-13
LNC
20
Peregrine Rhythm
Double Rhythm
Mid M id Mid
Mid Mid
Mid
Mid M id
Staccato Ravage
Mid
50
29
STN
Low
20
25
-14
Low M id
24.16
25
Strayed Robin
Sidechange C I R-0
12
Sidechange S I
Self-damage; 5 1R-0 .
TC I RO
- FC I 2nd hit or,lly STN CH
BA I Self-damage: 2 I l onger
STN against GRO Opp
TC 1- FC
Sidechange C I BA
LNC
Mid
36
30
KND
Mu rderous Vibrato
t?lt or
Mid Mid M id
12,12,12
32
.g
STC 1-FC
Murderous Vibrato
t? It or
MidMidMid
MidMidMid
12,12,12,
12,12,12,
39
.g
STC 1-FC
M id High
Mid
10,16
30
16
22
-6
10
4
KND
M id-Throw
66
22
M id
20
21
16
.g
8-Way Run/@
Parrot Scratch
Hell's Barkarole
Hell's Fermata
Rhythmic Hook
Parakeet Scratch
~~ B
~~
M id Mid
Death Spindle
Poison Apple
Sweet Lullaby
Bloody Tale
Glass
+@
liD+@
le ft side throw
right side throw
Retrograde Wing
Low Retro Flap
Retrograde Beak
Low Retro Neb
Retrograde Kick
Low Retro Claw
Retro Noise Gestopft Madness
Retrograde
Fortissimo
turn around
crouching turn around
turn around @
crouching turn around @
turn around
crouching turn around 00
duri@ Jo'@ Side turn around
@+ K @A+@
High
Mid
G estopft M adness
backward @+@
Higt'l
low
...
26
21
45150
50 ISS
55160
60165
70 75
17
17
17
17
17
12
12
16
18
16
16
15
16
18
18
15
16
16,26.28
18
30
17
backward ri.1+ 0
Updraft
~ or "'f or z:IIID+OO
during Updraft
during Updraft @
Claw Dive
during Updraft 00
Shriek Quarrel
Scratch Glissando
{).~S>!!ll++OO
Discord Parade
Finale
{).~'*{).~'*++00
22
KND
KNO
KND
KND
KND
KND
4
4
8
8
2
2
-14
4
LNC.STN.
16,-18,-8
KND
-6
STN
14
2
-11
STN
14
12
KND
23
-11
KND
23
17
17
13
20
KND
13
20
KND
Mid Low
Discord Parade
8
8
Gestopft Madness
TJ IH-0
KND
22
Glissando Claw
15,S,5,
6,6,22
Mid Mid Mid
MidMidMid
15,5,5,
5,5,22,
KND
Sidechange SS I
.MMMM I R-0
Sidechange F I Damage
15, 15, 15.15 w/o auto anack.
R-0
NIGHTMARE
Character Overview IThe iconic Azure Knight w ields the evil blade, Soul Edge, like a zweihander.
Nightmare's heavy, brutal style is inspired by a former Soul Edge host: Siegfried. This form of Soul
Edge gives Nightmare excellent range and high damage blows. On the other hand, the wild style
required to use this heavy weapon makes him quite slow and unsafe, To play this character you
will need t he patience to wait for the right opportunities to inflict damage. Proficient management
of spacing is essential, or you w il1have a lot of trouble dealing with faster characters.
~a mage
Throws
Speed
METER USAGE
<?@ lmt and GS @ lmt are Nightmare's indispensable Brave Edge tools. You should prioritize your meter usage for these two moves.
<?@ lmt brings extra damage in cornbros,.,a1
is the only reasonably fast M;cHevE~n-cr(:K
deals good damage w ith a nnrrrn:or
lmt is fantastic in combos: N,.,ntm'""
his enemy some distance, and can
or Ring Out from a long way. It's his
attack, and one of his best attacks in..,t<ron.or<>l
-&+@ lmt can be u~il:h~l.l~'"'"'"u '
ed opponent, or to su
from range.
Damage
lnpnt
PIOIIDrtiC$
' ' 16
Gl
42
LNC
@c:>
42
LNC, - GS
22
TC
t~vel
hnpact .
Guutd
IIiI
1:1~
i31
-1
KND
1:1a~
i79
24
KN D
~~@@.~
i22
-4
c:>~@"t>
i29
10
KND
~~@~
i20
11
LNC
~~@
i15
22
..
:'''
~~'*
NSS~~~
a.
Input
Qamayo
Level
Propottius
22
TC
Q.
22
TC
30
(i)@
42
TS
@:@
52
TS
16
CH STN
28
~~ ~
-GS
Imp net
GuArd
Hit
i17
10
~m
i16
-10
~m
i23
-6
LNC
~m
MM
i35
-6
LNC
wR m
i16
-3
LNC
>~m
i29
STN
Nss a
i28
-4
14
Input
+@
lnpu1
Death Smash
.. .... ..... .... ..... ..... ..... .... ..... ...... ......... ..... ....
On mage
Level
Impact-
36
i21
Input
@@
. Damage
32
Level
Shadow Slicer
Jade Strike
This quick jab is one of Nightmare's fastest attacks, and is
best used for punishment, or to interrupt an adversary. The
CH knockdown will push your adversary far away, and can
also Ring Out. Use the knockdown opportunity to reposit ion yourse lf on the stage, back-step to a more comfortable
range, or dash in if you need to attack. The real value of this
attack comes from the fact that it's very fast and can be executed from FC. making it indispensable for discouraging
close range pressure f rom faster characters.
Guard
DMIB90
........................... ......... ..
t?c;>
t?rJ
t?rJc;>
37
37
L
L
-18
i3,.1
-1
7
24
Soul Wave
Input
Damas~
~vel
lmp&r.t
Guonl
Hit
36/46
i36
-20
KND
Input
Oamago
l.nval
Impact
Guatd
Hit
~~ or z;:l~ or @
48
i31
-2
LNC
Oomnoe
Level
hliJlRCI
Guard
Hft
18
i1 6
-21
LNC
18
i16
-3
LNC
Input
o~mage
LCYOI
lmpftct
Guard
Hit
~~or z;J~ or ~@
38
i29
-2
KND
~~or z;:l~ or ~@
38
i29
10
KND
Input
Oamngo
level
lmpnet
Guard
Hit
MH
i17
Crimson Vortex
This is a long range Vertical slash. It can hit from very long
range. and can also hit grounded, for strong damage. On the
ground it does a second hit for an additional 7 damage, making it supe rb for Okizeme. You can also use it for long range
spacing. This move is excellent when blocked, which allows
you to follow w ith offensive or defensive actions - an immediate backstep will cause many fast pokes to whiff, while your
own quick pokes such as r:Z@ or @ will interrupt slower
attacks. It depletes the Guard Gauge too, so your opponent
must step or i nterrupt this move to deal with it effectively.
Upper Claw
.................................................... ........
,,,,
Right Slasher
.................
This is a long range, Horizontal, anti-step spacing attack. It's
especially strong at its maximum range. You can use it to prevent the oppon ent from sidestepping or running, and you'll
be rewarded with good damage. If you press to go into
stance. GS and GS@ 3 are powerful combos. Without
going into GS, the move is excellent on block, and even if you
do transition, you still have a lot of offensive and defensive
possibilities. Because the move is High and fairly slow, you
should avoid using it too much, as some players may start to
duck on reaction.
2.KND
._
Jade Smasher
This slow fist attack can inflict very high damage. Even
though this move is very slow, it's still possible to use it as
a whiff punisher. The best way is to use it is after a sidestep
against a linear attack. When it hits. follow-up with>@@ (or
<?@@ Iilli :for 99 damage). Many attacks will recover too
quickly to be punishable by .e.-e.@ when they whiff, but the
move is safe when blocked and does a good job of reducing
the Guard Gauge as well.
Input
Ether Splitter
< ~~or ~~
This attack is a Mid-hitting launcher with long range. It's perfect for whiff punishment after S-Way Running, since during
a run you just have to press ~ or~. Because the move is
fast for the range it covers, it will allow you to punish many
attacks easily. When you get the launch after ~ ~c:t> the
best option is BT GS . but to obtain the maximum damage you have to delay a little and hit the adversary after the
bounce (for 8 damage points). You need to be at t ip range
to be able to combo properly after a normal ~~ launch
{without the GS t ransition), after which S>c:t> is the most
damaging option.
Mail Splitter
This attack may seem slow, but for Nightmare it's still a reliable poke. especially for mid range zoning. The string is
on ly a natural combo on counter hit, but is totally safe when
blocked. So if you need to impede an aggressive adversary
with a fairly fast. safe attack, it's the best tool. This move
is also able to hit on the ground. so it's similarly helpful for
Okizeme. can also be used for Guard Burst, but be careful about Just Guard, sidestep, and Guard Impact.
Death Rage
This string is really great for spacing at mid range. The range is
huge, and because it's a Mid-hitting, circular attack, it will catch
almost every option that your adversary can use. .e.-e.@ is
a combo on CH: watch to confirm the CH, and if you didn't
get a counter, you can cancel the second hit wit h ~. Keep
in mind that your adversary has to guess if Nightmare will
release the second strike or not. So if your opponent is waiting for the second hit, you will keep the advantage when you
enter Grim Stride because of t he time it takes the opponent
to react. If the opponent always tries to attack after the first
hit, you should sometimes release the second one even w ithout CH to discourage him. When it's blocked, the second@ is
not safe, but because of the pushback it's not easy to punish.
OuickTemple Buster
'
~~or~~S>
Mail Crusher
Input
This attack is excellent if you need a suitable Mid-level antisidestep tool, especially from mid range. ~@@ is a natural
combo, and can also RO or wall splat very well. Near the
edge, after ~@, GS @ ~ is a combo for a longer range
Ring Out or wall splat. You can't abuse it because it's very
unsafe when it's blocked. You can use an alternative string,
~@{!.@, in the hope of confusing your opponent. This version is only a natural combo on counter hit but presents better Okizeme opportunities when it connects.
Nightmare's throws are very strong. The damage is average. but his throw reach is better than most other characters, meaning that you can use them very often. @+@ gives
you the most damage from the front. and it leaves you in
an excellent Okizeme situation too. so it's great for offensive
play. @+@ deals a little less damage and puts the opponent
far away, which is advantageous if you want to escape from
close range. This th row can also Ring Out or w all splat for big
damage. The right-side throw is very strong if you need more
damage, and the Okizeme afterwards is also really good.
Against a passive opponent you should use it as much as
possible if you need to attack, and especially near the edge,
as it can also Ring Out to Nightmare's back.
Dan>>g&
level
lmpct
Guard
Hit
20.32
MM
i19
20,-20
-4,KND
20,26
ML
i19
-20,18
-4,KND
1
Input
Damoqc
E$Ctlpe Wittdow
@+@
55
13
@+@
50
13
FC@+@
30
11
FC@+@
30
11
60
13
65
13
70
.<;
'-
''\if
''"
level
llllf ICI
Guard
Hir
MH
i28
10
KND
i17
KND
-&+@@+@+@
40,0
SML
i41
STN
~~@@+@+@
22, 15
MM
i20
-16
LNC
Input
Oom ge
level
{!r~c::>-&~c::> @+@+@
80/160
lnpu1
Oam~ge
GS@@+@+@
12,
<?@ @+@+@ :@
7. 18, 4
<?@ ~ :@gives Nightmare a fast Mid attack with high damage. It works in the same situations as <?@@. but because
the string is normal hit NC, it's al$o one of Nightmare's best
punisher moves. But like >@@. the second hit is High and
can be ducked, so again be cautious. ~~@ ~ is a poweredup version of~~@ and is used in the same way. Combo with
@ or GS @ ~ . -&+@ ~ is probably the least interesting Brave Edge attack from Nightmare, but it can still be
used for pressure, or to attempt a Guard Burst. On block you
keep the advantage, and at max range you can surprise your
opponent with the quake stun for a guaranteed ~ 8.
tl
ct
Guard
Hil
KND
Nightmare's combos don't have many hits, but inflict a lot of damage. Very often normal hit
combos w ill lead into NSS, in which case NSS @:@ is the best option for a juggle. If Nightmare
is not in a stance during a juggle,@:@:@ or c:l>c:l> are usually the best f inishers. During a stun
combo, <?@@ deals decent damage and can also RO or wall spltat. It's also possible to use
<? Iilli :for extra damage or a longer range Ring Out. Finishing a combo w ith .C.+ can
be a good idea if you need to build Critical Gauge.
Damage
Hits
Cos!
Diffic ulty
NSS:@
75
@:@:@
81
!::2@c:l>
GS@
69
***
*
!::2@c:l>
GS@ Iilli
76
WRID
NSS:@
58
c:l>@c::(>
GS@
67
' c:t>@c::(>
GS@~
76
. c:l>c::(>@
1::2@
65
~~@c::(>
BT GS@
66
~~(tip range)
c::(>c:l>
82
*
**
***
.C.+
61
NSS:@
88
84
<?liD
82
<?@
<?@ Iilli :
101
<?@liD
83
<?Iilli:
99
~IDNSS:@
63
c::(>c::(>@
80
73
72
Combo
Starter
Follow-up
~ID
c:l>
.., N3
. , ID
, 'ID
. >'@
. :;<:,: ~~ Iilli
:' (; CHWR ID
'
UKEMITRAPS
...,
UkemiTrap
Directions
Difficulty
103
Right, Back
116
All
t1@~.GS @
101
Right, Back
122
Left. back
~~ lml
can be really rewarding. The delay is different for every Ukemi Trap, so you will need to practice to become used to the timing . After ~~. the only w ay for your opponent to escape ..(lrl3 is to roll to the
right side. If the opponent does so, you should use ~@ again to hit him w ith maximum damage.
WALL COMBOS
Night mare has very strong wall combos. They don't require Critica l
Gauge for the most part. As a general rule, after a wa ll splat you
should use <? @ for a second wall splat. and then ~(]) . If the angle
doesn't allow a second wall splat. <?@ Iilli : is probably the best
option. but uses m eter. If nothing can really connect. or if you need
Combo
<:
Damago
Hits
GS @. :lm:@, W! @@, ~@
120
****
108
10
-!7@+@
109
(AJ:@:@ W!
<?@ lml :@
93
FC @+@ W!
114
GS @c::>. GS @~.
GS @ Imi W!
178
Starter
Follow-up
c::>c::>@c::> W!
. ; GS @ !mi W!
0
E
m eter, you should use ..(lr@+ . which should connect almost everywhere. Also keep in mind t hat GS @ lml after a wall splat can Ring
Out over a nearby edge. The main moves to w all splat are GS @ lml.
~ ~@~. NSS @. FC +@. and~:@ .
Difficulty
APPLYING OFFENSE .
If you want to attack w ith Nightmare you
have to spend as little time as possible at
close range. Nightmare's throws are great
for attacking, and because of their range you
don't need to be so close to use them. If you
want to come forward to within throw range,
you can use Grim Stride ({)..~c:t>l. From here
you are able to use Nightmare's standing and
crouch throws, and you have access to WR
0. This move is similar speed to the throws.
leads to good damage on normal hit, and
can be made safe when blocked. So after
using GS. mixing-up between throws and
WR is a good idea. You can also try to mix
throws wi th GS if your opponent is passive against the stance. If you want to stay
at close range because you want to th row a
lot or to be very aggressive. you should use
tools like ~@. 1:1, c:t> . or WR @ to be
fast enough.
Nightmare's Lows are not amazing but can
be effective. 11@ and 11 are blockable on
reaction, but your adversary has to concentrate to do so, and can still be surprised. You
can also mix t hem w ith other slow Mids for
confusion, like ~c:t> for example. If you
want a fast low. 1:1 is appropriate for some
light damage. On hit you are not in an excellen t position, but you can still try to mix-up
WR or c:t> w ith defensive actions. W ith
Night Side Stance you can mix-up NSS
w ith NSS rJ or NSS ~l+. [~0 1]
OKIZEME
You should exploit Nightmare's Okizeme opportu nities to t he maximum. He is able to inflict huge damage on a grounded opponent.
{)..@ is a very nice Low to add extra chip damage. {713 can also apply pressure and lead
to solid damage. 1:1@ can catch adversaries
w ho try to roll. c:t>~ and GS force your
opponent to rise and w ill inflict strong damage if they stay down. If you need a faster
move, is an excellent option. It doesn't
do so much damQge, but it's sQfe Qnd will hit
on the ground. Because it's faster. it will also
prevent your adversary from attacking on
wakeup. If you want to inflict damage or put
your adversary under pressure. >>@stops
your adversary from roll ing, and is good
when blocked too. GS @ lml is very strong
near the edge if your adversary stays down.
It wi ll inflict huge damage by wall splatting, or
ring the opponent out Because of thi s move.
your opponent will need to wake every time
near th e edge.
RING OUT
Nightmare's Ring Out game is really strong.
This character can Ring Out from all over
the stage, and over a long distance. A lot of
tools can RO d irectly from t he front, like CH
>@@. c::>c::>@, c:t>~@. FC @+@. etc. To
the left the best option is CH c::>@. To the right, @@@and ~@@work very wel l. For reverse
Ring Out, +@ and FC +@ are strong. But the best overall tool for RO is GS @ Iilli. It
can RO f rom long range and can connect after a lot of attacks. If you want to maximize Nightmare's RO capabilities. you have to exploit this move by adapting your combos to finish w ith
GS@ after the following attacks:~@@ (near the edge). t?@c::>, CH WR 0. ~0. ~~@c::>,
GS . {)..{),@, >@, .(3.13, ~~. >>0. ~~@ Iilli, and NSS @+@. [~0 2)
GUARD BURST
Nightmare's Guard Burst game is truly excellent. Most of his main moves are able to reduce
the Guard Gauge pretty well, even if they are not listed here. This strategy works especially
well against punishment-based characters. w ho will often block you r mix-ups and wait for
opportu nities to1Junish. >>@. {)..+ !mi. {)..{)..@. , {)..@+@, and ~c:t> are the
safer options. Against characters unable to punish you. you have more tools at your disposal,
though many have a weak point. For example GS lml and >@ lml can be ducked. but if
the opponent isn't crouching, you should use these tools often.
After Guard Burst, the most damaging combo is GS , GS . GS !mi. Watch out for opportunities to RO too. as Nightmare has many great RO attacks and combos. The Guard Burst game
is a really advantageous strategy for Nightmare. You can use long range zoning attacks and stay
safe, or unsafe strong moves when they're in trouble. If your opponent starts to lose patience
and stops guarding, use faster attacks to add to the frustration, like c::>, >@@,or .
Guard Burst
I Attacks
DEFENSIVE PLAY
Nightmare is very strong if he is played defensively. He is one of the best characters in the
game for whiff punishing, and also has a great sidestep. Your strategy should be to make your
opponent whiff. For this you can use your backstep or sidestep, and must then select the best
tool to punish them. ~m is not always the best one, but is certainly the most ve rsatile. as it
can work after a sidestep or a backstep because of the excellent range. After a sidestep, you
can also use -~:H7@ to inflict very strong damage, but for this you have to react very quickly.
For long range punishment, you should use ~~:HID or~~ till~. Avoid close range by back
stepping wherever possible. Don't hesitate to use it even if you have the frame advantage
and your adversary is expecting an attack. If the backstep is not enough, Guard Impact and
auto-G Is like GS@ or+ can dissuade your opponent from attacking and make him doubt.
POST-GI
Unlike the other characters, Nightmare can't
get guaranteed damage after a Gl because
his Critical Edge is too slow to connect. ~m
NSS : is the best option if the opponent
doesn't re-GI. -IJ.-IJ.@ is an excellent delay
move to bait an early Guard Impact and inflict huge damage. Always keep in mind
RO options, and throws for a safer mix-up.
Nightmare's long throw reach means they
w ill usually connect without needing to dash
forwards. ( ~0 4)
characters shouldn't m iss any opportunities: this wi ll provide you with guaran teed damage and
really limit Nightmare's tools. Mid or long range characters may be better off fighting Nightmare at close range. Try to make him whiff to reduce the effectiveness of his mid and long
range zoning tools. Because Nightmare is a bad block punisher, you can mix-up with unsafe
moves to maximize you r damage. Keep his evasive and auto-Guard Impact moves in mind
when you pressure or attack him.
KEY ATTACKS
+
To counter this auto-Guard Impact you have
to use strong attacks {more than 25 damage),
Low attacks, throws, or even you r Critical
Edge. If you only poke him at the beginning,
you might still be able to block the ensuing
wave attack. providing your poke recovers
fast enough, and if you block it as it's very
unsafe. [~0 5]
t:Z
You need to be able to block this Low on
reaction. If not you w ill have a lot of trouble against Nightmare. Watch out for the
cha rged version; trying to jump it can be dangerous, especially near the edge, because of
the @ cancel. If you block the non-charged
version you have to know your best options
to punish it. and remember that GS can
defeat some Vertical punishment attempts.
GS
This move is anti-sidestep and again has an
auto-Guard Impact property. Most of the time
Nightmare wi ll use this attack after a Grim
Stride transition. The best way to counter it
is to use Horizontal attacks. though be careful not to whiff w ith Highs as Nightmare is TC
during GS. The safest option is a fast..().. On
counter hit, this attack stuns and leads to very
powerful combos and Ring Out, so be careful when you try to step or interrupt his GS
stance. GS is unsafe when blocked. [ 7 0 6]
~ Br.av~ Edge
. ,,;
.:
vulnerable. Use throws and unblockables if you expect it. The other solution is to delay or cancel your attacks, or put Nightmare under pressure to make him release the Critical Edge. You
can then just sidestep and punish him as strongly as possible with your biggest combo. Don't
try to attack him, even with a throw, unless you react immediately. Otherwise simply guard,
as it's not worth the risk of attacking or sidestepping in case you take 160+ damage. [ -70 7]
Command List
Nnmo
lllpllt
Standing/@
Slash Cross- Night Side
Stance
Slash Cross
Hit
level
High SS
16
17
SP
SP
@@@
16,18,26
17
.(), -8, 16
4, 2, KND
Brutal Cross
Triple Grounder
@@<?
@.().@@
16, 18, 48
16, 22, 32
17
17
-6, -8. 10
-6. 16, 16
4, 2. KND
4, KND. KND
11
llD@ (fast)
High
42
16
1-2
KND
15
@@@
High
High
32
15
15-16
1-2
KND
-15
20, 20
. '20 ..18 .
14
18
7
1
4
4, KND
16
19
19
18
M ail Crusher
Death Grounder
.::>@
~@@
. ~@.().@
Jade Slicer
Shadow Slicer
.().@
Shadow Slicer
Jade Crusher
!:?rl
!:?@
l:?rl
!:?@
<?@
J::?rlc:>
Mid M id
Mid Low .
Low
Low
Low
High-Throw
LowSS
26
20, 32
20,26
37
31
52
79
60
37
??
31
SP
4, KNO
-4
KND
KND
AT
KNO
LowSS
High
52
79
SP
40
32
KND
STN
12
12
NCC
- FC
10
BA
7
BA
Standing/@
Mail Splitter
Bloody Hilt
Bloody HiltNight Side Stance
Death Smash
Death Smash Night Side Stan ce
Shadow Buster
M id Mid
18,22
High
18
20
16
10, 8
1 2
2, KNO
4
c:>m
. High SS
18
16
SP
SP
~@
M id
36
21
20
LNC
11
~m
Mid SS
36
21
SP
SP
11
.().@
M id
20
21
11
!:?@
38
24, 30
31
16
35
10, 14
KND
STN, LNC
15
<?
Low
Mid Mid
NC
<?0
MidMidSS
24,30
35
10, SP
STN, LNC
NC
.::>
High
High
14
13
18
14
-8
-8
2
4
Mid
16
15
10
Earth Trample
Earth Trample
Dark Low Kick
.().
.().13
Low
Low
Low
20
30
21
16
15
-14
<?
16
18 28
27
14 -6
36
46
36
20
KND
KND
15
20
20
16
-16
KND
20
22
14
18
AT. 2
-14
....
TC.-FC
Standing/@
Dark High Kick
Jade Strike
Dark Middle Kick
!:?
Mid l:iigh
56
KNOCH
STN
2
2 KND
UB
- FC
NCC
Standing/@+
Soul Wave
Soul Wave
Soul Smasher
@+
@+ (revenge)
.().@+
Mid
Mid
Mid
MidThrow
Gl
Gl
13
13
Opp-FC (Block)
14
- FC
Shadow Buster
crouching
crouching
crouching~@
crouching
Mid-Throw
60,30
Low
16
while standing @
68
5
22
12
18
22
16
AT
while standing @
High-Throw
Mid
LNC
15
STNCH
MidSS
18
16
SP
LNC
15
STNCH
while standing
Mid
22
14
14
28
35
12
KNO
KNO
11
-FC
High
2228
Fatat:Bu ster
Mid
26-32
24,26
MidSS
24
TJ I t:S.: no KND
KND
38
Mid Mid
12
22
.a. 16
2. KND
SP
SP
NCC
~~or~~
~~or ~~(IDS>
"li'i' or
~+or t?lt or ~~
Mid
MidSS
Mid
t?lt or ~~0
.e...
<?+or
31
Mid
24,8
46
32
29
-21
SP
-16
-8
MidSS
32
29
SP
Mid
MidSS
22
22
42
15
38
20
8-Way Run/@
Shoulder Rush
S>o+ or~~ or~~@
Shoulder Rush- Grim Stride S>o+ or~~ or ~~@S>
Jade Smasher
.e,... or iJ'+
~+ or
Soul Devour
Doom's Invitation
Unholy Terror
, Witch Hunt
Flap Jack
t?lt or ~~@
turn around @
crouching turn around (ID
turn around @
turn around @
Soul Biter
Soul Biter :., Night,Side
Stance
Phantom Impact
Skul,l Chopper
Skull Chopper
LNC
LNC
KND
STN
STN
MITSURUGI
Character Overview
Damage :.
Throws
Speed
Punishment
Safety .
Guard Burst
Ring Out
Oldzeme
Mix-ups
:Range
Move11'ient :
PLAYSTYLE FOCUS
Mitsurugi has a plethora of quick pokes that can be used for
both offense and defense, so it is very easy to switch bethese two styles o f play rapidly. On defense they are
closing when you want to create
METER USAGE
Mitsurugi's r!1S can be used in a
lot of his combos in place of t?(ID
or ~@. bu t most of the time the
extra damage is not worthwhi le,
so unless it w ill kill th e opponent
better off keeping your
this isn't the
c~tse. ls . if you are
edge~~'"'"-.,.,.,.,
or wall, as it can both RO and lead
' to a. shor.t7 'but damaging, wall
combo. Outside of that, however,
having the meter available for a
'very fast knocl<dowfJ Low like
../Jr@(ID .mEl , and a fast, strong
1\i)jp,~ i l'l '{}~<=:> mil is a much
better cho1ce, and makes Mltsurugi:s mix-up' potential incredibiy ...:
strong,
,
'\
.- ~
Mist (MST)
When in Mist, Mitsurugi brings his katana up to his shou lder and adopts a purely offensive fighting style, during which
he cannot guard at all. This forces you into either attacking
quickly, or evading and counter-attacking . You can transition
into the stance from a number of different attacks by holding
c:t> immediately after th em, making your opponent g uess every time about whether or not you w ill enter the stance after
one of those attacks. The most effective of these attacks are
@and 1::?1:2@@ as they give you the most advantage on
both hit or guard. Conversely, (ID(ID and .0.@() are among t he
worst transition s and give you the least advantage.
You can also enter M ST w ithout doing an attack first in a
number of different ways: @+lets you enter while also
ta king a small step backwards, @+ is similar but steps
forwards, and c:t>@+ takes a large step forward and also
crouches down while entering the stance, avoiding all High attacks. It's also worth noting that while you cannot guard in the
stance, you can press @ to cancel it after a short animation,
after which time you can guard normally. You also have some
limited movement options while in MST to help you avoid attacks, with taking a small step backwards. S>S> a big
step forwards, .0. crouching under High attacks. and ~. 'If
and z;:l all jumping in various directions to go over Low attacks.
The main purpose of MST is to apply immediate pressure on
opponents in a high risk/high reward fashion. Between MST
@ to catch step, MST (ID to go for a quick CH combo. and
MST @+@ to absorb quick single-hit pokes, you have all the
tools you need to make opponents hesitate. Once that happens you can use M ST @(ID and the MST throws for quick
mix-ups, or M ST [lJ +I3 if you think they will guard for mass ive advantage and a guaranteed attack.
Input
O$mag~
Levol
MST@
28
MST@@@
10,10,10
HHH
NC, STN CH
MST@. liD+
12,20,16
HM
NC, -MST
MST@@
16,28
LH
NC,TC
38
30
CHAT '
Msrm+et .
40;20
BA.AT
MST @~
10,28
HM
45
MST @+@
50
-tvisr@+@
.r-4sT; ~@ .
':;,
luput
level
Guard
Hit
>@
-2
@(IDS>
MM
-10
(IDS>
.O.c:t>
LM
-22
-10
MH
-8
KND
\;Jfi
~ PRIMARY ATTACKS
, .' ...
In pur
Oomngo
lev" I
S>(ID
24
i17
-6
(ID"'f
32
i14
-2
20
i18
-12
-2
i33
-6
STN
Input
Oomagc
love I
lmpct
Guattl
Hit
26,34
MM
i20
-13,-23
LNC.LNC
26,25
MM
i20
13,-23
36
Stalk Shaver
-!}@ is one of Mitsurug i's most lethal threats when he
is at close range, and a big part of what makes his mix-ups
so deadly. This Low attack is not only fast enough to not be
Draw n Breath
Anytime you are at mid-to-long range, this shou ld be one of
your primary tools to deter opposing players from stepping.
It is fast enoug h to beat m any other attacks at those ranges,
and gives very good advantage when it hits, while still remaining good enough when guarded to allow you to keep
your offense f lowing w ith some quick pokes. You can also
go into MST after this attack: on hit the quick attacks from
MST are nearly impossible to beat. and for some characters
t his is even the case w hen the attack is guarded. Although
t he transition afterwards is good, you should not become too
predictable w ith it; opponents that anticipate it can counter
the quick MST attacks with fastTC attacks.
Input
-!}~~
Phoenix Tail
Anytime w hen you feel that~~ may not have the range, or
might be too slow from your position, this attack shou ld be one
of you r first choices for a whiff pun isher. Because of1ts great
range, and the fact that it hits grounded opponents, it's also
a very strong Okizeme tool anytime you knock the opponent
away and have to close the gap quickly. W hen guarded it also
leaves you in an almost neutral position, while inflicting heavy
damage to your opponent's Guard Gauge. If all of that wasn't
enough, you can also cancel the attack during the animation
by pressing@, which is a great way to feint the opponent and
make them guard, allowing you to quickly throw or Low poke.
Heavenly Stich
The main purpose of t his attack is for CH fishing against opponents that are rushing in, or after attacks that put you in
crouch. When the first hit connects it launches the opponent,
but even the follow-up is not guaranteed unless it's a CH so it
is only somewhat useful for pun ishing wh iffed High attacks. If
it does connect on CH, however, the follow-up slams the opponent into the ground, allowing you to land strong ground hitting attacks such as~~@+ for a large amount of damage.
'
-!Jr~~m
-!}~ ~
mEl
Damage
level
42
62
Guard
Hit
!AvoI
..
ln1pnct
Gtiald '
18
-16
L~vl! l
Impact
Guard
Jlit
22.40
MM
20
-12,-8
KND,KND
Damago
lovol
lmpoct
Guard
Hit
Input
Damage
Level
Impact
Guard
Hit
:>:>@
52
28
-14
-2
Input
Damage
level
lmpoct
Guard
Hit
Heaven Cannon
. M
Bullet Cutter
This double Mid hitting attack falls between ~ and ~~
in terms of speed, and while it does not do the same level
of damage as either of those attacks. it's totally safe when
guarded. This gives you a safe option to use if your opponent
is punishing bo th of those attacks heavily, while still keeping
a solid knockdown attack with good Okizeme potential in your
arsenal. :>@ on its own is also a very good RO tool so it's
very effective in mix-ups near the ring edge, especially as it's
a kick attack so many auto-Gi attacks will not work against it.
lopu(
<>
.
Drawn Air
When you are moving around and don't have quick access to
:>@. this attack is a very good alternative to keep in mind
when you are looking to stop your opponent from stepping.
While it may be a bit slower than :>@. it has the added benefit of being Mid so you do not have to worry about your
opponent's TC attacks. It also has slightly better range and
leaves you in a better position both on hit and when guarded,
so you can easily keep up your offense after it.
Fiery Air
................................. ............................
:>@ is another very sol id Mid hitting attack that is very
good for tracking sidestepping opponents. While it is somewhat slower than his other anti-step options. it does considerably more damage, and has more range, which allows it to be
used in a number of different situations. It is one of the better
attacks to use if your opponent is trying to keep you at range
because of its excellent reach and horizontal coverage, and it
is also a very good w hiff punisher if you have just back-stepped
an attack. This attack is relatively unsafe when guarded. however, so you cannot abuse it, but when used at the edge of
its range it can be very difficult for your opponents to punish.
Reaver
.......... .. .. ...
When you are involved in a series of close-range pokes with
your opponent. @ should be your go-to attack if you anticipate that they will try to step to the side. It is by far the quickes t of his anti-step options, but it also has the least range so
you have to be very close to your opponent to use it effectively. On hit this attack also leaves you at a massive advantage
and you can use it to force opponents into a guessing game
with Mitsurugi's strong Mid and Low attacks. Because it is so
fast and recovers so well, you can also intentionally wh iff it at
mid-range to bait opponents into trying to punish with slower
attacks that you can CH them out of.
Input
Damugo
lovcl
Impact
G~ard
.:. Hl1 .
luput
Oali>age
@+@
50
+@
55
13
@ or +@ (Left)
65
13
@ or +@ (Right}
60
13
@ or +@ (Back)
70
MST@+@
45
Input
Dsmone
Lovol
ltnpact
~@@+@+@
32,15
.MM
i18
..(),@@+@+@
..(Jr~c:t>(ID @++@
42
iv1
-7
i17
i16
i9
MST (ID m3 is one of your strongest interrupt options because on CH it gives you a guaranteed ~(ID launch combo
for a significant amount of damage. It's also very safe when
guarded, so there is very little risk involved in using it. The
small amount of extra damage gained from doing ~(ID m3
makes it not worthwhile for using in combos. and should only
be done if you feel the need to make ~(ID safe.
Guard
Hi~
-20
KND
'
Combo
Damage
Hits
Cost
Difficulty
92
**
79
~@
.,().~@ @. ~
112
~~
,().~@
57
73
***
~~
106
!::?@
.,().~0. 1::?
103
!::?@
..O.~c:t>m. ~
139
@+
76
"
@:..().
@+
72
MST @+@
~@ . ..().~@
96
**
~ . .,().~@ ~- !::?
106
MST@+@
~ . ..().~~. ~
126
***
CH@
@.0,
52
CH~..().@
!::?
46
. CH~..().@
89
**
CH @c:t>
53
CH FC !::?@@
..0...0.@+
89
**
CHMST @@+@
!::?@
66
CHMST@ ~
~ .0.~@
90
CHMST@ ~
~. ..().~@ ~. ~
98
Starter
Follow-up
..O.~c:t>
~@
- ~~
MST@+@
,.
UKEMITRAPS
Ukemi Trap
Knockdown
Difficulty
l:Z@
. liD@
73
Back, Right
l:Z@
; .C.~ (ID
95
Left
**
**
l:Z@
, (!Iii
95
All
~~@+
: .C.~ (ID
104
All
~~@+
@+@
113
Back. Left
.c.~~m or ..o-~~(ID ~
<?<?@
96
Back. Righ t
..O.~~m or ..0.~~ ~
.C.~ (ID
104
Left
***
character specific
WALL COMBOS
Near a wa ll Mitsurugi's already fearsome Mid attacks become even
more deadly, as many of them are ve ry good for wall splatting. <?@
will allow you to wall splat from quite some distance away and stay
sa fe while doing so, or you can use FC t:Z(ID, ~(ID and ~~(ID for a
high wall splat that allows for bigger combos. After any high wall splat
you can also use another ~(ID to re-splat the m high on the wa ll for
Combo
Hits
Cost
Difficulty
@13. W! ~~(ID
136
.C.~~(ID ~ W!
@13. W! ~~(ID
121
**
***
<?@WI
89
.C.~~fi)W!
C!l3..W! ~()
145
Starter
Follow-up
@+@W!
'
APPLYING OFFENSE
Mitsurugi isn't great at keeping his offense going if he fails to launch or knock his opponent
down when trying to mix-up, as the attacks
used for this are quite unsafe. Generally you
want to try and apply as much damage as
possible by forcing a guard choice from your
opponent and playing on the fear of the ..().@
Iilli to force them to make mistakes. Although
Okizerne is the real strength of Mitsurugi's offense, you can still make use of attacks that are
almost positive on block, such as .C.~~m. to
enable a pressure game based on wearing your
opponent's Guard Gauge down. [-?0 1] This
approach is less reckless and more suited to
patient players, but it can still lead to successful
bursts of offensive play. Once the Guard Gauge
is flashing, it becomes much easier to bai t your
OKIZEME
Mitsurugi has a very strong Okizeme game
thanks to t he sheer amount of Mid and Low
attacks he possesses that hit grounded opponents. Once you have knocked an opponent
down, you can use 1:1 or~ to catch them
if they roll to t he left, or S>S> for the right.
Opponents are generally more likely to stay
on the ground against Mitsurugi because
they do not want to get up into his mix-ups,
which can lead to taking much more damage
and being left in the same situation again. If
the opponent does start getting up and guarding, you can use Low attacks sudh as S>~
for a quick poke, or 1:1@ to knock them back
down and reset the situation. ~@+ is also
a good option here. since not only does it hit
grounded, bu t if it's guarded it you can easily
continue your offense afterwa rds.
RING OUT
Mitsurugi is not one of the better dharacters
when it comes to ringing opponents out, but
he can still be reasonably effective. Most of his
mix-up tools, such as ~. ~~. -e.-~S>
Iilli and -e.-IRI !! . all RO straight ahead, so
you don't have to venture very fa r from your
normal strategies to go for a RO. The only
real problem w ith these attacks is that you
have to be very close to the ring edge in order
for them to ring the opponent out. His @+@
throw, however, rings out from a respectable
distance away, and the MST @+@ throw rings
out very well to the left. <?@ also becomes
much more of a threat near the ring edge, as
it is relatively fast and safe, and since the opponent has to wai t for the potential follow-up,
you can sometimes work in a quick mix-up.
II
GUARD BURST
A Guard Burst strategy can be used with Mitsurugi if you're aiming for a more cautious and
patient playstyle. This actually involves more
poking and defensive play, and using mostly
sa fe attacks when on the offensive rather
than going for unsa fe mix-ups. It can be quite
an effective game plan, as most of the moves
used in Guard Bursting also allow your offense to continue because of their very good
blockstun. -e,.~1!1 is a perfect example of
this, as is MST @+, but you'll need to mix
in fas t pokes in order to make the opponent
hesi tate enough to guard these attacks.
Guard Burst
>@@)
10
11
-e,@+
12
15
~~. @. ~
- -e..e.@
DEFENSIVE PLAY
Defensive ly, Mitsurugi has to poke in front and around himself frequently in order to prevent
the opponent rushing in on him too easily. This means ta king advantage of his speed and
range to make the opponent feel that they can't easily get near you. His ability to punish
unsafe attacks. although not bad, is not on par with characters like Pyrrha, so you shouldn't
aim to rely on punishing to win. His whiff punishment on the other hand is very good, most
notably with~~. So your defensive strategy should be to use your pokes as a first line of
defense, and then when the opponent tries to react to them, use your movements to make
them whi ff and then punish, if possible, with a launcher. [-70 1)
When fighting against characters with superior range and spacing such as Ivy, Z.W.E.I. or
Siegfried, making them whiff should become the priority over poking. This is because poking
against characters with better tools at mid or long range is far riskier than usual. Against rushdown characters such as Natsu or Leixia, poking should be your priority, however, with the aim
being to keep them at bay and frustrate them while dealing damage safely. Using Just Guard
in your defense can pay off, but as with block punishment. it's not Mitsurugi's best bet. This
KEY ATTACKS
~
This is a very good launcher, bu t it's actually quite unsafe when guard
ed. It may not seem so. as the move's recovery appears fast, but the
blockstun is almost non-existen t. You must punish this as heavily as
your character allows, or else the Mitsurugi player will be able to use
it freely to strengthen their mix-ups. [ 70 5]
<?
<?liD can
-& ~
This infamous sweep is wh9t makes Mitsurugi the monster he is
at close range. It's very fast, you can't react to it1 it tracks well and
it knocks down for continuing pain. You 'll have to guess and guard
low to block it , but when you do so, the third hit can't be used, so
you don't have to wait for it . ..0. is extremely unsafe, so again you
should find your absolute best punishment tool and apply it every
time you guard it. It's also unsafe even when it hits if the ~ isn't
used. [~0 6]
~~ ! ~~
POST-GI
Mitsurugi is very strong after a successful Gl.
His slower options to bait a reG I attempt are
very safe and deal decent Guard Gauge dam
age . ..O.~S>m and S>S>@+!ID are especially
good for this. Simply using your C!I3 after a
Gl is generally a good option, though Mit
surugi's C!I3 is quite weak as a stand-alone
move. Instead, a simple ~ liD into your favor
ite combo is a better bet for easy damage,
and throws can also be a good, safe option.
[70 4]
Command List
Nan~o
level
Input
Standing/@
Twin Splinters
Reaver
High High
High
spllttlil!i Gold
Mid
Knee Slice
12. 14
18
: '22
.15
High SS
12
38
42
28
28
13
34
64
19
19
Mid Mid
Mid MidSS
High
16,18
16, 18
, 26
15
15
15
Mid
32
48
24
32
19
19
17
14
36
20
32
' 18
33
18
18
16
21
38
15
-4
33
-12
SP-Iow
Shin Slicer
Shin Slicer Feint
Low
Mid
High
Drawn Breath
Drawn Breath - M ist
2. 6
13
-8. 6
15
2
6
6
' 4
-16
KND
12
LNC
-4
4
6
-a. -6
2, 4
NC
8
STN CH
13
7
TC I -FC
TC
SA I Clean Hit: A
Opp -BT (Hit)
Standing/@
Forced Prayer Divide
Forced Prayer Divide - Mist
M ask
Feint L
Tear Step
Wind Hole
Wind Hole Upper
liD
liD'*
liD'* .
MidThrow
M id
'*liD~ (fast)
High
Low
'*..e.
~liD
Low
Mid
Rust
A ir Tale
Wind Hole Vortex
..e.oo
>@
Mid
Mid
Mid
>@'*
ss
ti
22
0
3
10
22
KND
-6
10
8-9
2
6
12
-16
<; -7
14
AT
STN
13
15
-2
LNC
12
TC
- FC
2
4
KND
NC
NC 1-MST
STN CH
15
7
TS
TS I -MST
Standing/@
Snap Kick
Obedience
Wheel Kick
Front Kick
liD
Stalk Shaver
..e.
13
20
Mid-Throw
36,20
18
17
KND
12
Mid-Throw
36,12,18
18
17
KND
12
SPIow
Mid
High
12
18
30
12
15
16
-6
8
6
8
2
4
15
10
Mid Mid
24,26
17
12. -8
LNC, KND
High ,
Mid
Low Mid
'*
~
Low Mid SS
..e.'*
li
Dividing Thrust
Purifying Thrust
crouching
Upper Arch
Time:Hole
14
22, 42
23
18
20, 28
20,28
16
High
Mid Mid
crouching liD
crouching ~ @
t:Z liD@
15
15
17
16
10
KND
-4
26, 26
22
8
6
-10, 16
10
-2
IAT
at close range)
(only at dose range)
TC 1-FC
Heavenly Stich
crouching
Hem Stitch
crouching
Low
16
14
14
-2
while standing
while standing liD
Mid
28
24
18
17
15
-8
6
5
2
6
-3
6
-10
2
7
4
0
STN
13
-FC
TC I NCC (NC at max
range I against Astaroth
and Algol) I Clean Hit: B
-FC
while standing
Mid
Mid
14
TC
15
Jumping Attacks
Field Reave
while jumping
while jumping @
2226
2430
22-28
58
27
23
20
Mid
32
26
32
52
20
33
42
28
Mid Mid
26,32
Mid
Mid High M id
High
Shearing Knot
Jump Kick
while jumping
Wheel Slash
M id
'*+ or ~~ or~ ~@
High
~+ or'frf-@
tilt or~~
Mid
Low
>+@
Mid
Mid
TJ I Opp - BT (hit)
TJ
TJ
STJ I Clean Hit: A
8-Way Run/@
Acute Gale
Drawn Air
' True\fa~u.um
Fiery Air
15
KNOCH
16
KND
15
RO
14
-2
11
20
13,-24
LNC,LNC
13, 7
32
32
11
STN
10
23,22.48
28
10,9.-12
2,3, STN
8Way Run/@
Heavenly Dance
+ or ~ ~ or~~@@
Hell Flash
~+ ()('fr +
Blunt Fla.mes
~:Z it or~~@@
NCJ RO I ~~ and
~ @ higher LNC
TC
Name
Level
tZit or ~~@@c:l>
Hell Divide
<?+
<?+c:l>
Mid High SS
Mid
Reverse Divide
Hidden Divide
Reverse Kick
turn around @
turn around
Hidden Kick
Mist
: Full Divide
d_uring Mi~t @
Wind Stitch
Wind Grab
during M ist +@
Wind Grab
Wi nd Torture
KND
. ,
during Mist
@@
Divi.de
9uring Jv1is t
@+@ .
11. '
-1
~..
10
STN
10
KND
10
-12. -6
Wind Purify
-1
15
-MST
Wind Pu~f~
STN
15
15
6
6
KN D
STN:
I'"' ,,:.
AT
R-0 jBAjAT
BAI AT
R-0
;.,
,,
~.
MAXI
Character Overview I Maxi can be one of the most daunting characters to start learning to play
because he can often feel uncontrollable due to the amount of automatic stance shifting he does as
he attacks. While being able to constantly attack may seem good at first, if you just ra ndomly attack
without any kind of forethought or strategy, defeating even average opponents will be difficult. Only
through a lot of practice, learning all of the stances and transitions so tha t you always know exactly
which attack is going to com e at any point, w ill the true power of Maxi come through. Having full
con trol over the stances will allow you to keep opponents under pressure by using safe strings,
and then once they are hesitant to attack, you can use looping stance transitions to open up new
mix-up opportu nities.
PLAYSTYLE FOCUS
gr~at
METER USAGE
Although Maxi does not have
many Iilli attacks, having enough
meter to use them when you
need to is extremely important.
In no case is this m ore apparent
t han wi th ~+. where the Iilli
turns a solid attack into one of the
best punishers in the game, so
conserving meter for this attack
and its follow-up should be your
primary focus. While using the
@+ Iilli, Ll @ Iilli combo
does take the same amount of
meter as doing a C!l3. it also does
more damage, making it a much
better use of the m eter. His ~
can allow you to punish attacks
that ~+ won't reach or is too
slow for, however, so if you are
fighting against a character that
can take advantage of your lack
of normal punishment, saving the
meter for a well-timed ~ can be
crucial.
~11
:j
[!)
..
10_025
Maxi has more stances than nearly any other character in the game.
and learning to use them effectively is a key factor towards success.
Every stance and the attacks within it have a purpose. and provide
you with options to deal with many different kinds of potential retaliation. Whenever you enter a stance. try to do so with an attack that
is either good when blocked. or that can lead into a combo-string. as
this will make it much more difficult for opponents to interrupt your
transitions. while also frustrating them into making m istakes.
One universal option that you have no matter what stance you are
in is Maxi's auto-GI, which you can access at any time by pressing
@[email protected] attack will Gl any Mid-hitting strikes, and upon doing so
will deliver a quick backfist that will stun the opponent and give you
a guaranteed ~@+@follow-up. Against characters that have very
strong vertical attacks that are fast enough to be used as potential
interrupts. having t his option available at all times in any stance can
li terally be a life saver.
Jnput
PrC)portios
RO @
14
TSR.-BL
RO@@
14,26
HM
NC, KND, RO
RO@I3
14,46
HM
BA, KND, RO
RO@
14
RO@
18
TJ. STN
RO @@
18,30
MM
RO@@
18,24
ML
tevel
Gmud
Hh
-2
10
t?@
-4
12
FC~@
-8
FC ~@@
-8,-8
4.4
FC~@@@
-8,-8,-8
4.4.4
'
Transiti9ns into RO
Inpur
@
...
RO @ is usefu l at times when you think your opponent is going to interrupt you with pokes such as
..(}@ or ..(}@. since it is TJ for a good portion of the
attack. You have the option of doing either another
Mid (iS), or a Low@ follow-up, so even if it's guarded you still get a mix-up. This is made even better by
the fact that the @ is totally safe. and the@ is only
slightly punisl1able. plus either of the follow-ups are
also a NC after the first @. so there is very little risk.
>@
STN
+@:@:@:@:@
Mx9
-31
LNC
lnpu1
..(}@+@
Onmage
lovo!
Proportia~
LO @
23
TC. TSL
LO@@
23,25
LM
TC. NCC
LO @
24
LO@@
24,30
MH
LO@
16
TC. -FC
Transilions inlo LO
Input
Lovol
Guard
Hll
@@
MM
12
~@
-8
17
~ or "ll' or~@
-2
KND
Input
Damage
35
60,
Ll
lllil
lvol
u0
u
Transitions into Left Inner
Input
Level
Guiud
llit
-5
14
c:t>+ j
c:t>@<?(@)
{!.{!.or if..fr
MMMMM
M
c:t>c:t>
Input
Damage
RC @
15
. Rc
RC @@~
15,25
. 15,20
MM
MM
RC@
30
RC@
. 30
Rc
30,23
..
LM
rem, r\Jc . .
o..
14
-8
-1.6
-6
11
STN
Transitions into RC
Input
L~vl
HH
llh
Pro parties
Pure/True Seven
Pure and True Seven is the abi li ty that allows Maxi to continu
ously cycle through his different stances. If you press c::> during a stance, you wil l begin a Pure Seven loop that moves you
forward as you cycle through the stances, and pressing<? w ill
start a True Seven loop w hile you move backwa rds. You can
also press..[!, or "11'@+@ to go straight into a Pure Seven loop
starting at diffe rent points without doing an actual attack f irst.
Once yo u have started either of the looping sequences, it w ill
continue o n its own until you either attack or g uard.
The most im po rtan t thing to become familiar with when learn
ing how to loop is the different animation that each stance
has during its active period . Som e of them can be difficult to
identify, and ot hers are o nly active for a very short period of
t ime so it can help to count the looping sequ ence out in your
head as you are doing it. For example, you could do<?@<? t o
start a True Seven loop from LO, and t hen count out 1.. 2 .. 3 to
know you wi ll b e in RO. Ll is easy to recognize during looping
because of the small crouch Maxi does, so once you've keyed
onto that, you know that the small hesitation after the crouch
during a Pure Seven loop is the period of time you are in LO.
By t iming your c::> and<? inputs, you can even keep Maxi between stance loops so that he goes back and .forth into the
same stance over and over. With a bit of pract ice you can make
this happen fa irly quickly, and it can add anot her layer of dept h
to your looping mix-ups. Once you know how st ances flow
into each other, you can start creat ing custom strings by using
looping to change w hich stance's attacks you put after each
ot her, w hich can be useful agai nst opponen ts familiar w ith the
norm al transitions. You can also use loopi ng to keep repeating
effective attacks such as LO @ . Since LO@ leaves you in RC,
you can press<? to True Seven loop back into LO very quickly
for another LO @ .This is a grea t way to score a CH and pres
sure opponents.
, Lo~ping S,equence
....
BL U
RC RO
LO RC
RO BL
Ll , LO
LO
BL
RO
Ll
RC
~uro Seven
.. Stnrtiug Stance
Twe Seven
RC
ll
BL
LO
RO
RO
LO
Ll
RC
BL
BL
RC
LO
RO
Ll
Impact
Dragon's Brand
ll
RO
RC
BL
LO
LO
BL
RO
Ll
RC
RC
Ll
BL
LO
RO
Guard
Hil
STN
Restart
Loop
c::>+ is o ne of Maxi's most important poking and interrupt ing tools because not on ly is it virtually safe, but it can
lead t o incredib le am ounts of damage. For most of the animation the attack is TC, soit's very use ful for going under quick
pokes tha t m any o pponents may use to try and interrupt,
and it gives you a knockdown on hit for good Okizem e. Because it 's so safe, you can almost get a mix-up if it's guarded,
beca use few options can beat both another c::>@+@ done
straight away, and a quick sidestep into a c::>+@ . Its only
downside is lack of range, but as long as you're close to your
opponent there is very little reason not to use it.
Snake Kiss
Although slower than his@@. <?@ is a much better option
to use as a close range poke and offensive pressuring tool.
It has some TC frames during the animation so it can avoid
High pokes, and whi le it is unsafe if guarded, the follow-up
LO@ is uninte rruptable. Because of the stun it g ives on CH,
very few opponents ever try to punish <?@. It's because o p
ponents often remain guarding after <?@ that makes it so
effective, since you can also use LO @as a m ix-up, and for
catching opponents t hat try to sidestep the second @. Even
after <?@@ wh ich is quit e unsafe, opponents still have to
take the High follow-up kick into account, which limits their
pu nishment options.
Input
Damage
Level
Impact
Guard
Hit
<?@
16
i17
8 (-@,25)
17 (-@ -16)
<?@@
16,24
M
MM
i17
2 (-@18)
8 (-@9)
Guillotine Dance
Althougl1 Maxi lacks very good Low attacks, {7@+ can still
be quite effective if used sparingly. It does very good damage
lor a Low attack, and it's TC for most of the animation. but
its slow speed means that once opponents get used to the
animation, they can often guard it on reaction . It has good
range, however, and the first part of the attack hits grounded
opponents, so it can be used effectively in Okizeme and in
Ukemi Traps.
N orthern Lights
{7{7@ is arguably Maxi's best tool for dealing with the opponent's sidestepping and one of his best mid to long range
attacks in general. Although it's quite slow and very unsafe if
you try and guard after it, the fact that it transitions naturally
into Ll means that you can interrupt nearly all punishment attempts with Ll @. If you manage to connect with this attack
at the tip of its range, Ll @ is guaranteed afterwards, and on
CH you can get even bigger combos at all ranges. It can even
be worth sometimes wh iffing this attack intentionally to try
and bait opponents into trying to whiff punish, and then interrupt them w ith Ll @ or Ll @ .
Repel Spatter
Input
Oarnago
Level
Impact
Guard
Hit
!:1
18
i16
-4 {-@ -6)
12 {..:@ 3)
Input
Damage
level
hnp.,ct
Guonl
Hit
.;>+@
42
i24
-10
LNC
lr.put
Damage
Level
hnpact
Guard
Hrt
28
i25
-2
KND
Dragon Cannon
Rolling Sobat
Lunging Snake
At close range, ~@ is Maxi's best option for catching opponents that are sidestepping, plus it gives you a lot of the
same benefits as t:Z@ because it leaves you in Right Outer.
Like t:Z@, if you land~@ on CH, the RO @@series is guaranteed afterwards, and since its primary use is as an antisidestep attack, the likelihood of it being a CH is quite high. If
there is a wall or ring edge to your right, this attack becomes
even more useful, as you can often catch opponents with it
on CH as they try to step away, and the follow-up RO @@ is
very good at wall splatting and ringing out to that direction.
Level
Illusion Serpent
Impact
Guard
Impact
Guard
This is another of Maxi's strong mid range whiff punishing options, but it has t he added benefit of being TC for a large port ion of the animation so even though it is quite slow, you can
still use it situations where you expect a mid range High. Th is
attack also t ransitions into RO, and on hit, RO@ is guaranteed,
leading to an extremely damaging stun combo . Like many of
his other attacks that transition into RO, the RO attacks are
extremely difficult for opponents to int errupt, even when
<?<? is guarded so you can easily continue your offense
afterwards. Unlike those other attacks, however, <?<?@also
hits grounded opponen ts so it's very deadly in Okizeme.
FC~@
FC~@@@
8,8,8
L
LLL
Hit
i26
i26
Falling Hydra
Falling Hydra is Maxi's longest range attack so it can be very
useful when used sparingly to attack opponents at ranges
where they think they are safe. It is also TJ for most of the animation so if you recognize the animation of some of the slower long range Low attacks in the game, it is a good option for
jumping over and countering them. Although there is nothing
guaranteed after it hits, it does knock t he opponent down and
leave you in FC, so FC ~@ is a very good follow-up. Even if
the attack is guarded, it still leaves you with the advantage,
giving you a good opportunity for a FC or WR mix-up.
Input
Damage
level
Impact
Guard
Hit
Return of Fear
Input
Dmnuoo
love I
ln>l>net
Guurd
~~ or ~~@
36
i27
-5 (- @ 1 2)
lovol
lmpnc:t
Guard
i1 6
18
Input
WR @
46
KND
The best thing about Maxi's throws is that they both allow for
very good Okizeme. @+@ gives you enough advantage for
a quick mix-up. and his +@ leaves the opponent with their
head towards you unable to Ukemi, making ~ and ~@+
perfect follow-ups. The on ly downside to these throws is that
neith er of them can ring the opponent out, plus they both
sw itch position s, so throwing an opponent when they are
close to the ring edge can leave you in a slightly worse position.
Input
Damago
Utj>pe Window
@+@
55
13
+@
52
13
+@ or +@ (left)
62
13
+@ or +@ (R ight)
45
13
70
'
.. _..:?j]j[ti';,
In pur
Damage
level
~ @+@ ++@
30
i1 6
12 (- @ -38)
STN
U @@+@+@
60
15
-26
KND
BL @@+@J+@
18.43
LH
18
KND
RC @@ @+@+@
15,20
MM
19
14 (-@ 36)
STN
; fl1l'
Input
DOIIIOG8
lovol
lmpacl
Guard
.(!.~ .(!.~++@
20.15,52
MMM
i12
-23
Stnor
Follow-up
~.!}@@
~~@+@
~.(J.@@
KND
them with an attack like ~@ it will slam them down to the ground,
and against many characters you can True Seven loop backwards
quickly by pressing>, and then follow-up with BL@ @lil. Between
having this option off a launcher, and Ll @ @lil from stun combos, it
is possible for Maxi to ring opponents out from a great distance no
matter how the combo was started.
Oamago
Hits
Co$1
Difficulty
66
85
.(!.~@
!:?@
79
~~ or ~~@
BL@ @lil
77
Ll ~m.~
87
Ll @
Ll@ @lil
87
95
**
'*+liD it
Ll @ @lil
93
<?@
105
***
>@+@
BT @+@
76
55
CH .(!..(!. or "()>"()>@
116
* *iHt
CH !:?@
RO @@
61
RC @@ @lil, L1 @ @lil
104
CH LO @
Character specific
...
UKEMITRAPS
Maxi has very few UkemiTraps, and most of the ones he does have simply involve delaying the attack which is guaranteed, to try and get slightly
more damage. In most situations you are better off taking the guaranteed damage, and then using the advantage after hitting the grounded
opponent to close in for some Okizeme. If you happen to be near a
ring edge, however, it can be worth going for a delayed Ukemi Trap after +@ after attacks such as .(!.~@ or ..(7..(70 because it wi ll
launch them a ~ they Ukemi, potentially allowing you to ring them out.
...
Difficulty
Knockdown
Ukcmi Trnp
Diroccions
.(!..(!. or "()>"()>(iJ
@+@
84
Left. Back
BT IID+
..().@+@
87
All
.(!.~@
@+@
114
All
@)+@
108
Front, l eft
WALL COMBOS
Near a wall Maxi is a serious threat, as he
has attacks that can wall splat from a number of different positions, with or without a
CH. If you are facing the wall, attacks such as
~~. <?<?@. and CH t?@OO are all very
good options to try and wall splat the opponent that you can use at different ranges. If
the wall is to your left, ~~00 and <?00 can
work well, and similarly ~00 is good if the
Combo
wall is to your right. After the initial wall splat,@+ and ~liD give you the best chance to do a
second splat, but if the angle doesn't look like it will work, you should go straight into <?
and continue your combo.
As w ith his norma l combos, most things should flow into RC @liD Iilli towards the end of the
combo, so that you can finish it w ith Ll @ Iilli to get the biggest damage. One of the most
damaging options w ithout any kind of meter is to use multiple t?@OO strings on the wall,
but this can be quite range dependent; if you hit the opponent too low on the wall w ith a t?.
the RO @will whiff over their head and end you r combo attempt.
Difficulty
Damage
Hits
Cost
142
11
...
~~ or~~W!
151
10
****
~@W!
116
11
11 ,_..
CH!:1@@@W!
174
12
***
BL @ Iilli, W!
159
11
Starter
Follow-up
CH t?(ID@@W!
l!JB. t?@
Character specific
APPLYING OFFENSE
Maxi is a character that offers almost unmatched options to keep the
opponent guessing, and his sheer number of attacks can be especially
frustrating for them if they are not experienced in fighting against him.
Against any opponent that you are playing for the first time you should
try out some basic string and stance-based looping series to see how
familiar they are w ith Maxi, as that more than anything will inform how
you continue your offense. If your opponen t is not familiar with Maxi,
then once you are in close and begin using a series of stance-based
looping attacks, it can be very easy to catch them w ith attacks they
do not expect and interrupt them in places they think they can attack.
Against opponents tha t are very familiar w ith Maxi's stances and
looping oppor tu nities, and know when and how to best to defend
against them, you should try and use a much less stance-based offense . That's not to say you shouldn't use them, as strings such as
t?@OO and<? still offer very good mix-up opportunities against
any opponent. Stringing together single-hit attacks such as ~@+
mEl and ~c:(>@t@, combined with quick stance mix-ups and pokes
such as t? once you are close enough can break down the de-
OKIZEME
GUARD BURST
Maxi's Okizeme options are quite limited due to the fact that many of
the attacks he has to use are both slow and quite linear. +@,
~~. and <?<? can all be quite effective providing you have the
time to start t hem, but they ca n all also be rolled easily to one side
or the other. Your main option for stopping opponents rolling on th e
ground is FC ~@@@. and whi le this only does poke damage, it does
allow you to continue your offense through a RO mix-up.
Maxi' s Guard Burst potential is extremely good so it's not a bad th ing
necessarily when your attacks are guarded. With the potential to be
played as a string-heavy character, Maxi can throw out a lot of fast
attacks that are almost uninterruptable once you have the offensive
momentum, and you can really punish overly defensive opponents.
Even some of his strongest single hitting attacks such as @+@
Iilli and <=(>+@are also very strong against the Guard Gauge. After a Guard Burst. your best option is generally <:=><? since it leads
to a very damaging combo if you have the meter, but +@ has
too m uch recovery to let you land this attack, so after that you are
be tter off using@+ 51.
If you simply want an easy and quick ground-hitting attack then 1:1@
is the best overall choice because it also has relatively good t racking.
If you happen to knock an opponent down while you are still in a
stance, then Maxi does have some stance attacks that can be useful
in Okizeme. RC gives you a good long ra nge option if you need to
close the gap quickly, or if you are already close then LO and BL@
Iilli ca n be very effective.
Guard Burst
IAttacks
RING OUT
Near the edge of the ring, one of Maxi's most basic and useful mixups, 1:1@@@ and 1:1@ BL @@. should always be at the forefront
of any Ring Out strategy. If you are playing against a charact er where
you connect BL@ Iilli after @+ 5I or Maxi's right-side throw, it
should also be one of your main considerations because there is very
little risk involved when attempting it.
Because of the Ring Out threat from his Mid attacks such as~~
and @+@. you can often have more success w ith Low attacks
such as..(),@+ that also Ring Out. Maxi has very little that will ring
opponents out backwards outside of his UB attack and the very difficult @+@:::@:@ string. One thing to remember, however, is
that if you r back is towards the ring edge, both of his standard throws
switch position so it can be very easy to reverse the situation on your
opponent.
6
7,
s'
. 10
@, RC @@. WR
11
1~
13
DEFENSIVE PLAY
Maxi has a difficult ti me playing defensively, since by the na tu re of
his stances and transitions he is a primarily of fense based character.
If you are playing against cha racters that can punish and interrupt
quickly for a lot of damage, the most important thing to do is limit
your looping and only use stance trans ition attacks that give you a
follow-up t hat is uninterrupt able. While you are on the defensive it
is import ant to capita lize on any unsafe at tacks that your opponent
is using, especially if they are -16 or more, allowing you to punish
heavily w ith @+ 51. Below that. Maxi can have difficulty punishing with anything that wil l deter opponents using attacks, so you
m ay have to resort to using his (! for that purpose when you need
to. r~o 11
Against slowe r characters that are good at spacing you may have
to rely on Just Guard and Gl more than usual against attacks that
you can recognize the animation of, purely to creat e an opening to
launch you r offense. Maxi also has a lot of attacks that either TC, TJ,
or have a sidestep as part of the animation, and all of these tools
can be very effective w hen used as means of proactive defen se.
The+@ au to-GI that you can do from any stance can also be very
useful against characters that favor M id attacks, and you can even
purposely extend a loop to try and bait them into attacking purely to
try and Gl it. [~0 2]
POST-GI
Maxi has a very strong post-GI game thanks to some very damaging
quick attacks, and equally damaging slower options. Like a lot of characters, if you want guaranteed damage and have the meter available
th en using a (!13 is always a good idea, especially if your opponent
tries to re-G! and wastes their meter. If you want to go for pure dam
age, then @+@ !. Ll @ ! is the best option if you have the
meter to spare. If you do not have enough meter for that combo. then
you can also get respectable damage from both $::1@ and @,
both of which! are fast enough that they have to be re-Gled. If you anticipate a re-G I, then slower options such as <?<?@and <?@+@ are
both very useful and lead to very damaging combos. [ 70 4]
tacks, or getting up close and using quick pokes and CH attacks to keep him at bay. Secondly,
whenever you see the Maxi player use attacks w ith stance transitions afterwards, try to either
Gl or interrupt the follow-ups, because this will make your opponent have to be a lot more
careful and slow down their offense. By far the most important weapon against Maxi, however, is knowledge of the character and what he can do, and while this may be true of most
characters in the game, letting Maxi abuse unsafe stance transitions and strings is a sure-fi re
path to defeat.
KEY ATTACKS
When you are fighting against Maxi, th is is one attack that you can expect to see a lot of
because of th e potential damage it can deal, and how safe it is when guarded. The only slight
wea kness this attack has is that it does not track to the right at all. Because the use of this attack is so frequent. one of the main goals should always be to try and step it and whiff punish
it any time it was used ca relessly. [70 51
Thi s is another one of Maxi's main mid range poke strings, and like a lot of his strings, there
are weaknesses with it that may not be apparent at first. <?@ on its own is a very linear attack and you can easily sidestep around it to either side if you anticipate it, after guarding it,
however, you can only step t he follow-up@ to the left. Even after stepping the second @you
still have to take the follow-up liD into account. but you have enough time to crouch under it
and whiff 'punish. If you guard @@ it's very unsafe and most characters can launch punish it, although at that point it becomes a guessing game w ith wnether or not they do the liD
follow-up.
{!.{!.@ is one of Maxi's best mid range antisidestep attacks, and while it does have
some weaknesses, a lot of it does boil down
to a guessing game. The main downside to
this attack is that it's very slow, so if you are
at mid range and expect it. most characters
have a much faster option that can beat it.
If you guard it the attack is technica lly very
punishable, bu t there is the potential threa t
of the Ll @ afterwa rds, and that's whe re the
guessing game starts. Whether you choose
to attack straight away, or wait and punish
the Ll @. the most important thing is to always make sure you get the most damage
possible, to keep the risk/reward ratio in your
favor.
::~~liD+@
This is another one of Maxi's main mid ra nge
threats, and like {!.{!.@ it's also quite slow,
so you r first option should always be to try
and interrupt it with a quicker Mid-hitting attack. Most Maxi players are happy whether
you are hit with the attack or guard it because of how good it is on the Guard Gauge,
so if you cannot interrupt it, you should try
to evade it by stepping to the rig ht and then
whiff punish it heavily. [70 6}
Command List
Namo
Input
lovol
Damage
Block
Hit
@@
High High SS
10,12
12
-8.0 1- -17
2,141 - @ -3
Lunging Snake
- Right Outer
~@
High SS
18
17
-21 - -13
101-@ 1
~@
MidSS
20
19
-51 - @ -46
141--26
Ton gue
,().@
SP-Iow
12
13
-6
TC 1-FC
Splitting
Spindle
1:2@
Low
20
30
-14
-3
TC
Nunchaku Slap
- Behind Lower
:>@
High SS
24
23
-5 1 -16
10 1- -2
Venom Fangs - .
Left Outer
Mid MidSS
14,16
14
-8.2 1- -32
Steel Dragon
High
42
20
-10
KNO
Branding
Nunchaku Left Inner
~@:>
MidMidMid
Mid Mid SS
45
21
-@: 8
KNDI-@ : 10
12
R-o 1-u
Biting Upper
M id
26
21
-1<1 '
LNC
12
TC I R-0
Falling Fang
,().@
Mid
16
15
-8
1:2
M id SS
18
16
-4 1- @ -6
12 1- 3
'
M id SS
16
174 '
-8 1- -25
17 1- @ -16
Guord Burst
Properties
Standing/@
NC 1-RC
15
- RO
-U
11
-BL
Standing/
NC I - LO
TC
- RO
TC I -LO
Standing/@
Fang Scratch
High
14
13
-8
Left Round
house
High
28
20
-8
KND
Crack Kick
M id
18
14
-6
Tiger Slaughter
,().@ @
Low Low
16
22
-18,-18
-8,8
Quick Slice
1:2@
Low
16
16
-14
Right
Roundhouse
:>@
High
28
20
KND
M id Mid Mid
M id Mid Mid
Mid
20,8,8,8,,..
8.8.8
25
-16 1-15
@+
M id Mid
18,31
17
@!+@@
MidSS
18
Mid
Hurricane
~~~
13
R-0
NCC I Clean
Hit: C
TC
13
R-0
STN
TC I NC, -16 if
first attack was
canceled and
blocked
-18
LNC
12
NCCIRO
17
8 1- @ -26
61 - 11
13
STNCH 1-RC I
Qpp - FC (H it)
35
16
STN
12
TC I Clean Hit: C
Low High
20,26
30
-25
KND
Mid
52
42
. -10
KND
TJ I Opp -FC
(Bloc!() I Clean
Hit: A
Mid Mid
20,19
31
-16
LNG
NCIR.O
3,3,4,
4,5,5,
6,6,30
20
-31
LNC
NC I R-0 I Clean
Hit: C
ss
TS I - Ll
Standing/@+
Serpent's
Pleasure
Serpent's
PleuureRight Cross
.().@+
Falling Sky
while jumping @ +
Rage of
Pleasure
:>@ +
TC I NC I R-0
Standing/@+@
Fury Right Outer Right Outer
+@ (just)
l eft Seven
Starsleft InnerPure Seven
'It+
Name
Input
level
Right Seven
StarsRight OuterPure Seven
.,!7+@
crouching ~@
crouching ~@
Impact
Block
ss
LowSS
-8 1-@19
41-l -5
ss
8,8,8
-8 1-8 1-8 1
- l-17
4 14 14 1- l-5
Crouching Inner
Upper
crouching
Mid
16
-8
Quick Slice
Low
16
14
-2
crouching @
while standing @
Mid
18
19
Crushing Tidal
Cry
High
46
16
18
KND
10
Dragon Scream
while standing @@
Mid High
20,22
20
KND
while standing+@
MidSS
38
26
1 1-l-11
LNC
:7
2 1-@ 25
KND
10
RO I Clean Hit: A
.NC I R-0
TC )TS I -BL
Jumping Attacks
Leaping Snake
while jumping
High
2024
22
w hile jumping
MidSS
30
31
Jolt Kick
while jumping @
,:.
TJ
11
TJ 1- LO
'.'
TJ
Mid
22-26
27
Striking Snake
High
22
19
-7
11
15
Op'p -:-BT(Hii) ..
Northern Lights
- Left Inner
MidSS
20
26
6 ) -@ -35
14 1-l -35
15
STN CH I - Ll
Northern Blow
Mid Mid
20,35
35
KND
Dandy Surprise
- Behind Lower
24
17 ) - @ -27
-9) ~@-18
8-Way Run/@
White Polar
Lights
26 .
Mid
36
27
-17
.MidSS
40
22
MidSS
36
MidSS<;-.
30
KND
13
5 1'-l 50
LNC
10
27
5 1-@ -12
LNC
33
-16 1- @ -30
-61 - l-22
' 10
8-Way Run/@
Stampede Wave
~+
-Left Inner
Return of Fear Behind Lower
"
~~or <l4~
;~
..
..
MidSS
40
'Mid-Mid'Mid..
''Mi.d .
Illusion Serpent
- Right Outer
>+
45
. d
11 1-l-8
22
STN
STN
9 :.
.;;
'.;.
Mid SS
24
29
61-IID-8
STN
TC I R-0 1-RO
KND .
11
TJ I RO
8-Way Run/@
RollingSoli<1t'
High
'28
2.5
.,.2.
Rear Kick
~~or <l4~@
Mid
20
19
-4
31
. 14 .
Kf\JD
.,!7+ or '(f-t@@
31
LNC
Falling .Dragon;.
Dragon Pounce
falling
,.
Lynching
@+@
Dragon
Destroyer
Leaving t he
Dragon Nest Behind Lower
Parting t he
Waves
back throw
High-Throw SS
45
High-Throw
70
17
- BL
R~O
BackTumed Attacks
Reverse Snake
turn around @
High
14
14
-8
Reverse Tongue
crouchi@ turn
around A
SP-Iow
14
15
-7
Reverse Snake
Bite
turn around @
Mid
18
17
-8
16
Reverse Biting
Upper
crouchi'(ID turn
around B
Mid
20
17..
-6
16
Reverse Fang
Scratch
turn around @
High
16
15
-8
crouchi@ turn
around K
Low
18
16
14
-2
Reverse Blow
Mid
40
18
STN
2
~
TC 1-FC
TC I-FC
TC I -FC
12
BA I Opp -FC
(Block)
Right Outer
ss
Right Outer
c:l> etc
Dragon Bite
High Mid
14,26
15
-10
KND
Dragon Bite
High Mid
14.46
15
10
KND
10
- LO I BA I RO
Mid
14
18
8. - 25
STN
11
-RC
30
14
KND
10
NC ITJ
NC ITJ
,.
Falling Dragon
Mid Low
18,24
Dragon Pounce
Mid Mid
18,30
30
LNC
23,25
32
-10
10
Left Outer
ss
Left Outer
>@ etc
Bloody Cross
Low Mid
Wing Sobat
Mid High
24,30
16
-2 1--1 81-2
-8 1- -91
KND
Circle Kick
Low
18
26
-11
-4
-35
KND
LNC
11
TSITC I LNC
I-Ll
TC j -FC INCC
TC 1-RCjTJ I
NCC I KND I R-0
I Clean Hit: c
TC I -FC
Left Inner
Left Inner
~ etc
ss
Backflst Blow
Mid
35
15
MidSS
38
25
,_
-5.
- -66
Name
Input
leYel
Damage
Impact
Block
Hit
Guard Bum
M id SS
48
55
15. - 35
LNC
High
20
20
STN
ss
Right Cross
@@ etc
Dragon's Cross
Mid Mid
15.25
19
STN
TC I NC I STN I
Clean Hit: C
Mid SS
30
30
0,- @-34
KND
TJ I STN I -LO I
Clean Hit: C
Dragon
Somersault
Kick
Low Mid
30.23
30
-7
LNC
TC ITJ I NC
Behind Lower
ss
Behind Lower
<?@etc
Inverted Moon
during Behind
Lower@
High
22
15
Transforming
SerpentLeft Outer
during Behind
Lower liD
MidMidSS
20.26
18
Fury Kicks
during Behind
Lower @@
Low High
18,28
18
.:;.
18
.0,
- -42
13
-7
TS
-24
10
NCI-LO
KND
NC I KNDI R-0
Neutra l Guard
Neutral Guard
Neutral Riptide
Pure Seven
during stances ~
True Seven
auto-GI: M
{Horizontal. Verli
cal, Stab) Frames
8-191 Clean Hit: A
High
Clean Hit: A
ss
ss
Brave Edge
Hydra's Brand Left Inner
~@+!Dl@+IID+@
Backfist
Ceremony
durin~Ri~t Cross
@mJA+B+@
Mid SS
Mid
Hydra's Frenzy
Twin Serpents
@@@@
Venom Wings
@@liD@
M idMidMid
High
Snake Wing
Sobat
<?@@@
Serpent Fang
1:1@@@
Biting Kick
1:1@@ delay @@
Mid
30
16
- 38
STN
11
BA I TCI-U I
Clean Hit: C
26
KND
RO I Clean Hit: A
14, - @ -36
STN
KND
12,
Nc 1BA 1- LI I
Clean Hit: C
C-iPPI H
!.
MITSU
Character Overview I Yoshimitsu uses two ka tana and his fighti ng style is based on extremely
fast attacks and l;)okes, powerful m ix-ups and deceptive stances, as well as very good throws.
He's a <::omplex cnaracter to grasp and master and req uires a good skill in execution to be played
at his full potential. Most of hi~'focus is on getting close to the opponent; apply pressure and
mix-ups, and then try to keep t~ em grounded. He's a great choice if you like to use a wide va riety
~ of moves, love sheef speed anti take time to fully master your character.
/:
Damage
Safety
Guard Burst
.Ring Out
PLAYSTYLE FOCUS
METER USAGE
:;=1\ll',ir. .,
'- STANCES
Input
Flea (FLEA)
Yoshimitsu hops on his katana in a very
odd-looking stance and cannot be hit
by throws or Lows. FLEA .C. + also
evades all High attacks, so the evasive
potential is very high. He ca n still move
forward, backward, and to the sides in
this stance, and can also hop toward
his opponent, hitting Mid and forcing
the opponent to block his next choice of
FLEA attack. FLEA launches on CH, is
perfectly safe, and can be charged to be
neutral when blocked.
../Jr@
'
8
@
13
: +
flropn!tlos
TJ
TJ
TC
I..Uvul
20
30
28
30
18
TJ, DGF
TC
20
0 +8
+@
10
or
20
STJ, Flea
SM
TJ, auto-GI
TC, Flea
TS
.(). or 'If
TJ, Flea
10, 10, 10
LLL
TJ
TC, IND
.C.+@
Tronsilionsinto Flea
Input
lov~l
.C.ri.1+8
'
Guur~
1111
13
+@
@++@
<?:'@+@+@
IND @+@
DGF @+@
SDGF+
10
STN
Input
Damage
Level
Propcrtiot:
TJ
24
18
TJ, DGF
18
TJ
10,60
TJ,AT
TJ
TJ
+@
TJ. Flea
{l:-+@
TC, IND
'If+
STJ, SDF
lovol
Guard
Hit
-31
STN
-8
LNC
@+@
'If++@
~+ 13
' FLEA @
FLEA '\f@+@
IND'\f@+
SDGF 'If+
(J
0.
,r
,, ~ l\,i ;. ;W i YOSHIMITSU
Input
Dll 1a90
level
Properties
42
STJ, UB
30
STJ
@@
30
SM/L
@:@
30
SM/L
30
40,30
TJ, Flea
SM L
TC, BA.IND
120
STJ, UB
.(!.-+
@+@
or .(!.- or {?- or <?
STJ
STJ
Lovnl
Gu11rd
Hit
{?-@
M,M,M
STN
Input
Damage
love I
Properties
40
TJ, BA
28
30
TC
TC
DFG {?-@+@
TC, auto-GI
24
<? or @+ .
TC
.(!.-@+
TP
Health regeneration
'
N!l+l3
TJ, DGF
11'+
+. @. @+
80,80
MM
TC, UB, TP
+. @. +
80,80,80
MMM
TC, UB
@+ . @+
80
TC, UB,TP
80,80
MM
TC, UB
.t1+13
or .(!.- or {?- or <?
TC
.!J.-+
@+-!J.-+
<?<?+ .!J.-+
FLEA.(!.@+@
luvol
Gu"rd
Hit
SML,M
-20
STN
DGF.!J.-@+@
SDGF -Dt +@
-:4
...
PRIMARY ATTACKS
Shrine
Shrine is Yoshimitsu's primary launcher and main Okizeme
tool. It leads to a good combo. can wa ll splat, but is fairly
unsafe. It tracks slightly to Yoshimitsu's left. For a launcher.
it's very fast. The damage it leads to is very good w ithout
any use of meter, and near the edge it can easily lead to Ring
Out combos. For Okizeme purposes, it w ill track every roll
possible on the ground and deal great damage. The opponent
cannot escape ~ at all when grounded. and when hit by
it, the situation is reset and they must choose again immediately between getting oH the ground or staying down.
[;,put
24
Level
Impact
Guard
i17
-14
Hit
Knee Cap
Input
Dom~ga
levsf
Impact
Guard
!lit
FC~@
22
i19
-22
KND
Onlllngu
level
Quorrt
Hi!
48
i15
-20
KND
48.42
HM
i15
-16
KND
Impact
Guard
Hit
i28
-17
KND
lmpoct
GuMd
Hit
This move is used both in combos and as a powerful punishment tool. Although the second part of the string can
protect you slightly against punishment, you should never
throw this move into your opponent's guard, as it's very unsafe. In combo its use is very straigh tforward. In punishment,
it is handy becau se it's available easily from a crouching position, making it the ideal throw and High attack punisher, as
well as punishing any Low that leaves the opponent standing.
It can also wall splat for a potentially gigantic combo.
Samurai Cutte r
'"'~
'"'
Input
lmpnt!
This Low is useful for many reasons. First, it tracks sidesteppers in both directions. Second, it Tech Crouches very,
very quickly, making it an ideal tool to beat High attacks and
throws. It also Tech Steps a little to Yosliimitsu's left, evading some Vertical moves. And finally, it leads to combo that
deals at least one quarter life and can also Ring Out. It's a bit
slow. and can be blocked on reaction by seasoned players.
It's also obviously unsafe but not that much, making it very often worth the risk involved as it won't be blocked every time .
/'
Input
Oamaoa
level
\_
.,,,~)Ut.
"
;'tr.:illJ
SECONDARY ATTACKS
Parti ng Thrust
This is a fast High-hitting attack with short range. Oddly
enough, it leaves you in almost the same situation whether
it's blocked or hits, meaning it's safe but not rewarding on normal hit. It can be used in combos instead of to slam the
opponent to the ground. It's use ful w hen near a wall or edge
as it allows you to land@+ for slightly more damage, and more importantly, Ring Out potential. It's also a very
good CH-fishing tool, as it's fast and can lead to a very damaging combo. It's very hard to use, because. like Manji Carve
Fist, it requires a very fast sliding input that must be practiced.
Input
Dnn.ngo
Level
Jmpoct
Gunrd
Hit
:+
26
it3
-7
.0
Inner Palm
Damage
hiJIUI
28
Wood Cutter
This Mid kick into sword slash attack is particularly effective
when used in mix-ups from a crouched position aga inst players expecting t he Knee Cap. It's also safe when blocked and
leaves the opponent crouched. Iimiting their options. The
sword slash ca n be charged into an unblockable attack. There
are th ree levels of charge: one where the flames appears but
the move is still the regular Mid {but now unsafe and poor
on hi t). another that reaches unblockable status quickly, and
finally the third, which is the slow. fully-charged unblockable
attack. Both un blockable versions track the opponent during
the charge but the tracking stops a li ttle before the move actually connects. making them tricky to sidestep.
<:=>
22,22
2~.22
Flagstaff
Th is move is M id-hitting and tracks sidestepping opponents
to both directions. It knocks down when it hits and can Ring
Out or wall sp lat, sometimes al lowing ~ to com bo and
leading to some ~+ mind games. It's a very solid attack
to use any time the opponent is moving around, but hesitant
to attack, and is perfectly safe w hen blocked. It's hard to go
wrong with t his attack as long you ensure that the opponent
w ill be w ithin range to at least block it.
TsukaAtemi
Input
c:t> c:t>+
c:t>~+~
~
-~_,.,..._
levl
lmpoct
Damege
!.evol
Impact
Guoul
!Iii
l~pui
Oomaoo
.Levui
Impact
Giiulrt
Hit
24
i17
10
KND
Oomuuc
Love I
Impact
Guard
Hit
laput
Dtuge
Level
IMpact
Guatd
Hit
@+@
10
i8
Sword Smash
This unusual move begs to be landed as a CH. It's Mid-hitting
and very fast, practically safe when blocked. and gives advantage when i t hits. The damage it deals is poor on normal
hit, but on CH it switches to an attack throw for a total of 70
damage. Th is is a great attack to use in combos or as a fast
interrupt, but note that at its maximum range, even on CH,
the attack t hrow won't activate. so you'll lose a lot of potent ial
damage.
Fubuki
Circium
.................
This move is a great alterna tive to ')j@, especially at t imes
when you need to be totally safe. Although it is slower and
deals a little less damage, you'll get better rewards on CH. as
it launches the opponent. When it's blocked it is very safe and
forces the opponent into a crouching position. It allows some
very good mind games on block, as Yoshimitsu can interrupt
a lot of retal iations and evade many others. It's also a great
tool for deple ting the opponent's Guard Gauge, so you don't
have to worry about the opponent blocking it.
'
Soul Stealer
STN
lwatsubute
This rather slow. High-hitting kick may seem weak at first.
but it's deceptively hard for an opponent to recognize and
duck. When it's blocked it leaves you and the opponent in
a neutral situation. which for Yoshimitsu can mean a world
of opportunities for following up. When it hits, it stuns the
opponent, leading to a fairly powerful combo. It's also a great
anti-sidestep move, as it tracks well to t he left.
Dnnoage
Level
fmpoct
Guard
Hit
30
38
STN
Input
(A)+@
+@
..(l.t:Z<?@+@
Stance cancel @+@
Stance cancel @+@
+@<?
+@cl>
+@ or @)+@) (Left)
@+@or +@ (Right)
the attack when you land it as a CH. It w ill launch the opponent
for a combo w ith cl>@ . It's slightly unsafe when blocked, but
pushes t he opponent back quite a distance. so most characters
won't be able to punish it properly. However. the third hit can
be sidestepped. Guard Impacted, or Just Guarded if the f irst hit
does not CH. You can also use t he Iilli version of cl>, giving
a full combo on CH and transforming the animation so that it's
similar to the Manji Carve Fist. The attack's speed remains t he
same, however, and t he move becomes a Special Low.
~~@ @+@+@ is a great anti-sidestep Mid. Both hits are
guaranteed on CH and lead to great damage, as a ~@ follow-up w ill launch the opponent. It's probably his best Brave
Edge all around~ but keep in mind that the second hit can be
sidestepped. Gled or Just Guarded when the first blocked. It's
a very good move to use in wall combos, too. Generally, his
Brave Edge attacks are not t hat strong, especially compared to
other characters, but they're only good on CH and cannot be
hit-confirmed, m aking them a gamble to use.
lllput
J)amage
~@@.@+@+@
~++@
~~or
I O~m~go
IImpact
Level
i26
52
i52
i25
MM
H
25,30
TC
UB
Damage
Properties
Properties
Failure
Leg Lariat
Drunken Step
Shadow Step .
Result
Name
Double Slap
i15
MM
20.25
Golden Body
i9
UB
i59
60
UB. STJ
4 or more
i22
M
M
22
l lnl(IOCt
Lovel
Steel Battalion
Drunken Step
Attack type
Horizontal (H)
i35
TC
Horizontal (MJ
TENTON
Lightning Uppercut
Due to his nature and rather large command list. Yoshimitsu allows a
lot of creativity during combos. Not all of them are optimal, but you
can find a lot of different ways to juggle your opponent. For regular
launchers, ~@ is generally th e bes t finisher. When near the edge
or a wall, you can use @:@+ instead of S> for a S>+!IDIIDIID
20
Ndfne
i57
i42
i62
M
M
I Damaoe
38
45
85
Proponios
UB, STJ
UB.TC
UB,TC
finisher that can Ring Out and does a little more damage (Combo A).
If you rea lize that S>IID+!IDIID won't land, replace it with t1 for
the same damage that S>@ would deal. Also, in every combo involving a CH S>S>, you can follow-up with either S>S>+ for simple
damage or S>+!IDIIDIID, ~ for carrying towards the ring edge.
c:t>IBJ
60
66
****
~~
c:t>IBJ
65
~NR1
~ , <=(>IBl
84
~~@
(!
111
19
CH ~')j(ID
c:t>IBJ
67
67
64
****
93
19
CH c:t> c:t>@
c:t> c:t>@+
66
CH c:t> c:t>@
c:t>+IBJ, ~
59
~. c(>IBJ
78
57
60 / 66
. CH ~ :@I<=(>@@+@+@
CH ~ :@I c:t>@ @+@+@
'B .
' DGF@
c:t>+IBJ. ~
DGF@
c:t>@
CH FLEA@+@
FLEA @. c:t>IBJ
61
DGF@+@
82
52
78
c:t>c:t> @+
75
***
66
86
*****
90
90
~ :, (!
108
21
****
****
c(>@+IBJ, ~
<=(>@
65
71
<=(>@
76
~ :, c(>c:t>@, c:t>+. ~
82
****
~:,(!
106
20
****
@. c:t>IBJ
69
**
78
87
. l FLEA @+@
: IND@
SDGF @
l CH :@+@
::;
:, :, > ;: CH <?<?@
: :.::.':. : CH <?<?@
;.;
...
CH FLEA@ I FLEA ID
. FLEA@
'
: 11@ I IND@
: 11@ I IND 1BJ
11@ I IND 1BJ
UKEMITRAPS
Yoshimitsu can use quite a few Ukemi Traps in various situations. Although not essential as part of his Okizeme. they
can be nice to use if your opponent Ukemis often. Every
Ukemi Trap done with .(l.t:1>@ can be done with the C!l3
too, obviously leading to considerably more damage. The ~
can hit at different tim ings, with the maximum possible delay
leading to 45 points more damage than a .().t:L><?@ combo,
while the worst timing only leads to 13 more points. But
while ,(7:1'@ hits grounded opponents. the C!1S wont, so
it's more risky to use.
Knockdown
UkcmiTrap
Directions
Dilficully
c::t>+
FC s::l@
65
All
~+.().
65
All
SOGF @
67
All
CH ~c::t>@
58
All
***
** *
***
WALL COMBOS
Yoshimitsu's wall combos ca n be a bit inconsistent and tricky, but they're amongst the best in
terms of damage in the game, especially when you consider the low cost in meter. The best starters are usually@. s::l or "(;>-, but several others can be used. Starters like .:::>.:::>or>@
won't allow{).@+ most of the time. Note that you can also replace{).: with@ ~ if
you're unsure of your execution and are willing to use more meter. After a wall splat the best folCombo
Follow-up
Damage
'(J>-@ W!
123
@ W!
163
13
*****
180
15
c::t>@ WI
@ W!
186
25
@ W!
194
27
*****
'@ WI
90
'@WI
100
13
*** *
'@ WI
110
25
'@WI
118
15
'@WI
128
27
*** *
*****
*****
APPLYING OFFENSE
Yoshimitsu's offense re lies on his many
powerful mix-ups, the sheer speed of his
interrupting options. his multiple evasive
moves, and his incredibly strong Okizeme
game. The only difficulty is actually getting
to close range to apply all of this. Whenever
you're successful w ith a mix-up, Yoshimitsu
will have the opponent at his mercy on the
ground. One of his best pressure tools is his
Manji Carve Fist; it's capable of interrupting
the opponent at times when no other character cou ld, which makes the opponent unsure
of their own offense. This is especially good
near the edge, as it can lead to a Ring Out or
a wall combo.
Going straight into FLEA and using FLEA @
is an extremely powerful way to evade punish Lows, throws, or a generic..().. ..().r::2<?
evades all Highs and throws abnormally fast,
and is his primary move of choice for Tech
Crouching to keep your offense going. Yoshimitsu's offense is his best 1sset. so you 'll
need to use all of his evasive abilities to keep
it flowing no matter what your opponent decides to do. The key is to land a knockdown
and then take full advantage of your Okizeme
game to keep the opponent pinned.
GUARD BURST
Guard Burst can be a strong part of your strategy w ith Yoshimitsu, since opponents will
fear his CH options and let him attack more
than they perhaps should, but it's not crucial.
You can wear the Guard Gauge down while
spacing thanks to attacks such as <?<?+
and c:t>c:l>+. <?<?tiD can wear your opponent's Guard Gauge down very quickly, but
it can't actually Guard Burst, so you'll need to
use something else to finish the job.
RING OUT
I Attocks
6
8
9
10
11
.~ ..()...().@
Defensively, Yoshimitsu can be good at punishing unsafe attacks. especially against moves
that leave the opponent standing. His is very fast. as is his . and they have decent
reach so they're very good punishers. c:l>@ can be very good too, especially when the opponent has their back against a wall or the edge of the ring. He can't punish moves that leave
the opponent crouch ing as well in terms of damage, but you can take a strong mix-up with
FC ~@. [70 2]
Another, but more risky way to punish Low attacks is using+ to go into FLEA to evade the
attack, and then use FLEA@ for potentially huge damage. This is truly a high risk/high reward
method of defense, but the damage can be well worth it. [ 70 3]
Yoshimitsu is not incredible at ringing his opponent out, but he does have some good
tools for the job. ct>c:t>@ can Ring Out from
a good distance, and every combo that
ends w ith c:l>@ n'ormally can be ended with
@:@+@. c:l>+ when relatively
close to the edge for a Ring Out. The same
can be said after every ct>c:t> combo or CH .
..().1:1<?+@ is a great way to Ring Out behind you. [~0 1]
Req. to Burst
DEFENSIVE PLAY
OKIZEME
Guard Burst
.1'
POST-GI
Mixing ~ w ith 1:1@ is a simple yet very
effective post-GI mix-up, as the damage f rom
~will encourage a re-G I attempt. ~ i s
the best option when near to a wall, where it
can lead to huge damage post-GI. ~~t1+13 ~
is also very hard to react to after a successful
Gl. It's a good way to finish a round, but keep
a look at your own health gauge before using
this attack. [ ~o 2]
KEY ATTACKS
. ,....,.
......... _.
~ is Yoshim itsu's primary launcher and Okizeme tool, but it; one
main weakness is its lack of safety when blocked. You'll need to learn
the heaviest punishment your character can use against this move on
block and punish it every time. [ -?0 3]
i=c~
This is a fast Low that knocks down and tracks sidestep in both di
rections and Yoshimitsu w ill use it often in his mix-ups. It's too fast
to react to, so you ~ll need to guess w hen the opponent w ill use it in
order to block it. Fortunately it's very unsafe w hen blocked, so again,
learn your best punishment opt ion to discourage Yoshimitsu using
this move.
DGF
While DGF liD cannot really be blocked on reaction, DGF can. This
means that you should guard Low as soon as you see Yoshimitsu enter this stance, and try to react to DGF and stand guard it. Beware
of any transition to other stances, however, especially SDGF. as you
could have to deal with an unblockabl e attack much faster than you're
expecting . [~0 4]
Command List
Namo
Input
Gunrd Burst
Level
Properties
Standing/@
High High
10, 14
12
-8.-6
2. 6
Parting Thrust
High
26
13
-7
.s
Back Hand
High
18
15
-6
Spirit Possession
High High-Throw
18, 30
15
13
Spirit Siphon
High High-Throw
18. -30
15
13
AT I NCC (onlyVoldo,
Astaroth and Z.W. E.I.
can :9.~?apel
M id Mid
12.18
17
Rapid Gale
Gold Twilight
~@
Parting Grass
~@
SP-Iow
12
~@@
SP-Iow
10
NC
STN CH I Clean Hit: C
-14,-16
-2. STN
13
-7
10
-3
12, 10,10,
10,18
17
-14,-14,14,-14,-
-4.-4.-4,-4,
NCC
17
-14,-14,14,-14,-
-4,-4,-4,-4,-
NCCI BA
TC I STN CH I - FC
Stone Fist
tZ@@@@@
MidMidMid
Mid Mid
Stone Fist
tZ@@@@@ (just)
MidMidMid
Mid Mid
12,10,10,
10,18
15
-9,-9,-9,-9,-
2.2.2.2.
NCC
12,10,10,
10,18
12,10,10,
10,18
15
-9.-9.-9.-9.-
2,2,2,2,
NCC IBA
Low
24
28
-17
KNO
Mid Mid
16,16
14
-8.-6
2,4
Mid
12
15
-10
Mid-Throw
14,56
15
-10
KND
Stone Backhands
Stone Backhands
:>@@@@@ !just)
Samurai Cutter
~I:Z>@
15
TC
Standing/@
Sword Smash
@@
@@
Sword Smash
Tsuka Atemi
Mid
14
13
-6
Shrine
Mid
24
17
-14
LNC
12
Autumn Drizzle
Mid
18
15
-8
15
Death Slash
tZ
Mid
22
28
-1 6
-6
15
Death Slash
tZ ilJ
Mid
82
93
STN
STN
Spine Divide
:>@
36
24
STN
Moonsault Slayer
~~
60
60
KNO
~NO
High
14
13
-8
High Mid
48,42
15
-20,-16
KND,KND
Rapid Grace
AT
TCIR-0
10
OgP, - FC (Block)
..
TJ I UB
Standing/@
Side Kick
Zig Zag
@@
Mid Kick
~@
Mid
16
14
-6
Arc Kick
~@
Low
12
15
-14
-2
Kangaroo Kick
Mid
30
36
-8
LNC
TC I Clean Hit: C
Wood Cutter
tZ@
:>@
Mid Mid
22,30
20
-12,-9
KND.KNO
R-01 NC
Wood Cutter
:>@1lJ
Mid Mid
22,82
20
-1 2,STN
KNO,ST,N
13
30
40
J5
STN
:BA .::
Mid Mid
18,18
28
STN
10
TJ I Opp - FC (Block)
-6
12
10
NC
TCI-FC
Standing/@+@
Polson Breath
Sad Stomach
Bad Stomach to
Backfllp Kick
Digging Cyclone
~@+
Mid Mid
18,14
23
N l +llJ
MidSS
18
23
13
-FLEA
Deathcopter
'\)'@+
Mid
80
113
STN
TJIUB
Deathcopter Attack
'\)'@+~ or @
40
54
STN
TJIUB
40
92
STN
TJ I UB
DeathcopterTrick
STN
Deathcopter Attack -
15
Door Knocker
Cir~lum
32
22
24
23
-4
Indian Stance
Cyclone Lift
12
10
STNCH
Name
while jumping @
12
KND
TJ
8-Way Run/@
26
21
12
26
36
-1 4
26, 30,
10, 18
17
-1 2,17.
26,-18
26,30,
10,~'L
17
-1 2,-17.26,STN
26,30,
0 ,40
17
-1 2.-17.26,STN
8.-4.
18.STN
17
-12,17.-
8.-4.-18,
RO lTC I TJ I LNC CH
M id M id High
Mid
17
-12.-17.
26.-18
Mid M id High
Mid
17
-1 2,17.26,STN
8,-4,
18,STN
26,30,1
0.40
17
12,17.26,STN
8,-4,18,STN
26, 30,10
17
12, 17.
8.-4.18,-
28
33
-14
LNG
R-0 lTC
-16
11
TC I KNOCH
Shark Deathcopter
Reverse Shark
Deat hcopter
.
'lj11& or
~~1El+l3@+@@
M id M id High
Mi.d
RO lTC I TJ I LNC CH
RO lTC ITJ I UBI
LNCCH
130
80
KND
KND
20x7
24
-14, -1 6.
16,-16,
25,,-5
KNDx7
RO lTC I TJ I UBI
LNCCH
R-0 lTC I TJ I UB I
LNC C H
R-0 lTC I TJ I UB I
LNCCH
UB
NC
,;
v~. f>IJ:'
I YOSHIMITSU
~+ or~~ or ~~
lwatsubute
~ or ~'t@
Wood Cutter
<>
Wood Cutter
High
30
Mid Mid
24,30
Mid Mid
24,82
20
KND
Mid
42
30
~ or ~'t@+~
Low
20
42
~+ or~,. or ~ If or
ss
-FLEA
+ or ~,. or ~ If or
ss
-Indian Stance
or
t2 11t or!:&~@
20
STN
11
-12,-8
KND,KND
NC I R-0 I t2 t2 or
!:& !:&: Damage: 20
KND
12
R-0 I UB I Damage:
42 with semi cha~e
8 1 t2t2 or!:&!:& K :
Damage: 20
-7
STN
Clean Hit: C
-20
-2
13
8-Way Run/Simultaneous
~ + or~,. or ~ ~ or
~ .. or ~'t@+IID
~+ or~,. or ~ If or
~ or ~'t@+IDJ+@
~ or ~'t+~+@
~ + or ~ ,. or
(;) ~@+@@+
+or~,. or
(;)1f@+@D+0
Shark Deathcop-ter
(;)1f@+@D+0> or ~
Mid High M id
30, 10, 18
23
-17,-26,-18
-4,-1 8,LNC
TJ l TC
30,10,80
23
-17,-26, STN
-4,18,STN
TJ I UB
30,10.40
23
-1 7,-26,STN
-4,-18,STN
TJI UB
MidHighSS
30,10
23
-17.-
-4,-18,-
TJ 1-DGF
30, 10,18
23
-17,-26,-18
-4,-18,LNC
10
TJ ITC
30,10,80
23
-17.-26,STN
-4,-18,STN
10
TJIUB
Mid High M id
30,10,40
23
-17,-26,STN
-4,-1 8,STN
10
TJ I UB
Mid High SS
30,10
23
-17.-
-4.-18.-
10
TJ 1-DGF
40
39
-8
KND
TC I t2t2 ~r
!:&!:&+@:
Damage: 38
S>+or~~ or
or @
+ or ~,. or
(;)1f+D+0 +
Reverse Shark
Attack Combo
(;) 1f0+13 +@
Reverse Shark
Deathcopter
(;)1f0+13D+0
+ or~,. or
+ or~ ,. or
c:::> + or ~ ,. or
~ 1f0+13D+0:> or ~
or@
Reverse Shark
Death copter
c:::>+ or~ ,. or
(;)1f0+13D+0 +00
~+ or r:211t or!:& ~ or
.. or~ 't+@
Mid
:>+ or
t2rt or !:& ~ or
ss
ss
Confusion
+@+@
Suicide
o+ri1+13
+D+I3@@@@
~ or ~ 't+ll!l+@
~ or ~'t+@~@+@
.c:::>+D+13+@
Double Suicide
Running Attacks
Throws
Jaw Smash
-BT
M id
110
44
STN
STN
UB
Mid Mid M id
Mid Mid
110,20, 15,
10,5
44
STN
STN
UB
Mid Mid
110,,160
44
: sTN
STN,
UB
-----@ +@
Higb-Throw
50
17
liD+@
High-Throw
55
17
Elegant Storm
High-Throw
60
17
Wheels of Hell
High-Throw
60
17
back throw
High-Throw
70
17
Sou l Possession
+S>
High-Throw
30
17
13
Hi.gh-Jh'row
30
17
13
D.amage,.only when
not 'es'caped
Soul Siphon
'
': +@'
Rainbow Drop
~t2:>@+@
High-Throw
65
17
Oni Killer
High-Tiirow
60
17
Nimbus
during stances +@
High-Throw
60
17
R-0
Properties
Input
level
turn around @
High
12
14
-6
SP-Iow
14
15
backward ~@
M id M id M id SS
20
32
KND
15
Reverse Drizzle
turn around
M id
18
16
-6
15
Reverse Snowflake
Mid
20
17
-8
13
Reverse Koragashl
turn around @
High
16
15
-8
., Low .,
14
17
-14
Poison Breath
backward @+
30
40
15
STN
18,18
28
STN
TJ I Opp - Fe (Block)
90
90,20,15,
10,5
90,160
30
STN
STN
UB
30
STN
STN
UB
30
STN
STN
UB
Name
Back Turned Attaclts
ri.l+l!l
TC J-FC
R-0 JTC I TJ 1-SDF
FC
J C 1.:--FC
: ;
backward
Harakiri
backward {).@+@
M id
backward
{).@+@@ @ @@
M id M id M id
M id Mid
Final Harakiri
backward {).@+@@+@
M id Mid
Flea
"
Flea
Flea
backward +
ss
ss
Rolling Spark
during Flea @
Low
28
Skull Splitter
during Flea
Mid
20
Skull Splitter
Mid
30
Sakanobori - M anji
Dragonfly
d uring Flea @
MidSS
Tsurubebl
during Flea 13
during Flea
tl+ID
TJ
36
16
13
TC
17
10
15
TJ I TCI LNC CH
27
LNC
10
TJJTC
30
22
-8
LNC
13
TJ 1-DGF
Low
18
23
22
14
MidSS
20
38
12
STN
TJ
Mid SS
40
57
10
STN
STJ
42
12
STN
TJ
74
10
STN
STJ
MidSS
20
during Flea
S> or <?rl+l!l
MidSS
40
, M in e Spark- Flea
Indian Stance
. M a.nJI Dragonfly
TJ
...
ss
TC
SP-M id SS
during Flea +
ss
ss
ss
10
STN
Gl
10, 10,10
-27
-15
TJ JNC
,.
Running Flea
S> or <?
during Flea S>+
ss
Indian Stance
backward {).+
Indian Stance
@)
ss
ss
Low
28
41
16
40
55
STN
30
45
-8
LNC
Flea St ep - Flea
TJ
during Flea
Indian Stance
M id
1-
Mid
ss
Divine Truth
1-
- -
ss
Low
1-
TC
TC
11
TC
TJ I BA I Clean Hit: C
TC
auto-GI: H,M ,L
(Vertical. Body, Stab)
UB
Divine Truth
1-
24
18
- 1-
1-
-35
-26
Warp
Input
during Indian Stance
{!.@+
Flea
+l?l+l3
M anji Dragonfly
YOSHIMITSU
1/'!ID+
No Fear
Intrepid
@+K@@+@
@+K@@+@
No Fear - Warp
fJ+I3
80
62
STN
STN
80,80
62
STN
STN
Mid Mid
80,80
62
STN
STN
MidMidMid
80.80,80
62
STN
STN
TC I UB
@+K@t{ID
Mid
80
62
STN
STN
TCIUB
Manjl Dragonfly
11'+
backward 1/'+
Manji Dragonfly
ss
ss
High SS
18
18
Dragonfly Blade
Mid
24
30
Dragonfly Sweep
Low
18
22
Spirited Away
10,60
21
ss
ss
M anji Dragonfly
Flea
Indian Stance
Super Dragonfly
@+K
High-Throw
11'+
STN
TJI-DGF IBA
-5
STN
-24
KND
-1 6
-6
13
TJ 1-DGF
TJ
TJ
ss
30
30
-8
KND
6
6
---
TJ
TJ
ss
{!.+
.~
TC
STJ
Super Dragonfly
Parachute Spin ner
Mid
Transcendent Dragonfly
Mid
42
21
STN
69
29
STN
1STN
69
-32
STN
Acrobatic Bliss
SP-Midlow
30
Acrobatic BUss
SP-Midlow
30
@+K
Manjl Dragonfly
{!.@+
STJ
STJI UB
ss
lAIII
STJ
30
54
40,30
56
11'+
120
10
STN
STN
STJ
...
DAM PIERRE
Character 1overview I Dam pierre is a card shark; he tries to confuse his opponents with any
tricks or bl1ffs he can come up with during battle. His blades always stay hidden away until he
starts an attack. He often fa lls down on purpose in an attempt to trick his opponent into releasing
their guard and can use this opportunity to strike if the opponent is unaware of his intentions.
Dampierre~annot be fully controlled, however, as you w ill have no choice over w hat many of his
attacks acfOally do. This makes him not an easy character to play with, as you need to keep in
mind what eould happen after certain attacks, and which properties change, reacting accordingly
when accor~gly when these random changes occur.
Complexity
METER USAGE
n<>'"""'''" ''" has a lot of moves that you
""nnnr uiiY:[,contr<)jj first you should learn the differ-
Input
Levol
FP liD
FP@+@
G.B
MT
Input
0111!19
level
l'roprtios
PB liD
20,4,4,4,4,8.12*
TJ, AT
PB@
28
TC
PB@
18
STC"*
12,4,4.4,4,8, 12.
12,4,4,4,4,8, 12.
PB@+@
...
: :;~\f'
PRIMARY ATTACKS
Impact
Input
Domooo
~liD
16
Input
Oarnuge
Level
Impact
Guard
20
i18
-11
Level
Guard
Hit
KND
... ..............
This attack is moderately fast, hits grounded and stuns the
opponent on normal hit. It can also ring the opponent out to
the front and can wall splat near a wa ll. This is a very good
starter for Dampierre's combos and a one of your most reliable options for whiff punishment. It can also be used for
Dampierre's Okizeme, as most of his other attacks won't
hit grounded opponents. tl@ is also reasonably safe when
blocked, so it can be used without taking much risk.
Hit
Azure Nightmare
This move has nice range and can Tech Crouch under Highhitting attacks and throws . Even on normal hit it can lead into
a nice damaging combo. When blocked, t his attack is totally
safe, and because of the minor disadvantage frames you can
try to beat t he opponent if they don't retaliate with their fastest attacks . Unfortunately, this move can ca ncel randomly
into Poker Bluff stance. and Dampierre will fall down with the
head towards the opponent. After this attack, if he does not
fall down into Poker Bluff stance he will recover crouching, so
you can use a fast ..().@. WR @or c::> for further pressure.
Koh-i-nur Diamond
c::>c::>@ is great for catching sidestepping or ducking opponents from mid range. It's sa fe when blocked, and allows
Dampierre to recover almost as quick as the opponent does.
so you still have a lot of options to continue attacking . Even
on normal hit this attack stuns and can lead into a damaging combo or further mix-up. It also doesn't have any random properties, making this move easy to rely on most of
the t ime. It is not very fast, however, so using it in close isn't
always a good idea.
Shining Cipangu
This attack can be a Clean Hit for more damage and is Dampierre's only Low-hitting attack that can Ring Out. It's reasonably
fast and can be used to catch sidestepping opponents for good
damage. Blocking this attack on reaction is diff icult for the opponent, so they have to anticipate its use, which can lead to
them ducking more often. This can lead to Dampierre tieing able
to employ strong mix-ups w ith his Mid-hitting attacks such as
1:11:1 or ~~ IE.
Bravo! Encore!
This string is required to get the most damage after a lot of
Dampierre's launchers. The last two kicks can also be Clean Hits
for even more damage. Because of its speed, this move can be
good for whiff punishment and post-GI use. Although you can
learn the timing for each kick, t his Just Frame string can also
be done by rap idly hitting the@ button. If you press them fast
enough you will always be able to get all eight kicks. If you use
this move near the edge, using more than three kicks can ring
Dampierre out. while using only two to three kicks will ring the
opponent out first. This attack also has some Tech Jump frames,
so you can also use it to jump over attacks, evade strings or
escape throws. It shouldn't be used often outside of combos
though, because every additional kick reduces its safety. Also if
you fail to do the string correctly, Dampierre will sometimes fall
down and transit ion into his Poker Bluff stance.
End Game
Similar to..(}@+, this attack can be used to hit sidest epping opponents, though it won't track as well to Dampierre's
right side. It has a built-in autoGI, which will parry any Horizontal or Vertical High- or Mid-hitting weapon attac!<. making
it a very useful defensive option. Unfortunately, this attack
does not hit grounded opponents, so using it for Okizeme is
not recommended.
Ring of Alberich
..(),..(), can be used in many of the same situations as
~~. It is much safer than ~~. however, and stuns
the opponent on normal hit. It also has decent range, but is
totally linear. It has no random properties that could make it
worse, so it can be used more safely and reliably than most
of Dampierre's other moves. ..(),..(),@ is not only totally safe,
but leaves Dampierre only with a couple of frames of disadvantage, so you can still try to attack with fast attacks or Tech
Crouching options to keep the pressure on the opponent.
Input
Damago
lcvol
hnpt>Ct
Guard
1lit
l~pbt
Damage
level
Impact
Guard
Hit
S>S>
30
MM
i22
28
KND
Input
Damage
level
lmpnct
Guard
Hit
20
i36
STN
Input
Damage
level
Impact
Guard
Hit
WR@
18
i18
15
STN
c(>S> has good range, always knocks the opponent down,
and also can ring out to the front. After this attack whiffs, is
blocked or knocks the opponent down, Dampierre will always
fall to the ground, transitioning into Poker Bluff. When it's
guarded or whiffs he will fall down with his head towards the
opponent, but if it hits he'll fall down with his head away from
the opponent. This is important because PB and his throws
can only hit the opponent if the head is towards the opponent,
and PB @ can only hit if the feet are towards the opponent.
Adriatic Pearls
This is one of Dampierre's best tool s from crouching to punish whiffed throws and High-hitting attacks. WR @will stun
the opponent when it connects, allowing Dampierre to combo for additional damage. It's a fairly quick attack fast, wh ich
makes it useful for poking and interruption. For example, if
the opponent forces you into FC then WR @ is a very good
tool to stop their slower attacks. This move also has no ran
dom properties, making it totally reliable.
Canal Grande
~is a pow erful natural combo with a delayable second
hit that can be used to confuse the opponent. If you delay
it too much, however, the second attack w ill never hit. The
second hit ca n also be a Clean Hit for even more damage
and can ring th e oppon ent out to the front. It is very linear,
so using the full ~ string will leave you open to severe
punishment if the opponent sidesteps. It has no random
properties so it can be one of Dampierre's most reliable Midhitting options.
\._,
. ; .. AW;ilJW.1!lli
'
' .~~ "~
THROWS
Both of Dampi erre's front throws can have at least one random effect. His@+@ not only has a chance to be clean hit,
in w hich case it deals 62 damage, but also has a high chance
to change to the @+@ random throw. This throw will not
only do more damage but also can to Ring Out to the front .
But unlike his normal@+@ throw, this random throw cannot
wall splat, making it worse near a wall than the normal@+@
but better near the ring edge.
His +@ throw on the other hand never changes its animation or properties, and can always ring out the opponent behind him. Randomly or by rapidly pressing buttons, this move
can do more than its usual 40 damage. The extra damage can
vary from 45 to 55, and can even deal 85 damage if you are
lucky. Also, his right side throw has a random effect: rapidly
pressing buttons during the animation may result in you not
falli ng dow n, w hich w ill lead to much better Okizeme.
Input
@+@
+@
t@ {random}
@+@ or +@ (Right}
@.j.@ or +@ (Left)
...
. '
..
'
llanuig~
input
..(7~~..(7~~@++
l<lv~l
lnlpAGI
i2-i23
ouard .
,.,,~
, I
,.,
Hit :
Damage
Hits
Cost
DiffiGulty
37
~.().~@:@:@::@:@:@:@, <?
111"
13
~~(ID lE.
~~@
59*
11'11'@
<?<?@
55
11'11'@
~.().~@:@:@:@:@:@:@:@, <?
112
13
11'
32
11'@
.(7
32
..(7..(7
1:1
46
~.(7~
WR@, 1:1@
62
@+
~..().~@:@:@:@:@:@:@:@, <?
113
16
~~@
58
~.(7~
103
18
***
~.(7~
~.(7~@. WR @. 1:1
76
+@
81
16
***
~.(7~@. WR @, 1:1@
55
120
13
***
Combo
Slarler
.(7.(7@
.(7@
~~@ (;.
:, +@
' CH '1f+@
Follow-up
~.().~@:@:@:@:@:@:@:@
CHAPTER
UKEMITRAPS
Ukcmi Trap
Directions
DifficuHv
..&+
89
All
FP@+@or+@
60*
All
FP@+@or+@
95
All
t?@, FP @
94
All
***
<?<?
t?
37
All
WR@
t?@. FP@
82
All
WALL COMBOS
After the normal @+@ throw Dampierre can get decent and easy
wall combos using s::! or -&-&liD(;, for example (see Combo E).
His +@throw can also wall splat if a wall is behind you, giving you
better Okizeme or decent guaranteed damage. S:ls::! or S:ls::! (;
also do a good job getting a wal l splats. After these and some other
Combo
Starter
Follow up
@+@W!
@+@W!
starters you can go for the S>-&s::!IID Just Frame string most of the
time. If the angle is correct, however, you can also try to get another
wal l splat using s::!@ and combo w ith either c;>-&s::!, S>-&s::!IID just
frame string or both, as in Combo F.
Damage
Hits
Cost
Difficulty
s::!@
60
-&-&liD(;
93
**
17
** **
S>-&s::!, S>-&s::!@:@:@:@:@:@:@:@,
84
' s::! Sj (;
, W!
s::ls::!. W! S>-&s::!IID:@:@:@:@:@:@:@.
<?
116*
19
***
': ~~CIDw!
109*
19
** **
s::!@ W!
<?@
A PPLYING OFFENSE
Use~~ tEIEI as often as you can if you have the meter, because it
is good when blocked and often even sate when whiffed. When it hits
it leads into a nice damaging combo. If th e opponent doesn't jump
over your !:?13 attempts, you can inflict nice Guard Gauge damage
and keep up your offensive pressure, because !:?13 only has about
a 20 per cent chance to transition into Fake Pain stance. When you
are at close range, @) is a very nice tool to interrupt and evade
some of your opponent's fast pokes. From far to mid range. mixing
between c:::>c:::>!ID. @ and@ w ill give you an advancing offensive threat. If you get into Poker Bluff stance after you attack, try
to continue attacking if the opponent hesitates or uses a move that
whiffs over your head.
react to because of its speed. and can ring the opponent out to the
fron t. Using ..(}..(}@ will launch the oppon ent which can lead, if close
enough to the edge, to a Ring Out to Dampierre's back.
GUARD BURST
Achieving a Guard Burst with Dampierre is not easy. because a lot of
moves that would deal good Guard Gauge damage are not only unsafe but also slow.~~ and~ are among the exceptions, so use
these if you wa nt to deplete the opponent's Guard Gauge relatively
safely. After a Guard Burst you can either go for ..(}~@ twice or
once, following with ..(}~@Just Frame combo. Alternatively, you
can use "\]'@+@ for a CH launch into combo. Make sure to not be too
close to the opponent, however, because that can cause "\]'@+@ to
whiff. If you have enough Critical Gauge you can also use ~~@) ~
for even more damage potential.
Guard Burst
Req. to Burst
10
I
11
....
13
15
Attacks
'\J'+@
~~~----------------------------!:?13, ..0...0.. @. ~@)@)
~<;;:!@), ~~ C?.IEJ, ..0...0.
@)
----------------------------------..(}@+. t?@.
11
~. ~00.
OKIZEME
Dampierre doesn't have a lot of good ground-hitting attacks. His
strongest options are "'l'!ID+@ from mid range, ~@from close range
and t?!ID and 11@ for mix-ups between Mid- and Low-hitting attacks.
After t?@ hits grounded or rolling opponents, FP @ will always be
faster. if he transitions into it. than any of the opponent's attacks.
Also, if !:?@ is blocked and Dampierre does not go into FP stance,
this move is totally safe when blocked.
RING OUT
Dampierre has some good options for ringing the opponent out in
any direction. ~. ~~ and ~ ring out to the front and are
Mid-hitting attacks . ..0. + is a Low-hitting attack and very hard to
DEFENSIVE PLAY
Dampierre does have some decent tools for block punishment, but
they are not really great compared to other characte rs. His @) is
relatively fast at 14 frames, but it's a High-hitting attack and has short
range. If the opponent is very unsafe then you can a ~so use @+.
but this can work out badly if he randomly spins, so often ~@)@) or
just will be better. His whiff punishment is more interesting,
because with attacks like ..(}..(}@ or ~~ and ~~ ~ he can
severely punish with high damage and ring out potential. ~~ or
~~ (ill~ are both useful Tech Crouch options as well.
Dampierre's <? can be used to evade backwards quickly to escape
the opponent's pressure or m ix-ups. Keep in m ind t hat Dampierre
sometim es falls down randomly, but it's not easy for the opponent
to react fast enough to punish this. He transitions into Poker Bluff if
he falls down, m aking it possible to interrupt the opponent from the
ground. Because his Critical Edge is basically a Guard Impact, playing
more defensively and watching out for the opponent's strings can be
really effective. For example, against some forced Brave Edge attacks
like Pyrrha's @) ~ or Astaroth's @ ~ you can always
safely use the (!1j against the second hit. It's also useful against
regular strings of course, such as some of Hilde's charge attacks and
Cervantes's WR @+@.
POST-GI
SPACING & POSITIONING
You can use the built-in backstep of @ to quickly retreat, which is
very useful when t rying to keep at the ideal distance from the opponent. <J:::l<J:::l (;is another great tool, as even when it's w hiffed you
can try to sidestep or use to escape strong mix-ups. ~~@
also has good range and recove rs well when blocked at mid-range,
After a Guard Impact you can either use t he Just Frame cC>..!J..<J:::l@
for the most damage, or land <J:::! before the opponent is able to
block for moderate damage and Ring Out potential. If you think the
opponent might re-G I you can use I::? I:? or <J:::l<J:::l G. as these are
fairly slow attacks due to the sidestep required to access them, and
they deal a lot of damage if you use the ~..!J..<J:::l Just Input followup. [70 3]
attacks should work well. Always try to interrupt his Fake Pain stance,
because his throws will always catch sidestep attempts and his attack deals good damage and will give Dampierre a mix-up opportunity
from Poker Bluff. Dampierre's attacks that have good range are usually
fairly slow and often linear. so plenty of backstepping and good spacing will make him much less of a threat.
KEY ATTACKS
..
Dampierre w ill always go into Poker Bluff stance after th is attack,
leaving him lying on the ground, so your usual punisher might whiff.
Look for your most damaging attacks that w ill hit grounded opponents to punish this move heavily. If cC>~ hits you. remember that
Dampierre will always go into Poker Bluff stance with his feet towards you, so he can only hit you with PB . a Low-hitting attack.
This means you should always guard low for a short period of time
a fter ~~ hit you. Also, this attack is linear, making it easy to sidestep to the left or right. [ 70 4]
<J:::l<J:::l@ I <J:::l~CID G
Be careful after blocking these attacks. because Dampierre can, after
the Brave Edge version. attack and Gl ve ry early during his recovery.
After sidestepping <J:::l<J:::l Iilli make sure to not hesitate with your
punishm ent, because Dampierre can also reta liate very quickly, even
when it w hiffs. After the normal <J:::l<J:::l, Dam pierre can follow up with
@to interrupt slower punishing attempts. Make :Sure to use at least
i1 3 attacks as they will beat both kick follow-ups and are fa st enough
to hit Dampierre before he is able to guard.
This sweep is not very fast but has a very confusing animation for a
slow, Low-hitting attack. Try to get used to this animation, so you can
block it and punish accordingly. If Dampierre charges 1::?13 you can
easily jump over it, or even better use a fast Tech Jump attack. 1::?13
won't leave Dampierre at advantage if he transitions randomly into
Fake Pain stance, th us allowing you to punish even the Break Attack
version of the move.
At close to mid range you have to watch out for this move. It can
either Tech Crouch or Tech Jump depending on the random effect that
occurs. This means it's best to use Mid-hitting attacks often at mid
range to counter this move. At close range the Tech Crouch and Tech
Jump frames w on't often be fast enough to evade fast pokes. When
blocked, th is move only leaves Dampierre at a minor disadvantage, so
make sure to counter w ith quick attacks, and be ca reful when Dampierre has enough meter to use his t!JEI after this move is blocked. If he
falls down into Poker Bluff, make sure to react quickly with ..!}-, because slower moves may not be fast enough to interrupt his attacks.
Keep in mind that Dampierre not only Tech Crouches before this attacks hits. but also during for the duration of its recovery, so make
sure to punish with Mid-hitting or Low-hitting attacks. Thi s move is
also very linear so it's worth sidestepping at times w hen you think
the Dampierre player will use it. [ 7 0 5]
Command List
Numo
Input
l evel
@@
High High
10,14
12
High
18
10,10
14
-8
STN CH
17
-15
NC
MidMid SS
10,10
17
SP-Iow
12
13
-8
20
37
18
KNO
Standing/@
Resolute Shuffle
Planchette's Guidance
t:l>@
Heart-Piercing Saber
~@@
Prearranged Victory
~@
.. .
MidMid
End Game
8,6
2,6
NC
STN
NCI-FP
TCI-FC
auto-GI: H. M
!Horizontai,Verticall i5i14
Opp - BT (iHit}
(ID(ID
<=l>
Canal Grande
~(ID@
High
16
14
' M id Mid
20,30
18
24
19
15
24
14.10,9,7
~@
M id
tt
Low
<?
<=l>~~(ID
<=l>~~(ID !random)
<? (random)
TC
' 18,,15
LNC,KND
10
15
28
KNO
TC
11
STN
BS
14,10,9,7
11
STN
BS 1-PB
10,10,10
22
-4
STN
NC I Clean Hit: C
- FC
TC 1-FC
ss
TJ 1-PB
Standing/@
Nobleman of the Salon
00
High
14
13
12
16
-8
STN
-8
<=l>@
Mid
Worthy Opponents!
~@
Mid
20 "'
18
11
-&
Low
16
14
1 4
t:t@
Low
!:t@ (random)
36
36
-6
!:tl3
20
20
30
30
18
2
STN
68
STN
68
17
-6
16,3,2#2,
2,2,11,17
18
25
LNC
10
19
STN
11
!:tl3 (random)
Gondola Dreams
<?@
LowSS
Low
LowSS
High
Mid High High
High High High
High High
Bravo! Encore!
STN
STN
15
-FC
15
15
10
10
-FP
BA
BAI-FP
-PB (random if input is
failed) I Clean Hit: A
Standing/@ r
~ Dazzling El Dorad~ ..
I Shining Clpangu
@+
M idMidMid
20
@+ (random)
Mid Mid SS
13
19
STN
13
~+
Low
32
29
18
KND
15
@+@
Mid
10
23
STN
STN
+ (random)
ss
il'+@
Mid
30
30
14
KNO
SP-Iow
12
TCI-FC
18
12
14
- FC
14
14
-FC
Clean Hit: C
Standing/+
Rose Quartz of Destruction
Rose Quartz of Destruction Poker Bluff
Holy Grail of Caesarea
UB
-PB
9
LNCCH
crouching@
crouching @
M id
crouching@
Low
High High
10,10
24
Soaring Lion
while standing @
Mid
14
-6
Adriatic Pearls
while standing @
Mid
18
15
18
-15
STN
while standing @+
Mid
40
60
KNO
KND
12
15
TC
UBI Cancel
J umping Attacks
Spice Filled Calicat
while jumping @
High High
8,10
24
-4
Mid
20
10
while jumping @
Mid
24
22
6
2
TJ
Killing Time
21
-8
TJ
Koh-lnur Diamond
Mid
28
-4
STN
Obvious Outcome
~+ or il' f'@
High
18
28
18
16
STN
High Mid
26,28
30
11 ,16
1, STN
NCC
Mid SS
22
28
10
- PB
TJ
8-Way Run/@
, T~murRuby
13
8Way Run/
Nightmare Incident ReenactedPoker Bluff
Nightmare Incident Reenacted Poker Bluff
<=l>-+
t:l>o+(ID (hit)
MidSS
24
22
KNO
-PB
~~ ()(till~ (raMont)
Mid Mid
20
20
14,16
LNC,KND
TCI RO
---
Name
Level
Mid Mid
MidlowSS
~~ or z:l~@ (random)
;!}+ or 'itt-
Perilous Perfume
In Search of Margaret- Jar of
Oath in the Moonlight
16
22,16
20
VOLDO
Character Overview I Vol do is a highly unorthodox fighter, skilled in contortion techniques and
bizarre evasive movements. Voldo's greatest strength is in confusing his opponent; making them
unsure what he's doing or going to do next. He has the power and safety to be played as a
straightforward spacing and mix-up characte yGt his real advantage lies in his evasiveness and
the mind games his st~ces_..catlfreae~to.-so"'playing him at his most effective w ill require you to
be creative and /~Jttal5fe .
.,_..,."'
....
f:\Mnn't''
10_028
'-
sTANCEs
.':<Alii
:;:r;
........... ............ ..
>@
1:?13
-4
KND
>@@
-8
-8
-16
-1
-9
STN
-&m
>>@
STN
..0,{1- or 11'11'
LNC
l evel
Guard
IHt
ID+I3
12
KND
BS {\.@+@
15
KND
SM
-10
STN
level
Guard
Hit
BS >r.iJ+I3
DR (facing) {I. or 11'
S>t1+13
DR (Facing away) {\. or 11'
-&+@
Input
..(!. or 1f
r.i.1+13
Caliostro Rush is a forward or backwards evasive movem ent during whichVoldo is too low to be hit by High attacks and has access
to his powerful s et of WR attacks. Using WR @from CR gives
you another valuable evasive advancing attack. and CR + is a
low that. w hile very unsafe, is again highly evasive and can easily
hit from mid range and can ring the opponent out. In BS, CR gives
you access to your BS WR attacks, w hich are som e of Voldo's
best moves. It also has the excl usive CR +. w hich can't be
executed from WR and is another powerful, evasive Low attack.
Power Slave
The ..(!.@ series is one of Voldo's primary offense openers,
leading to potent ial m ix-ups even w hen guarded . ..(!.@ on its
own is relat ively fast and covers a very good dista nee. It also
has a low enough hitbox to ensure t hat evasive attacks w on't
be effective against it. You have t he option to hold down
to
enter BS, or to press again for a second hit. It's the threat
of this second h it t hat makes the BS tra nsition so effective;
if you use ..(!. often, t hen t he opponent m ust wait w hen
they see -.!7. g iving you a little time to apply your BS mixups even when it's blocked. The second hit of ../7 can
be sidestepped to the right after the first is guarded, so you
should lim it its use if this happens and sometimes use -.!7m
into BS ..(!.@ instead.
Blind Toss
This attack can o nly be used w hen you're back- turned and
in either W R or CR states, but this lim itation doesn't prevent
it from being a t ruly lethal part of Vo ldo's offense. It t racks to
the left. is com p letely safe w hen blocked, evades High attacks and leads to a very powerful combo w hen it hits. It's
great w hen used from grounded as a surprise attack, so look
out for this opportunity any time you're in t he back-turned
grounded state. Using it as part of your BS Okizeme game is
also very rewa rd ing for little risk, and you can mix it up with
BS CR + , BS -.!}@, and BS cl>cl>@+@ to keep the opponent guessing.
{!.-~.:::>
BS -.!7 ~.:::>
+~
.. . )LJ~v'
-....~-4
SECONDARY ATTACKS
' Input
Damage
Levu!
hnpsct
GuDrd
i22
-16
Hit
Blind Blade
At mid range this attack can be used to control the opponent's movements due to its long reach and great tracking.
It's also fullyTC throughout, so you won't have to worry about
High-hitting attacks or throws when using it . .().-.().-@ makes it
very hard for opponents to space Voldo, especially if their advancing attacks are High. Learn the best direction to sidestep
against your opponent's most-used advancing attacks and
use .().--!),@ to really limit their options and make them play
more defensively. Afte r it connects you are left with great
advantage, so attacks such as 1113, -!J.ID. or c::>c:> w ill
be hard for your opponent to beat.
Input
Damage
Lcvol
lrnp~ct
Guard
Hit
~~ or '0-'\l'
36
i19
-12
Input
Damage
level
Impact
Guard
Hit
BS@@)
18.18
MM
i15
-10,-7
l,STN
i15
-12
STN
18,10,10,10 MMMM
Asylum Step
Another of Voldo's signature evasive attacks, 1:1 can evade
underneath all High attacks and many Mids if timed correctly.
It doesn't lead to great damage, but it's still a very effective
follow-up to gu.arded attacks if you think the opponent w ill
retal iate with something you can evade. It is not a safe attack,
however, and some characters can punish it heavily, so you
must try to use it unpredictably and not in the same places
too often. You ca n also use it to pick opponents up off the
ground with the
variant. This leaves them standing next
to you and gives you enough advantage for a strong mix-up.
1:1m
Rat Straight
In BS, Voldo is best played using evasive counter-attacks to beat
his opponent's attacks. and BS +@is one of the key options
that lets him do this even when at a disadvantage. It can autoGI all Mid-hitting attacks other than kicks and stab-type attacks.
and will send the opponent flying when it does, allowing for a
quick CR + follow-up if you're within ra nge. This makes
it an essential part of your BS mix-up strategy since you can
reduce the opponent's likelihood of using Mid attacks after
your stance transitions, which simply makes their other options
even easier to evade or beat. You can also simply move around
in BS and use this when you see the opponent use a slow Mid
attack, and it's great for getting wall splats or Ring Outs.
Lunatic Spin
WR 13 is one of the fastest and safest ways to enter BS,
so it's an important attack that you should use to link your offence offense together and flow between the stances. It w ill
ca tch sidestepping opponents and leads to advantage when it
connects, which means you can use it from CR for a safe way
to advance into BS with much less risk of being sidestepped
compared to using -&m. It can be sidestepped to the left, but
it's not easy for the opponent to do, especially at its maximum
range . When it's guarded, Valda's usual BS evasive options
will work very well, and you can use it from the ground to get
straight up into BS. This is a good choice after applying a DR
mix-up at times when you think staying in the stance would
be a risk.
Praying Mantas
+isn't a particularly fast attack. but it has great reach, decent tracking, and hits grounded opponents for a good chunk
of damage. It's best used in Okizeme immediately after landing attacks t hat knock down but don't lead to combos, and at
times when the opponent is likely to guard, as using the tran
sition into CR gives you and instant but risky mix-up between
CR and CR +. This is great near the ring edge, since
t he opponent must guard CR +to avoid being rung out,
so you can sometimes not use the CR transition and follow
up with a fast M id-hitting Ring Out option such as~ or
~@!mi.
Voldo's normal throws don't have great range, but their damage is decent and he has the potential for Ring Out from
them. +@ will Ri ng Out to the front and left, while his
left- side throw will Ring Out to the front, w hich is great when
used as a BS throw because the BS throw animation automatically brings Voldo to the opponent's left side. Both of his
regular throws leave him in a good position for Okizeme, with
+riD and c::>c::>riD lm1 being particularly good follow-ups.
BS c::>c::>[email protected] has differing animations depending on the
sex of the opposing cha racter. Either version will leave you
in a great position to follow- up with +riD. though this
can be rolled to the right. To catch opponents rolling to the
right you'll need to use c::>c::>c::>(ID or c::>c::>riD ~. and
mix-up with !:?!:?@for a ground-hitting Low attack. Remember that none of Voldo's throws w ill leave him in BS. so
following up with +~riD+ or even whiffing ..C.m above
a grounded opponent can sometimes work to lead into another BS mix-up.
Wheel of Madness
The full animation for Voldo's ~ leads to very high damage, but you won't often be able to combo into this version.
Instead, you'll enter MCHT and slam the opponent to the
ground, giving the opportunity for a guarant eed@ follow- up
from MC. or DR riD+. This version can be added to the end
of many combos for additional damage, and if you use the
MCHT @ finisher then you'll be left in BS in a great position
to mix- up BS {\-@ and BS CR (ID. Because this ~ takes
Voldo into MC it's actually not entirely unsafe when guarded;
your opponent is in FC and you'll have some options to evade
their retaliation attempts, such as -.!}. or 'It into DR, or using
MCHT @ to TJ fast Low-hitting attacks, though some characters will have an option that is truly guaranteed to connect.
Voldo's most useful combo after starters that lead into BS, such as
~~@and BS '@.is BS @ followed by BS c:(>c:(>@. This leaves
you in a goqd position for CR mix-ups and allows you to easily add the
partial ~ after the BS @ for additional damage when you have
it available. BS <?@. BS @. BS @ also works and deals
more damage, but leaves you too far away to land the ~ . Voldo's
fully connecting ~ can rarely be used in combos. though you can
Damage
Hits
Cost
Oifliculty
@.@ ~
75
**
ttl3
BS ~@+@, MCHT @
58
..
tt@
@ ~
63
~~@
BS @. BS @
65
@ ~. @13. MCHT @
102
MCHT@
52
..
80
..
Combo
Stnrtor
Followut>
, 0 +13
@
~.MCHT @
c:(>@
BSWR@
55
WR@@ '
56
BSWR @
BS .@, BS c:(>@. BS @
81
BSWR @
BS c:(>@. BS @
73
MCHT @+@
87
***
DR@ ~
DR@+@
70
@~
BS~@
49
CR @@
@ ~
72
CH @
Iilli
57
C H~@
DR@ ~. DR@+@
70
...
CHBSCR @
@J3
109
CH BS CR@
102
***
CH BS .@
123
**
i cH +~
:,
UKEMITRAPS
By far Voldo's m ost useful UT is after landing c:?c:?@ or <?<?; an instant BS WR is g uaranteed and w ill stun the opponent for a combo
if they UT in any direction. BS W R @ can be used in the same way,
but it won't stun the opponent for a combo. For combos ending in BS
.:?@, BS @ you can exchange the BS @ for an Ukemi
Trap with BS -6-@+@. Once the opponent stays grounded you can
use BS ..!).+. MCHT@ for extra damage.
Difficulty
Directions
Knockdown
UkomiTrap
c:?c:?@
BSWR @
89
All
***
<?<?
BSWR@
67
All
'l:l@@ 01' ~
95
Left
0/ 4
**
@+
128
All
CR@@
139
All
**
WALL COMBOS
Vo ldo's best w all-splatting options from normal stance are ..(7..(7 and t?@. What you follow up
w ith will depend on whether or not your wall-splatting attack brought you into BS. If it didn't.
then using 1::?(3 for another splat into BS c::>c::> is a good idea, as this gives you many options
for finishing the combo. If you wall splat straight into BS using either{!...!). or BS <?@. then
BS <?@is the most reliable follow-up, though you can land BS CR@ if you wall splat from just a
tiny bit further out and this will lead a nice damage boost. Any tim e you wall splat with your ~
Combo
Star! or
Follcwup
l::?@ Wl
!::?@. W! @+@'l:l. WR @@
-6-..!).@ WI
Domogo
Hits
Cost
Difficulty
70
90
11
**
..(7..(7-@ Wl
BS <[email protected] .:?@@. ~
92
CHCRWR @.
BS@ WI
105
..(7..(7-@ WI
122
10
APPLYING OFFENSE
With Voldo it's important to remember that regardless of what situation you're in, chances are that you have a strong evasive option
that the opponent won't expect. When facing the opponent, !::?.
@, and CR + are all very hard for them to beat from m id
ra nge, and can even be hard to punish when whiffed, as their evasive
properties last up until they recover. While a standard, spacing-based
approach in normal stance can often be enough to compete on even
ground with many characters, it's only when you introduce his many
stance optiof)S that Voldo becomes truly awkward to fight against.
Enter MC any chance you get. especially when the opponent is at a
C>-~Ai'TEH
tacks such as ..&8. ~~@. or t?l3 guarded, you'll be in a good position for a BS m ix-up, so you need to watch what your opponent does.
Your primary options here are the BS throws for evasion, BS +@
to auto-GI (this will deal with all Mid or SM attacks that aren't kicks or
stabs), BS ..!}@+to evade underneath attacks and catch opponents
who don't guard low, and fi nally an instant BS CR . which will also
evade High attacks and hit opponen ts who 8-Way Run or guard low.
If your opponent retreats, then BS CR @ w ill catch them for a very
strong CH combo, and you can also use BS CR @+ for a delayed
mix-up. If the opponent often uses an attack such as ..!}@ that seems
to stop all of you r options then you can consider using BS ..!}@+@
or BS ']}@@ as a counter. BS ']}@@ deals more damage than BS
']}@@. but it doesn't jump as quickly, so after some transitions you'll
still get hit by a ..!}@. [ 70 1]
OKIZEME
Many of Voldo's best attacks also hit grou nded opponents, so his
Okizeme game is extremely strong . When facing the opponent,
@+@ is your most powerful ground hit. lt''s your best option immediately after most knockdowns in normal stance, and you can mix
it up w ith CR @+@. ~.:::>~. and the CR throws. If you think your
opponen t will stay on the ground you can use t?8 to pick them up
into enough advantage for a mix-up between t?l3. t?@ and throws.
In BS, you have BS CR as you r primary ground-hitting Mid attack.
This is very powerful, and can be mixed up w ith BS ..!}@, BS BS CR
@+@. and BS ..!}@+@into your MC options. Using DR is also a good
idea against grounded opponents.
RING OUT
Voldo has some enviable Ring Out options, especially in normal stance
with the opponent's back the ring edge. From here you can mix- up
between~@+@. ~~ ~.and CR @[email protected] also have..!}..!}@
to Ring Out opponents trying to move to a better position. In BS, there
are no Low-hitting Ring Out options, but the BS throws give you a good
chance of landing a side throw, both of which can Ring Out. You can
also use ..!}@+@ into MCHT .:::>~ to Ring Out, but this is a very risky
tactic, as you'll ring yourself out if the opponent sidesteps it. [ 7 0 2]
GUARD BURST
Voldo's best Guard Burst attacks are not ones that you will use very
often. though BS 'It@@ ca n be useful against grou nded opponents
as they rise. A Guard Burst strategy is worth attempting only against
a highly defensive player that w ill block often. @~will deplete
th e Guard Gauge relatively quickly, but can't actually Guard Burst.
This makes it useful when the opponent's gauge is flashing and you
want to finish t hem off and save the Guard Burst for the next round.
Guard Burst
Req.to Burst
I Attacks
; BS ..!}@+@. c:l>@ ~.
. BS ~@@. DR@~
~@@,
:><?@.
fJ.
>@@.
' @+@. BS CR @. BS ~@
DEFENSIVE PLAY
Stances such as MC and DR force the opponent to change how they
fight and use different attacks in order to hit yolf. which limits their
moveset in your favor. These are risky to enter, and you won't be
able to move freely between them at times when you can't afford to
take damage, but using transitions into MCHT can be effective at mid
range; the opponent won't want to wait for you to apply the MCHT
~.:::> mix-ups, so you can use this for baiting them to advance or attack you. At times when you rea lly can't afford to get hit, ..!}..!}@and
-&from mid range will be your safest choices to space with.
If you have~ ~@ ~ available, then using Just Guard against the
opponent's most often used attacks can be very rewarding, but using your evasive attacks should still be your defensive priority. If the
opponent knows that Voldo is not a fast character then they'll want
to capitalize on this when they're up close by using fast, safe pokes
to shut you down. Ensuring that you 're in BS as much as possible
when up close can make this much easier to handle, as your evasive
attacks are safer you can use the BS @+@ auto-GI to shu t down
sa fe Mid poking. Being in BS can also cause your opponent's combos
to not work properly and cost them a lot of damage when t hey hit
you, though you'll be risking being back thrown often if you don't use
enough of yourTC attacks to discourage throws.
..
POST-GI
After a successful Gl Voldo has many options
to confuse the opponent and still lead to
huge damage. After Gling in normal stance,
the simplest follow-up is either $j(ID(ID or
~13 into a combo. If you think the opponent
will re-G I, you can use c:!>tl+ffi or <?l!l+@ to
hit them as they recover. From BS, you have
<?@ or c(>@ to lead into a combo, or BS
CR (ID for timing m ix-ups that are perfectly
safe and lead to damaging combos. [~0 1]
Voldo's evasiveness can force you into using specific attacks in order to hit him reliably, but
this doesn't have to be a problem if you simply use one or two of your attacks that hit grounded or very low Low more often. Against Voldo in BS you should ideally use a Mid-hitting kick
attack that either hits grounded or low to the ground and will track sidestep to your left. as
this will deal with both his + auto-GI and his evasive throws. Rega rdless of whether he's
in BS or not, many of his best attacks are TC, so you should throw him less than other ch<;~r
acters and use lows instead. Voldo's Okizeme can seem very strong, but when he's facing
KEY ATTACKS
!113 is perfectly safe when guarded, and Voldo has many BS options to beat your retaliation. Many characters do, however, have at
least one attack (usually a fast, M id kick) that
will defeat Voldo's options and prevent him
from using this attack to lead into BS mix-ups,
bu t you should at least use a quick~@ toreduce his options heavily and force the Voldo
player to use a weaker, more dangerous mixup. Th is also applies to some other BS tra nsitions, such as ~m. WR 13 and <?.
...
Command List
Nome
lnpul
level
@@
12,14
13
-8, -6
8,8,8
23
-12,-12,-12
3,6
-2.-2.-2
Standing/@
Scissor Claw
Grave Digger
@@@
High High
Lowlowlow
Dark Shredder
c(>@@@
High M id M id
14,12,16
17
-8,-10,-14
4,0,KND
c(>@@B
14,12,16
17
-8,-10,-10
4,0,KND
Mid
SP-Iow
20
12
18
13
-16
2
8
Low
14
High
Mid Mid
Mid Mid
Mid SS
Mid
Mid-Throw
Mid High High
14
24,32
24,27
24
20
20
24,14,16
High
High
14
20
High SS
20
16
16
22
-2
1:?
1:?13
Mid
Low
Mid
Mid
2~
18
18
>@
Mid
28
19
@+
Mid
24
25
-15
STN
@+~
MidSS
24
25
STN
c(>@+
M id
32
18
-14
-4
12
S>B +ID
32,10,28
32
-14,-14,-14
-4,-4,-4
NC I Clean Hit: C
~@+
Low
High
34
80
29
43
-18
KND
KND
14
; ~f~J ~:d
Mid
MidMidSS
Mid;jS
22
27
27
-16
12
STN
10
22,18
STN,KND
~@
~@
c(>@
Guillotine Scissors
Power Slave
Power Slave- facing away
Asylum Step
Treasure Lift
Hell Scarecrow Spin
Standing/@
Mute High Kick
Bending Kick
Bending Kick M antis Crawl
Mut e Mid Kick
Rat Kick
Scorpion Tail
Scorpion Tail - facing away
Lunatic Flip
Standing/@+ @
Praying Mantis
Praying MantisCallostro Rush
Guillotine Scissors
Alternate
Guillotine Scissors
Alternate
Evil Bow
Web Weaver
Standing/@+@
Katar Splitter
Katar Splitter
Mantis Crawl
Standing/@+@
Super Freak
~
..().
~m
1:?
enemy on the ground l:?(i)
>@@@
c(>@
c(>(3
~@
..!}@
'
-1
14
19
18
18
25
25
-12
-12,-14
-10,-10
-8
-16
-16
-8
LNC,STN
0,0
2
-7
10
0,0,10
8
10
2
KND
KND
-10
-4
13
LNC
STN
KND
10
- BS I R-0
TC I - GRD I R-0 I
Opp -FC <Guard)
>@+
+
ID+ I3
~+@
13
TC
TC
UBI R-0
@+@
Super Freak
@+@c(> or > or ..(). or 'iJ"@+@
c(>@+
Super Freak Lu nge
Super Freak Lu nge-"B+I3
M antis Crawl
...,...
1
Super Frea k (Inner-o-rO
"'~ut~e""r)' ~ or '0:+
Super Freak (Inner or Out er) _n_ or L'l.fJ+,..
-Death Roll
v
v
""'
Super Freak Re!!:eat
@+@
Super Freak Retreat """'fJ+I3
Caliostro Rush
vFull Crouch Attacks
Shadow Toe Cleaver
croucning @
Fencer Mantis
croucning @
Rat Drill- facing aw ay
croucning ~
Rat Kick
-6
NC
NC
NCC j 1st two hits NC
IR-0
NCC I 1 st two hits NC I
-BS I R-0
STNCH
-FC
NC j -MCHT
-MCFT
ss
Invincible
Invincible
TC
ss
TC 1-MCFT
SP-low
Mid
ss
12
18
26
22-28
22-28
24
-8
-FC
15
12
15
Low SS
25
- DR 1- BT
'
'
'
\
\
, ,,l'l
At mid-range. r::(>~@ is one of Astaroth's best approach attacks because it comes with very little risk when compared
to many of his other attacks. Being a Kick. there are many
auto-Gis that ca nnot counter it, and because it's TC from early
in th e animation, it's very reliable for going under High attacks. When it hits you're left at significant advantage, and
can force a mix-up between another~~@ and a throw. The
charged version, while slower. is TC for the entire animation.
gives advantage if guarded. and launches the opponent for a
high damage combo if done at close range. The FC version
is much harder to 8-Way Run than the normal one, and is a
better RO tool as it knocks down on hit.
28
Lvol
M
i18
-1 0
36/48
i38
f:c~@
30
loput
Dnnan
-1 2
Lovol
I!Up~tl
i17
Damage
level
hnpoct
Guad
Hit
20
i16
-8
40
i41
Dama
Hades Knee
10
Guard
Hades Contr o l
Along with ~@. this is one of Astaroth's primary attacks for
controlling opponents at mid-range. In terms of both ability to
push opponents around the ring when guarded, or for catching
them if they try to move, >@ far exceeds Astaroth's other similar tools. For its range it's extremely fast and even when guarded
you are in a relatively good position, especially if you are using it
at the edge of its range. On hit it puts the opponent back-turned,
but the advantage is so great for the golem that you do not have
to fear any fast BT attacks. If you get a CH, it turns into an attackthrow that gives you a guaranteed crouch throw attempt.
Bear Fang
When you are close to your opponent and looking for a quick
Mid attack, >@ is Astaroth's best option. It's his fastest forward
facing Mid attack, and leaves you at significant advantage when
it connects, and is safe when guarded. It's also a very effective
Okizeme tool since not only does it hit grounded, but it catches
opponents rolling to the side very reliably. Although it does not
bring the same damage benefits as ~@ when used as an interrupt, it's much safer if guarded so it can be a better option against
some of the better punishing characters. The fully charged version is mainly used in Okizeme when you think the opponent
won't roll and gives huge advantage even when guarded.
Canyon Creation
Although this attack may seem very slow and linear, it's in fact
one of As taroth's best attacks for keeping opponents out or
controlling space. If you charge the attack it becomes a relatively fast unblockable attack with good range, but the beautY
of this attack is the fact that you can cancel it w ith @ at any
time during the fisrt half of the charge. When you cancel it
you recover crouched, so you have access to all of his FC attacks. with WR @ being useful if opponents to sidestep the
unblockable. By varying the timing on when you cancel the
attack, and what attack you do out of it. it's very easy to catch
opponents off-guard with a quick throw ot\I:!IIIJ.il.
lnpul
I
Onmngc
Lovol
lm110CI
40
i29
65
i59
Guard
Hit
-4
KND
KND
\..,...
''"'l~t.
' -~'''t,~
:.
SECONDARY ATTACKS
,,tS~Jl
Decimation
'
or:o
' '
<
Input
Damage
level.
Impact
Guard
10, 14
HH
i13
j~~:ir,;,..:.,.
Dark Tamer
~@
Minotaur Crush
At close range, this attack is one of Astaroth's fastest and
most reliable t racking Mid attacks, and can go a long way towards det erring opponents from stepping many o f his other
close range opt ions, which are all quite linear. On CH you
get a stun that gives you either a free crouch throw attempt,
or you ca n go for guaranteed damage w ith a strong groundhitting attack like !1. Because both sidestep and the use
of TC attacks can be very effect ive against Astaroth, being
able to stop both with this one attack is a really useful option.
Titan Ax
When you are trying to control ring posit ion, or stop the opponent from stepping at long range, this attack i~ .one of
Astaroth's best options. Even though it's unsafe, as' long as
you only use it at the edge of its range t here are hardly any
characters that can punish it. Connecting at long range w ill
give you a kno ckdow n that sends the opponent flying for a
considerable distance, making it a very good Ring Out t ooL
At close range_
, however, it does not knockdown on hit and
leaves you at a disadvantage. The normal version sends the
opponent to the right on hit or guard, but if you press
{..(!.
on player two s-ide) you can change the attack so t hat it sends
them left instead, w hich allows for even more ring controL
it
Ax Grave
This Low attack falls somewhere between ..(!. and !1 in
terms of speed, and comes w ith some of the advant ages and
disadvantages -of both. W hen opponents are concerned w ith
Astarot h's throw s and Mid attacks, using this attack occasionally can be very effect ive. Because it" both knocks down on
hit and hits grounded opponents, it's also a very good attack
to use in Okizeme because, if it connects, you basically reset
the situation and get another Okizeme opportunity.
. ~ oom
Poseidon Tide
This is one of Astaroth's most powerful single hit attacks and
is also highly evasive and almost impossible to sidestep. On
hit, the attack t ransitions into an attack-throw that sends the
opponent flying across the ring, but unfortunately it can never
Ring Out. If you keep pressing after the initial press you
can make Astaroth continue spinning around with his axe for
additional attacks, but if you do this you lose the opportunity
for the attack-throw on the first hit. The extra hits are useful if
the attack is guarded as you can stop at any point. making it
difficult to punish. While you are spinning you can also move
in any direction, w hich is useful for closing in or adding to the
evasiveness.
Hades Cannon
~cvel
lmpnct
i28
-10
LNC
Goard
Hil
lmputl
Guord
Hit
i20
-10
The damage and Ring Out potential alone make this attack
by far Astaroth's best whiff punisher after successfully stepping an attack. It also has excellent range and hits grounded
so it can be used in long-ranged Okizeme situations where
most of his other attacks would not reach. Even if the attack
is guarded, it's still totally safe thanks to the pushback and it
does significant damage to the .Guard Gauge. While the Iilli
version may do sligh tly less damage, it's possible to follow up
w ith the ..(),."\)'@)+@ air throw for a large amount of damage if
it connects against a standing opponent.
....
Reverse Spiral Ax
Damage
Level
Damago
level
The fact this attack is only available from crouch actually goes
a long way towards making it as useful as it is. You'll primarily
use this attack as part of the mix-ups revolving around the
<?<? cancel as it's one of the best options for catching an
opponent that i s trying to step at that time. Similar to+
you get a lot more damage if you hit with this attack at the
edge of its range, so make sure to keep this in mind any t ime
you start spacing w ith <?<?.
Ax Side Cannon
lnvot
22
Although it's slower than some of Astaroth's other CH fishing
tools, the potential damage that can be achieved from this
one makes its use more than worthwhile. If it connects on
CH you can follow-up with any of Astaroth's high-damage,
ground-hitting attacks, including ..(),...(),.@ for a ground stun.
The range is also quite deceptive so you can often catch opponents off-guard w ith it while they are trying to close in.
Other than damage, this attack is also considerably safer than
most of his oth er strong interrupt attacks, so it ca n be used
a lot more liberally.
lnpul
Damage
Level
Impact
Guard
Hit
<?<?
22/32
i22
-10
6 / KND
<?<?rJ
32 /37
i43
STN
~-.!}l:Z:@+@
~-.!). tZ <?+@
~./}l:Z<?:!ID+@
= ================. >,:hy
COMBOS
Astaroth does not generally allow for the same level of creativity or long combos away from
the wall that o ther characters are capable of and it's usually bette r to keep things sim ple w ith
him. Luckily, many of his simple combos are also quite damaging. Many of his good combo
starts such as '* or <l=>>fJ either require CH or are slow charged attacks, which means
you have to try to set them up in advance either through spacing or fram e traps. For the most
part, Astaroth's combos can be split into two gfoups: those that allow for .i)...(). and those
Combo
Oamago
Hits
Cost
Difficulty
>
47
>>@)
>@)
80
'*'*13
..(!,"lf'+@
103
CH >@
66/76
**
*
CH ~@+
t1@@
62
<=l>'* ~
73
CH ~
>>
61
..(,!,..(,!,@
73/83
Starter
Followup
! CH ~'*
A
Starter
Follow-up
Damaoe
Hils
@13
Cos!
Difficulty
106
12
~..(!..~>@+@
90/100
**
105
CH 6T@+@
CH @
94
<?>rJ
>>rJ
@@ ..(!...(!.@. ..(!....(!..@
110
119
UKEMITRAPS
Astaroth doesn't have many attacks that knock the opponent down to leave them in position for Ukemi Traps, but
the ones he does have can lead to massive damage on unsuspecting opponents. After any of his straight knockdown
attacks such as <?>@and <?m you can catch opponen ts
wi th either of his crouch throws if they Ukemi, or repeat
the attack again if they stay down. Similarly, after his
command throw, or CH c::> stun, 13 w ill catch any
Ukemi attempt and lead to huge damage, and if the opponent stays down you can hit them w ith ><?m. If you
Knockdown
Ukemi Trap
<?<?
Crouch Throws
Directions
Cost
Difficulty
85/95
All
124
All
140
All
'
125
All
136
All
. ~ ~13. {!.'If+@
c:=:>~~~<?+@ c::>c::>l3 . ..(!....(!..@ (;, @+@
CH c::>
Damage
..(!..~<?@
use this setup too often, opponents can learn to see the difference between
the attacks and react accordingly, but used sparingly it can be quite effective.
WALL COMBOS
Near a wall, Astaroth's combo potential is finally unleashed, because
even though he does not have many follow-ups, the ones he does
have are tailor made for long and extremely damaging wall combos. Simple wall splats from attacks such as his air@+@ t hrow, CH
~@@. and FC ~@can easily lead to combos that take off over half
of the opponents health, or more if you have enough meter. The key
Combo
Startor
lies in being able to pick opponents up off the floor after stuns w ith
..(!....(!..@ (;, and then using the @+@ air throw to re-splat them on
the wall. Because this is such an integral part of his wall combos. you
always need to pay attention to your position in relation to the wall,
and make sure you step in the correct direction for the ..(7-{l.@ to keep
you aligned with it.
Followup
@+@W!
Damage
Hils
Cost
Difficulty
~@@W ! ,
@ ..(),-..(!..@, ..(!....(!..@
173
12
~@@W!,
@ ..(),-..(!..@. ..(!....(!..@
191
19
~@@W! ,
200
20
126
135
157
~@@ W! @.
..(!...(7@, ..(!....(!..@
FC~@W!
~@@ W!
CH~@@W!
APPLYING OFFENSE
Offense with Astaroth is generally split into t wo distinct styles: the
first is a mid-range ring control game that is designed to push opponents towards a w all or ring edge, and the second is a close-ra nge
mix-up style based around his throws. At the start of a round your
aim should be to use attacks such as @+, <?<?@. and <?<? to
try and limit your opponent's movement while using the blockstun
to push them towards a wa ll or ring edge. These attacks can also be
useful if you are having troub le against aggressive opponents and
you want to keep them at range so they can work as both offense and
defense at the same time.
Once near a ring edge, you can naturally shift into close-range offense
by using attacks such as c::>@, @, and 'l:l@+ to put opponents
under pressure and allow you to attempt to throw them. The beauty
of these attacks is that on hit they give you enough advantage to
reset the mix-up by going for another Mid attack or throw, and on
CH they knock down so that you can continue the pressure through
Okizeme. If your opponent is playing defensively and you do not think
they will attack, you can use attacks such as <?0 to gain enough
advantage on guard to force a th row mi x-up on them. [ 70 1]
OKIZEME
Because of the slow nature of many of Astaroth's attacks, Okizeme
ca n be even more of a guessing game with him than it is w ith other
characters. In most situations. your initial tools should be a mix of
<? and e.+@ since they are his fastest attacks that give you a
good Mid/ Low mix-up. W hen using <?@you also have the option to
charge it for m ore dam age and advantage if the opponent guards it.
but this can be rolled to the side easily so you have to react quickly
if you see the opponent roll. c::>@ ~ can also be quite effective
against oppon ents that stay down as it's relatively fast and has good
range, but you may need to realign yourself before using it if the opponent is rolling . [ 70 2]
The best attack for dealing with opponents that do roll often is I:Z@@.
and the only downside to this is that if they don't roll. they can easily
get up and guard it. If you are absolutely sure the opponent won't
roll, however, e,.e,.(ID can deal massive damage with wall splat/RO
potential on the ~ version. One unique option Astaroth has is, that
if th e opponent has their head towards you on the ground you can
use his I:Z@ or @+@ ground throws to pick them up and leave you at
significant advantage. The primary goal of any Okizem e situation with
Astaroth, however, should always be to make them get up immediately so that you can use another throw mix-up on them .
GUARD BURST
RING OUT
The only thing more frightening than facing off against Astaroth in
open play, is having to face him near a ring edge. Attacks such as
FC 'l:l@, CH c::>@. and his @ command throw, w hich are already
some of his most potent attacks, w ill all ring an opponent out forward
exceptionally well. Even an attack such as I:Z@ that sees little use
in open play becomes viable near the ring edge because of its RO
potential, and the fact t hat opponents are often more concerned with
countering his Mid attacks and th rows.
Unlike other characters, Astaroth is not only strong at RO to one side;
he has many tools to cover all directions. CH ~@@ and 'if@ are
both very good for ringing opponents out to his left, and WR @ or tip
range <?<?@ w ill do an equally good job to the right. Even with his
back to the ring edge Astaroth's RO potential is not to be underestimated since tihe ~ version of his @ command throw, or @ crouch
throw will both ring the opponent out behind him. With the sheer
amount of options at his disposal, even seasoned players can rapidly
panic under Astaroth's RO pressure. [ ~0 3]
M any of Astaroth's best Guard Burst attacks also happen to the ones
most often used for controlling the ring position and pushing opponents towards the ring edge. What this can often mean is that w ith
proper spacing and use of the right attacks. you can often have an
opponent's guard ready to burst by the time you get them near a wall
or ring edge. During Okizeme, it can also be worth using some of his
slower attacks such as t2@ even if you think they w ill be guarded,
because they will still be effective against the Guard Gauge.
Guard Burst
Rcq. to Burst
5
6
7
8
9
10
Attacks
DEFENSIVE PLAY
Because of his slow speed, Astaroth is generally very bad at getting guaranteed damage
through guarding opponent's' attacks, even if they recover quite badly. In most instances you
are much better off using the advantage to go for a mix-up between a throw for big damage, or
c::>c::>@ in case they crouch. If you can get used to the animation of slower attacks or strings,
using Just Guard can be very effective with Astaroth as it w ill nearly always allow for a free
throw attempt.: throwing opponents in unexpected places such as this also greatly reduces
the odds that they w ill successfully escape it. Against many Low attacks, however, Astaroth
can get good punishment through his crouch throw, since a lot of them leave the opponent
in FC. [-70 4]
POST-GI
As Astaroth lacks a fast powerful attack that
opponents have to fea r and re-G I, most of his
post-GI game is centered on taking advantage of the guaranteed throw attempt, with
even his ~ being guaranteed. If you just
want to knock the opponent down and continue your offense through Okizeme, then
iFC ~@ and <?@+liD are both good options,
with the former also leading to a potential RO
or wall splat. Should you feel tlhat the opponent will re-G i, however, Astaroth has some
very powerful attacks that can capitalize on
this. c::>c::>CJ and ..(71:?@ are both good
examples since their starting animation can
sometimes trigger the opponent to re-Gi,
and they are slow enough to not get caught
by it. [ -70 7]
Regardless of the player using him, Astaroth relies on throws for offensive pressure, and it
wi ll be a very difficult fight if you cannot break throws effectively. To try and alleviate some
of this pressure you should become familiar w ith which of your character's attacks have TC
properties, artd make sure to use them liberally in this fight. Even if some of those attacks are
punishable by other characters, Astaroth's slow speed often means he will be unable to do
so, and punishing every missed throw attempt as heavily as possible is key to defeating him.
Although Astaroth is a very good spacing character, it's important to remember that most
of the attacks he uses for this purpose are all slow and have very bad recovery, especially
if they whiff. Because of this, players that are very good at spacing can make him whiff
KEY ATTACKS
Command Throws
Dealing with the command throws is the
most important aspect of any fight against
an Astaroth player so it's important to become familiar w ith them. Learning which
throw Rings Ou t in which direction is essential when near the ring edge, and since
more damage comes from the !ID command
throw, breaking that more often in open play
is recommended. Because they can be difficult to break. you should always be prepared
for a throw break so that you can react faster
w hen the throw does inevitably come. Even
if you are using TC attacks to try and evade
the normal command throws, you should
always be ready with a throw break in case
the Astaroth player anticipates this and uses
a crouch throw. [~0 1)
Ill
S>
This is Astaroth's fastes t and most damaging
interrupt attack, but it's important to remember that the second hit is only guaranteed on
CH and you can crouch under it otherwise.
Because the Astaroth player has to commit
to this attack, it's important to crouch and
punish the follow-up every time to discourage the use of it.
-!}~~
This is one of Astaroth's primary spacing
and punishing attacks and learning how to
deal with it is second only to dealing with
the throws. Astaroth players will often be
watching for you to step, and then timing the
-!>-!> so that it is difficult to avoid; if you
vary how far. and how often you are stepping, it will make it much more difficult to
do this. If you get used to the animation, it
is also possible to Just Guard the attack because it's slow. In both cases the recovery is
huge on the attack so make sure to use your
strongest punisher.
S>
This quick TC Mid attack is another one of
Astaroth's best close-range attacks. but it's
not w ithout a weakness. Although this attack
has some tracking to both sides, it has considerably more so to the right, so it's best to
step it to the left and punish it on whiff. It's
also important to punish it heavily if you do
guard it since it's unsafe enough for most characters to get good damage. Even on hit it only
gives slight advantage, so you can take advantage of his general slowness by using quick attacks afterwards to regain momentum. [ ~o 2]
S>S>
Only Natsu and a Patroklos can genuinely punish this attack when guarded, so for other
characters it's important to find other ways around it. The most important thing to remember
is to try and limit the amount of High attacks you use, as this alone w ill go a long way to reducing the effectiveness of this attack. It also has very little tracking, so in situation s wh ere
you are forced to guess (such as after a ground throw), sidestepping whi le being ready w ith a
throw brea k is a good tactic. The charged version often gets used at mid-range, since it gives
Astaroth advantage if guarded, also has similar weaknesses. but since it's a slow attack you
can also try to Gl or Just Guard it once you are used to the animation. [ ~ o 3)
CHt,~r::~
~.Alvei
Annihilation
@@
High High
Annihilation
High High-Throw
Destruction
@@ (counter hit)
@(ID
Decimation
Nante
Guard Burst
Properties
Standing/@
20
-7.-8
3,2
24
20
-8
13
High Mid
18, 24
20
-12
~@@
High High-Throw
10, 14
13
-12, -6
-2,AT 13
Decimation
High High-Throw
12,14
13
AK Blow
~@
M id
24
20
Hades Break
.(l.@
Low
18
Double Discus
!:Z@@
Low Low
Discus Breaker
t:Z@(ID
Hades Control
<?@
Hades Control
Poseidon Tide
Poseidon Tide
Rush
8
AT
7
13
AT
-12
STN CH
21
-14
-4
26, 32
36
-18, -24
KND
Low Mid
26, 42
36
10
High
18
19
High-Throw
21
19
-&!:Z<?@
-&!:Z<?@@
@@@@
Mid-Throw
30,60
MidMidMid
MidMidMid
NC
STN
BA I Clean Hit: C
10
15
13
34
-14
AT
10
30, 8, 8,
8, 8, 8
34
-14,-22,-22,
-16,-16,-16
- .-12.-12,
-6.-6.-6
Opp - BT (Hit)
Standing/@
Great Divide
(ID(ID
Mid Mid
20, 38
21
-12.-10
-2, LNC
Ax Side Divide
@@~
Mid Mid
20, 20
21
-12, 2
-2, 10
Ax Side Cannon
c::>
Mid
22
20
-10
13
Ax Volcano
Mid
32
25
-16
LNC
10
AKVolcano
~rn
Mid
52
75
Hades
-&
Mid
24
21
-14
-4
11
-4,-6
LNC
Mid Mid
18, 20
19
'-20, -18
Mid Mid-Throw
21, 21
19
-20,-18
2. 13
<)::>@
Mid
20
16
-8
14
<)::>(lJ
M id
40
41
STN
M oloch's Vise
High
13
-8
Valarion
CJ
High-Throw
54
28
KND
Hades Knee
c::>@
Mid
26
17
- 14
Dark Tamer
~@@
Mid High
19,38
18
-12, 0
-3, KND
NCC
Dark Tamer
~ Ci@
Mid High
38, 38
46
-6. 0
4, KND
NC
Dark Coercion
~@ r.l
Mid Mid
19.30
18
-12. -8
-3. 5
.(l.@
Low
16
15
-14
-2
Reverse Tamer
!:Z@@
<?@@
Low High
26, 42
26
-18, 0
0. KND
Mid M id Mid
Mid
28, 38
19
-12, -14
-2.2
10
28, 40
19
-12
KND
13
NC
28, 40
19
-12
KND
13
NC
11
Ax Offering
[:Z(ID(ID
Ax Offering
Bear Fang
Bear Fang
AT! NCC
BA I Clean Hit: C
Standing/@
Command Kicks
Mid Mid ~
Castigate
Low-Throw
Mid Mid
Bluster
low-Throw
AT
STNCH
NCC
Standing/@ ' @
rrtanAx
@+@
Mid
29
-20/-18
-8/ KND
Flip Titan Ax
'fr@+@
Mid
29
-20/-18
-8/ KND
Minotaur Crush
~@+
Mid
19
-17
Breath of Hades
<?@+@
Mid
26
21
-18
Breath of Hades
<?r.l+llJ
Mid-Throw
26, 30
62
STN CH
KND
KND
11
UBj AT
U.vel
Input
Name
Guard Bur$1
Properties
Standing/ +@
Guard
CJ:~;~sher,
Body Splash
'
,.
20
22
12
13
Opp -BT!Hitl
@+liD
26
19
12
13
Clean Hit: B
Clean Hit: B
Clean Hit: C
BA I Clean Hit : A
Body:Splash
1iJ+I3
Mid
36
34
1 2
STN
Ax Grave
~@+@
Low
24
24
18
KND
Flying Divide
~liD+
Mid
42
44
KND
Flying Divide
~ llJ+ I3
Mid
52
58
13
Ax Lower Cannon
=@+@
8,8,8
41
12
Low Low
Low-Throw
8,8,8,14
41
Mid
120
82
Ax Lower Cannon
{Additional attackl =@+@
Demented Moon
~~@+@
LNC
AT
LNC
UB
Hades Break
crouching @
Low
18
20
14
-4
Dark Split
crouching @
Mid
24
20
14
-4
Bull Kick
crouching@
Low
16
15
14
Bull Rage
crouching~ @
Mid
30
18
-12
KND
13
11
TC
while standing @
High
34/54
27
KND
10
Hades Rising
while standing
Mid
32
20
-12
11
Rising Cyclone
while standing @@
Mid Low
18,50
16
16
NCC
-
Jumping Attacl<s
Great Annihilation whilo jumping @
i Greater Divide
Great Kick
while jumping
while jumping @
High
Mid
2228
27
14
KND
15
KND
13
~@: no KN D on hit
2632
30
Mid
2226
26
-11
15
12
8-Way Run/@
NC I Clean Hit: C
Tomado Spike
Mid Mid
32, 35
24
18, 4
STN, KND
Tornado Spike
+ or ~ 111 or ~~@0
Mid Mid
32, 85
24
-18,-
STN. KND
Poseidon Crest
~+ or'!r i'@@
Mid Mid
16,20
16
12, 1 2
2. 2
Double Discus.
t:? lt or ~~@@
Low Low
26,32
36
18, -24
KND, KND
NC
Discus Breaker
t:? lt or ~~@
Low Mid
26,42
36
-18, 10
KND; STN
BA
Hades Divide
=..@
Mid
22/32
22
10
6/KND
Hades Divide
=.-a
Mid
32/37
43
STN
10
BA
Ax Crash
+ @
High
32
16
-14
10
Ax Volcano
~ 111 or~ ~@
Mid
32
25
-1 6
Ax Volcano
~111 or ~ ~m
Mid
52
75
Hades Cannon
-!),+
or '\}.f'@
Mid
55
28
-10
AzazeiTackle
t:?lt or ~~@@
Mid Mid
32,31
31
-16, -4
Canyon Creation
Mid
40
29
-4
Canyon Creation
=.-m
Mid
65
59
Bull R!Js~
+ or ~111 or ~~@
Mid
28
18
-10
10
15
TC
Bull Rush
+ or ~111 or ~~13
Mid
36
38
2-13
LNC
TC
~ + or '((-t@
Mid
30
35
-6
STN
=._ or t:? lt or ~~
Mid
32
32
-2
KND
8-Way Run/@
10
UB
KND
8
UB I Cancel with @ -FC
8-Way Run/
Stamp
of Hades
Lower Command
Kick
High-Throw
On Silent Wings
High-Throw
Death Crush
back throw
High-Throw
60
62
75
Cursed Wrath
Throw
30
17
Hades Destroyer
@+@
High-Throw
50
17
Bludgeoning Crush
Mid-Throw
45
Drop of Lava
M id-Throw
55
Throw
20
High-Throw
64
Beat Down
Brutal Grasp
t:2 B +@
Titan Bomb
~~..e.t:2'@+@
Titan Bomb
~~{!rt:2'@+@
~~..e.t:2'@+@
~~..e.t:2~@+@ (fast)
Obsidian Drop
Obsid ian Drop
High-Throw
"
aPATROKLOS
Character Overview I After Patroklos receives the spirit sword he changes his style of fighting to
take advantage of the powerful weapon. This style is very different from Patroklos's original style
and, as befits the wielder of Soul Calibur, it is an extremely powerful one, too. He no longer uses
his shield any more and he is considerably faster. He's also much more difficu lt to use, however,
so you'll need to focus on mastering many Just Attacks in order to succeed with him. If you are
able to do them consistently, a Patroklos can be a very challenging character for your opponent
to fight against.
.'
PLAYSTYLE FOCUS
METER USAGE
Because it is possible to combo with a Patroklos's Critical Edge after moves like -.!}@
or c:(>c:(>@ hit the opponent, it's a good idea
to keep some meter for situations like this.
Sometimes the command -.!}!:?>~ can
be difficult to do in battle, for example for
punishing fast attacks, or if you want to interrupt your opponent w ith a fast attack. At these
times you have the option to use -.!}@ Iilli
to be eliminate the strict execution, but this
shouldn't be something you need to do often.
FC ~::Iilli is fast with good range and is
very useful for getting the most damage out
of your combos. >>+@ ~ can also be
used for punishing, and can lead to very good
damage. His + auto-GI reduces the need
to rely on your Critical Gauge for Gls.
.'l~pul
::
' .().I:?<?
..n,.~~
TC.-FC
"::(lTI; ..
Oamano
Input
Damage
Level
Impact
Guord
Kit
.(J.t::?s~l!l ...
36
i1 3
22
KND
Input
Damno
Level
IJnpact
Guord
Hit
14,14.18
LMH
i22
24,22 13,LNC
Input
Dornnue
level
lrnpnct
Guar~
Hit
1::?:
tO, 10
MM
i17
18,8
12.STN
You need to do two Just Frame inputs for the all three hits of
this attack to occur, but it is more than worth it. The first hit is
a Low and almost impossible to react to. Most of the time the
opponent won't be able to block it unless they predict its use.
If you hit your opponent w ith all th ree hits, you'll be rewarded
with great damage and a knockdown. or possibly even a Ring
Out or wall splat when near the edge. This means you 'll be in
a great Okizeme position, and even though this attack doesn't
hit grounded, it should be a major part of your Okizeme strat
egy, as if you time it as the opponent rises they won't be able
to beat it and must accept your powerful mix-up.
Reverse Pheasant
1::?: is another
Rising Crescent
.&~~~is a faster way to access ~~ or l=ll=l. since
you won't have to be in 8-Way Run to use it. This move is
quite fast, very safe, and has exceptional range for its speed.
When it hits, it allows for a combo on normal and on CH. You
have to pay attention to whether it was a CH or not, because
the follow-up you'll need to use is different. thanks to the
CH crumple stu n. If you want decent damage regardless of
the type of hit, you can simply use..(!.~<?~, but better
follow-ups are possible if you react to the hit in time. As a
zoning attack, this move is very hard to beat, so you should
aim to use it from its maximum range as often as possible.
\....
SECONDARY ATTACKS
Shade Thrust
This M id-hitting Vertical attack is very unsafe when blocked,
but it has a second Just Attack hit that can make it perfectly
safe. Th is isn't a very hard Just Attack to perform, so you
should be able to easily add it to your already powerful FC arsenal. You can u se this for mix-ups, for interrupting, or as part
of your poking game, and you can sometimes add the Iilli
version to the end of it in order to keep your opponent guessing. If the opponent tries to interrupt the final hit they' ll be
stunned for a combo; use either "'t+ or ..(!.~<?~:
as your follow-up.
Knee Seduction
This kick is fast and reasonably safe, though its range is
very short. When it hits on cou nter hit, you can combo w ith
it+, fol lowing w ith a Sakura Twister. When it.hits you
keep the advantage and can continue w ith fast poke's. It can
be a great addition to your poking game if you use it both up
close and from FC, but it is quite linear so you' ll need to use
it alongside pokes such as ~@a nd ..([email protected] a kick, it's also
useful against characters that rely on auto-GI attacks often.
Winter Funeral
@is a fast. Mid-hitting Horizontal attack that w ill throw the
opponent to the ground some distance away. This means
there's very little the opponent can do about it other than
beat it w ith a f.aster attack. It can Ring Out from a good distance and is very useful in combos. This move is excellent for
whiff punishment because of its combination of range and
damage. Its command makes it slightly hard to use in this
capacity, however, so you' ll need to be ready to input it very
quickly. It is highly unsafe when blocked, so you should use it
carefully against opponents that can punish it severely.
Input
level
Input
J)amag&
''
l.:~-'l:"f"'(J
.,,;-.,:F:~.
' ,,~.~A ,
>0
'
, Jt!",. """
'
Horizon Sweeper
....... ..... .... ......... ..... .......... ..... ..... ... .. .... ... .
This move has a very good Tech Crouch and can be hard for
the opponent to block on reaction wh ile moving around. so
this is the best time to use it. As an S-Way Run attack, it's
also possible to use ~~1::2@ to access it from standing.
When it hits you'll be at adVantage and in FC, so you'll have
uninterruptible options to continue your oftense. Following up
with FC @ . FC @. FC ~: , or FC ~@:@ will force your
opponent to wait after getting hit by 1::21::2@. allowing you to
use throws or t::?@:@:@.
Fall Kick Extinguish
htllUt
. .
o.a~tage
l~val
hllfiOCI
Gu3td
Damage
Levol
Impact
Guard
Hit
Damage
level
Imp oct
Guard
Hit
14,18
HH
i17
-14,-5
-2,STN
Damage
Love I
lmpnct
Gunrd
Hit
18,14
MH
i20
-16,-2
LNC,KND
M ist Cutter
.................
If the first hit of Mist Cutter hits the opponent, the second
on e is always guaran teed. It's safe when blocked and when it
hits you'll always stun your enemy, allow ing for a short comboor a very strong Okizeme mix-up w ith either ~~@@or
"if@+. The range is quite nice and its tracking is great,
so it's perfect for catching sidestepping opponents. Unfortunat ely, both attacks are High-hitting, so it can be dangerous if
the enemy blocks the first one, since they can duck and whiff
punish you with a WR attack.
Shade Barrage
.................
Shade Barrage is a good choice if your opponent doesn't
want to get up from the ground because it wi ll pick them
up and can Ring Out from a good distance. Additionally, it
is a combo on normal hit and is very safe when it's blocked.
The second hit is a High, however, and some players may be
able to duck it if they block the first hit. It can also be a useful
whiff punisher when used as ~~c::>~. but in most cases
~~will be the better choice.
Input
Mirror Blade
Mirror Blade is an auto-GI move, which w ill counter every Midhitting attack the opponent can use. It is special in comparison
to similar moves, such as Pyrrha's @+@or Z.W.E.I:s @+@
because it will charge up its retaliation power with every attack
that is success! ully Guard Impacted. The first, second. and third
t ime it's used. 0. Patroklos will retaliate with @, and if you
are able to react to th is in time you can follow-up with your ~
When you Gl an attack with Mirror Blade for the fourth or fifth
t ime a Patroklos will counter with~@ and you can use Sakura
Twister after this. After the sixth and seventh time a Patroklos
w ill attack with a fast Horizontal move and you can combo w ith
'It+, -!}t:i>'~@. Finally, when you've used this move
successfully 8 t imes against your enemy's attacks, 0. Patroklos
w ill use the Sakura Fury Combo (@+@ -!}@ <?<?@+@).
Once you've used it enough times, you can choose which of
these follow-ups to use by pressing c:>, <?or-!} for the 0-3, 4-5
and 6-7 use follow-ups, respectively.
Transcending Rapture
Input
@+@
Patroklos's combo starters are generally very safe and fast. He has many options to combo
without using any of his meter. while still dealing very high damage. In most cases you'll have a
choice between two key attacks after a combo starter; 'lJ"@+@@ and ~11''l:l:@ ; the former
is the easy option, but can still lead to good damage. while the latter is extremely hard but can
lead to a Patroklos's biggest damage. It is also possible to have a Clean Hit w ith Sakura Twister,
which can further increase its combo damage. After ~'l:l~'l:l you'll need to change your combo depending on if you hit the opponent on CH or not (see Combo A and Combo C). In these
cases you'll have to notice how your attack connected very quickly if you want to continu e the
combo. thoug h you can always combo with a ~!:1<?'l:l: for decent damage.The Just Attack
version of@:@:@ can't be air controled. so it allows for more powerful combos, and can also be
Combo
S1artor
~@ @. {l.t:1<?'l:l:
85
~'l:l'l:l@
tiD@
58
...
~~@
75
~@
(!
67
~@
-G'@+. ~!:1<?'l:l
67
***
.....
~@+@
~!:1<?'l:l:
54
!:Zl:1
~I:Z''l:l
54
***
@@(ID
(81:@:@. ~!:1<?'l:l:
101
107
'.
1}@+. .!J.t:Z<?~:
!:Z:
104
*****
<?<?+00@
103
*****
CH ~'l:l~'l:l@
74
CH ~'l:l~'l:l@
104
<?<?+@ @
-G'@+. ~t?<?'l:l@@
65
CHWR @
'll"+. ~1:1<?'l:l@@
63
~1:1<?'l:l@@
..O.tZ<?~:
65
FC 'l:l:@
58
~1:1<?'l:l@+@
89
......
~1:1<?+@
~t?<?'l:l:' {l.t:1<?'l:l:
103
*****
CH 1:11:1@
....
Difficulty
Domnyo
'l:l@
Follow up
....
....
UKEMITRAPS
o. Pa troklos
Knock~ own
Ulcemi Trap
''@+@
{).t?'~:
65
Back. Right
****
~~@@
'It+. .C.!::?'~:@
77
Back, Left
***
~@+@
'It@+, ..C.t?'~:
71
Back, Left
Directions
Difficulty
follow-up than the guaranteed ~~~@@ . If the opponent uses a backwards Ukemi,
however, the 'It@+ will connect, bu t you won't be within range for the Sakura Twister
Finisher to hit.
WALL COMBOS
o. Patroklos has plenty of great wall splatting attacks, and the best of
t hem incl ude!::?@:@ :@,~~~~.@. and@+@~@~~@+@.
After most wall splats you can follow-up w ith ~~~@@for a second wall splat but it's often not worth doing this. Using~!::?'~@:@
Starter
Followup
~!::?'~@:@WI
instead can lead to more damage, but only if you can execute the
two..-Just Attack Sakura Twisters after it (Combo F). If you can land
+@~@~~@+ near a wall then you 'll have the potential for
a massive combo.
Damage
Hits
Cost
Difficulty
109
*****
t?@:@:@ W!
..C.t?'~:' .C.!::?'~:
98
*****
@WI
~~~@@, W! ~@ . .C.!::?'~~:@
100
****
~~~@WI
+@~@''@+@
86
@+@~@~~@+@ W!
~@. W!
151
11
**** *
APPLYING OFFENSE
Because of his speed. his throws. and his
amazingly good Mid/Low mix-ups, a Patroldos is incredibly powerful as an offensive
character. His range may seem to limit him
at first. since you can have a hard time approaching some characters. but once you get
in close you can really dominate your opponent with pokes and damaging counter-attacks. You can use Sakura Twister to interrupt
your enemy's actions for very good damage
and Okizeme, especially after ..[!,@, when
you can make use of the easier command for
this move (FC ~@). His..[!,~~ movement
can help you to keep your offense going, because a Patroklos will evade all High-hitting
attacks and throws.
Any time you think your opponent will hesitate and rema in guarding, you should be
ready to apply a mix-up with Lows such as
~@:@:@ or t?~. The opponent's behavior will change quickly if you hit them with
~@:@:@ a few times in a row. Once your
enemy fears these Low attacks, you can be
gin to add the +combos into you mix-up
for potentially huge damage. Additionally, you
can make use of a Patroklos's throws if the
opponent freezes in front of you. The damages of his throws are very good. but like with
so many moves of his, you have to master
the inputs after his @+@ and {!rt?:>@+@
throws. 1~0 1]
OKIZEME
Once the opponent is on th e ground near
a Patroklos. you 'll have many options to
pressure them into rising into your mix-ups.
~~() hits grounded opponents and can
be quite annoying if used repeatedly, and
~'if@@ can pick the opponent up from the
ground to combo or Ring Out. Your opponent
will be forced to rise sooner or later, so try to
anticipate this and have your ~@:@: @ and
+ mix-up ready. You can also use groundhitting Low attacks, such as {!r@+@ or ..[!,@,
and mix them up with !::?: to wear their
health down w ith smaller attacks, and not
ri sk them interrupting you from the ground.
RING OUT
GUARD BURST
The Guard Burst game is a Patroklos's main weakness. You'll very rarely have an easy time
breaking your opponent's guard. His best attacks for the job are @+@ and f!il. Unfortunately, these two attacks are quite slow and easy to sidestep, so it's hard to make your
opponent block them often, unless you're facing a person who plays defensively.
If you are able to land a Guard Burst, you should go for the Sakura Fury Combo (@+ {!r[ID
<?<?+) or the Sakura Moon Combo if you are near the edge of the ring in order to Ring
Out. However, the inputs of these combos are not easy, and it can be even harder to react in
time w ith this after a Guard Burst. In this case you can choose to do something not quite as difficu lt, for example .::>@, 'if@+, and then {!rt?<?~(ID. This will do less damage than the
Sakura Combos, but it is an easier way to inflict damage on your opponent after a Guard Burst.
Guard Burst
Req.to Burst
Auacks
8
10
11
12
13
14
15
{!r{!r(ID@, ~ t?(ID
~@
DEFENSIVE PLAY
Due to his ability to punish many moves heavily and the good range of his attacks, a Patroklos
can be strong defensively, even though it's not the ideal way to play him. You can whiff puni sh
with moves like ~~(). !DJ@ or {!rt?<?~ . Make sure you use Sakura Twister to heavily
punish blocked Low attacks, and any unsafe Mids. His {!rt?<? movement is also very useful
when you want to evade High attacks. and again allows you to punish with..[!,~~:.<?@
also serves welj .as a retreat ing and evasive attack against pokes. [ ~o 2]
The speed of his (! is w hat rea lly makes his defensive play pow erful, however, since you can punish so many blocked attacks w ith it. If
you 're aware of your opponent's unsafe attacks, even those that other characters can't punish, then you can really take them by surprise
and limit their moveset any time you have your(! available. You also
have the + auto-G I to limit their use of Mid-hitting attacks, and
if you can land this successfully a few times in a match you'll have
some very powerful follow-up options available.
POST-Gr
After a successful Gl, the +@ combos are the best option most
of the time if you're quick enough to land them. You can also use
.(}~~~ followed by for decent damage and to push the opponent towards a ring edge. Using your (! after a Gl isn't recommended unless it w ill finish t he opponent off due to its low damage.
If you think the opponent w ill re-GI, you can either delay your +@ a
little or use @@@for a powerful launch. [ ~o 3]
Playing against a. Patroklos depends largely on the skill of your opponent; if they're consistent
enough with their inputs and punishing then they can limit your moveset considerably, so
you' ll need to play very safely and try to keep him out of close range as much as possible.
Some a Patroklos players may try to surprise you by interrupting your offense w ith Sakura
Tw ister. It is very important to punish this move as heavily as your character is able, since it
w ill be a serious threat if left unpunished. In general it is a good idea to be patient against
KEY ATTACKS
Be careful not to use many unsafe moves against a Patroklos because a good player will punish you w ith Saku ra Tw ister, which deals
good damage can Ring Out. When you block this move you have
to punish it as w ell as possible, since it is very unsafe, so landing a
combo after blocking it will discourage the a Patroklos player to use
it for interruption. [ ~o 4]
....
It is very hard to block this move on reaction; it is not that fast but
the animation makes it very hard to identify as a Low. If you let a
Patroklos use this move often you'll be subjectec:fto a very powerful
mix-up over and over. This means you need to either try to interrupt it,
or take a chance and block Low sometimes when you feel like the opponent is about to use it. When you do block it you can punish it heavily. Even if it hits, but the a Patroklos player doesn't f inish the Just
Attack string, then you can still land some guaranteed punishment.
..;
This is a very strong attack that many a Patroklos players w ill use as
if it was perfectly safe . It is not safe, however, as you can sidestep
the second hit. If the a Patroklos player stops at the first hit. you
can launch them after blocking it. If they use the second hit you can
sidestep to the left to easily get around it. Doing so w ill allow you
to whiff punish w ithout having to wait and see if they use the third
Brave Edge hit.
Keep in mind that the~~@+ variation of this attack can Ring Out,
so especially near th e ring edge it's essential to try and interrupt
a Patroklos w ith a fast attack rather than be subjecte d to the mixup between this and 11@:@:@. The first hit is a little unsafe w hen
blocked and a Patroklos can't continue with the second and third hits
unless the first hit connects. [ -?0 5]
Command List
Guard Burst
PrOJlCrtics
Standing/@
High High
12,14
12
-8,-8
2.4
@@ (fast}
Mid
30,10
24
-13
LNC
m!
M id
30,10
26
-23
LNC
High M id
16,20
22
-8,-16
0,4
Willow Slash
20
21
-6
Grasscutter
12
13
-4
'14,14, 18
22
Petal Slash
@@
NC
TC I R-0 I Clean
Hit: C
TCIR-0
-13,LNC
Winter Funeral
IE@
19
-21
KND
13
Moonlight Thrust
.:::>
16
-6
15
24
19
-10
LNC
12
Waterfowl Slice
.&
13
Reverse Pheasant
~@@ fjust)
Heartening Strike
<?
18
17
-8
10,10
17
"1 8,-8
-12,STN
24
17
-12
13
-8
TC I R-0
-FC
NC
12
Standing/@
Rising Sun Kick
High
14
S>OO
Mid
12
15
-13
~00
M id
16
16
-8
.&00
Low
16
15
-14
-2
~00
Mid
20
20
-14
KND
<?00
Mid
26
18
-8
STNCH
13
TJ
Standing/@+@
auto-GI: M (All)
i5-i11
M irror Blade
@+
.&+
Low
11'+
ss
24
34
-16
STN
TJ
Breaking Wave
High
20
20
-3
11
TJ
Island Divide
M id
20
25
-10
LNC
TJ
Standing/+
Sakura Fury Combo
+ when hit,
S>.&<?<?+
Mid-Throw
20,18,44
24
-14
-4,6,STN
12
NC
+ when hit,
Mid-Throw
20,18,33
24
-14
-4,6,KNO
12
NCIR-0
Crescent Lash
.&+
M id
20
-2
KNO
13
SP~ow
12
12
-4
.:::>.&~~@+@
crouch1ng@
Sakura Tw ister
crouching ~
M id
36
13
-22
KNO
14
Sakura Twister
crouching ~ {fast)
Mid
42
12
-22
KN O
12
18
17
-20
-4
TC I Clean Hit: C
TC I Clean Hit B
Petal Slicer
crouching
liD
M id
Shade Thrust
crouching ~ ljust)
Mid Mid
14,18
15
-20,-7
-4,KNO
Shin Kick
crouching@
Low
16
14
-14
-2
Rising Moon
crouching ~@+@
Mid
16
22
-16
STN
while standing @
High
28
17
-4
15
Opp-BTCH
13
TC ISTNCH
- FC
TC
-FC
15
while standing
Mid
18
17
-8
w hile standing @
Mid
16
15
-8
High
2024
-5
TJ I Opp -BT
Jumping Attacl<s
Sh adow Biossom
w~ile jumping @
_,
M oon Divide
Mid
24-28
28
-6
13
TJ
while jumping
Mid
1620
24
-8
TJ
Rising Crescent
Shade Barrage
Crescent Strike
Shadow Descent
Vermilion Moon
S~;~owGate
METER USAGE
Algol's ~~@ mEl is a great
combo starter and w ill give you
advantage when the opponent
blocks it. ~@ l:ml and~~@ l:ml
can be useful in combos and for
their Ring Out pot ential. If you
manage to fill both levels of your
Critical Gauge you should always
try to combo with his ful l Critical Edge. This attack w ill almost
w in a round instantly if used correctly in a combo because of the
huge damage it inflicts. His normal Critical Edge can also lead to
a combo for decent damage at
times when the full version would
be overkill. He also has a useful
in ~{!.-~@. so you can
""''"'"'"'<> meter by not relying on
Impacts often.
p~
~~:
r:l
1.:1.
..
10_03 1
Oadim Thuban
ln~ut
Properties
<?tNH::!~
BA
01@
30
01
30
0 1 (mid-air hit)
22, 18
MT
pi@
24
0 1@+@
1.5 .
SM
TJ .
01@+@@
15;25
SMSM
TJ
SMSM
TJ, Teleport
01 @+@@ ~
Tran.sitlons into Qamar l'klil
Input
' 15,25,30
..,
~,
Guard
f'roperties
<?11~~~
~ ~
-01
M
-01
~~ mil
Input
- Ql
Damage
IJ>vl
lntp.'lCt
Guard
Hit
i18
KDN
~~
30
Input
Damage
Level
Jm.I8Ct
Guard
Hit
16,16
MM
i15
8.-6
2.4
Beemin Acubens
Algol's has very good range for a standard of this
speed, and can also sometimes hit opponents w ho try to
evade to the side. After hits you can either use
again or an attack w ith similar speed and ra nge to be sure
that the opponent can't interrupt your offense. If th is attack is
blocked from mid range you can try to backstep or sidestep
to evade the opponent's retaliation, because you'll only be at
a small disadvantage and from this range a lot of characters
won't be able t o reach you with their fastest attacks.
Murzim Sinn
This is a useful Break Attack that will leave Algol at frame
advantage when blocked and also stuns the opponent w hen
it hi ts. {!,- ~ hits grounded opponents as well, making it
an excellent tool for his Okizeme mix-ups. Remember that
the frame advant age when blocked is only minor, so you
shouldn't follow up w ith slow attacks. and that it's also quite
linear, making it easy to sidestep and punish if used predict
ably. Try to use this move when you are sure the opponent is
likely to just stand and guard, since ~{!,- is another attack
Mettalah Mufrid
This move can be used either as a powerful block punisher
against highly unsafe attacks, or in combos after m any of A lgol's
launchers, since it's very difficult and sometimes impossible for
the opponent to Air Control to evade the second @. Because
of the stun this move inflicts on normal hit. Algol has a lot of
options to start a combo, leading to a lot more damage than
either his (ID(ID or~@@ would. It is lacking in range, however,
so in order to land it you'll have be close to the opponent, which
limits its usefulness in punishing attacks that push Algol backwa rds w hen blocked. This move is also highly unsafe, so using
it outside of pun ishment and combos can be very risky.
.....
f:',:jtj:!fl
"
:i. natpag
22
Alshain Najm
Oamar Aladfar
Although this attack is quite slow, its animation can be very
confusing, making it hard for an opponent to react to it. When
it hits it knocks the opponent to the ground for a decent
combo. and it can also Ring Out if used near the edge, so
it should be one o f you r first choices any tim e the opponent
hesitates. This attack also has some Tech Crouch frames and
has enough Hor izontal reach to catch opponents either t rying
to Ukemi or sidest ep. If you have enough meter, this is another attack that you can combo into Algol's (!13 for incredible
damage from a Low-hitting attack.
. . . ,,
....
wvol
Input
Haris Shaula
Damago
Level
lnipftct
Gunrd
Hit
1)1>111~9e
'
'
i27
Input
Damage
level
lmp~ct
Guard
Hit
<?+
10,10
SM
i24
-13
STN
Damage
Level
Impact
Guard
Hit
30
i17
-12
KND
ORn1ngo
lovol
lmpoct
Gunrd
Hit
16,24
MH
i14
-13,-10
1,KND
<?+
Alderamin Lesuth
'fnlpnct '
22
,.
Input
Theemin Dhanab
For its speed, c::(>@@ not only deals excellent damage, but
also can Ring Out and wall splat. It is one of Algol's best tools
for block punishing, although its range is not great and you
have to watch out for the pushback of the opponent's attack
to be su re it'll hit. It can also be used at close range as a
fast, Mid-hitting poke. If t he opponent ducks, the first kick
will force him to stand, ensuring that the second kick also
hits. Keep in m ind that the second attack is High-hitting and
some opponents can duck under it after blocking the first and
punish you.
Input
Sadalsuud M arkab
>@+@ is neither a standard attack nor a standard au to-GI
move. The purpose of this attack is to catch any kind of backstep or backwards sidestep the opponent uses. Any movemell'it or attack with t2, ', or ~ inputs, such as attacks like
>@ or t?@ or jumping backwards, w ill trigger an attack
throw if >+ is used. When this attack th row connects,
the opponent w ill be launched out of Algol's throne, giving
you the opportunity to combo. If you use this move w isely it
can prevent the opponent from backstepping and really limit
their spacing ability. If the attack throw does not connect.
Algol takes some time to recover, making it a risk to use if
you're not sure that the opponent w ill be retreating.
AwwaiQam
t2 Tech Crouches for most of its animation and w ill stun
the opponent when it connects as a CH, allowing you to
combo for decent damage. Because of its combination ofTC
and fast speed, it's great for interrupting strings that contain
High-hitting attacks, since after evading a High it'll usually be
quick enough to beat any following Mid attacks. It also has
great range, allowing you to use it for mid range spacing to
prevent the opponent from retreating, and it'll be very hard to
punish when blocked at its tip range.
Algol's fron t throws are not very threatening unless you use
his ~'*@+@ command throw often. The damage and the
Okizeme after this throw is very good and of course, because
it is a command throw, it's harder to escape. If you r opponent
often escapes Algol's '*~@+@ you can try using a short
step to the left before you throw with +@ to get his extremely powerful right-side throw. This w ill deal even more
damage than his command throw, and can Ring Out near the
edge. The +@ throw leads to great Okizeme, since the opponent is right next to you and can't Ukemi. This allows a
straight mix-up with t2@ and~ until they rise.
The mighty Algol does not escape th rows in the traditional
manner. After a normal throw break he w ill teleport backwards a short distance to safety. If you happen to escape a
throw late he w ill also not fa ll to the ground like other characters, and w ill instead teleport even further further away and
use his throne to recover standing.
opponent's movement.
, ..
:j{~~tt\l,
~p~
Lo~o1 t~J;-~t:~
:GMid
M
i1B ~ . . -18 . STN
~ -
{!.~c:l>~~'* @+ +tRl
-&~<=l>~~ @++ -&~<=l> @++
15,125
MT
i18
KND
,;~1f~tr
COMBOS
=============================================
Damage
Hits
Cost
Difficulty
@+@
84
<?<?
101
CH t?@
-& +. @ ~. <?@@
80
~@ ~
0 1@
63
<=l>~~
55
**
94
11
**
131
Statler
Follow up
<?<?
j <?@@
<?@@
@@ is a nice ad~ition in many combos since it's easy and very reliable and is often impossible to air control. Of course if you have a full
Critical Gauge, you can always combo into his (! ~~ @+ +.
Keep in mind that after som e strings that stun the opponent for example, the damage of his (! w ill scale dow n very quickly, making it
ha.c,dly worth the cost. In some combos Algol can also use his projec
tiles to re launch the opponent, w ith Combo A being a good example.
_.
WR @
@. ~~ @++
FC1f@
-&
54
t?@
@. -&~ @++
164
<?1:3
114
12
(! -&~ @++
165
@ Iilli
<?
76
**
-&~@
(! -&~ @+ +@
157
**
~ ~. 0 1@+liD
82
UKEMITRAPS
After some knockdowns and stuns, t?@ is
fast enough to catch the opponent in every
direction for nice damage and a potential
Ring Out. )::!@@ ca n also catch an opponent's Ukemi. Afte r ~+@ the follow-up
will ca tch the opponent if they use an Ukemi,
and they will be launched from the ground allowing Algol to combo for good damage.This
can happen often, because even if the opponent didn't wa nt to Ukemi, trying to guard
Difficulty
Knockdown
Ul(ami Trap
~+@
. c::>c::> lllil, @@
95
All
**
t?@
~@@
67
All
~-~
197
All
***
@@
1:1@, ~@
77
All
**
WALL COMBOS
Algol has some very fast and useful moves that w ill wa ll splat, with
c:(>@@ and c::>c::> being two of the best examples. c::>@@ can also
be used after a lot of wa ll splats to get a second w all splat before
continuing your combo. Depending on Algol's recovery you can either use c::>@@, c::>c::> lllil, @. or )::!@ @ after the next wall
splat to get decent damage, and after c::>@@ and )::!@@ you can
Domoge
Hits
Cost
Difficulty
125
13
***
c::>c::> w !
)::!@@
65
)::!@W!
77
**
)::!@W!
)::!@, W! c:(>c:(>@ @. @@
117
**
)::!@W!
@@. c::>. ~@
88
Combo
Starter
Follow-up
ct>@@W!
E.
....
APPLYING OFFENSE
From close range Algol can use attacks like IIDIID. @@. or@@
to keep up w ith faster cha racters in speed and poking. and do quite
nice damage. At mid range. he can pressure with S>S>@ Iilli. -&-&.
@. or ..(7<}@. But none of these attacks will leave Algol at decent
frame advantage when they connect, with the exception of S> Iilli.
so you won't actually have much scope to keep on attacking. At long
range Algol lacks decent advancing attacks to quickly close the gap, but
this is where one or two well-shot projectiles should come into play.
There's also a nother option if you don't w ant to play defen sively from
fa r range: you can use his 01 stance to get close quickly w ith a mixup. Out of this stance you can use @. liD. or @. as each one of
these has its p urpose to keep the opponent guessing where to guard
or when to sidestep. 01 @+ will miss from far range. however.
because if Algol does not jump over the opponent he will shoot his
projectiles in the wrong direction. If you need to encourage the opponent to stop s idestepping. try using attacks such as ..(7..(7@. ~@@.
or S>S>@. Because Algol's Guard Gauge damage is decent. the opponent will quickly stop and very likely try to evade rather than staying put and blocking. [-70 1]
RING OUT
Algol has a lot of Mid-hitting attacks that can Ring Out; S>S>@. ~.
and S>S>@+ are all great for the purpose. 0 1 @ is also a strong
option if used in combos. as it will ring the opponent out from a
very good distance. You should use t?@ if the opponent can't re liably
block it. or go for the -&+@@ Ukemi Trap and try to Ring Out the
opponent after the relaunch. Be careful, though, using 0 1 near the
edge might Ring Out Algol, especially 0 1@+.
If you are at the edge you can swap the positions fairly safely using
Algol's @+@ teleport. <?t?-&~c:::> will also jump over the opponent
and can be used to swap positions near the edge. Also, Algol's rightside throw can Ring Out, making the opponent think twice how to
react near the edge if you use a step to their right side. M ixing this
side throw with~~ or c:::> will make the side t hrow a deadly
mix-up.
GUARD BURST
Achieving Guard Burst with Algol is not very difficult. A lot of his
moves do solid Guard Gauge damage and some of them are also very
safe. S>S>IID, ~. and FC 'lf all have decent speed and deal
good Guard Gauge damage . ..(7..(7@ is also a very good attack when
aiming for a Guard Burst. becau se it gives advantage when blocked
so Algol can, if the opponent is very likely to guard, use another
-&-&to get closer to the Guard Burst and still have t he advantage.
After a Guard Burst. @ is one of Algol's best options to start a
combo. It doesn't require Critical Gauge. though if you have enough
Critical Gauge you can use it to increase your damage after you land
it. Sometimes @ will be too slow due to Algol's own recovery
after his attack. This means it's better to use ~ Iilli. S>S> Iilli. or
@@to be sure to start a combo after a Guard Burst.
OKIZEME
For Algol's Okizeme, mixing t?@ or -&+@ w ith ..(7..(7 and
~@ is a very good option. If the opponent is not able to guard t?@
on reaction you can easily use this over and over again. But if.they
start to guard it constantly, just go for -&+@ because this attack
is safer when blocked. -&-& will inflict decent damage even when
grounded. and if the opponent ducks because of t?@ ..().+@. or
throws. landing this attack will allow you to start a combo. Even if the
opponent blocks ..()...(). it will inflict huge Guard Gauge damage and
leaves Algol at a slight advantage. Also. if the opponent just stays
grounded and w aits for Algol to attack. you can relaunch the opponent from the ground using ~liD Iilli. ~~ Iilli. or if you don't want
to use meter or don't have it. -&+. All of these moves will also allow Algol to combo after the relaunch, which makes it very dangerous
Guard Burst
Req. to Burst
Altacks
WR
@13. ..(7~@
8
9
11
WR @), > @. Ql @
12
13
DEFENSIVE PLAY
Algol has some very nice punishment tools.
which makes him very effective when played
defensively. For block punishment you can
either go for c:(>@@, . or <?@. all
of which deal good damage. In open play,
@@ can lead into the most damage, so
you should go for that if you know it will hit.
For whiff punishment you can use ,
or if the opponent's recovery is long enough,
c::>c::> Iilli or ~ Iilli. This last one should
be fast enough to hit the opponent most of
the time before th ey can block.
If you duck under a High-hitting attack or a throw you can either use FC "'J'@ or WR to punish. Both are very strong combo starters and have decent speed. You should also keep in mind
that ..(7~@ is a very good move to auto-GI an opponent's attack. so you should use it to
limit their options whenever possible. Using it also allows you to save your Critical Gauge for
other things like Brave Edge attacks or Algol's strong Critical Edge instead of a Guard Impact.
POST-GI
After you Guard Impact th e opponent one
option is to go for his guaranteed (i;J. If
you don't have enough Critical Gauge you
can try following up with~~. <?@,
or c(>c(>@ ~- Near the edge using c(>@@
is also recommended, because it will Ring
Ou t or wall splat. c(>@@ is also pretty fast,
maki ng it hard for the opponent to react fast
enough to re-GI it. If you think the opponent
might re-G I, then going for <?13 or <?<?
w ill be effective. If inputted fast enough, it
w ill beat the opponent even if they didn't reGI and try to attack you, and will allow Algol
to land a potentially very powerful combo.
r~ o
'D
31
Learning to react tot?@ should be your fi rst priority when fighting against Algol. Being able to
block this attack consistently will make Algol much less of a threat, especially-near the edge,
because he cannot Ring Out you with Low-hitting attacks or front throws without using t?@ or
t?t?@, and t?t?@ is not reliable for ri nging out. You should also try to react fast enough if you
see his <?@+animation, since he takes a ve ry long time to recover after using this move.
Attack throws are very good to use as punishment against it, because using one will make all
of his projectiles disappear. When Algol has his back to the ring edge you should be careful, as
KEY ATTACKS
c(>c(>@ ~
This attack is more or less linear so try to sidestep when you think
the Algol player w ill use it. After evading it, make sure to punish Algol
as heavily as possible. This attack will Tech Crouch under High-hittil'!g
attacks, so m ake sure to not use these too often and be aware of the
fact that c(>c(>@ is very good for Algol when blocked, so don't use
moves that are too slow as retaliation. [ ->0 41
.r@+ .
Try to counter this attack immediately after you see the start-up animation, because Algol takes some time to recover. If you are too far
away, keep in mind that the proj ectiles wil l float to your left and right
side, so ensure that you advance without sidestepping.
.;
..
=' .
If you are not able to guard this attack reliably, make sure not to do an
Ukemi after it hits you. When it hits you can either guard the projectile or
roll to the left or right. You also shouldn't just wait on the ground for the
projectile to fly over you, because Algol can relaunch you easily, which
is exactly what the Algol player w ill be looking to do. If you manage to
block this attack, remember that the projectile can be Guard Impacted,
sidestepped, or if your character is fast enough, punished after blocking
the projectile from close range using attacks that are i14 or faster.
. ~~-() : ' :
This attack is r~ot very fast and only gives A lgol a minor advantage
when blocked. If your character is fast it shouldn't be a problem to
..
counter nearly every move Algol has to offer. But because of the
Guard Gauge damage, the advantage w hen blocked, and the possible
combo when it hits, this move is still very dangerous. If you anticipate it or the Algol player uses it a lot, you have to sidestep t his attack
or try to pressure Algol, preve nting him from using it often.
If you cannot block this attack you should learn to do so quickly. This
move can be very dangerous if you are not able to react to it fast
enough, especially near the edge. When blocked, this attack is unsafe, so make sure to use your character's best Mid-h itting punishment move, because Algol can duck under High-hitting attacks and
throws during its recovery.
Command List
Name
'"' "'
Lovol
Properties
Chertan Aladfar
@@
High High
13
Alnilam Wezen
c:(>@@OO
High High M id
18
Theemin Lesut:h
~@@
Hadar Salph
..(!.@
SP-Iow
Qamar Aladfar
1:2@
Low
Alaraph Nihayah
<?@00
High Mid
Standing/@
-8,-2
-18,-12,16
22
-14,14
12
13
28
31
-6
. -16
16,30
21
Mid M id
16,16
High
20
Mid Mid
16,20
2.6
NC
LNC
NCC ( LN C (Behind)
O,STN
NC
TC 1- FC
KND
15
TC I R-0
-1 2,-14
O.KND
13
NCI R-0
15
15
-8. -6
-6
2.4
4
16
16,20.20
14
-S,-14
STN
Mid Mid
20,22
19
-16,-14
LNC. KND
Standing/@
Beemln Acubens
Sham Algleba
Talitha Elt:anln Nath
RasAigethi
~0000
M ata r Acubens
..(!.00
Mid
16
16
-8
1::200
Mid
20
21
-1 3
M id Mid
~6.10
16
Mid
30
30
AwwaiOa rn
. M et allah Mufri d
Alshain N afm
<?00@
<=(>..(!.~@
NC
LNC
TCINC
- FC
12
STN,KND
-22
Clean Hit: A
TCI STN CH
NC .I R-0
TC I R-0 I auto-GI:
M, L !All) i 4-i14
Standing/@
Menkar Pherkad
Theemin Dhanab
c:(>@@
High
14
13
-8
Mid High
16,24
14
-1 3.-10
1,KND
2
-2
~@
Mid
18
17
-10
Fil Qadam
..(!.@
Low
14,
15
TawrRigil
1::2@
Low
20
Nimr Marfic
<?@
High
22
18
19
-14
-18
Nimr Marflc
<?13
High
22
38
-2
5
STN
SP M id
20
21
-13
STN
: M erikar Scheat
-13
NCI R-0
15
- FC
0
15
Standing/+
Eltanln Nath
(Menacing Eye)
Shams N ath
(Condensing World)
c:(>@+OO
Mid
20
53
-15
KND
Eltanin Nath
(Water M irror)
..(!.@+@
SP-Mid
20
21
-18
STN
Eltanin Nath
(Heavenly Gaze)
'11'@+ 00
SPMid
20
21
-13
STN
Rastaban Nath
(Dual Wings)
<?@+@
SP-Mid SP-Mid
10, 10
24
-13
STN
..(!.1:2<?@+00
Mid
60
73
KND
KND
Sabik Sheratan
00+@
ss
Sadalsuud Markab
,.
TJI UB
Standing /@+@
TP
M id-Throw
35
Low SP-Mid
20,20
<=(>00+@
Mid Mid
16,18
Thuban Duhr
'11'00+@
MidSS
SP-M id
30
10,10,
Alaraph Anchentenar
1' Shams
Qadam
LNC
Clean Hit: C
28
-14,-14
KND,STN
18
-10
KND
13
STJ
10. 10
52
Mid
50
60
-4
KND
STJ
STJ I Clean Hit: A
cro uching @
SP-Iow
12
12
-6
TC I -FC
Hadar Acubens
crouching @
M id
16
15
-FC
Qadi m Sulafat
crouching ~00
M id
22
15
Cursa Scheat
crouching
Low
14
14
-1 4
-2
crouching '11'00
Mid
40
16
-15
STN
crouching @+00
SP-Mid
20
21
-16
STN
,. A lruccaba Vega
Elta n in Nath
(Call of E.a rth)
13
TCI-FC
-FC
13
TC I TJ 1 Clean Hit: C
TC 1- FC
16
11
TC
4,STN
NCIBA
-7
TJ
-10
KND
15
TJ ) ~@ : No KND
AKrab Saiph
while standing @
High
20
18
-6
Haris Shaula
w hile st~nding @
M id
26
20
-14
DhihTarf
while standing @@
Mid Mid
14,20
15
-1 4,-16
4,4
DhihTarf
M id Mid
14,20
15
-14,-2
22-26
19-25
l- 1925
24
23
28
LNC
Jumping Attacks
Alrakls Salph
Alrakis Vega
; Algorab Skat
while jumping @
while jumping @
' while jumping
- 1-
High
Mid
Mid
Suhail Sheratan
Adib Saiph
Alya Gienah
Murzim Sinn
Thaniah Oarn
Alioth Saiph
Adhil Ao;ubens
Alioth Acubens
Alnair.Aiterf
Sabik Sheratan
AI Shams Oahhar
M id-Throw
15, 125
18
STN
Clean Hit: C
PYRRHAO
~ I I IU .U.f.l
i .HIIIII#
METER USAGE
Playing Pyrrha Q effectively requires you to learn the moveset of the opponent's character and know their weaknesses. Fast reactions and frame knowledge w ill give you a huge
;:,ri,,;:,nt;:,c,A when playing Pyrrha Q. Her primary punisher is
also called NS (), which is one of the best, if not
bes t. punishing attack in the game . Pyrrha Q also
of TC attacks that she can use to make the
Pyrrha Q's Critical Edge is extremely useful in combos. Having it available vastly increases your damage
potential and will force the opponent to be much more careful and
defensive. This means that aiming to stock and keep at ieast one
~ at all times is your best strategy. Keeping your meter for Brave
Edge attacks. meanwhile. is not as
important as these attacks are not
as useful as some of her standard
ones. All three of them, ..!} ~.
FC tZ ~ and ~ ~. deal a
lot of Guard Gauge damage, however, so if your opponent's Gauge
starts to flash yellow or red they
can be very much worth using. You
\ also don't need to use meter for
\st~dard Gls because of her+
a\u t<Y-GI being so useful.
I!I~~I!J
,,
-:
~.'~
. ~;'')r-...l!:il?'M
--- ~........--..,__
;
. ~/
1 0_~~
~4
1iF
' .
, .' '.' ,
:
~:....
Input
Damage
lvl
-&~S>
16
TC
-&~S>(ID:
30.35
M (AT)
RO
-&~S>
20
TC
{!r~S>-&~S>
16
TC
-&~S>-&~ S>
42,30
M (AT)
{!.~-&~ ~
PRIMARY ATTACKS
Descend Splash
TC, RO
.
liput
..
A>lill'
. "'"'ll'ffi1
Damag~
lvl.
ltn11nct
Gunrd
Hit
14
i1 4
14,16
MM
114
(ID(ID
Apollyon Strike
lnp ~l
Damage
LVI.
Impact
Guard
I! it
..C.~c::>-&~c::>IID
42
i15
-14
STN
{!.~{!.~
42,30
M!ATI
i15
-14
KND
{!.~{!.~ @:
42,40
M!An
i15
-14
KND
Input
Damage
lvl.
lrnpet
Guard
Hit
-&~S>
30
i14
-16
-&~S>
30,25
M(ATI
i14
16
KND
-&~@:
30,35
M(ATI
i14
-16
KND
Pyrrha Q's NS has the speed and range to heavily punish
a great deal of unsafe attacks. It is also a great whiff punisher and can be used as a fast interrupting attack. but it's
unsafe, so you mustn't overuse it in this capacity. Pressing
:<? the instant the attack connects will trigger an automatic
follow up, addi ng an additional 35 damage to its total if your
timing is perfect. After this follow-up connec ts the opponent
will be knocked down and can be rung out or wall stunned
to Pyrrha Q's left. In open play you can use Nemesis Step
again to close the gap quickly or follow up w ith S>S> or
@+@.
Styx Cannon
Input
Damage
Lvl.
lrnpllct
Gunrd
c:(>c:(>(ID
32
i26
-2
JG
Input
Damage
LVI.
Impact
Guard
..e.~c:(>@
16
i1 8
-16
.Hit
STN
..e.~c:(>..e.~c:(>@
26
118
-16
STN
Input
'
~ ~ or z;J z;J or c:(> c:(>@
Damage
lvl.
Impact
Guard
liit
28
i18
-11
Input
c:(>c:(>(ID is a fairly linear, Mid-hitting attack that will launch opponents for a combo when it connects. It has great range and
will also hit grounded opponents, making it an essential part
of Pyrrha Q's Okizeme strategy. When it's guarded you are
left at a small disadvantage so you can pressure with @@
.e.@ or NS . You can also try using another ~~(ID if you
think your opponent will continue to guard to further reduce
their Guard Gauge. Using NS @ after ~~(ID is guarded can
be really useful if the opponent either tries to hit you with
fast High-hitting pokes or tries to sidestep another ~c:(>(ID
or NS (ID attempt.
N em esis Zapper
As one of your most reliable TC attacks, ..e.~c:(>@ can be
used to punish High-hitting attacks heavily whilst also tracking sidestepping opponents. It isn't safe when guarded. but
it's well worth the risk unless your opponent can severely
punish it, because it leads to a very powerful combo when it
connects. It's best used after having your basic pokes guarded to discourage High-hitting retaliation attempts, or after
using an attack such as c:(>c:(>(ID that leaves you at a small
disadvantage when guarded. You can also use her DNS @
(..e.~c:(>..e.~c:(>@) for 10 extra points of damage and to cover
more range .
Demonic Exaltation
.................
~c:(>@ is an advancing horizontal attack that can TC under
High-hitting attacks and Throws. It's best used when the opponent begins to sidestep your c:(>c:(>(ID attempts from mid
range. Some fast characters can punish it when blocked, so
use it more sparingly against them. After it connects you
are at enough advantage to continue your offense with fast
pokes or throws. c:(>c:(>@ doesn't have the range of ONS (ID
or c:(>c:(>(ID, for example, so you have to make sure you advance enough w hen using it as part of your spacing game.
Because c:(>c:(>@ and the highly unsafe ..e.~c:(>@ are the
same speed, mixing between them is a good idea to avoid
the opponent getting comfortable with punishing you.
Plasm a Blade
Damage
LYI.
Imp ct
Guard
Hit
c:(>c:(>@
30
i15
-15
LNC
Input
l)amo g~
lv!
Imp ct
Guard
Hit
>@)
28
i27
STN 13
Dark Nova
This attack will leave you at real frame advantage when
guarded, which is not something to be taken lightly given
Pyrrha Q's attacking options. Using th is when you think the
opponent will wa it wi ll not only allow you to pressure further,
but also deals a lot of Guard Gauge damage. When it connects, you can combo w ith either an instant DNS (ID or (!
for a huge amount of damage. It's not a fast attack, it lacks
range, and it doesn't hit grounded opponents, so using it at
the right times is essential
Envy Heel
Using !:?@ is essen tial for Pyrrha ~2 to apply effective mixups. It has more range than her-.{).@, jumps over Low attacks
and hits grounded oppon ents . It also stuns on CH for a damaging combo using DNS @.On top of all this it puts the opponent into FC, limi ting t heir options. This gives you the opportunity to use her @+ auto-GI, because in general, WR
attacks are Mid-hitting. However, t his move does have two
main weaknesses; it's linear, so it won't hit sidestepping or
rolling opponents, and it leaves you at a slight disadvantage
when it hits. You can still continue you r offense, but you'll
need to use more evasive attacks, such as ~ or +@.
Erebos Edge
<?<?
hupijet
Guard
Hit
i28
-10
LM
i28
-16
KND
Lvl.
lh,patt
Guard
Hit
i20
-6
KND
lv1.
l.npact
Guard
Pride Stream
The!:?!:?@ ser ies begins wit h a Low-hitting attack that allows
Pyrrha Q to somewhat mix-up her attacks as she approaches.
The follow-up attack can be charged to become unblockable
after a relat ively short period. If the opponent always tries to
interrupt the fully-charged unblockable version you can semicharge the second@ instead to get a CH. The timing for this
"mid-charged " is well worth learning. The uncharged version
of the second hit is unsafe w hen guarded, and can also be
sidestepped if charged fully, so you're taking som e risk when
using this attack, but can also get high rew ards, especially
near an edge or wall.
Shield Rush
Firs t. do not confuse this move with her 11'11'@. This is a different and better attack. Using -.{).-.{).@ w ill cause Pyrrha ~1
to do a techstep to the right side, allowing it to evade Iinear
attacks and also hit sidestepping opponents. -.{).-.{).@ always
knocks the opponent down, granting a guaran teed ground-hitting follow-up such as <?<?@or~ . This attack can also be
used for Ring Out and to advance f rom mid range. The recovery is so fast that your opponent will have little t ime to react to
it when it's guarded, so attacking wit h@@ or-.{).@ can work
well. You can also use Pyrrha Q's @ + auto-GI to counter
opponents who will attack often after guarding this attack.
Erinyies
Input
@+
Parrying a Mid, SM or SL attack wit h @+ results in t he
same situations as with Pyrrha's @+ but w ith stric ter t iming required; Parried Hori zon tals lead to a s tun. Verticals lead
to a 3-hit combo (if you input @@ quickly enough), and kicks
lead to count ering with a kick of you r own. If you find it hard
to react to the different possible counters, you can leave out
her weakest combo. the Kick auto-GI and focus on the followups for Horizontals and Verticals. You can, for example, always
press<?@ after a parry to get the Vertical follow-up more consistently. Th is way, if a Horizontal is parried, <?@will hit, and
you 'll have enough tim e to still press for the combo and
end it with DNS .
Damage
i4-i8
Styx Shower
l vl.
Input
Damago
@+@
25
13
+@~@or ~
40,25
13
c::><>@+@
55
@+@or+@ (Left)
62
13
@+@ or +@ (Right)
70
13
@+@ or +@ (Back)
65
All three of Pyrrha Q's Brave Edge attacks are not Natural
Combos; they actually require a CH in order to be guaranteed combos. This makes them much worse than most
Brave Edge attacks when compared to other characters. This
means they are rarely worth using your meter on, because
you will need it for her more devastating C!!il combos, but
they are still useful for w earing down your opponent's Guard
Gauge w ith relatively fast attacks. Outside o f that, ~owever.
these attacks cannot be recommended as a good use of your
Critical Gauge.
Pyrrha Q's Critical Edge is a fast single strike that leads into a
damaging attack-throw. It's best used in stun or air combos to
greatly increase your damage ou tput. Using her C!!il in air combos will not follow-up with the attack-throw, but will instead
slam the oppon ent to the ground, allowing you to continue the
combo w ith DNS . You can also use it twice in a single air
combo, but doing so deals the same damage as DNS and
costs your entire Critical Gauge.This is much easier to execute
t han ending w ith DNS so it's worthw hile if it means getting
the win in the final round . It can also be used to interrupt attacks, or to attack whilst at a disadvantage, but this is a risk and
::;;,\l}j.
'k
Input
Damage
lvl.
~@++@
25,20,30
i16
-14
KND
FC~@+@+@
25,20.30
i16
-14
KND
<> + +
25,30
MM
MM
HM
i13
11
KND
Input
O..mage
lvl.
Impact
Guard
Hit
~~c::>~s::!c::>@++
42.48
MM
i10
-21
Guard
you have to combo with {).+@. If the opponent. It's possible, no matter in which
direct ion the opponent ACs, to check the slide type after the @lEI and choose your follow-up
attack accordingly. You also need to delay DNS after @ hits; if it's not delayed it will
come out too early and miss.
Despite using DNS in nearly every combo, you still have to end some combos with NS .
It will Ring Out the opponent to the left or wall splat for even more devastating combos. You
should always go for the Just input version of NS :. giving a chance for a Cl ean Hit for more
damag e, as well as the:<? attack throw, wh ich can also only be a Clean Hit w ith the Just input.
For example, NS @ or DNS @ into NS w ithout the Just input w ill deaf less damage, not
only because you are not able to get a Clean Hit, but also because you won't get the follow-up
animation for the Just version of NS . When looking at these combos, keep in mind that
Aeon cannot be hit w ith the NS @ or DNS @ into NS ::<? attack throw at t he end. unless
he is near the edge.
Darnaoa
Hils
CosI
DiHicully
104
124
DNS@
51*
<?<?
DNS @
55
***
<?
DNS @
59
<?
@lEI
110
**
DNS@
63
"*
, @
96
** *
NS @
NS:@:<?
75**
NS @
@lEI
98*-
{).{).
DNS@
69
{1.{7@
<?<?@
42
WR@
ONS @
57
~~
t!J,DNS@
62
***
DNS @:<?
74
CH@
DNS@
57
CH<?@
DNS @
83
CH @ (illl
DNS @
73
CH<?<?@
DNS@
60
CH @+@@@
@. DNS @
96
CH t:Z@
DNS @
57
DNS@
61
Slarre r
Follow up
<?t.l
<?t.l@
DNS@:<?
~~@or @
WR
D +I!J
@lEI
,.
UKEMITRAPS
Ukemi Twp
Pyrrha Q doesn't have many useful Ukemi Traps. She can, however,
use @ to catch teching opponents after knocking them down
with -&-&. This w ill catch all Ukemi directions w ith the exception
of left. She can also often catch Ukemi w ith just a simple {!.-@, but
this won't lead to advantage when it connects. After NS at its tip
range, for example, it w ill hit the opponent unless they Ukemi to the
left, and the same applies to DNS .After landing NS or DNS
at its tip range, you can follow up with another DNS , which w ill hit
opponents who Ukemi backwards.
Difficulty
Directions
55
Right, Back
{\.-@
56
Right, Back
58
Right, Back
126
Back
CHNS@
(tip)
DNS@(tip)
DNS@:<?
WALL COMBOS
Having the opponent near a wall really adds to the threat of Pyrrha Q's
already high-damaging combos, since NS @:' will wall splat to her
left side. You can then decide to either follow-up again w ith NS :<?
or start an easier wall combo. Because NS :<? w ill knock the opponent to the left you have to check the angle first before trying to
do another NS :<?.@and~@+@ are her strongest
launchers after a wall splat. Depending on the angle, the stun f rom
the second wall splat can prevent her @+@@@ from hitting
the opponent. So you can decide to stay sa fe but deal less damage
Combo
Hils
CosI
Oifficully
166
NS :@:<?, W! @. DNS@
129
*** *
163
143
****
197
10
Starter
Followup
<?D. NS :@:<?WI
NS:@:'W!
DNS @. NS :@:> W!
NS :@:', W! @. ~. DNS@
!:1!:1Dw!
APPLYING OFFENSE
Keeping up the pressure on the opponent is extremely important w ith Pyrrha Q. NS @.
@and<?<? are all strongTC options, and because of this can be used while at a disadvantage to keep your offense going. Mixing @. DNS and NS @or DNS@ will form
the core of your offense, all of which will also deal good Guard Gauge damage when they are
blocked. Pyrrha Q can be considered a moderate risk/high reward character. This means that
another risk worth taking, as many opponents won't recognize the animation in time
to guard it. After it hits, mixing between the
two follow-ups is again a situation that is well
in your favor. ,
1]
Because Pyrrha Q's punishment is so strong
you can get a lot of damage out of ducking
against High-hitting or throw-heavy characters. Thi s is especially worth doing if you notice that your opponent is using weak attacks
such as..(!.@ often, making the risk for guessing incorrectly much lower for you. Also keep
in mind that wh en playing against slower
characters such as Nightmare or Siegfried
you can use more unsafe attacks, because
they won't be able to heavily punish you.
Characters like Natsu and Leixia, however,
who can be played safely and have good punishment tools against Pyrrha Q's NS attacks
won't afford you this luxury, so you'll need to
use safer attacks more often and try to match
their offense with judicious use of your pokes
and evasive attacks.
OKIZEME
After almost all knockdowns, @ should
be your first choice for Okizeme. It has great
range and deals high damage as a grounded
hit, so it will force the opponent to rise or
roll to their left out of the way. Once your opponent begins to roll this attack consistently,
you can start mixing it up with <?<?+
to hit opponents trying to roll to the left.
Pyrrha Q does not have any good groundhitting Low attacks, so using ..(!., a fast and
relative ly safe attack, is usually your best option. This may not seem great, but because
Pyrrha Q has such strong Mid-hitting attacks,
few opponents will risk guarding low to avoid
a simple ..(!.@, and when it hits you'll recover
in FC, so your NS attacks w ill come out one
frame faster. As an alternative to ..(!.@, you
can also run up, sidestep to the left and try
to grab w ith th e ri ght side throw. Again, your
opponent is u nlikely to duck, so there isn't
very much risk in going for the throw.
RING OUT
If your opponent isn't guarding 1111@@
consistently then it's worth going for it any
chance you get when near the edge of the
ring. Even if the first hit is blocked, your opponent may hesitate with their reaction, giving you time to mix up the partially-charged
and fully-charged versions. For Mid-hitting
Ring Out attacks you have lots of strong options, the best of which are NS :<?, @
with DNS combo. and S:!S:! for ringing
out behind you. If the opponent tries to ring
you out w ith an unsafe attack, you'll often have the option to punish it with NS @:<?. which
will result in you ring ing them out instead.
When using S:!S:!@ with your back to the ring edge you can follow up with BT @+@ to Ring
Out the opponent even further, but you ca n also Ring Out yourse lf fi rst if you are too close to
the edge when attempting thi s. so checking the distance between you and ring edge is very
important. Unfortunately only your back throw is capable of Ring Out. It will ring opponents
out behind you. so when playing against Voldo, for example, using throws against his Blind
Stance at the edge is a good option.
GUARD BURST
Using attacks that deal heavy damage to the Guard Gauge is easy and very useful with Pyrrha
Q. S>S>. S> mEl. and <?fJ@ are all great for this, and the opponent's gauge will flash yellow after guarding them just a few times. Once the opponent's gauge flashes red it will likely
break after one or two more attacks are guarded, so you can make use of unsafe attacks to get
the Guard Burst, such a <?fJ@. ..(!. mEl. or +. After breaking the opponent's guard.
the simplest follow-up is @+@@. 8 , DNS .This combo doesn't cost any meter and
is easy to use. If you want to ring your opponent out to the front, however, comboing with
S>S>. DNS @ is the best option.
Guard Burst
Roq.to Burst
5
6
Attacks
<?fJ
<?fJ@
:7
@+@. 'll'+@
:8
. <?'. <?<?+S:!@
10
@ mEl
13
~.@+
DEFENSIVE PLAY
You have a lot of options when playing defensively wi th Pyrrha Q. Backstepping into DNS
or S>S> makes punishing whiffed attacks easy, and DNS lets you cover ground extremely
quickly. Poking the oppon ent with or and then sidestepping or backstepping after it
hits or is guarded is also a very simple but effective form of defensive play.
Knowing all of your opponent's unsa fe attacks is essential for Pyrrha Q's defensive style of
play. This not only includes punishment, but also evasion and using her @+ auto-GI at the
right times. With every character. there are some strings you can easily auto-GI or evade with
TC attacks such as NS@ or 1111. Slow attacks, such as Maxi's Ll
or Pyrrha's 1111@fJ
CHAP i t=-~l
The range of Pyrrha Q's ~~makes spacing relatively easy w ith her. Though it's a linear attack, sidestepping it requires good timing, and the threat of DNS @ or means
that you have a genuine mix-up when the
opponent sees you approach. Staying at
the maximum range of~~ is the key to
spacing wi th Pyrrha Q, as forcing the opponent to guard this attack is one of you r primary goals and it is hardest to sidestep at
this range. You also have ~~@ and <?@ and its follow-ups to prevent siclestep w ithout
risking punishment. [ -)CJ 4)
would still be limited to attacks that are safe against NS . Punishing NS and NS@ consistently is essential to make' the Pyrrha Q player stop using them as often, and guarding t?@
and t?t?@ on reaction will reduce them to using t?@ and ./}@ as the ir Low-hitting attacks,
so it's important to lim it their offense the same way they limit yours. Although you can evade
a lot of Pyrrha Q's attacks by sidestepping or backstepping, some of her strongest attacks w ill
still hit you, so pay careful attention to the t imes that ct>ct>, DNS and NS @or DNS@
are used while spacing against Pyrrha Q.
POST-GI
After you Guard Impact successfully you can either go for the guaranteed C!la or a fast but
powerful attack such as DNS or NS @ . If you expect the opponent to re-G I these attacks
then you should go for eith er ~ct>@ or <?@fJ for a potential Ring Out and the highest damage. Near the edge you shouldn't use DNS after a Gl at all; NS will be the better choice.
because it can lead to a wall splat or Ring Out and its speed makes it hard to re-GI. Mixing up
the timings on your NS after a Gl is great in this position.
KEY ATTACKS
Despite all of its strengths this attack still has some weaknesses.
Firstly, it does not give Pyrrha Q real advantage when guarded so as
long as you attack quickly you can beat anything she follows up V\Yith.
Secondly, it can be easily be sidestepped, rolled or Ukemied to the
left side, giving you the opportunity to punish her accordingly. Keep
in mind though, that ct>@ has very short recovery frames, so you'll
have use a fast attack to punish after evading it. ,
:,
DNS@
... '
This is a very fast and highly damaging attack so your strategy against
Pyrrha Q should revolve around not getting hit by it. Although this
move is quite linear, you have to be careful with your sidestepping,
because Pyrrha Q will redirect after using DNS repeatedly, so a delayed DNS can still hit you. This move is unsafe, however, so fi nding an attack that your character can punish it with is essential. Some
cha racters won't have anything fast enough to reach; in this case you
must be sure to take advantage of the disadvantage that Pyrrha Q is
at to apply a m ix-up.
NS @andDNS@ '.: ..
While playing against Pyrrha Q you should always watch out for the
way your opponent uses this attack. They may use it to prevent sidestep, or as a TC attack against your Highs. Either way, it's important
to give them fewer opportunities to land it. and to punish it as well
as possible when you guard it Punishing it a few times in a row can
make a huge difference and w ill force the Pyrrha Q player to use it
less.
N$@:'
./}~ is a very fast and extremely damaging attack, but against
it's unsafe when guarded. Be sure to punish this move to the best
of your character's ability, especially if the Pyrrha Q player is using it
as a fast interrupting attack rather than as a punisher. It can also be
sidestepped to both sides, though going to the right is easier.
. !:1 t?@@: : ;
.. . ..
..... '
'
Until you can block the first hit of this string on reaction, your focus
should be on reacting to the charged unblockable version. Sidestepping it to the left is easily possible if you react quickly, or you can
simply use your fastest or most evasive attacks to beat it. If the attack
is not fully-charged, it will be unsafe when guarded, so make sure to
punish it accordingly. [-?0 5)
Command List
:Tar1aiosEd!ie
Deimos Strike
Deimos Strike
Arch Pnidati.o~
Deimos Strike Arch Predation
Under Blaze
!::?@
15
-FC
Dark Nova
"@
. ik e r R:oL1:st .hit ;. FC
Standing/@
High
M id
Depi~ved ~~el
Mid
Low
Envy Heel
Low
High
-s
-s
-.
15
14
22
18
13
14
-6
1622
10
15
-14
-2
25
-16
20
-1 4
16
STNCH
TC 1- FC .
TJ I STN CH
13
Standing/@+@
auto-GI: lVI (Honzontal. VertiCal,
Body) i5-i9
'
Megaira Hilt
STN
Jtiekt~.jud9~e~t
KND
KND
Lust Impale
16,25,25
26
-12,-20
-2.KND
TJ ITS I NCC I RO
16,25,25
26
-12,20
-2.KND
10,8,8,8
20
-15.-15,
-1 5,-1 5
-5,-5,-5,-5
30
30
NCC I KNOCH
7
TC [TJ
TC [TSI UB
TC
crouching@
crouching
liD
crouching !::?@@
Deimos Strike - Arch Predation
'P~I~os $trike .:. .
Arc!> Predation '
Spring Under Kii ck
:'
18
12,25
14
-8
16
-10,-20
2
O,STN
12,25,25
16
-10,-20
O,KND
12,25,25
16
-10,-20
O. KND
14
-1 4
-2
crouching @
Low
16
FuiiT~rn Blade
while standing @
M id
Greed Escutcheon
while standing @
lvlid
standi~g@
M id
l'vlid
18
26
18
20
20
26
High
22-28
- FC
-FC
Gaia Kick
w hile
Gluttony Satellite
l'vlid
Gluttony Satellite
lvlid
Erebos Edge
Jumping Attacks
Jumping M jrli'g"e .,.
" s atellite.' '''..':' ;:: '::
17
-8
18
-12
6
STN
12
18
-2
LNC
15
0
STN
- /
TC I UB
LNC
TC
18
-12
68
-12
22
- 12
24
-9
KN D
23
-6
TC
TC
-rc
TC
13
: Inverse Shieli(Rush
Pride Stream
13
R-0
TC
R-0
C'iAP~E'~
.: i VS PL4'r PYRRHA n
Nttme
Pride Stream
TC I R-0
+ @
Desce nt
Wayward St ar St rike
Erebos Edge
~ ~ or z:l lll
-17 .. or "\l'-t
<?+ or t21t or ~ ~
Mid
High
+ or~ ~ or z:llll@
21,7
27
-14
19
-8
KND
M id
40
26
22
-12
LNC
Mid
18
15
-15
LNC
13
-6
9
9
TC I R-0
TC
8-Way Run/@
Pla sm a Blade
-17 .. or "\l'-t@
Round Murdere r
Broken Promise
Killer Order
Evil Driver
A rchenemy Riding
Back Turned Attacks
Flipside Slide Blade
Flipside Under Slide
Blade
Fllpslda Sw o rd Braze
Fli pside U nde r Blaze
High-Throw
55
17
12 '
14
-6
SP-Iow
14
15
turn around
crouching turn around
Mid
16
16
M id
High
14
6
-8
16
17
15
Low
18
16
M id
Mid
Mid-Throw
30
30
30,25
Mid-Throw
High
N em esis Zapper
17
17
17
turn around @
Arch Predation
Arch Predation
62
70
65
40,25
High
turn around @
N em esis St rike
N em esis St rike
High-Throw
High-Throw
High-Throw
High-Throw
High-Throw
<?
"ll'*
-8
2
2
17
-14
-2
18
14
14
-16
-16
-16
STN 14
STN
STN
30,25
14
14
-16
-16
KND
KND
20
15
-14
KND
High
16
18
-16
STN
Mid High
Mid
20,10,21,7
..
Nemesis Zapper
Jet Stream Rush
Nemesis Zappe r
Apollyon St rike
High
15
-16
-14
STN 14
16
42
18
Mid
Lust of Babylon
M id-Throw
42,30
15
-14
KND
Lust of Babylo n
M id-Throw
42,30
15
-14
KND
12,42,30
16
-10.-14
12.42 '
16
. -10,-14
O,STN
12,42,30
16
10,-14
O,KND
IAlastor Strike
15
Clean Hit: C
R-0
15
ss
Alastor Strike
Alastor Strike L~st C?f Babyl!ln
Alastor StrikeLust of Babylon
TC I -FC
12.42.30
TC
8
STN
15
TC. NC~NC I ~~ or
z:lz:l K : Damage: 22
TJ
TC
their own unique style. or. in the case of Devil J n. ore a style only.
them lhrough playing the g~une and achieving various things. Some
of these. Algol. Pyrtha n. and a. Patroklos. are covered in 1ull m1he VS
Ptay clu~ptor. Th010 oro a fow others, ho+Never. that either don't have
EDGE MASTER
Character Overview I Edge Mat&r makes.:! lon.g-ao..-.'8it6d return In SOULCALI8UR V.
As with his frat 11ppea.-anee in the original SOULCAUBUR, he's able to mitate the fu!l
fi:Qt!ting aty1es o! evtry selectoblc character in the game. a~fde from thG Oovil Jin {To1d:fffi)
tlgl'ltlr'IO style. Th smears dear old Edge Master can ftght ltke a gifl, and even breathe fire,
shou 1d he bO using Aeon's fapparently imitable) sty~e. -,01}
.Nst beiO<e t~ t>egonr>or>g ol evety tO<.W>d. a ranoom lighting sryle ,. solectod. and Edge
Mas rer will be equ pped w1th the Masler version of the ..veapons 9$80Cated with tha1
sryle He w1!1 then swetch StYle w hen a now round beg ns (though n i.s porfcctJy possible
vwr
,,1
\'\then pla)l'ng nga1r\:lt Edge Master. it may he!p to consider some d lffiltent ideas ~
pared to notmlll matches. Don't expect to win simply bOcauso your opponent is 11ying
10 use random styles: this cou'O cause vou to become complacent. or evM fr'USlftlted if
you'to losing. FOC\IS on the feK:t thal the J)la>;er will mostli ~ly be more comfonable with
cc:trtoin &tylo&; a lock of familiarity rnay be evident by rcpctlllve use of bu ic lactics. or of
<J.. :Spacing can lle useful if tho E!lge MoSior player hasn'l
grasped tht mo.to poo.vsfful mix..ups of a glven style, as 5/ha mnv bocomo prone to dashin~ in tor grab anQmpts. Remember that in most cases you will know mo1e about any
:r--
"'
'
KILIK
'
' Character Overview I Edge Master's fO<mer student neatly becomes tho ma.ster in his
( latest role. Ki!il( can use multiple styles as well. but only those of the male characters. and
ev.:n then only t1ose available to Edge Master himself. This does mean.in-portantly, that
heocaf'l breathe fire. r~o 3)
Fighting with or against Kim, shares vinually an ihe same prir)ciples as thQS& <leSC(ibed
aba...o rolstiog to Edgo M 3c tor. Wo
~c
so diffiettlt to fight against. but will be easier to use ii you are generally mor~ familiar with
the ma'e roster~ tighting styles.
"!!pllr.t
Gu:11d
i22
13. 17
ELYSIUM
Cheracter Ovorvlow I Aft sbntlenng for more than & dote-" ytWS. Soul Co' !bur DWOko
when ot ..nsf 1110 rei>W> ol Soul Edge. But the sp;rit sWO<d hod pooblom; Its "'"""""
host. ScofriCd. had grcwn \'Jar)' of t.S power. end no IOOgor possi&ssod a w~l WOt1hy to
Wi~ll
PVRRHA 0 DI FFERENCES
.....
Nemesis Strike
'''''''''
''''''' '
''' '
' .'.
Elv:~ilun's Nomo:sl' Slriko not ooly dual!: moro dam&(JG thJn Pytrh\'1 Cl'$ but tll$0 has o d1fferom
onlmotlon. rho ncrWu:H AtM<:k tollowup wi1h <>can ~tso bo CloM Hit whan Ftyslum rnimte.!l
Pv11hll Q, \-.1\lef\ r)OrmoUy I' not tho cas&... But tho JIU1<:k thow(:{ln' t fUno Out or wnu spl.t~ t. which
rnolio' It wo.-co noor tho \ dOo c:ompaad to Pynha O's &Civiva!OIH.
{i.tlo?@
{i.tl~(jj)
......
..........................
01111' '
l'fYPI
lmflll I
38
38,30
iM
IH
...........
,, "'
Hll
IG
IG
SI'N
KND
{).~~@ :>
A.pollyon Striko
. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . .. . . . . 0 0 0 0 0 0 . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
6~<:>6~(!jj
50
o(>~.Po(>ti.P!!B>
.(>~.&~~:
50.30
!50, 10.30
.I...
ol5
STN
115
~NO
i1S
.,.
KNO
Phobos Strike
. . .. . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . o . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . .
(!!h@
ilD ,(E)(jj) <:>
16.34.30
MM
MM
(lih00101:o
16.34,40
MM
1tl.3<1
126
126
120
20
STN
20
KND
20
( NO
Oelmos Strtka
.....
,,,,,,,, .......................................................................... .
S!mllllf to NS IE. lhc :"~o twooi{8C~.s danl mello da.moge th~" Pvt1ha ~.-rs and tho natWu:n AU4<k '
foi!O\o...upcon boCioon H1t,A$ with PhoboS Suiko. the nnoek thtovJCOIVIOI Flin{l Ovt Of'W'l)II 8PilU.
"'
011111
lo!Y~I
"''!j!n~l
0 111\!dl
MM
MM
110
110
20
20
LNC
{1-@llll
12.33
12,33.30
{1-@[iil:~>
12,33.40
MM
i lO
20
KND
{).(D)@
KNI)
, ~.:;;,
anad< throw.
~
lnJltll
12,50
MM
i lG
"""'
"'STN
12,50
~1 M
116-
SlN
--
;;:s.
CRITICAL EDGE
lmplllll
Royal Vexation
i19
22
"''
KND
fi. bul has het own Critical Edge regardles-s of who she m'm
ics. This ~ has iniinite range and
Elysium's combos don't change much from those of the character she's imitating, except
at times when her C!m is used in combos or if she mimics Pyrrha Q. Kocp in mind that
every time you hit with a stun, following up with her t!m will be possible, but will be sub
jec:ted to seve1e damage scalin!J due to the amount ot hits involved.
Aftol no:mallounchsrs or other combo startG(G that M ock the opponent down. her @D is
very likely to work as a combo. It also catches Ukemi most of the timo. whicfl 'Will inetease
C!lmt;.:,
Su11er
Fn!!IW(IIP
(P;rtha QJ @
<?@. ~
"116
l)'ynha QJ DNS @
NS ;@:>
97
"
DNS@
llvyi00
ll irt'11 GS t1
79
(iJij
86
20
142
25
~ .
132
3S
116
28
(NtttSvll!J:
106
22
(Pyrfhol CH 111111
91
zo
'
(H;Id<)C3 @
112
21
Oitlit~~!tJ
I ILO;,,.; <l=<?Q
'
4
..
, UI!\'II.(IS ('mt.:KF.N)
Charaetor Overview I Devil Jir'I'S tT&l:.ker"'l fighting &ty1e ll"'ai<CS on appct~!ilMO in SCULCALIBUR V.
whtch will baa we!oome addition for Tekken fans and anyone Vvtlo likes to tight with their fsrs.
Usir~og the 'Mishimn Famil., Fighting Slylc; Devil Jin can Quickly rvsh his oppo1'8nts down, s:>re~
S1..uirrg thGm with bis fasltl!r anack:?. Md launchino and puni.shino them wilh his famed 'Wind God
Fisr N.JGF), Devil Jin's style favors players with quick 1eactions .vho base their personal sty1c
around hav10{1 flow!ess oxecvOOn. This revolves .around mastev of the WGF. a WJiy fast ltn.t'Cher
that Qi\'OS tldvanHl96 V\,ohen blocked. It'S & uni<ruo fast dGfGnsive ar'ld Off91lSiVG lOOI prefect for
pressuring. block punishment, and whirt puni5hmont. As Devil Jil is unarmed. mngod coml)&t in
comparisOil lO thG rest or the cast is his main V'v"eakness.
!"""
! ,,,,,
D.tii118 !1U
Throw:~
StU~ftd
Punishment
Safety
Armor Brook
111111~111
,,,,,,
I,,,,,
! ,,,,,,
I,,,,,,,
I
Ring Out
Okl:t:cmo
MhcUPif
IIIII
Movornont
I,,,,,,
Comple-xity
! IIIII
II
RMQO
PLAYSTYLE FOCUS
METER USAGE
OtWil Jin users will nec<l to control the tioht lrom mid to
closerango due to his lack of long-rnngo oruions. At m idrange, \VGF should be use<J to eillter punish whiffs or beat
slovror moves. s.coring v<>u a laUilCh. Being a Htghhittin{l
attad:. makes it vulnerable to Tech Crouch auod<.:s. how~ver.
Devil Jin has the potential to dominate almost &vety Charactor in the game a1closer('lnoe thanks to t~aving !he fastest High and Midhining anacl:s in the o~m& in 'the form of
his !AI and 'iabs' and his ~@. whid' is rcpiDocr
mem (or a standatd . At this range WGF should also
be u sed to apply pressvro wnen at adVantaga or vou can
uso Lasor Scraper <f!)IAJ~l to catd'l, launch. or Rin.g
Out sidosteppers. -!}tl, his advanced movement. allows
Devil Jin to uso a crouch dasll' mixuP to rapid tv close the
gap w hilst 1emllining Tech Croud'IC<I in Ofdor to t) rGssure his
opponents with attacks sud\ as WGF. WR (Kl, WR Oil. and
~ .0.~ . [->0 1)
..
11/111111
throw, and
'"
TC!fJ
<0'@ 1
~~IISJ[Jl)ii!I-(J
20. 12,10,20
MM
TC!fJJf1.0
~.c.~
TC
hll. Devil Jin can on'Y combo into FLY@, though his urlb!od:.
ablo anJck. t$ out~ronteed as well. When t."tose are blockod.
hO\vovor. or whon mMuo!ly cnlo1ed, Devil Jin's FLY optiOns
tHo ou oxu omoly_ t!l)t}l, 1herefore easy to sidestep to bolh
sido$, wilh FLY !AI only trocking to his right.
:';.,.
,,
~~~(1!)
30
"'
H
35
tnp"
Twin Lene-r
Thi:s is Owl Jin's '(iXW oq1.11vaklnt. ~@@ at 15. giv~ very
16JIl!l
,,,
l(jj
i14
.a
LNC
I.NC
r,
110
"' "'
6.-G.IS <1,ot,KNO
This is Devil Jirl's primary sid.astep<<HCiling toO! from close-~ nge. t~s it is fostal'tcl the first hit w ill track in both directiollS.
It's best used aher @1@ or~ @(!) ere eit her blocked c; hit,
but the last hit is ver., unsafe ~...nen blocked. so ;ou can't
use it too often unless you'te sure of what your opponent
wJI d'o . Vt/h<:' ' fighting ag<:~in st loss ptediCtab!~ cppoMnts. it
is advise<! to vse <?@@)@ instead. t.JJ 3 hi ts of LC are
CH-<:onfirmab!e, wilh a Ring Out opponunity ar.d the last hit
being safe w hen blocked. Note that t:oth third hit : ariations
can be easily sidestepped w the right.
'
.-.
E ~
Ot... 8!1"'
l<"lt>l
'~@@~
10,10. t4
MMM
'~@@@
10, 10.23
MMM ili
O~m.1ge
J.e1t.t
Imp.
12, 15
LM
.,,...
2G
Spinning Demon
'"""'
i17
~"I":
...,
Gurli
!lit
14.18_.18
4 , 6.LNC
14. i4,6
-4,--Q,l<ND
G~d
H1
12.1
lfl,1i3
KNO,KNO
bllll
111!1'111'1
GIONII
1!41
i"15
KN D
Cu;!nl
Hlt
i3
LNC
hllJ.t
Gu.mi
Jlit
i15
11
LNC
~ SECONDARY ATTACKS
, :"'7~,
Demon's Paw
With all othe: characters having the advanta9e i:l range ove-r
Devil Jin, he neOOs to close the gap against his opponents
s.onu:fh:ru, and c:)@ is his ~uic'koo t Mid-hitting option. It'S
$t!fe when bto~ed and is verv good for Ring Out and wall
splat purposes. =?c::- is best applied during O"i?.eme irom
CD. mixing it \JP with .::>{!.~@@ and WGF. N-ot$ that the
move is incredibty lino<ll', howovcr: ond therefore susceptible
to being sidestepped. c'1il also has a very distinct anim&tion. msl(ng it l'elative!y easy to Gl and JG.
l~p!!l
llrtr.l
Iii
am.
Uppercut
\tVR@
T1unotnl Kick
.............................................................
WR
XI
t ii
I,,..
On~~
Lirl~l
WR @@
12.16
MM
c:>{J.~IA:
{J.~IAQ1
28
Gl
Ill
liS
12 .:1
2,.tl
10
K" O
124
\ 6
AT
fot dt3C"lOfS
Htll
Cy-ctono
.............................................................
Spir:~I/Oomon
Ofteepitating Sword
.........................................................
is a much safer opLon for C\IIChlng sdesteppi."''g
t C) a oorr.'bo
w hon it M s. It lS, hov.-ever. A Hlgh-hhtlr.u ot10c:k, ma\in.g it
vuh'lGrab!e to TC move$. It i s also relouvrv slow. bvl il's oomplcttl!~ safe w hen blotXBd so ,..ou can uSt it any tiiT'. e vou
lhink 1he oppoMm won't try to im<!n upt you with lMil fasl
ttt.oe:U. ond you'll have the chanoe to 11te dlon:;.ivc rnoa
sures d 11's bloc\ed
opponc;,nts th~ n @. and it w l!l ttlv.Dyl lo~d
Aratama Strike
Double UIIIUdc
.. O.W J.,
tO be.Jt lo.v ittfacks while leacing Into ~00 combo$
w uh WGF Because of 1ts speed, rt c:on bo used m place of
WGF as an easier. t-ess exeaJ1ion dOOGt!den1 OPtion tor !joCk.
p unl'-'\mAnl, rn:.klno i 1 :-. M fM h 01 w hnn you nH:d ouar anteed
,,
I'
c:><:>IDI!!I
c:>c:>r&l!!.HH!O
14. 12,2d
MHM
117
14,ld.-8
14,1?., 14
MHL
117
. td,. lt 20 2.4,KND
2,-'I.KNO
II
1n1
11
26
Thl,.. quitk. Tocn Jvmp LV!... h1Wno ~nod.: con bo nlo1li.Od up W1~h
'i:)~ r&l \,.hr.lt'l mc.. iFlO ir4 Ofl lour oppcnont itom r'l"'idr!J'Igo.
(IS Lh
:~olort up on1mt'tions of bLh movoa.s look vtJry simil:~ .
wnen 1 lntG it will kncxk. thil o,oponunt dC~-\11'1. loodifl!ii ll'lto
Oldu~me mi:wp3. Boc:ouso 11~ 13 h LS cround6d tor !X'OcJ
dfl.mao& ,, .o1.so mJI<osior vtX; good 0 izemg. Lool r~~tllr s.uccossfu1 11- row::; and othor knockdown InC\' OS. 5uch ~$ fBl(&IIID
al"lcl ~(;_), ~ ~ i$ ~ro v..ttan blod<ad. and s ~9 s,ood
rramll' 9d...antao.a whoon it hi1!l. mill~ rflQ 11 IJi :nrong miUfJ Loot
duels 70 dl!ms(lo Md cembo aa:>ily set up. as. ~,, J""' i:; on
l.'"10 AS.l111i'11 Offr,)n~i'lO wl:h hit; ~ko g mo. waF, Drtd CD l'flf)!w
..:p.... Simply oolnp Qll OJ t1!8J in~o 0:JII1(or&tlon aflCJr IQI'Idl'"l(l
pOkes or .a r1~u bloCk pun .;~hmGnt, NI1on yc1.1 r CJQI'on onl will bo
oxpooling cho 1i ?~r:.l niLlromlhOSG s.tnl"l(IS.. C31"1 work vot v '"011.
Tho ~1il+(m s~of"let'rread' ~lir0\'1 will auota"'tM <?m!l or
'NGF ~~erw111rda. Wl~h m~Jtor l'l'l'llllllblr:~ . @t{II ID will ounranteg a follov,.up combo \"'llh ct>ct>1J(). cct> \I\1GF. or ~6il
copQndin(J on .,ow OJ)(.!OnQn~ 'a :Ji:u..
13
(!lt(1!)
[i]Jo@
13
~~ ' + ~
IE+~. m1+1E+
10
1l
13
~'f ~ or tiih1911Lofl}
lil~ or @ i&d<l
'3
. r
--- ---~
IL''!l ll~Wlr)t'IJ worth ~vlfiCJ motor for I!() .ij. ~lil]~ m:BI I~ ~'OV
tJX~CIJtlon i~ Qn pQr.r."'tt os vou vt:ll ba bio to Ring Ou l ~-our
OPPOfl~nl aft or m succos.sful WC3 F fro-11 up 10 Lhroo d~.srac
tor ...IJ.liXIZ Jw.Gy from t '"10 OO'Qe Of tl'e rir.g E~911 wi11\(1Ui 9
R1rt{l OlJt opptiur"1ilv. ;hfl ox1r:r dn mr~oG m~l<o ::. 11 ju~~ .:1~ 9=10d
an. l111nd1R{I VVGF. l[U, but for hoi f thO r'Y'ID1()t CC$~ Pr CtiCltl I'(
SQS@k;ing, tii+IID ID wiiii.Xl ~'Our mostu:;act 1(!1! mo'r'O with
OwlI Jln. o:. It w1ll bQ_)fOIJr most o.:JMI:!Qing thr0\"1 OP'I.ton v.lhan
rni>:II'XJ up ...~ lh hi$ 1Jl 111 throv...!l . ThtHlamaoa- and O tlz~,~omQo
U1a1 tM LIIIS-Gr Throh' (JWO!l you rr.al<o!l 1Lwoll worch lh ~lur
COSt. Vllth ::1 PQ"tto'itru CO ml:<-l,lp ait91"._\181rtJs. (!l.J () 6m 1$. .0
Vf,tfy ~wono Oki~omo tool ll:} 1: IDIKID 1.0 ouaaolao:.J dBffiDrJO
af1or lel')dln.g It on .:1 erounduo OOtrun l. 'tl ~;riD tml is n0"1
lla.tsd In D()"vll Jrn's commond list lxJt is poton[iDII'r' Ll vory
powor ful l liJ onock rr l.l!lod 1/oiOII. Tnu roQulrad nf)ut i!J. ..ery
r.o ...1: 'r'Of.l nl,lo\t lo F)f'.Ots ~CBI]!I (ilSI ~~ ~uit:ktv .B!'l J')O::!l~iblo-,
aliding you.- iii'I!JCI r!lo or th urnb ovor ~h.o 'outtons O.i y.oul' StiCk
or pad.
)en 11 hits. Devil Jin is. Ill .., 14, allowing ~01" a cr.m
tll\tMd WGf. 'i)rilniJ h1m e wau splllil ond o Arf\{'1 Ot~t opporw.
nity rrcm ll sDro. MIO.hirtting PQko. WR IECil @IJ i~ O~il Jln's
1-eo,t lrnp01 t&n1 Gm tool. .AJthOIJQh iL gi';'Oil odo,ootJQO ..-.tflton
blcc1<ad. 1ho string roqu m~ a Cll i1 ord'.er to- combo Mel 1:9
vrJrv s. ~Y t<l Gl or JGif 1hrwl'l oui n 1r.a ooan. ileca~Jse Oe.il
Jin'Gothor lmi .0\Ulct.:J C'.'lfl loo:;l to fnO!l.:#ivo C.:ln'll-00 end Flii'IQ
'':':\:~
II
00"111 t~Jo~IIJ
?1
2'4
(KI
?0
liT
11i'
I I!)
12
MM
16
~ ... liJ~+ml~li:l
Z(J
l.
i). }
W'S 18J~r8J+lm+J
10, 10,36
MM
tiiAI
C8lic
.,.,
KNO
11
STN
J~
L.NC
Ou1. yOIJr
..
mol~;~r' will
br.;
~ttor
S.pOr'l t el
.awht~re.
- - ----~---------
,,,
Oa.11 .,.hnts. t!m oniOl:; tho m.1n.y oonorit ... ol '::loll"i{l ic~t. <lDnl
C[JII"ri:J, 003Y ll) o:Jrnba ln'.o. Md hlghl~ 0'1.3:Sivo, txting :91m ul11
neousl~ TaCh Crouct .gr.d Tech Jvmp. BtOCa'-'SG if:; so ovasi~"'
i1 ia worth throv.~no ou1 .n-:~ ~ 'J')IInio movo Q.:linst overzt.N~'O~IS
o~OOr'ltn~s no1 povilft{lll1:ootion 10 't"'='Ur n10Lor. AnoLI'Ior bO'iu::.
--
. :. ?~.
. _. -lq
~ I
'rl
,JJ.tJet>-&tJ91!J+~
KNO
a~er
becouso tho- ottock c.on't bo Air Controlled, you can lollowup with
up to lhreo moru of thom fOf very impressive damage tCombo A).
WR @ l:l OO(IthOt (JOOd combo starter. and hom thiS you .01) oitll(lr
fol!ow up with o &mall dash into a WGF. 01, if you hava tho n'otor, uso
di!IIIW
~~~1!91" Ill) lor rnv, higher dQm~g9. ~I}@ oi'IO e>llers yo<1 the
CI\Onoo lor multiple WGF combos, ot if you don't want to risk falling
thOvery strict inputS required you can just foU()V(-UP with your Gli fof
goiXI damspa !Combo C).
o....*
.,.
...
WGF
\tV'CF.WGF
8S
'"'0
WGF
WGF
WGF
~-&~ lllJ
.....
WGF
!!Iii
109
WR III
~.WGF
40
WR IIIJ
~.()~@tl !llll
75
1}-.l)oQll
<!-<!-@~
71
{1../Jo(!!J
78
\\--1>\lll
C!D
{1../Jo(ID
WGF.WGF, \'VGF.
<~<!>(!)
WGF
44
~fill
[51
<l><l>ll!J
<l><l>Wl+
WGF
(!)..@ lllJ
<l>~.WGf
CH ?o@
LS.WGF
ous
!!Iii
CH tl(JJ
WGF
h i!OW1!fl
OJ!IIc!!lty
...
.. ..
32
SG
0
2
G3
80
..
...
..
. !.
UKEMI TRAPS
Oevil Ji1\ has a ooup!e of \'ery useh.l Ukemi Traps:, espe<::ia1ty
off his @, frorn which you can end up getting a very
strong mix-up, If the opponent Ul\emis, .().tl@~ will catch
in Gverv direction ior very good cf.amage. but the maio thraat
oomcs due to its huge Rir.g Out tange, ntakii'IQ it ver>, dcadtv
anywhere nea1 the ring edge. You also hate the option of us
ing .[}~ !&'!. wll tch again catches a'l directions. bvthas the
added boocfit of the first pan hitting g1ounded om::onents.
Once you have made the opponent stop \ ISing Ukemi. you
can t he n start landing his @ + ~ for a strong grounj'ad hit.
<;.j_ Tk'
Dt:YI.L JIN(TJ:.K.KEN)
Kncelolcwn
Uk$11oi iltp
c:>c:>@
84
All
c:>c:>@
Oel;y, .;>~~
49
All
L9t;, Right
I:? I:?
GO
All
1:?@
35
Lsf., Rl9ht
CH <;o<;o@
CH <;o@
' @+@ Iilli
Dl.!f.cu111
' ~
..
WAL L COMBOS
Devil Jin gets to w.~ll splat easily, using string attacks such as WGF.
9 @. LS. and LC. LS and LC a1e uns.afe, but w ill track sidest9P
pcrs at the wall, while WGF and o:t> afe both safe High and Mid
sp!atting options. respecti\'$ly. @@@ is another fantastic wall splat
fish:ng tool as it is comp!eltllt hi t-co1~firmab'e, so yov can use @@.
Col'l!ll(l
""'
2
81
100
11
@ @@ WI
115
16
@WI
120
U!etlljJC
Sltt11tr
fWIIIVJ'Ul)
VlGF 1N!
104
CH <;o @@)~ @) WI
C" <;>@@@WI
,.
....
"
::
APPLYING OFFENSE
The only other dla (QCttH than C31\ match Devil Jin's jab speed at
close;~nge is Nos!u with her i lO @@. To put it simply, Devil Jin has
the abililt to 'out box' aUhis opponents once he has closed the gap.
Becowe his opponents will be focusing on keeping him tJWay with
thei: r.anged, edged \"''eapons, Devil Jin playa is will need to use his
Advanced Movement <CO) to QuiCkly enter into t.'}a range where you
can pressur-e .vith V\IGF. Be-cause it's so fast and gives good advan
tage when blocked. Oavil Jil'l can prcssu{O with anothor WGF. !Al.
or ~ 10 slop the oppcnem from ducking. If you land~@ ll,
'NGF is guaranleed. or you can exchange it for another CD mix-uP.
utilizing WR :ID and c:>.C. ~!ID.
GUARD BURST
<>cOoeD). whi'O luloar, rs a fa,st advancing Md wilh Rtng Out POtontl811 that should bo usod to
OKIZEME
WCF Is o very poo.vertvl Okzeme tool for OoVII Jin in that, despite bono o High ounck. octually
Ms grounded opponents. Th1s move olono Wl!l forco your opponent to either rlso or Ukemt, at
which po.nt you cun st\lrl cotdling them with (B). LS, or onotherWGF. 1!1 hsolf Is t1 (IuiCk.
grounclhittino Mid auodc that will combo on CH .shov'<l your oppenont fiso ond onempt to
ettt!lr.:k. you. A5 inflicts significanl <famagc on grounded opf)Onoms h will also go o long
Wi.IY towards rorcmg tho opponent 10 move, allowing y<11.1 10 lunher prossuro thom with LS or
WGF. U you hovo mmor, la)...aiJ mJ w ill inlllct moro domnoo on tho groumJ, with OPPOrtunities
to fotlowup with either (6) or WGF.
RING OUT
l)ovl Jtn has o vfJ!Y SlfOI\0 Ring Out game. with pato and puniShment tools such as tl\-9 hit
eonfluf'lflbkt :00 and WGF thai con p!OSSUl'e the opponent hOllvUv. 11"1 tho ~s.o of WGF
you ll:lw: the throat of a R1ng Out. and are lett tu t'JdvtM\t&I)O whon il's blocked for ono;hor at
tompt. (jj) Is a S3fo
Ml:t that Will
Out and C3n bo miXOd up with CD
otlho odgo of t.he nng to fO<ce '/0\.f _,ont to gucs bctwoon boong hit by on unsooobta,
domogong ~noc:l<dc7.<rn ~. ore safo Rrog Out llficl. Wth vour _.,..to bade roughly dYoo
""''"lC"O
R>o
IAII ~h
(M)r&l
8
9
o<:>m
<:><:>00
10
<J@
12
1111D. ~00
13
~~
DEFENSIVE PLAY
Oov,l J n 'Wih bo n croub!e ..,.etsus opponents w1th good spo~ng who kn<J~N how to kcop him
01bay wth consttnt pressure at thft 1ip renge of thoir woapon, Howovor. thilnks to mQ\I(!S like
WCF end OOIAJ(jjJ. Dovll Jln hos somo of tho best zoning and pynishmontln tllo gomo.
being 110 moans lhrlt It con heav ly pynJSh movos th::lt the rest of tho cast cannot.
Simitarly with WGF. it bcung 50 fo3l moans
that where othor cl\eroetors con punish wnh
@lA!. Devt Jrn con t~yrl(ll, [ r l 21
POSTGI
ranga thin other dlilrDt:tO<'s Odged mapons do. I'III\'Ofl usng Cllel~ors wtlh ll1<M) seta
that wor~ w<>ll fOI' specong and zoo01g will""""' no problom ~~ tho 0&.11ar t>av. On tho
other hand, DeW ..hn tS a major throat to dOSotH&ngo fghtons, :tueh os Natsu and l~xi3. so
these types of Charactots w II ncc<l to use TC artacks morQ ottoo and tty to use as few un$llfe
ottacks O$ possiblo.
KEY ATTACKS
<:>~ I:I!ID (WGFJ
~1:1
Both hits ot <:>~~ ore VO<V unsafe .vhen l>lod<tld. aAo-o mnv characters 10 !Jnd
combo SlartOfs. Colrectly ~nrsh c>pponents being too J)(Odtetablo with ths Low to s1op t.hom
lrOI'O risking n
euttino dOwn the>r LOw oftensr.oo Ol>lrons ~~D!Dcan also be sdoo
Slopped totha ~.but thdi$An>at10fol predicting the ......... as ( COil0001most rf1'4X)Ssille
to react to. especiafY when undcl pressure from a sot d ~PQnMt.
61
-n.
~@
no
II
<:><:>W
<:><:>@ Is sale wtlen blod:ed, but -v lno"'
II
There are a total of 50 Ad1ievements/Trophies that you can unlock in SOULCALIBUR V, and
this section wi!l make It easy to uni<Xk all of them. Almost all oi them are prooression-based.
be it through solo pl:ay or in competitive \ersus modes. There are a few that may require a
little skill. howavar ...
XbiiY l&l
., IDM~riptinn
lOG
B<onre
200
B<onze
RC:1'urrtt.:.tiOI'I qf Ord(H
JOG
Sil ~r
75G
Gold
Path to Glory
lOG
Brcnlc
200
B<crue
SuddM Tdmptl!ltion
$!IV(:(
Po rfcctTr.:~incc
"00
200
8rC<U<>
WarVeteran
400
Si!t~er
200
Bronze
Pursuit of Obsoulon
15G
6r()(lre
200
Sil'ler
PERFECT TRAINEE
To unlock this Achievement/Trophy simply
beat the Arcade mode's Asia route w ith any
character. The difficulty setting doesn't ma1
ter, so if y'Ou are having difficulty cleafing the
Sx Stages. VOl. may want to drop it down w
thE! Easy setting. If you auompt to clear it on
Hard. however, you can tty to go fOI' the War
Veteran Achievement/frophy at the same
time by doing it without oootinuing..
PURSUIT OF OBSESSION
You- will naturally unlocl( this Achievement/Trophy 0\lll!( the coutse of time if you are \\'Orking
wwards the Sudden Temptation Achievel'nent:'T(ophy, but if you vvant to battle Harada soone1,
it is quite easy to set up. Using the Sear<;h C(iletia func1ion ftom the Quick Banle menu set the
Area (0 Japan, and Strength to Ad,anced. NCY1.'1l yov just have to keep refreshing the oppotlent
list until vo-..1se-e Harada's name appoor. He has an A3 rank with the 'Mishima Style Master'
Tit!~. but he is moot oosily idBntifiablo by the tutban, glasses, and tiger karaU:)Qi he is wearing
irl his profila pictut&.[40 4}
When fighting Harada TEKKEN. he will fight using the Soul of Devil Jin and anempt to presSI.Ire you w ith constant VVGF att~cks, makh)g him extremely vulnerable to Tech Crovch attacks. He is also svsceptibl& to f)!&SSuf& from @@ attacks and tracks badly to his tef1 nand
side. If ever he enters FLY Stanca, step to either side and all of his opticns wlll w hiff. Oflce
you have shown Hata<la TEKKEN hovv to aciUalt>; play his own game. you wiU unlock this
Achievemen!/Ttopily.
De1eating anv opponen1 i!l Legondary Souls can be t!iffioutt undc1 oven tho bost of
coJXttons. but whB/'1 you put th~ extra constrai nt on il, it ups 11\G cho!lengo even
mol't . To give yourself the best chance of lsnding the finishing blo,... on one oi the
opponents ond winning the match v.~th a BttJVO <!go attat*. you should 11rst concenuat9 on building up your Critical Gauge. Us& the first few rovnd'5 to trv and mount a
solid offonse that focuses maintv oo buildif'lg your mater. while ~lso weakening the
Goord Gouge of your opponenl. [ ~o 51
The a!m shOuld ldoally be to get to the final round w1th as much meatr as possible.
and with tho opponent's Guard Gauge flashir1g ted. This may require you to try and
u~o a fow moro throws than usual to avoid breaking it in tho penultim&UI round, but
it will bo more than ....'Orth it. In the final cound. uy and wear down their heal:h while
avoidng t~e Guard Btust until thoir Mallh is low enough so that vou oould klll tMm
with a Brevo Edge an~c:k once ~J do OOrst their guard. Thi$ tactc 1s especially U'S&ful wkh chaJecuus that have w:ry poo.ICriul singe hilt Brave Edge auacks sud\ as
Moxl Of those tl1oll can end powetful combos wilh lllem lou XlbO.
Xbox3C~ I
"'
OtniiftlOII
!)()
6!0!'It0'
PflS-IOIHitO At11S I
20G
Bronze
Colol'fullllut l on
lOG
Bron;;o
Livf,ly Pub
!)()
II
A SOUL COALESCES
At the A$Utll Home rna1n menu,. pc&$S "Start' to cd1 QUI' ptayer hcenae. Choos,e your
dl$p&av picture hom those readily available or a pf':oto you took tn character creation
ancl.uoch 10 voor player liconse 1 0 - tl'os Ad>....,.ni/Ttophy.
PASSIONATE ARTIST
All you need to do to unlott this Amiovcmcnt/Trophy is to ptece a sing4e item o!
clothing on eithef a 1Ggl.dar (I( origi1la1 dwacter. attec:h a stieter 10 that tem and
sele<:t 'Finish Ed~' to save your chan;;es. [ ..0 6]
II
COLORFUL ILLUSION
Whilo VOU oro Creation mode and going fot tho Pass1onoto Artist Achievement/Tro-
phy, you shoold also atteMOl this OM to get bom ol them Quickly and eas1l'l Using
tho Photo function in charaet~l' creation mQnu. s-et a Oecoratlon M-~me n e1thef the
ba0<9rovnd o foeg1ound in your I)(OViow vvindow and then sot t background from
tl'te hStS availat>le to vou. Once you have selected vov perfect pos1 and scn1og for
your chO(CCIO(, tako a ! napshot to unlock the Ach 1evemoni/Troptly.
LIVELY PUB
To unklct. this AChievement/Trophy you will need to enter the OptiOM menu from
the A:strsJ Home. and then Sf!!Qct St<lge Music Settings.. Once vou Bleln th1s menu.
simply change thO bad<gtound music of ant stage from lis cuuQn: OOCI. to ona of your
choosOV Them on you have to do i:s return back out to the Astral Homo to receive the
AchioW<ntn1/Ttophy. (->0 7J
11
m&l(h.UI)O.
..
tfUIII
:,
Boglnnlng of Dettlny
"'
Xllon; )1;0
,.., IOo:~ct~r~'lioll
6 10I'IZ(:
Oromo
BrOtl%0
150
20G
26G
70G
lOG
26G
IOoG
Synehronlto DNA
BIOf'IZ(t
EUifllfll Sloop
3GG
Sitvor
lOG
20G
30G
lOG
Bromo
Bronzo
6G
8 1002(1
lOG
BroMo
Proof of tt Fighter
Morconnry ofWnr
Strotog1st ofWor
Hero C4tvod In History
P~al so
Ofl Rlvols
M aakAnothor't M omorv
Si!Y'(:r
SINtrr
Bt01"120
Sd'J\1r
GOld
Br01"1 ~6
Silvt!r
BEGINNING OF DESTINY
From the Astl'al Homo. ontet the Soul Unk tPS3: @/Xbox360: 0 ) to bring up o list of everyone
you have fought against onllno. From here you simply need to serect thrcc of thom 61'(1reg
lster them os Ri\'ols lOunlocl: this Achievemontlrroprw. O'Ovloustv. you nood to h<lVO played
against at teost throe peOI)te onhne before you register thomas Rivals and unlock this. so
don't be shy about ontorif\9 rhose tobblt~ s.
MERCENARY OF WAR
Both Ranked and Player Matches. count tov..ards thls Ath,0\1\?mont/Trophy, so it docs no1
mouoc which you prolor to ploy, 4nd it dooso't even moltOf if )'Ou ,,._,i,, or loso tho::;o matchos.
As soon as rou havo takon oan in your 3011\ l'natcl\ you wll un'ock this A<:hlovcment/ nophy.
The samo rulos lllso MOly to 1116 Strategist ol War and Hero Carved in Hstory Aellievement/
Trophy. you iust nave to tnke pan in many mote matd'IGS to unlock them.
Pi~ one charnctcr and stick with it for at least 5 mntc:hes in ony 0 1ll ino mode. It doesn't mauer
if you Wtn or rose thoS<l matchos, the only impon~nt tactor is then you novcr switch chcuactGr.
If you use Ezio in Ranl:cd modo as you 11y to unlOCk this it will brir.g you hulf way tO'v\'ilrds rhe
Et<Nnal Sleep A<tllevamootfnophy.
COURAGEOUS WARRIOR
Simp~ win a lOtal of 20 Onll"'e Ranked 01 Player Matches. This C31'1 bo easily aclhCVCd through
cnsuat Player Matches. or by matching up against lmvat rMt~:O<I opi)O(lems in R011kcd Match.
slthcugh this wi 1sovoroly d1minish hov. c~1UCh XP you receive. Once yo._, have this Achievetn'lonVTrophy, yoo,t will b& nearly holf way IOwMdS unlocking th<l Conquoror of tho Arena
f:v:tlievomoni/Trophy.
SYNCHRONIZE DNA
Simp;y play as Ezio Auditoro for a singlo PJevor Match. Oo this wit h yo\,r friends Onlino whi!<l
referring to tM Ezio Auditore soctlon in tho Character Guide. so ttlat you c&n train up for the
Etemal Sfcop rDnkod match Achievement/Trophy that requites his use.
ETERNAL SLEEP
nle 10 wins ~ov htwe to get ''' OfdGr ~o unlock thisAehie"omom/ffophy aro cumulativo, so you
do not have to worty about trying to ge1 then'l consecutively.
AWAKENED TO VIOLENCE
You ean auain this wtlite \vorking on tho Couraneous Wturior and Conc1uoror of tho Arena
Achiovon'lemsfl'fophies by plnyno in Ronkod fvlatch the whole timo. Simply kot~p on winning
in order to earn as much XP as possible M<J onk up quickly. You will be rewarded wi1h mote
experience points ror dofcatinO enemies of GQu&l rank 10 vou so you eann01 prev on \>vGOker.
l()'vV$r renked' opponents.
U you 3(0 suugg'i"9 ;,, your mmcl'los, refer to 1ho c:laracter ehoptor for your chosen chorac1or
for (l$Sistonco. Md as sooo as vot hove dofoatod enot.gh OJ>PM Cnts, ~rev 'W'ill reach E4 Ranlo;
t~od unlock this Achievomont/Trophy. Continue battling your way tluough Online opponents
t~nd eorni"9 XP. and V0\1will cvon1ualty bo able to unlock tho Rooson tO Flghl and F!irst Stop of
D Legend Achievements!Trophios OflCtl ~ou teach the- roquirod amounts.
~'Ou can return t o the Online menu a.nd upload your replay from !h er~ to oosily unlock
i1\
TECHNICAL ACHIEVEMENTS/TROPHIES
l'hese AehievementS/Ttophi&S are obtained through both Online and Offline play, inoh.Jdir)g
Offline vetsus. AU of these ara progressive and will be eventuillfV ~rn locl:.ed through repemect
play ptoviding you play using everything the game has to oHer you such as JG, Gt, G'm . @Iii.
W !, RO, and so on. Just keep on playing! Note: you eani\Ot uS$ practic & .noda to quickly gat
!ltcsc Achievements/Trophies.
SOUL FULFILLED
Progressing through th& Ft:>tal Soul ond
Throbbing Soul
Achievtlm~Us/Trophies
on
TECHNICAL FEATS
A number of tho Achievements/Trophies in
!his section require you to trv and master
a specific element with in
multifaceted oombat system . You can wor1c tov,ards
many oi these goals by battling against any
human or CPU oonuo!lad opponent out.side
of Training mode, tegardless of whethOI the
matches ate played Online or O ffline. As
long as you play the game regu lar~;, most ot
these Achievements/Trophoes '.'.'ill come nnt
uraUy over time. bvt if you wa01 to get some
of them faster, you can tt, a fQv.. things to
speed the process up.
scvs
~
History
n.ae,i(ll!on
Xiltll MO
PS3
5G
OrCf'\ll)
F<:tol Soul
.SG
Brcoza
Throbbing Soul
15G
Bronre
Soul Fulfilled
30G
Silver
Stalwtlrt Barbtulan
100
Bronze
Adorod b V Hc:.vcn
100
Brooze
U ke a Flow i ng Stream
tOG
Bronze
ISG
Bronze
lOG
Bronz<(l
Han ds of t h e AbV$$
100
B10m~C
Panler of Sw ords
20G
Bronze
Win d of Bnt1h:
100
6f00 2..;'l
Allt,ufng Kaleidoscope
100
Bronze
Gale Forco5
200
Bronze
tOG
Bronze
Footprint$ of Soldiers
lOG
B fOnle
Give in to Temptation
tOG
Bronto
15G
Bonze
Repo <~t&
Unwritten Hi.;tory
Pll!ti~m
edge~
lime--s.
~fte b
quick. mo.-e.
will be beneficial. Similafly. a stag& w ith a lot of walls like L\.ovano: Grand Festival of Gua.ndi
Temple, will help gfea!tly when ~ou are trying to get the Statv..1ut Barbarian Achievemen V
Trophy. f -+0 21
vs
The foll owing ;>3!JeS contain profiles and fv ll arhvOfks f01 all of SOULCAU BUR
characters.
The Sto1y mode focuses o n just a few of th0 O'l:<)in chor.:~c te-:s, and leaves the ~mel ln es an d
fates of variovs other cha:actrNs unexplained, S() many questions remain to be ans.veH,, tl
'
r ccruitir~
Rcl>'ttionshlps I His sister Pynha was k idnapped and hor CurTont whereabouts are ,~,:~~:t~
His mother Sophltia was killed by a m alfestcd ;)nd hi$ f3ther Rothlon died from ill
\ague: rumors atout his origins were all anyone had to- s;o
by. They called him a \vtr c~r~'Oll. Sonc swore the(<! seen
him svrtnnoo .:1 S\1'3rXJe l>east to f19ht bv his ei<$e. Others
<;l('imod corp$0$ 'A'Cfe fou nd l1l eve ry city he left ~hind ...
mo
Story I ThcuQh lel;,~i a's father W<IS <1 gener.~l in tho ()rmio.s
of the Ming Oyn~sw. it Wt'l:l het rnothe. )(;trnghua, .:ho
gava l'$r a tast& for ath'etlture. Xlanr;hua emranoed her
d.:~ughtor w ith UIIO$ ol hor quost to find the Hero's SVo'Otd.
Mel the boy she fe11n IQ>~ with a'o!\Q the Wfl'{. LeiKia never
learned what heppened to the bO':'. but the sto;es fii!OO hef
with excHement <md wa:vJcr!o ~t. ..When I grow up, weu
see tM world together. MotMt'! ..
leixia never forgot the p1omiso she made her mother, .=tnd
she ~pent her you;h Pl<l<;ticing :;";(<$ figh1i09 in anticipetiOC' 01 theif tfa"'tls. 8<1 on her l$th birthd&y, e\erything
ctlange(! l.eixi61'S vwng~r brother glflOO he; a _:)enden t set
was
~aled
within her.
SoM~ ~ven
made ant?mpts on
her liftl.
Thanklully, Natsu's master, Taki, protected ami support
ed ller. TM )'Oung lllllla cam~ to kwa and fespect her
montor; though sho oftoo disfegafded tho clarfs rvlos.
Natsu 8lways cbe~-ed Tal:.i. But now it had been several
months since Taki loft on a mission to the western CC<l
tincnt. on<l Natsu was <.~rov.ing uneasv. "fl.1aster s:aid
her jouroey woold last no Ienger than tNo weeks.. :"
west...
Relationships I She isTaki's studon t and brought up by Chie, the chief of fuma cl an.
Sho harbors the great demon Ar ahab.aki within her.
Borgia.
".Cto, UI,Jv!!,
Jd;l
IJ1
~~ "\llll
Story 1~l ov. long h!ld ho bcoo dreanf og? How lOng hod
ho Climbed thot or.dlos.s spira I s~ai1C8S.O? SomollO\~. no
kl'tow her room was a1 tho top...
''AtYrvl"
1'-4
OO~=t~nshlps( ~
Ingot au.
Relationships I Docs not romombor, but trttvolllnu with z.w.E.I. for now.
s apologize.
11 wasn't me.. :
irr.pr'~SOIHKI
Rotntfonshlps I She hos no ono who sho con c:~ll us hor family slnct> sht>
wt~nclorod omono vnrioc.u; pooplo throughout hor lifo.
Rol3tion.$hlps I He killed his fothor IFrodoridc. :md his mother Margaret diad of natun"l c'uscs.
He c:ons:idcrs the mGmhel'1 of tho morcon:.ry group Schwarzwind as his family.
Relationships I Her father wen I min ing sovanteen years ago. Current!'( sho
resides with the morconary !JrGUI) SchwArZwlnd. Although she has loS-t her
kingdom, sho still h"s hor form&r sub)ec:ts that 5t111 serve her and her two
chUdrot" who &ro thoir hopes for the future.
one of tho throo sacred tretsur&.s, MaXI. sont ;o ecOOrl"l:PtlrlY Xiba by an old mon namGd Edg9 M:.:aet:
LoiXia. guided by a pend~nt with a cur10us bloo stone.
and N.;ttsv. Lent~.&'s tmmd ond todyQuOrd Tho fOUf had
become companions on tholr joumcy to tho west.
" rv1a>:i!
rm llungry! ~
" Xiba leaned heJ)\Il:Y into his rod. his stomach rumbling
lovdly,"
"'\~
'"I hear lhov Nwe great stNm buns 11'1 UlO ncxl \Offl.
eel
Relationships I His mastor 11 Kor\U Xiuqi ang. He is tr~velling w ith Maxl. lolxiR, and Ntlttiu.
Ho i$ beloved by the vlllngera who ~ lvo at tho foot of Zhcn Hang M ountain.
dimonsJon.
~!\I "'Q
tho W'(
It CQUI(S
be IJom "93in in
Rolatlon:;hlp::sl Her adoptive pArentlt, Elul tud CountO&$ Vlllcmtinc ~rc d~ea:~ed .
Hor roal rather Is Cervantes.
!I
'
t JL\RA(:Tf.R PROFilf:S
Edgo.
Years Ialor, as the 17th centvr-,' dawned, strange ru
mors b egan to stir among the men of the sea. They
spoke o f a git.~nt ship w ith a skull on iis bow. captained
by the legendary Cervantes. Noone t1uty believe:d it. of
" Devour all, a.nd your wish shall surety come true."
From that moment on. the beast-man gained the pow
er to i nheril th~ nature oi those he consumed. Each
time he 1as1ad Uta blood ol a new prey. hi s body and
soul wGr e trans fonned. Gradually he regaiMcJ tM power of reason . .A.oon soarchOO tM faint r~moams of his
memory...
I.
'
$tory 1A fQftne t ass.asSiO il\fatuatM w ith the <lesuuctive power of Soul Edgc . Tira wlls devastated w hen tile
evil Sw()(d w as dof&.attd 1? ye.as eatlier.
" In that case ..." began the dark h<.ilf of her perscoali tv.
:..1 shall prepare an app1cp1iate vessel for Soul Edge
m; self!" fin1-Shed hQf 'brighter half. l ira c<ut<MI; had au
t~s
(lnjoy the ensuing en of poaeo. thousands ol masterless samurai found th()N'ISCiveS o:.~c ol fi'.IOr and out of
a job. With no money to eon11nue his trt~vols, Mtsvrugi
1esigned himsolf to a QUiet life as n Iormor:
RelationShips I Hls partntt and btothors were e ll taken by sickness. but a mlttlbl
atti$l Is dalmlng to be hfs o'slht h b rothoc.
and thoro w.1s onty one wav to save him: KiliJ: must
boqueeth hi& w(lt~pon, the Kah-Yuga. to a boy named
Xiba. But ~!tts, Xibo wu~ s till !IO young and inno:em ...
Re~l :lng whot h is toecher w~ s asking, Maxi volun
teetad 10 mentor Xlba, and led his YO'. mg disc1pte ,-..est.
on a QUOS I to S3\0 a dea1 friend...
-The
f'IOl ~r
~I
r...... -
as he ca1led out
Only on.o man was allowed to c:~ury th.:lt name: the tit!a
was eamed by s!oying it:. J)fOviovs holder. And so It was
that a newwauiot, O'ICI(CM'III'I(I sorrow and doubt, woukl
continue the fight agolflSI O'Yi1. \t)Shim!tSu, leadar o f the
ctliva~tous Mal\)i CIM . saviOf of the wo.ak, eoomy of 1he
strong- it w as a lUllme th&l btOU'IJhl llopo to tho poople.
'
Storv I Ewr th9 lo;a1 s9rvo ~t. Vo!do d iligo) tlv obeyed
tno OfdGfS of hls m~ ster. the woa1thy Italian morchant
Vorcci-or so ho bo!iovod. In truth, he served an illusion
created by the cursed Soul Edge. at least until the de-
.....
I : CliARACf.E.R I1ROHLES
Edge.
Storv
Rotatlonshlpsl Pyrr'hals his older slstor. Ho was tol d that his mother Sophitl:. had p:.ss.od :.way.
His ft'lthor Rothlon ptlsscd awt'ly duo to Illness. He was taught by Sctsuka.
Although some ol this information can bo found olsc\<vhere in the guide, hiving 11 all in ono
ptaco ike ths w:1 mal:.e it much eas.o. to reference. rathef than Nv1ng to :;witch bet\.-een
dilfOfent chap:ers. These tableS ocwor a~ Characters. stages. Items. and tttkl's 11\at can be un
loci e<lon SOULCALISUR V ond dot... ' - to uoloclt each of thom.
Unlock Overview
..JIL.:-.= ~olliCnl
I U.locl.cumlilioll
.;;
':'::"::
' :::
" !.
'I _ __ _
Gumo Modea
- - - -- - - - -- - - - - - :F:::I.;;i::':;lh;.;;
Siory modo or P n;'EN' lovec
l2:;0:__ _ __ _ _ _ __ _
P\W(N lavt!l 17
PoliOk.'Jo:;
Pynho 0
E~urn
AIOOI [ ~ -' 3)
PlayOr levelS
OOYil Jin
t !Jldanl Citadel: Pooc<ttlrno
UniCKA P'(rrtu 0
--25
--
f"""' ""'50/le 18
il SIO<'f , _ 01 P
'-'11:.:""
= '"':.:'"'
= 00
:...__ _ __ _
OGM
Tltltt
Achi Dvoments/
Trophlot
Wttpont
Peni~en~t'fV ot Oe!l11ny
Unlock. K.m:
Un'o:kablo Til'tl
50 AchW!',.ementtJ01 Trophiet
t. at'.emace ~for
ol dle."actect
aao
Ftc.t Ptlntt
Pfl ttom s
Bnckgrounch &
flrllniO!I
Unlotkablo Q.,lgnt
Unlodwblo Thumbnoil11
EQUIPMENT
Hood
( 1!1111""' 'l't!tl
Vn!nllkCondlllon~
Artlst'G Beret
Lourol Crowl'l
Turban
Uldy'- Hilt
Kongli&n
tFom~ti D Ontvt
lht!IU1fJMh0
Chli'IO!IO HM
(Brimmcdt
Chln4H!O Hot
Nlnjo MMk
Nltlja Hllt
M~twttri
111.\Chi!JDMO
S.Oreorest'
Hnt
H&ud Dross
At hlgoru
HoDdbo,nd
Honnln
R<t:Y.:h
PI~Yyor
Lo~2
Rubbor M:.sk
Jostor'" Hut
Blind Hehnttt
Sodgo Shnd&
Kol!ktm
Knitted Cnp
Priest's Hood
Aooch Pl&yor
l O'IOI 18
PlrtltO Hot
War Bonnet
Straw Hat
Rood' Pl!o~yo
LWOI 2:
FltldWork
Hot
Rench Pl~~r
..,
Le<.OI 18
Tyrolo:m Hllt
Soft Borot
Monk'" Hood
lt~pl n
Avlutor't Ca,,
Choponu
Roud'l Pl!lve:
Level2
Krk\1
Mttbluthl
Sitn's Helm
Olng Dou
Reacll
""''"
l~ol34
Menghu
Huhn
Aeach Pla-.~N
Close Hfllm
'
'
(,(,.
"
l.ovol 18
(i\
-\
><;
' I'
Pr&Ytt Hofm
R~Cil PI'YC'
Le....l2
Koudtu
K_,bt.~tO
Reach Platef
l tw912
-......
Butterfly
HNd Hohnet
lM3118
WlrtOrd'5
Lur~g Helmet
Reach Pl~r
Euphoric
Holm
, r '
-e.'
VaneM~$ k
'
Grut Holm
Tlgc.tr Uly
P~guu s
Kabuto
S;~llot
1\Nctl Player
Reach Pla-,<Of
L_,50
ls~'Ci 34
-~.th.,.
(t;!,
~-
8u:r5'0ott
level34
Ol!!monic
VIking Holm
Corinthian
Helmet
Roach Player
l.ovol 50
l evol 34
Phoo.nbc
Kabuto
Gotgon
Anne!
-Al.tYol 18
But gonot
WarUlOQ
BaKintt
RQaell Pill~
M 3fl
Horut Vban:l
Reach Pler'f4
L~J
lu$UArmott
Reach Player
J )
\S,
Dttr Hoad
Rooch l'ltyyo
U:vo12
lior H..d
Ae,Jd't l'llygt
....u
Kendo Mut
le'>'Q) 34
Voodoo
l:<lllymeow
Crown
tlcod
fleach PIEtyof
le.oe118
Rench Plovo
LCNOI 50
Face Equipment
l l"ltllnlll 1';111
ltu!pm~nt l'IP
V!!lvuk Cvm!llhn
Ut1loot &olllllllo1u
""'''
"'umt Type
u,aodl C.diti.,
Aviator
Eve Potch
GI~SI):!J
Reach Pla~<ef
= =- L;;;
"""
..;;I .;.
9- Mad Eye
Patd'l
Japo" Evt
P~tth
Alml~s
Oleea.os
MotlOCllt
Square
(Right Eye I
Glon"
Monocfe
(Le ft Eyt)
Plnctnt:e
OJ11.gon M..k
BuleGllis.scs
Oporu Mask
Battle M u lt
Thlet's Mnk
M11 k
Ml!lglcltr~'t
lnttligent
Phantom
Gl.....
Reach Playef
Level 50
Matk
Dig Fr:uncs
AO&ch Player
Lovo1 10
ReOCil..._
Level 10
Band for tho
Mind't Eyft
.Anclont Mnt k
,,
'
-n
Equipn:.ent Type
Unl ~ckCon#JIIont
Unlocl: Condititnt
Fox Mask
Hannya M s3k
Tengu Mask
Ae~d
Player Level 18
Male Undergarments
'
'
Otlfault
LongSiccvcdTop
Chain Mail
Slecvcl~:s Top
Lolntloth
Executioner'$ Fauld
'
'
Cotton
Mummified
Rc~ch Pl~f Lt
Bt~ndtlge:
Hip
-.0122
Rubbc:r Unitllrd
Caprls
Slee:veh::-:~s
Full Leggin gs
Unilbrd
Silk Wrp
Reach Player L~\'el lO
Body Hair
Female Undergannent$
CquiPQellt Tvp ~
Gf}l!i!l'!l<:nl Tvpe
IJr.lod. C4Gcli.11nnt
Basic Clothes
Chain Mail
llni!Kl Cr..dilio"'
G1111ipmeM 'frpu
Unlock Co.ndlliolll
Un!otk Cntdl!lllllt
MJnl Dress
Triangle Blillnl
R~!lch Pla;er
Roocil Pl!l't'OI
~el 6
Lwei 52
Cotton
Bl!ll'ldtlge: All
Bustier
Ring Trousers
C:tprb:
llea(h Plil')'Cf
Le...el 22
"
~
I'
'
"
Mummified
Rc~ch Player
Leval 22
Sleeveless
Top
Under:~ hnrh
Tanned
Sleeveless
Cotton
Le-ather Annor
Shirt
Band;~gc;
Unitard
Corset
Tube Top
S leeveless
Tear Leotard
a,eaS1plate
Reoch Plovo:r
Rubber
Unitard
'
'
.
.
Unitard
1\
J
J\
Sailed Suit
Robch Player
Leil\':138
Te ~tr Uni~rd
Reach Plsyer
LOVOI '22
Hunter's Suit
Loincloth
!Wach PI<Jyor
Le.el26
Dancer's
Black Tights
ReaCh PISVCf
U wel 10
Le~ 6
Full Leggings
Hip
-~
Tiger Ul y
Sto.tklnga
flead'l Player
Le..~l 42
_
-
.........
1-~
SlmploTop
l.lnon Shirt
,...\
~:....
K"nv Fu Jacket
'
l
.)
Noble G&mumt
.....
Congrat"IIIIIOry Slllrl
Changbao
Frilled Shirt
Merchant'$ Kimono
Wonder .bcb1
Sealed Armor
Cloth Surc:o:lt
Hau~tk
New Centurion
Cotton Sh irt
Fril edTop
l.eatht r Shirt
Klvmeow Suh
Baihu Coot
Fem ale
f quiPf!K!III Typo
.
I
[.qlliJID<:nl Type
lm~~
~====~~l~~~~~GM<
~tt~io~Me_
Wondor
Jacket
Town Girl
Cloth SutclOat
Spy Robe
Kimono
GlonvTo p
Reach P!aver
Le.~l 52
der Oren
S~al~d Artnor
Re.ct\ Plii)-et
Lew:l6
--
Frilled Apron
Chiton
Rruch PlafGt
L-ovol
Congntul.a
-.
'
'
\
'
'
. )
Sleovclen
l(lmono
CenturiOn
GlnnOftt
New
No~
Cotton Shirt
-""""
....... 2:2
.>
Hauberk
Kung Fu
Jackt t
ROCI51fl Suit
t ory Shirt
Cha.ngbao
Frilled S hirt
Ch in Me Dress
5~
Jester's
8 11ih u Coat
Clothes
...
' I
Noblt't OtU I
F1llledTun lc
Leather Tunic
Country Tu nic
Tight Shirt
QU I~
( qulpenmll T)JII
tlalluck CumlllllOII:
IJIIIOe.. Con&dGIII
1$.
Partor BIOU30
K1ttymeow Suit
""'"
( lllllltnlnnl TJjlc
(otllljUII~III 'F,1111
U11IBr.k C11111lbl411 ~
Unlor.l! r.11ullldllu:1
Wanhog
Cuinus
Aooch Pl&~oor
MAO US
Br01uctploto
fi.1r Coot
Ro~l'
Go Jln
f)!rtv'O:'
I.OW)I 6
,.
r .' .;
, . . ... 38
Gorgon
CullAU
Aooch Plcy01
Lo~~
ARhlgllru'tl
Wfmfor's Vost
38
Gct1r
Atnlor
Ro&eh PI3')'Vf
Lovol G2
,.:,.~
Blue Sur-eoat
Lonthor VOIIt
LovlathM
Culrou
Rooch PIU'i'CC
Wurrior'"
DrcwstpllUO
FurVe!lt
no~ch PI(M)r
LOV(ll 38
,.
Worker'
Apron
lilWll 0
Snmurol'a
Httorl
Gen&ml'~
Armor
Rotch Plll ~'Yr
Lovol 22
8tf.35tplato
Blue Surcoot
Thiel'&Belt
Holster
(Dod vi
' .,
J,
Lucno Culmt141
Loothor V<Itt
Rona. Pln~r
LMI36
Worthoo
FurVOif
Culrnn
Rooch P13YOI
~d\P!&ter
LOVOI 0
8re.n31r,tate
Coiled
SAmurnl 't
Hnorl
Tiger Lily
Long
Brcustplllt<Os
Coot
Roach Plore
Re!ldl Plll)'Or
Lovol 5:::2'---VoOOoo
Bron &tplftt~
AM<t. Pl!l~'<ll'
Lovol 22
Croppod
Jocttot
L"'ol !ltl
M119UII
llrCltl" f)IOtCO
Lc~ thtlr
~.&vo1 6
Fur Cbnt
ROlll: lt Plll','Of
LB.<ol 6
Wtmlbr'e Vost
Ar.nor
Roncn Plntor
Lt'>l~;l 22
Mo<thnn Skirt
noht Skirt
IFonu11e Only)
SlhSOI<t
Ronum
lolnclath
Le~thtr Pantt
Arablnn
Sltckt
Hot Pantt
.._.20
Ch&tfon Skirt
-Pioytr
Samur&i"t
H1bmo
Slackt
Plentod Skl11
Rotwoh Playor
LO'o'OilO
Oollb~uorn
Cowboy
PDntt
J 4tlltor't
D1aochGt
l ~n1 n lo OniV)
Long Skirt
I Fe m t~lo Onlyt
Knlc:ko...
Rococo Skll1
bocbrs
(kmalo Only)
Flt'Nid Mlnl
S kirt
Rotlch fllnyo
1.0'/0t ..~2
Marqult' Otlt
Co-lp...nt 1'11''
I.WIIdl c..6!lon1
ClothWrnp
(Front)
TlgorUiy
Ftuld
Poro
Roach Ployor
<2
Warrlor't
Sotl1
Cloth Wtllp
(Bilek)
Gorgon f't\lld
Retch PltrfOI
Hlp Skirt
Lovcl .t2
CtothWrtp
Tr ..nlno Bett
(Ffont &
Blrbtrln..
Kusuurl
Bock)
W..p
-hPlov<r
....... 10
Chnlnt lH ipl
not~Cil PMvor
t.fiWIIIO
D1nctt"t Belt
(Female
onv
LoatherWrop
ShortAp1on
Ao~ Pt~o
Holt~cr (Hlp)
I.OVOI2B
War!Ofd't Btfl
Rtdeh PIIJvor
Level 10
Wmfor't 8th
Magut Fa'-"d
(Fml Only)
~PIJ.,..,
Levol 2G
r; r-;-n
Silver
Ncclti3CO
EQSI~tT'Ip$:
Uliloci: C:ut.liliom
Ruby
Necklace
Ribbon
Efllllf'twnt l'fpe
I.Atlo~l. C*ilitms
G-othic
.Jeweolry
[Female Only)
Cordierite
Nctkl3CC
Dagger
N~kl~~ote
Ethnic
Jewelry
Wltch Doctor's
Neckloce
....'
Aeach Prayer
le,-.;16
Wild Necklace
Bmss Choker
wesekh
Re:ach P iaye;
lG'>'GI6
RuH
Cr'imson Scorf
Coll:~r
Wor Cloak.
Red Ho.od
Reach Pla.,..er
level 22
Snake Collar
Reach Flayer
l 11 22
l:irge Stone
NcckliittO
Re&eh Player
lord's Mantle
Se:lrf
Training Scarf
Hermit's
Hood
le'IE!I 6
Large Prayer
Beads
Ribbon Tie
Crimson
Wlngt
Flight Ne-cktie
Reach P/.ayer
l.e'.'el36
D(!mon's
l aeen e
Cloak IShortl
li~Ch
Pr.:tter
le--.el 22
Angel Wings
FIGach PIJVI3r
V:wel 52
Ashigaru Rag
String
Necklace
nc~ch
Pl<ryoer
le'le4 S2
----r--l:q11iptut Typ1:1
Unl td; Cof.t.'!!11 n~
.qlii;!ll~llll\'p~
U~cb t.anditi~
Ciju!p*lltl'tpc
Un!ort C:odiliunl
Ro:;.:.ry
Leather
Pri nCe$$
Bracelet
Gl ove:.
Gloves
Atm Bandt
Re~<:h ?l t~',er
Rocker's
Gloves
Rood'l Pia~r
t.evel $2
l eo.el 52
Dtmce.r':;
M'dium
Bracelets
Bandages
Studded
Brac:ohtts
R<tad'l P13Y9r
ClothArmlots
l e\'el 22
Silk Gloves
Roman
Armlet:;
Snake
Armlets &
Armlets
Bandaa~.s
UlyArmlets
Reach Player
levtr 6
longpao
Succubus
Ga unt~ets
Rea.ch Player
Levtl 22
Huolin
Venatic
Olovt.ll
,............,.
tMMII Ott11hliloM
Luse~
GII,Jnllttll
Mnnk:.s
G IOV!tl
Ro.'lch Pl3yer
Re-acil PIDVtr
l vvol6
AriQ(It'll
S ltHtvOil
Itl>beh Pill.,..,
'..
~
Sllvor
G~u n tl eb
'
I' ~
- ......
Voodoo
Atmlts
L-'22
l jllljiiiUtnl T,.,..,
Cqllljo/MIII
Unltlck Cuml!d.tn~
,,
W1uTic1r't S houldor
Ep&ulottos
I. -
~Ch
1\opt
U~\ ()..,._10111
LoviAthtn~ P41uldronll
Rooh P!B'f*l Lovot 38
Shouldor PlotcHI
.1
Domonlc Pauldron.t
Rnac:h PID'!'CH Lov+$ 52
PQVO'I' l (WOI 6
Viking ShoUlders
W.t;rthog Ptukffotlt
PIBo
St ool P11uldcu'1s
Fur PAuldrol1t
MottAnklt Equlpmont
lutea
S1nuldcrt
Rooch PIOVOI l..o'01:!8
Tlgtr
PAUidiOI1f
Sodtt
Goroo" SIJ&ulden
Re;:~cn
Shlno~T4ibl
Short Sockt
Short Sockt
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Cb.mum:r Ncr.
Mil~
tlnllc IAmlititlet
w~~utlo'lme
Vftllpnntbme
Vllif~
CNnU:d Siekle1
Utdod eo.titi~
UnloukCo11fili ~n
tlmmc(tr N~tt
~1lan.at'f rlamt
f11a~ti
Mui
Vlnllpunf\'.mo
Wr.:~pnnfln~t:<~
\\'c-:.pon 1/~tllt
F<ILW'I:tiltlf!
U~lockCO!Iilicion
ltnJcd Condiri?J
P.Giid'l P~r Lo?-&141
Roc
Rr.~chF1:'1y~r 1.;;:.;;:1 9
Cbar~ II~tile
ct:.un1:1::r rt!me
Ck=otcr !h::re
M t.l<l
A~tlttoth
A~:~t1110th
\\'t;J!:Gn !lame
Tile M<lster
t.t.dtd: COndiliM
\llt!JP H:.mn
V/oo'lpnnNIS:'Ile
K'Jiurue&
Unloet COll!i:iou
Bf~tl Acetvtll
Un!ockCont!ilion
Cb~ulllr flrrme
Clw~te1 II~""
Cfmrllellill' N'o'lmt:
AlltnMth
Amroth
W$11)1011N1t
V\'<:;'ljlOfl IliUM
Astaroth
\':.y.n Unm~
Gl!1( M<J\.1
C\lrs;t Ol
Mo'ISt~rH~t
Vnlotk Colldili"llu
Unl4ck C<!mlili:~
F<i~ilth t:'I&(Gr LG-/$'1 9
l.bbtlt C:~itioa
Cf!MaC!r.r rt.mte
ASMtOth
C...iiCII}t ff#l1!$
Chill'l)C~tN_.$
Artaroth
Wtnpnnfobmn
Wr.nponNat1e
W~ll~nt~
Fist ?v1'1'1
~C<d"4ion
Cblllllttcf !lame
Yo11hl m lb11
II* l'h91&'Jil
Hea..ry/.x
O::lnti:Cnnllitinn
fl.;aeh flt;oar Lflvi!! 41
ChMKtllt 11.11!,
Yoshlmluu
\V..pon llllmt
'lb:;l!imitt;va FvM~ et:::do t2P'I
l)nb:k Condnka
r.ruu:tf:luf4tatlj
Clllll!liO:ICt ~llt.U:
YQ,nimiuu
~~~hlrnllfou
We~fC~t!IO
'lflll!pun Neue
'h't."lpon 1/:tm::
Phan:omM:~dY:tc:
Unloct~il)n
React~ Pl6",-<:f Ld>el9
thiltattt,
N111~
Yoshimitsu
'ia'l)nl'O" tiii:JKO
'Ntlo.1 en 9t;'Qt(f$
Uni~Ck
CGndi!Mn
ChG~ftlr
U1ihl.::k ClmditiOu
A:~taroth
ThOM&!liN
Unlock Cr.ndlti~n
Chrlll.:lt11~.arM
Yo::hlmlu.u
~,_ N<lmt
~ cfcivv
I)Alotk (:mlt'._ron
Ch:n~tcf !l11~m
YW!ilnlt&u
We::pim N~~m
OmiWJ
Unlff Contlilion
Cfl~rllfi'lt:'l tuun:
Yoslllmltsu
Chtn!uh:r H:nn:
Voldo
We.:.;x:n l lotltlll
TM Molsti!f
Vft:11pon N1111e
Mal'lllS & AIM H PI
lhllll~ C!Jl'di!i~n
Un!ockCII,!tliliQII
.....
Clw~dt'f 1/nme
CIIMIICIU Ntfl6
Voldo
'lfllnttIll! N111N
<:.! O.wto
u.kdF. c.l.iti..
w~~pon
liam11
..
..,,
ClWtlt:af , , _
tlwt:JdWH'tM
w._,..rta""
""""
G:Jilolioe
Unlouk Condlllon
Ct<tlltCiul Ntmu
Voldo
Vl~l!pllnNamo
TOII)r'lf $~$or$
Unlock COI!IIIIIon
c:arr..~cblt " -
Yoldo
VIRIIPOII N.-m~
lltiLIO!I
Kittvlfl8'bt
Lllhd. Ceol'll.tlttn
Bu~Grl P"''t! t.MIII3
CllarlciUI " - I
ChlllteiMNII. .
Voldo
Wt:fl!*,._.
....t ro1do
--
,_...,...
Cha~~~o:ll!r lie
u P.\""liOI
Cll1r~toter Name
u f'!lhOU O..
Wo~ol! Nnmt
Hllf nBtn~o
A:I"O!olh
!Jn!cek Gondl ~
Un!uuktto ~~ltlon
Thri!M)S'!(l"
~<d:Et:Vrf'lntltl
GliftCW
t:-
w ...,..u-
Hiddenr.-o
lblecktc.ltbn
,..,..,.. u..,,.
SOli """"'
W tii,_N.,t~tt
---
...'''"*""
_._
Kd:<o$o<od
"'"'"'It: C-rdiM
.,...l....t~l
~,.
Ch ~rtoe(er Nmnt
Pynflil Q
\'o!Hpucll ~na
Soul EdQa
lJIIIDCl e..l.ftilll
,.,..a
Q.tiJCWII'.I-
wtllll Ho1me
~!lOllS
P1tn1~los
W..pnn H.ltet
O.lec.\~
CllorMfft" litme
P~IIO~IOI
\\~110" lllllflt
~lr$1tl
U11*" c.n.Jid011
ltltOCII f'l:ryor lo>'Ctl 9
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c:..,...,.,_
-""""IJo'lloct ( * M~:;t91
C~ro~i~Jir,I QI Nllltt
CI!MIIIIall~~~~~ ~
Pvuh11 Q
-Q
ca.w..........
We11p1111N~
WUI'IC#!K~mll
Gll.k)11),
Unlock Collliliun
-.,..,.a
WiiCipllll Nu.
t.ikfl"a ~1'1~
f~lth El:ltotlo 0
Cb!o'lltltl Nil
Cll111lf~llf Htt!lll
P'(ftha Q
Pvnlu n
mtonHIIJIIt
"""" Ono
............
__
r vnh11 fl
Vlnnjlh!I NII\'fll
swt Edoe & I!" SMtt
Unloah Cunll lliOII
Oftltd: COidi!lon
---
Unlollll Comlilk
WNpMftMtt
The l~l
.,..,
Ch/littltr lln~M
--\'YM,on ,,.,..
Ch.llltiM NB!flit
Cllo1tllt1tt H.m
Cllntacur Namo
Aj,gol
Wtpoll llnmt
1\l,o I
Wt.llf*'N.une
Stteam Ol 1'\)>.\'01HI\OuQIIU
A't!ol
Un!nokCunll~ltm
UMool CMdlthm
~ e:. m
ol P<lwl,>~(21'1
Untk GoudlttM
\'Yupcn linmo
.,...
Ch11r~etu 1/nmt
Ctlarn~1~1 K.1me
Al9ol
'il'eapun ll:une
S:rs&nl Ol Pow!:~' (Eternity)
~~Name
U11h11:k Conditlc.
P;.l&(tl PI.Yil?f le'>'el3
Unhllk Cullllillon
A&e(;ll Atr,w t'!lvel53
tMoek"''''""
Unlockablo Weapons
Plirj~l lel'lll
Chlll<lt'lfr
Pla-1u1leTel ~~
lci~u
Patroklos
Z.W.E.I.
E.I.N. lV'klCII
$;)p,;,;ra
Lftixia
E.I.N.
(Darkness)
No Name
PJ:q~r
e.I.N. (I.OVO)
Col llgr~hy
Brush
Kal)onul
Natsu
Rl)p.ht~el
Amy
VIola
C~r;> Hilt
CtciCPS
Pyrrha
Soot Ca!lbur
SietJfti ed
I Hidden)
G Nc...a&
F 1-limme(
Hilde
Xlb9
tvv
B t<~de
Rapier
le\-d !i3
t...1y Beloved
Veritas
Fish80'N I
Srave One
Baker's
DavgiHer
Og1e
Scorpiei1
Fake Ash'garu
Jngu Stef1
God' s Lost
Arllcte
Gvrgit3lor
Aoon
Afterglow ol
Obsoss!on
Hand Ax
;\ 1eat on the
Tiro
Azi
Steel on Steel
llono
Ct!r~8Jade
Glfln! ~i(j
Hide in Shadow
Shishi..Oh
Hard Practice
"""
Foordation
M{I.MI
lkhlifliQ
Kitty I'&'NS
Cv:se of 11\e
Fharooh
lliUJvv Ax
Fl~t Punch
Hi(l(lgn Swor<l
Sueam
HldOen 6emboo
O~in$!0f
Stro;,;m o! 1=\Jv~r
Algol
<>r Po\1(1(
(Eternily
(ANakening}
Pyrrhu Q
Omikvjl
S"'O'd ~
Slf<lam of Powor
(Hopeless!
Baker's
Bri~vo Ono
Shield ( I P)
01)u~:-tler
Edge Mm;tot
D:~mpiorM
Flr3'19i
Mitsurugi
Wooden
til
Guil1o1ir.c
Voldo
A.sturoth
P IIJ,-er lil\'tl
Ezlo Auditore
Caladbclq
FishSooes
Nightmare
u Patroklos
Viper Edge
Ot~hel:a
Yoshimit;u
Carrots
Avongor
Onlam
Cervantes
f'lortr llt\111
Cl;,:ac1111
Com:~ ()Jl
Cob
mo
Kill k
Elysium
we~tXl~'~ ~ 3\'&lllt:>:.C
No \mh>C!k!Jblo
Cbaln1..1~1
fi 1i ~h (piJoclo
\YeOIIII!I Sll!lll
Patroklo$
Sov1C8H:>vr
Nightm01ro
Sovl
Notw
15
Xlba
K31i-Yug&
15
Pyllha
Soul Edge
19
Ed~ (Vullatl) ,
11
CUSTOM EFFECT
"""
Elh.tGI
'"'"
Unl11ck c~nditio.R:I
Outra goou~
,,......
Pack
Mango Pa,ck
Rooch Flcryor
Level 6i'
Comic Pack
tlet~ch PliJVllr
Demon Pack
Rooch P4a((tr
Mugic P:tek
Le.-el6?
L.y,.;el 58
Angel P6ck
Road' Pl--t~tor
LQ\(d 58
Anlme Pack
'0.
'
Cu:t P<~tk
Reach P1a,-er
l o..'<tl 3 1
FACE PAINT
Face PaintTypes
lm~
~~4
b~
Foce Pt~ln t 1
l':.eG P;int 2
~,.tnlriPCI
tmnflt
bj
~
Unlock C!!nllllltlnt
Face Point 3
Fa~ Paint 4
1111;1!1&
~
~:a
Face Point 5
F:~ea P:~ i nt G
lll~!ltl
~
~~
FBce
P~Jint
Fac" PAint 8
'
,,.,1111
kd
k~~
L:d
L:d
~
~
(1
k:!~
~
~
~
~
LM
~~
fiiC8 P~lt!IJitpll
btouo
FMo Pnlnt 9
F:~c:o
Point 10
Faco ~lnt 11
~co Ptl,l"t 12
Feco Paint 13
fl~X~ch J:r..:~vw l.ovol .~
Fo,co Paint 14
f i CO Point 15
Foeo P.-lnt 18
RU()Ch Pll:-')'01 LO'o'ol ~6
Faco Pnlnt 17
ROIIGh P18')'0f LO\OI '20
F3COPelnt 18
Fnco Paint 20
Ftco Paint 21
kt
Lit
~
~
kd
FMO Paint 19
~
~~
~rd
~
~
~
:ro
Foco Point 22
Feeo Paint 23
FIICO Pnlnt 24
P.ooch PI&,O 1.0\'0138
.~
~
~
~
b4
UdockCOIIII~Iont
lm~
Fuco Pt~lnt 25
Rooc:h Pln.,~r Lc:r-ol 20
~~
bd
Fuc:o Ptllnt 26
Fnco Ptlint 27
R<t.tldl Pl.oyct LO'ffli 3G
bj
Rico Point 28
Foce Paint 29
fiCflch PICJVQt I.Ov1 1
~JJ
bd
Faco Pnlnt 90
Faco Paint 31
Ao~h PIOYor Lcvol 36
Foeo Paint 32
Fuco Pnlnt 33
R~ueh Pin~& L >'el
20
FMO Pelnt 35
Faco P#lnt 36
Ae-iicll R'~ytr LO\'CI' I
Fnco Pt lnt 39
Ftco Point 40
Fo,co P11lnt 41
FACO Point 42
Foco Plllnt 43
~
~
k4
Faco P~lnt 44
Faco Point 46
Faco P.:~ l nt 61
Ao!Xh Playor LI'NOI 36
Fo.co Pllint 46
Foco Pnlnt 62
Roa<:h Plb').or Lovol '20
Faco Paint 47
F3CO P:.int 63
l~oocl". Playor
kd
FMe Pelnt48
Ft~eo P~tl nt 49
Feeo Paint 50
Face P&lnt G4
kj
fiiCO Paint 66
R~c:h Pf,:,~ LOV(Il 20
Fact Paint 67
Pltrvor Lover 4
Ao~eh
Faco Paint 52
Foco P11lnt 68
AoGCh Plrt)'etr LOV<ll36
Fact Pslnt 53
Roach Ployor L~ol36
P(llnt 54
Foeo Point 71
Foco Paint 65
F4Co Paint 72
Faco P lnt 56
FMo Paint 73
Ft~co P11lnt 57
Rooeh PIO'V(!r Lovo.f 4
nood'
F~co
Foco P3lnt 58
F~tco Point 75
fiOlld' Pftrytrt Le~ 3G
Faoo Paint 59
Rot~ch Pl;)'yor Lovol
Paint ?4
Foco P:tlnt 76
20
EQUIPMENT COLORS/PATTERNS
Bssic Pattoms
fii!ICin
Unl4(k Ct11dltlons
Ullllll
O.niiiC 1
Bnslc 6
Boalc 11
Bot lc 16
8atlc 2
B.:atlc 1
Bu lc 12
Bu lc 16
Btu:lc 3
Aooch Playor Lovol 8
b t lc8
Boalo 1S
Bu lo 17
Bulc 14
Ro\leh l-'1mt Lovol24
Basic 18
Batie 9
IIIII
Bt~ 1lc6
I IIIII
B11lc 10
Roach PIIY)'Or l..wctl t O
.,
Le\tol 1.1
Fooo Paint 65
~<11 Pl.we L"" 36
Fnco P.-lnt 51
lVJ
ltd
ki
Fo,co P:~lnt 60
Rooeh PIOV(lr LO'I(ll 4
Ft~eo
b~
~
Un!otkCIIndiliont
Eutoponn Ptmems
,llfiiM
Uni~JC., Conlllllont
~t?'
~i"-11;1.'
,.,_.,..
h!~tll
t.n11rn
U11!od Copllill,..
IIN10
'"~
Ulloltdl Ctnolicicul':
11:~11
Europenn 13
Europonn 8
Europe11n 14
Europ1um 19
Europoun'
EurOp&on 15
IEurOJHtiUl ZO
Rooth Pl11.,.e1 level o
Europeln4
Europe.an 10
Europo;~ n
16
Curopo&n 21
European 1
EutOPNn 11
European 17
EuropNn22
r...o;.r,;;
ii
II
El1101)1/1R 2
.......
,~
_,
Europonn 18
Europotln 7
EurOI)ttli 1
,
.........
UlllllUe...tlnnt.
lh.IIOPCIIIR 3
r~
EuroPMn I
Europe1n 12
Ethnic: PMtonul
Pall~Ill
Etlmlc 1
IMIIfO
PntlttOI
Ullllll\.lt C~!IIIII
..
. . . Ethnlo 10
:,~~
~ ~thnkS
Ethnlcl
_...,...
Ethnlt 12
Etbnk6
l.ovo' 24
Oriental Pnnems
---
..... I,....,.,"
...
..
htciJII
Otltntl 1
Ori&ntJI4
Orlcntol 2
Ortentat G
Otfont81 3
Ot1ontol G
1\tl!Cfl PIII'(Of'
-~
Or1ontlll8
Olieut11l 8
1o<volt2
Modom9
' ..
.
' Modern 4
Modom 10
Modem 12
Modum 20
S1h:kor
hl\!ll\1
Uoi!!)olk COIItl!lloOII
'
(
Motif 1
IM!Iu
Stl~l!tl
Un11XIt CCI!tlltten!l
Slidtcr
u..hd Cclnol od bll'
llfll'.)ll
MotU 2.3
Motif 46
Roo<:h P4Jyo1
'-'-
Stiettt
Unlt;cltt.ltl"rl lon~
Motif 68
LQ~ql90
Motif47
Motif 69
Motif 2
Motif 24
Read1 F1ayer Level 12
Motlf3
Motif 2S
.i.).J ~otif 43
M otif 4
Motif26
M otif 5
Motif 27
MotlfG
Motif28
~ MotifS1
Motif73
Motif 7
Motlf29
Motjf 52
Motif 74
Motif 8
Motif 30
Motif 53
Motif75
Motif 9
Motif 31
Ae&eh Plu;er l.<l\<el 26
Motif 54
Mc1ti f 76
Reach Player Level 44
Motif 10
Motif 32
Reach Player l evel28
Motif 55
Reach Pl a-yer L9Vel 90
MotU77
R9ach Pl<l)'er L13'Vel 70
Motif 11
Motif 33
Ruaeh PL<t;N l c..el28
Motif 56
Matlf 78
Reach Player Le-.oel28
Motif 12
Motif 34
RG<J<:t'o Pl.:lr'<ll leV<:l 54
Motif 57
Motif 79
Aol!ch Plwyur
Motif 13
Motif 35
Motif 58
Reach Pla;oe1 Level <1d
Mot1f 14
Mot if 36
Motif 59
Reach Pla'j'er Level 12
Motif 81
Motif 16
Reach Player Level 12
Motif 37
Motif GO
Rcoch Pli.J;(ll Lc..v l 28
Motif 82
Motif 16
Motif 38
Motif 61
Mota 83
Motif t7
Reach Pl~1 I.VVVI M
Motif 39
Rooch Pl...vgr LIMII 54
Motif G2
Motif 84
Motif 18
Motif 40
Reach F1<1)'er Level 90
Motlif 19
Motif 41
R~ch
M otif 70
Motif 71
Reach Pia'f'e! Level GO
Motlf49
Motif7Z
II~
,.
'~
Motif 63
Motif &4
Motif 85
Mo1if 43
Motif G&
Reach Plt~Vttr L!M!I 28
..
Motif 45
Raoch Pl~;yo1 Lovol 90
Motif 67
Rench P1aycr Level 5d
MotU21
Moti'f 22
L~ul <1d
Mota so
~ ~otif87
Motif 42
Motif 05
MotH20
I~
~ ~otil 88
Motlf89
~4
1$tick.,
uc11 to!!lll'-t
...,
..,.......
-~-
Mot1f90
"
f;j
MoUftl
RN~ ~.,.love!
,_,.,... .........
Motif M
,: ......
,........ .,"!!..--
Scur2
).
0
].
I=~
Nwnbtf'O
Numbfr 1
Numbtr 2
.....
4
5
Motif 101
M otif 102
11---:) ~
Motif 103
Motif 105
kltlw
lmA I
U~lt11:k Conditiun~
Scar 5
Sc11r 3
Reach Player
Lc~et
SC-IU El
Scar 4
Rooch Player
Level GO
- -6
-
Numbor Stlc.kort
Slicbr
!Ailed e..fillllll1
MotH 100
1: . . .,. .
illllllle"
Sc11r 1
.....
MotU 119
eo
Sear Stickers
................
Molif 9"2
1\ench PtaVtW Level ~4
,_
--""'-~
Motif OS
Re&eh Playe l.evel 28
Motlf9G
Aooch Ployor Lovai SO
M ollf 91
,_
I"""
Ul!lt1d1 ContUIIolll
lmaa
1~.........
Numbetl
N1.1mber 4
Numbtf &
7
-
1:~Number 6
Numb~r7
tl!dQt
U!!IOC k Conllll<Onl
tnf!Dt
_)
:~"r
-8
9
Sc~r7
FIMcJl Pl(ly(!r
LOVOI 10
Scllr t1
FIO;'!Ch Ploygr
Leve-l 00
I=~
Number I
Nuntbet 9
S:ll~fll!
lnllllll
lt
4t
~
Unlock C:onllllluna
11!13!111
Unlock Conllllltllt
Chinen
a.aracttr 7
ChlnoM
ChM'Kt... 2
\..~
a.l.nen
_,,...,..
.._,6<1
.A.
Chinese
~
~
Chlnftt
Ch111ac-ttr 10
J1'\
Chln fi'IIO
Charactor 12
Chi ntH
Ch"ractet 1
Chlnou Ch;lr. 3
Ctlfnttt
CIHIIt..c'l~r 4
Chlnttt
Chcuaetor 5
Chln<~to
Chlrac:\or G
Chllrxttf"l
CharKttrt
Chin He
Char;u;tr 11
l'lot!JII
1i
~
-~
1:!
Sliclter
Unlvc;k Condil.kdt
ChlnHo
Character 13
Chinese
Chractq.r 14
Chinoso
Charaetet- 15
ChiMW
Ctuuaeter 16
Chlneu
Ch.aft'c-ter 17
Chino"'
ChDrtteter 18
.....
~
~
--~
lilt
~
-"
Sdckot
UIIK.fl C$11\1>1hm
Ch1nttt Ctuu. 19
Role" Ple'r'tf
t.evol80
Chlnon
Chat ac.ter 20
CblnChtrKWr21
Chin tH ~.,. 22
Rotetl Pltytt
l.ovut 20
Chhttto
Cl11r..cter 23
Chh""
CIIIUMittt 14
' I
S1U:~11t
'""'
*
~
+t
Udib:k C~mlltlon
Chlno'fto Chur. 25
RoaCh Pft'l'{(l(
LO\'OI 12
Chinese
Character 26
ChinO$&
Ch:m1ctor 27
Chh1oso
Ch arnctCJr 28
f(l
Chlnue
Cher11ctor 29
i.Jl
Chlne&o
*'~
~
II.
-
c~
~
ll
~
~
Chnrutor 30
Cllnctc
Chnroetor 31
Aooch Pltl,-or
Lovol90
Ctllnoso
Chnrnctor 32
P.%Ch Pltl-w
Lovoi OO
Chine-se
Chtlractcr 33
Chinose
Chlllrtu::tor 34
Chlnot D
Charoctor 3!i
Chlnu.,
Chractor 36
AoQCh PIO')'OI
LOVOI 12
Cl1lnose
Chnroctor 3?
Chlnl)90
Chllri2Ct<tr 38
Chinoso
Chnr111ctor 39
Chlnoto
Chllrattttr 40
;a
~.~..
ehtM
Chlnuo Char. 43
Aooch Pltr)or
Level 44
Jd
Ct1lno110 CMr. 44
Ro&ch Plb)oer
LOV(tl 44
~
~
ChtlrbOtOt 41
RO-'ch Pl:tyOr
t e...el44
Chinote Ch t~r. 42
Aotlch Ployor
LO~I M
S!lt llCI
1~!1 0
~
~
~
Jil
Chlnoso
Chtlrll.ctor 47
Chinese Chllr. 48
nooch Pt.oyot
Lo.'&l 54
Chlnoso ChM. 49
ReaCh Plt~yCr
LOI(II 12
Chlnoto
Chnrnctctr 50
Chln0$0
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Levlll 28
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Chlnoso Chnr. 54
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Aooch Ployor
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Chlno11o Chornc
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Rooct. PIOVOI
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Chlmu1~ Chtlr, 61
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Chino so
Chttrnclor 63
Chlneao
Chttructcr 64
Chlnoa.o
CllllfliCIOr 65
Ct1lnoJo
CfUitilc:h:-r 66
Chlnoto Chor. 67
Roach PI ~)'OI
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CI1IROIIO
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Chinoso
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Chlnott Chor. 83
Re~h PI&')'OI
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Chlnc~ ao
Chftr&ttor 88
Chlno o Chnr. 80
Roacll Playor
Lovol -111
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Charnctor 90
Chlnoao Chllr. G8
Aooeh Pl&yor
LO\'ol 70
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Chlnoto Chr. 91
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Chtne.o Char. 99
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Chlnoao
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Chlnouo Chur. 104
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Chln.tso Chllf. 105
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ChiMSO
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ChrttliCIOt 110
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Le'\'(ll 12
Chin ese
Reach Pbtef'
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Character 155
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Chi nese
Ch:uaeter 12S
Character 138
Character 147
Character 124
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SHOOT PICTURES
Botl(grounds
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Unlook tundiliun'
8a~kground
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Urtlock Contllllcu
8ttkground 11
1\o.)ch Pbyar Level 65
Baclcground 21
Blck8round 31
lladJQround 32
a.dlground 2
&.tckground 3
Badtground 23
Bncl<g roun d 4
Ba~kgrou nd 24
Retch Plll't'OI l0''01 16
Bckgroul'ld 25
Reach Player Level 95
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Batkground 33
Background 34
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Bockg<cVnd 27
Bodlgftl<""' 37
8~cllground 8
Background 28
8oc:kgroumd 38
Bae'kground 9
Roo<l"o Play~:u Lo.."' 16
Ont:kground 29
But:kgrournd 39
Bt~~e'1t$rou"d 10
R!adl Playe-r Le.-e4 32
G.lckground 30
RNctl ~r Level32
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Unlacl: Comlili4n:;
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Background 65
Background 44
Bacllground 45
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B:lekground 4G
Background 110
Reach Player Level 32
Baekgrou nd 8$
8i'1ckground 111
Aeach Pli)'or ~.cl 48
Background 66
Roach Pl<lye.r ft (wel 95
Backgmund 89
Reach Ptwar le...el 85
Background 112
Bac-.kgrOund 67
Ra.acn Pia~ lev~I 1S
Background 90
Reach PJaye.~ Level 16
Background 113
Re.adl Pl;ltat LeA;:~ S5
Background 68
~Ch Pf~wr 1.-ovol 32
Background 91
!Wach Pfayer Le\o-el32
Background 114
ReaCh Pl~r Level 16
Baekgrllund 69
Blltlcground 92
B.ackground 115
Re&ch Pll)yer Level 32
BackgrOUI\d 47
Bac:kground 7 0
Re.u:h Plir>'IH le\>el 48
Background 93
Reach P18')'{:t l~&l 16
Bitckground 116
Rea:h ?lsyer Ui.el 66
B<tckground 48
Background 71
Background 94
Re:r..h Pla;er Le.'1132
Background 111
BaCkground 72
Reach PWVSJ Level 32
Btu;kground 95
BaeltgJOUI'I.d 118
Rebe'l Prayer Level i6
BacJtgrQI.IIld $0
Background 73
Background 96
Background 51
Background 74
Roach Playar Leval 16
Background 97
Reach Plcyer !E..e! 75
Background 75
Reoch Pla)er L~l 32
B<~ck,ground 98
Background 49
Background 52
Re3ctl ~ Lq~l
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Reach Pt.Jycllo..~ ~8
Btltkground 119
Ac~Ch
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Aeeeh Pla~'l!r tew:~l32
Background 99
Ree<:l'o Pltl,~r Le.~l 55
Baekground 122
Reacn Pla~r tetef 56
Bacl<ground 77
Baclrground 100
~dl ~-er Level 32
Background 123
Reac''l Plavor l.evt~l 32
Background 78
- Jleach ~r LM185
Blu:ltgrou nd 101
Reach Pla>er Lwei 48
Background 124
Reach Player Ltvel48
Ba.ckgrOUild 56
Roach Player Le-..el48
Background 7$
Reach Flayer L~<el 95
Back:ground 102
Reach Pla)'er l.e'>el 56
Background 1Z5
Fleoch Player LE!\el 56
D:~ckground 57
Rea::h Player Le.~l48
Background 80
Back.ground 103
Ac:v..h Playar l.Gvel l6
BaekgtOund 126
Reach Pl::,'l:r le~-el GS
Buckground 58
Reach Pl&')'!?r Le~l es
Background 81
Reach Pl&~~r Level 56
Backiground 104
Read'' ?l:i~rLG.~ 32
B~ckgrou nd 127
P.each Pl.a;e: teJef 75
Background !;!J
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Baelcground 82
Rood'l Plar'Gf Le~l 32
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fWadi. P~r Level 16
Backg-round 1~a
Reec"l Plwer Le~ 85
BaCkground 60
Read"' Piayer Level 75
.l:l~ch
Background S3
Player Level 48
Background 106
Background 129
Read1 Player level !.15
Dm;kground $4
Beath P!J~'er Level 5G
Background 101
Ae3ct'l Pl~er Le-vel iS
8atkgrtJund 130
Reaeh PliJy'Gr Level 32
Bnckground G2
Background 8S
Reach Pltt}er Le-.el16
Backgroul\d 108
ReaCh Player l.E\'el85
Ouckground 131
Reach Player 14-oel4$
Background 63
Background 86
Ba~;kground
BackgrQund 53
Reech Pla',<er le.'el 16
Backnround 54
Reed\ Pls,'er Levef 56
Badcground 55
Rood'l P?evcr Levu! 49
Background 61
Aeach Player Level85
B.t~cl:cground 81
Reach Pl&>er L&\'el 65
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RMo:h Pfayer Level 95
Oodtground 143
O~tdlg round
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OuckgNund 157
B.u~ground
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Bod<tJr04.1nd 144
Background 151
B&ckground 158
B.lcltground 13B
Badiground 145
Oodiground 152
Bldground 159
&.:kground 146
a.cl:grotlnd 153
a.dcground 160
Background 133
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Boldcground 135
Reach Player l e'Yel 8!5
Buck Frames
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Bock Frame 4
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G.acrc Frame15
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Fron t Frame.s
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Front Mame 1
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Ftont Frame S
Front Frn.me 2
Front Fr.:une 6
~a<h Plarer lew\ 65
Front Frame 3
Front Frame 7
Ftont Framoe9
Front Fr<Jme 13
Front Frame 10
Front Fr.tu:ne 14
Front fflme 11
Front Fr:~ mo 15
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Front Frame 4
Front Fr:amo B
Front Frmo 12
Shorod Frames
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Front/Back Frame 66
Front/Back Frame 89
ReaCh Player Lewl95
FroniiBMk Fr<'mO 44
Front/Back Frame 67
Read\ PI-3WH le,.~l 65
Front/Back Fr~m o 90
Front/Bilck Frame 45
Ro~Ch Pl~cr Lo-,ol32
Fro1UIBact Frame 68
IW<idl Pl'ayer Letel 85
Front/Back Frame 91
Front/Bact Frame 23
Front/Back Frame G9
Readl Play-er Love! 75
Front/Back Frame 92
Front/Back Frame 24
Front/Back Frame 70
Front/Back Frame 93
Front/Back Frame 2S
Fro"IBadc Frame 48
Reach Plaver Le,-ef as
Front/Sack Frame 71
Re&eh Pla.,.er Le-.el 16
Front/Batlt Frame 94
Front/B.ack Frame 2G
Front/Back Frame 49
Ae~Ch Pkl)ler Level 32
Front!Baek frame 72
R$:1Ch Pl:l,-ef l6.~132
Front/Bacl( Frame 95
frOni/Back fr;:sme 50
Reach Player Level 65
Front/Back Frame 73
Front/Back Fr;)mo 96
FrontiBOick Framo 28
Front/Back Frame Sl
Nont/Baef< Frame 74
R~<lch Fl<i)"6r LIMII 75
Front/Back Frame 97
Front/Back Fran\e 29
Front/Back Frame 52
Front/Oac::k Framo 75
Reach Player Level 4-S
Front/Back FraJ'I'If! 98
Front/Back Frame 53
Read\ Pla'(C( LC'/01 95
Front/Back flame 76
Aaoch Playe Le\'el32
Front/B.ack Frame 31
Ftont/Back Frame 54
Reach Pl.ayar Level 16
Front/B~ck Frume 77
Frame 32
Front/B<lck Fmmo S5
Reach Player Level 4-8
Front/Back Frame 78
Front/Back Frame 56
Rea~' P!ey&r L~el 16
FrontiBaek Frame 79
!Wach Playe; Level 75
FrUnt/Bbck frume 57
Front/B<Ic::k Frame 80
Reach Player Lev-el 48
Front/Back Frame 58
P.e.aeh Plave< t.eJeol 6$
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Aoa:-; h Pl&yOf L~vGI85
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!Waoi Player Lewl 85
Front/Back Fr~me 82
FrontJB:ttk Fmmc 60
Reach Flayer Level 32
Front/Bt~c:k Frame
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Reach PI3VOf L>(11 tQ
Front/Bad!. Frame 84
Front/Back Frame 62
Reach Pli)'ter Le-.el 48
frontiB~tc::k Fl'ilmc 65
Reach Player Lev-el 75
ffont/B;:u:lt Fl'ilmc: 40
Reach Pia ,"Jr Level 65
Front/D01ck Frome 63
Reach Player Levei 7S
Front/Back Frame 41
Front/Back Frame 64
Hei~Ch Pl!lyet Le~l 65
Fronu8ack Frarne 87
FrontiB&Cit Frarne 65
Reach P/0)'61' Level 95
Front/O:.ek F'r:~mc 88
Hont!D.aek F1-ame n1
Front!Bllck Fr~m~ 21
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Front/B;,c;k Frnme 35
Reach ~.ater Lwei 16
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Front/Back Frame 38
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