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,, // I .. ' \ . ~ 't. . l ... 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 ~ 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 Y' 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. ' r 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

CHAPTER I - HOW TO PLAY

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Getting Started ........................................008 The Game System ...................................012 Entering Training ......................................016 Training Modes ........................................018 Practical Uses ..........................................02 1 Playing against Human Opponents .........023 Online Play ...............................................031

CHAPTER 3 - GAME MODES

oss

CHAPTER 2

SYSTEM GUIDE

032

Movement ...............................................034 Attacks & Properties ................................041 Defense ......... ..........................................052

Astral Home .............................................060 Offline Play ..............................................061 Arcade .............................. .... ...................067 Quick Bania ............................................. 068 Online Play ...............................................074 Story -1607 A.D.-....................................077 Creation ............. .. ................. ...................085 Colors. Patterns & Stickers ......................088 Shoot Picture ...........................................091

CHAPTER 4- VS PLAY

092

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CHAPTER 5 - EXTRAS

424

Unlockable Characters ............................. 426 Achievement & T rophy Guide...................440 Character Profiles ....................................444 Quick Reference Unlock Tables ................450 Credits .....................................................480

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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.

Below you can see the default button configuration.

0 0
button button

Function

++ +
,t-..

(ID {Vertical)

1RJ (Kick)
@ (Guard) Cycle training settings

e button
Right Stick

Function

Playstation 3

Playstation 3

-----~ am

- - -4 1ml

--------~~------~

++ +

__
Movement.

@button

@ (Horizontal) @ {Vertical)
@ (Kick) @ (Guard) Cycle training settings

,@ button
@ button button

Directional pad (1:1.-&. ~.<?. I Left Stick c::>.~. ~.~)

Right Stick

CHAPTEfl I HOW TO PL;<Y I GEITlNG STARTED

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. A single tap of {r or ..(}. will result in a sidestep into the background or foreground. Tapping ~ or ~ makes your character step backwards (away from your opponent) or forwards (towards your opponent).

"1}, or ~

Every character has jumping attacks assigned to~. "1}, or ~ @; ~. ; and ~. 'if. or ~ @. For simplification, we w ill refer to these as ~@. ~. and~@ unless otherwise specified.

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).

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]

-&+> .

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.

JUMP

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' ner\tifrorri Stepping, o ! : .,

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~

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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.
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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::.

CHP..PTER 1 I HOW TO PUW I GETTING STARTED

Special Mid (SM) Some attacks can be blocked whilst either standing or crouching, but cannot be ducked underneath. These less common attacks are referred to as Special Mid-level attacks. Examples are Natsu's c::>c::>@ and Ivy's ..0.+@.

Special Low (SL) Special Low-level attacks share the above properties of Special Mids, but Special Low attacks can also be jumped over. Many short range characters have a very fast Special Low attack executed by pressing ..0,.@.

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).
~)+@ 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.

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
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.

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). ...

The rarest throw type of all, air grabs w ill only connect against an airborne opponent. Air throws can't be escaped at all.

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]

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]

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.

WHEN TO ATTACK? WHEN TO MOVE? WHEN TO DEFEND?


The core gameplay element of SOULCALIBUR V is making these decisions quickly under pressure. There is never a universal answer to these questions in any situation, and it will always come down to reading your opponent and tailoring your choices to combat their style of play. Nonetheless, a deeper understanding of the game mechanics will enable you to make better choices in the heat of battle. This knowledge is the foundation upon which you build your skills. In the long run, the more you know about the game, the better you will be - more specifically, the better prepared you will be to deal with the threat facing you. The first thing we'll look at here is the basic strengths and weaknesses of attacks. The key properties of attacks are speed, range, damage, tracking, and safety.

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

GeQ.erally you'll be intending to use your most damaging attacks in battle, as thi s allows you to finish your opponent off more quickly, giving them less chance of beating you. However, be mindful of the fact that the most damaging option is not always the best option. We will explore this further in the following chapters. Damage is measured by a numerical va lue. w ith a full health bar for all characters set at 240. Therefore an attack w hich deals 24 damage will remove 10 % of your opponent's health. When a character has only 25% health remaining (60 points), their health bar will change from blue to yellow. When down to 10% health, low damage attacks (20 points or less) will do half damage. [ ~o 2)

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.

CHAPTE.R I I HOW TO PLM I THE GAi\1E SYSTEM

THE CRITICAL GAUGE

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~
10_001

The Critical Gauge is a new addition to SOULCALIBUR V . It takes the form of a gauge that you can fill by performing different actions. and once filled it will reward you with access to some powerful new techniques.

Uso

Cost

Command

Guard Impact Brave Edge Critical Edge

2 Sub stocks(~ bar) 2 Sub stocks ( ~ bar) 4 Sub stocks (1 bar)

<?@++@ Character-specific

.0. ~ ~!H::! o::t>@+IID+@

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.

meter. Always be wary of your opponent's ~too, as these attacks can be devastating and can change the course of a fight very quickly. You can input a ~ more easily by pressing {).~...(7~@++@.

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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] To Just Guard a Low-level attack. tap and release@ wh ile crouching. Unlike the Guard Impact, Just Guard can be used to defend against Unblockable attacks. Critical Edge attacks cannot be Just Guarded, though some of them have follow-up hits that do allow for the possibility. It is still ineffective against throws, however.

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

it's guaranteed to connect, to ensure that you don't w aste th e valubale

..

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. 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)

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

CRITICAL GAUGE COMBOS


iij and C!l3 attacks are often more powerful than your normal attacks and can lead to some spectacular combos. However, to execute a combo with one or more Iilli I C!l3 attacks, you will requ ire enough meter to perform each of these attacks.

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.

SELECTING YOUR CHARACTER


Selecting your character is probably the most important choice you will ever make in SOULCALIBUR V . That being said, there really are no ru les in choosing the right one for you. Some players are drawn to tshe character they t hink is the strongest; others like to identify personally with their chosen character. You might prefer the one who looks the coolest, or whom you find the easiest to use. We would recommend selecting the character you want to use, no matter what your reasons are. There is nothing stopping you from using multiple characters, though top players generally know one character extremely well, rather than maf.ly characters fairly well. Learning how to overcome your character's weaknesses is one of the m'ost enjoyable challenges in SOULCALIBUR V, and one of the best ways to improve as a player; but, if a character isn't working out, you can always switch to another. If you would like some help selecting the character that fits you best, take a look at the following collection of character styles and traits .

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Character Overview
Style

Range

Spociality

Ease of Use

Poking Poking Rushdown Throw game Poking

Medium I Close Close Medium I Close I Medium Medium Long Long I Close Close Long Close Medium

Justice Quick damage Ring Out Knockdown Keep-out Whiff punishing Evasion Brutality Mood swings Submission Mix-ups Powerful blows Whiff punishing Sitting down Unblockables Wolf assist Domination Guard Burst Randomness Assassination Firearms Breathes fire Quick damage Quick damage

Basic Basic Moderate Basic Basic Moderate Complex Basic Moderate Moderate Moderate Complex Moderate Moderate Moderate Complex Complex Moderate Basic Complex Basic Moderate Basic

Stance-based Stance-based Poking Projectile-based Mix-ups Rushdown Spacing High damage Confusing CH fishing High damage Rushdown Poking

Medium Long I Medium Long Long I Medium Close Medium Long I Medium Medium Medium Medium I Close Medium Medium Medium I Close Medium

CHN'lF 11 I ' H:"liN TC PL.t,y I THE GAME SYSTEM

CHARACTER STYLES
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

CHARACTER STRENGTHS
Ideally, each character's overall abilities would be completely balanced; all the characters should have an equal chance of winning in the hands of two equally skilled opponents. However, it is just as important for the characters to fight distinctively, so that using a different character in battle is a wholly different experience, perhaps even akin to playing a different game. The fact is that these varying playstyles contribute to certain characters being stronger or weaker overall at different aspects of the game, and this can sometimes make some characters seem much more difficult - or much easier -to w in with. Some characters will appear more or less powerful as you learn abou the game. t Highly damaging characters tend to be more effective initially - think Siegfried or Astaroth. Faster characters like Pyrrha and Leixia then come into their own once you learn to recognize the more powerful attacks, especially when those characters are relatively simple to use and can punish well. More complex characters then become a threat, as players rea lize their true strength by mastering the execution of Cervantes or a Patroklos. Finally, when the players have seen the cast's full capabilities, characters like Mitsurugi or Yoshimitsu find streng th in their abili ty to mix-up unreactable attacks, keeping even the most experienced opponents guessing at all times. [ ~0 2] But it's important not to read too much into the theory of fighting. The matchup between two characters can seem to favor one side too well, but you can always find ways to boost your character's chances of winning against any other character. There is no doubt that some characters are simply better than others at certain aspects of the garrie, but you can use strategy to try and keep any match on your terms, so that your character has more chance of prevailing. Always remember that you can always do something in every situation, and that some things will be more difficult for you whilst others more difficult for your opponent. Whichever character you use, you should aim to find the best way to play in different situations with that charac ter, to make them as strong as possible.

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]

The SOULCALIBUR series has traditionally had a fantastic Training Mode with wlnich to hone your skills, and SOULCALIBUR V has built upon the past entries to present the most complete training system to date. This mode allows you to learn your chosen character's key moves or their entire move list; practice recommended combos or develop your own; familiarize yourself with the layout of each of the

stages and devise Ring Out strategies or complex wall combos; fight against the CPU at different levels of skill and playstyle; adjust settings to study the Counter Hit or Guard Burst properties of your attacks; and program the dummy opponent to use certain techniques, helping you to devise anti-character strategies.

TRAINING BASICS
Training Mode is where you w ill cultivate your own unique style of play, where you can discover new facets of your favorite characters, and where you will learn to hone your skills in preparation for the real-time battles. Different players prefer to spend time in training on different aspects of the game, but everyone will benefit from using this mode in various ways. We'll explain some of the most valuable features and how they can be used to quickly improve your game. We would recommend that once you become comfo rtable w ith the main features, you go on to explore the multitude of available settings to tailor your own training requirements. After selecting Training from the Astral Home menu, you will be prompted to select your character from the Character Select screen. Choose your own character, and a second character to train against. Finally, ybu can choose a stage to train on, and adjust the background score if you wish. [-+0 1] Once you are in Training Mode you can select between five different sub-modes: Free. Main Moves, Combo, Counter, and Check Skill. Each of these allows you to test different aspects of either character that you have selected for use. Press Back + 0 I Select + @to cycle through them. We'll cover each of these modes later in this section. Within each of these modes you also have a number of different states that you can switch between to further refine the testing, and change w hat the on-screen help window displays. You can cycle through all of these settings without using the Training Menu with the shortcut commands shown at the bottom of the screen character. This can also be done by simply pressing the Start button again.
Selling

I Possible Options
Off I Attack I Run Counter (Side) I Run Counter (Back) I

MOVE LIST
Lets you access the move list for the first character you selected, but you can also switch to the one for the second character by pressing either (i]) I @ or ~ I !@. Press (i) I on any move or combo to w atch the CPU demonstrate it. The 0 I @ buttQn brings up a window detailing the move list terminology.

Counter Hit Guard Burst Critical Gauge Pra ctice with Frame Delay

Random

On I Off

col 0% I 50% 1100%


Off I On

SWITCH MODE/STATE Lets you switch between .t):le different Training Modes, and the different states within each of them.

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.

Quick Soloct

Xbox 360

PS3

Switch M ode Switch State Sw it ch Win dow

Back + 0 Back+ 0 Back+ Q

Select+@ Select+@ Select+@

You can also switch mode by pressing Up or Down on the Right Stick, switch state by pressing Left or Right on the Right Stick, and switch w indow by depressing the Right Stick 1 @). Press the Start button to bring up the full list of training options.

RETURN TO GAME
Closes the m enu and returns to Training Mode where you are back in control of your

CHAPTER 1 I HOW TO PLW I ENTERING TRAINING

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

No.1 I No. 2 I No. 3

Possible Options

Center I Ring Edge IWall Default I Reverse

j Forward I Backward I Right Side I Left Side


Press frn+I@J J [iJJ+IillJ to reset the characters to their initial positions at the start of a round. You can use the above settings to make this command move the characters to a wall or ring edge instead. This is especially useiul for practicing wall combos and testing which attacks Ring Out, as it saves you having to manually and repeatedly move the characters. Adjust the Position Settings to Reverse to swap the camera angle to the other side of the cha racters, so that Pl will be on the P2 side and vice versa, but the positions in the stage are unaffected. Tlie Direction Settings let you choose where the wall or edge will be re lative to the cha racter positions. [-70 3] The properties of certain attacks can change near walls or ring edges, or anytime you r opponent is at a different position or angle, so Reset Position lets you quickly return to basic positions where the co din tions are simple. It is really useful when practicing combos or punishment for example, as the characters will often shift into awkward positions during this kind of routine, while attacking, blocking, moving, and getting hit.

.~ I [Select for new sub-menu]


[Select for new sub-menu] Off I Front I Back I Right I Left I Random Off 1Front I Front Right / Right I Front Left I . Back I Back Right I Left Back Left I Random

You can predefine three different groups of CPU actions, labeled No.1, 2, and 3. Each of these will allow you to make the P2 character act in a certain way repeatedly, so that you can train against those actions. Use the Settings Slots option to choose which of the three to adjust. For each slot, you can choose an initial action for the P2 character, and then a subsequent action which the P2 character will perform after a certain condition is met. Usually this will be after you land an attack on P2 w ith the P1 character. So, for example, in Slot No.1, select Moves Slot 1 and set the CPU character to Stand I Jump. Press Start to exit the menu, and you will see P2 jump up and down repeatedly. Now return to the P2 Settings menu and select Moves Slot 2, then choose Attack I@. After pressing Start and returning to battle, P2 will still be jumping up and down. Moving, blocking, or whiffing some attacks won't alter the CPU's behavior, but if you hit the opponent with an attack, P2 will recover, perform a single @ attack, and then proceed to jump up and down repeatedly as before. This will probably get annoying pretty soon. so either change the state with Back+O I Select+@, or reopen the P2 Control Settings menu and select Default Settings to return Slot No.1 to normal. By default this is Stand I Normal for Moves Slot 1, while Moves Slot 2 is empty (Off). [ -70 4] This flexible setting is extremely helpful for all kinds of training applications, which we'll cover in detail later in this chapter. (See Training Modes: Free.) Change the Ukemi Settings setting to practice against an opponent using an Ukemi to get up quickly in a particular direction (or random direction if you set it so). When state is set to the relevant Slot (No. 1. 2. or 3), the P2 character w ill then Ukemi in that direction any time they are put into a Techable knockdown. This is predominantly useful to fi nd out which of your combos can be avoided using Ukemi, and to search for and practice Ukemi Traps with your character.

P2 SETTINGS
This allows you to adjust how the P2 character acts under different circumstances in Free Mode.

CPU Character Settings I CPU I Record Command I Controller !Select for new sub-menu] ]Select for new sub-menu] Record 1 I Record 2 I Record 3

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
Xbox 360 PS3

Left Stick

Left Stick

This takes you to the standard options for adjusting volume and controller settings, just as in other game modes:

Zoom out Switch focus to P1 I P2 Exit

0 . Right Stick up 0 , Right Stick down


0.~.1&Il
Stan,

@. Right Stick up @. Right Stick down


@ , @),18?)

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.

Start.

DISPLAY SElTINGS
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.

CHARACTER SELECT
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.

RETURN TO ASTRAL HOM E


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

can program the CPU actions to do whatever you want over an extended period of time using the Record feature . The other modes are more streamlined, and are especia lly useful when learning the basics about the game and given characters. They offer more restricted option s than those in Free Mode, letting you concentrate on learning about a character's main attacks, combos, and attack properties.

FREE

~
10_003

The different state settings were covered earlier in the P2 Settings section. The P2 Settings option in the Training menu is for fine-tuning all aspects of th e Free Mode. Let's ta ke a look to see what each of these states is for.

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] 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.

You can assign various instructions to the CPU characte r using No. 1, No. 2, and No. 3. There are 3 slots so that you can save up to 3 batches of instructions and switch between them, without having to re-enter all the information again. Here you can set the CPU to Stand, Crouch, perform various preset attacks, or even Just Guard your attacks. (-?0 2]

Free Mode: Example 1


No.1

Stand Stand

Normal

All Guard

The Record 1, Record 2, and Record 3 States are for this purpose. You can begin recording P2's actions by pressing Back+Start I Select+Start once in these states. Perform as many actions as you like for up to 30 seconds. Usually you w ill want to cut the recording short by pressing Back I Select. The commands you input will be saved, and you can watch the CPU perform them by pressing Back+ I Select+, whi le retaining control of your own P1 character. You can simply practice against your own recorded commands by using this feature. Now let's use a recorded command in the No. 2 State. First, switch state to Record 1. Press Back+Start I Select+Start so that the P2 Status section of the HUD says "Ready" and record a simple attack like @@ or ~@ . As soon as you input something, this wi ll change to "Recording" and be highlighted yellow. Make sure that the attack command is the first thing you press after starting to record, so that the attack comes out as fast as possible during replay.
Free Mode: Example 2
No.2
Just Guard Replay Record 1

act properly to Nightmare's animation. Check that each was recorded properly by pressing Back+O I Select+ after you've finished recording.

CH;\P.. l'.l'l i I HOW TO PL I TRAI NING MODES .IIY

row without guessing, you will know you can better react to this move. ( 7 0 5) This kind of training method can really improve your defense and other skill levels for SOULCALIBUR V matches. You can use similar ideas to train your timing on JG and autoGis, or to learn how to properly step or evade some attacks. Your character may even have unique ways of dealing w ith certain attacks: for example, try recording some of Raphael's options from his Preparation stance, and see if you have any options that will work against more than one attack. The Replay I Random setting in Free Mode is in general a fantastic asset for training against stances and other mix-ups. If you want to keep the settings you've made in a Training session, be sure to select Return to Astral Home from the menu once you're finished. All of your settings will then be saved for the next time you enter Training.

Free Mode: Example 3


State Moves Slot 1
No.3
Stand Replay All Guard Random

IMoves Slot 2

Now switch state to No. 3. Set Moves Slot 1 as Stand I All Guard, and then Moves Slot 2 as Replay I Random. When you return to the game, Nightmare will be blocking. Hit him with a single hit attack, and he' ll retaliate with one of the attacks you have recorded. Hold ~ and remain standing, thereby blocking @@ or ~@. and try to crouch only when you recognize the early telltale signs of Nightmare's t?@ animation. When you can successfully block multiple attacks in a

Now open the P2 Settings sub-menu. Change P2 to "CPU Character Settings;' select Control Settings, and adjust the Settings Slots to No. 2 (this wi ll automatically switch the state to No. 2). Now set Moves Slot 1 to Just Guard, and then set Moves Slot 2 to Replay I Record 1. Press Start to return to the game, and attack P2 w ith various moves. P2 will retaliate each time with the attack you recorded, so you can t ry to guard his attack to see which of your moves are punishable by the recorded command following a JG. [70 4] One of the most useful options in the whole Training Mode is the Replay I Random setting. It is invaluable for practicing against various characters. If you find certain attacks hard to deal with, such as an Unblocl<able attack or a slow knockdown Low, you can record that attack in the Record 1 State, and then some other attacks in Record 2 and Record 3. Then set the computer to perform these attacks at random, and try to react to each attack and counter it appropriately (by say blocking, evading, or interrupting). So, to illustrate. let's say you are having trouble blocking Nightmare's t?@ on reaction. Go back to the character select screen and select Nightmare as P2. Proceed to Training and make sure it's set to Free Mode. Switch state to Record 1, and record Nightmare doing t?@. Switch to Record 2 and record a Mid-level attack, like ~@. If you want, you can also record another attack such as @@ in the Record 3 State. Make sure the first input on each recording is the attack command, or you might start reacting to any movement you entered first (typica lly @ or little steps) and you won't learn to re-

MAIN MOVES
Possible States No Guard I Guard All

This mode is useful for some general tips w hen using a new character. The Advice Window shows an example attack, and briefly describes the properties of the move and how it can be used. Press Back+ ) I Select+@ to cycle through 10 attacks chosen for your character. Some of the advice contained therein can be quite helpful, and it's a useful way to learn a little about an unfamiliar character. The selected attacks are not always the same as those found in the Main Moves section of the move list for any given character. You can switch the state w ith Back+O I Select+@ to see the effect of these attacks when they connect, or are blocked. [-tO 1]

COMBO
Possible Stat&s Post Recovery Guard I Post Ukemi Guard

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. Use Back+O /Select+@ to switch between Post Recovery Guard State and Post Ukemi Guard State. If you inflict a teachable knockdown on your opponent while practicing these combos, the chosen state determines whether the P2 character will Ukemi or not. The CPU automatically blocks after the first hit in either state, so you can use this to make sure you're executing the combos correctly, and can also test whether further damage is avoidable using Ukemi, or experiment to whether you have any Ukemi Traps available, by u sing the second sta te. (-tO 2] For Counter Hit combos, indicated by (counter) in the move list, you' ll need to adjust Counter Hit Settings to Attack in the System Settings sub-menu, so that your attack w ill gain CH properties when it connects. Use Back+ ) / Select+@ to cycle through the five example combos.

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 After Phase 1 I After Phase 2 I After Phase 3

Possible States

Attack and Guard I Attack and Run

You can use this mode to quickly test the safety of some of your attacks. Change the state using Back+O I Select+@ to see whether the CPU can punish some of your one, two, or t hree-hit strings. The CPU w ill cycle through three attack strings after blocking the pertinent number of attacks. If you delay after attacking for a

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.

Cl li\PTcn I IllOW TO PLI\Y I PllACl'lCAL USES

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.

WORKING OUT BLOCK PUNISHMENT


~ The first places to look for punish~: i!i~

ment information are the character-specific strategy sections in 1o_oo4 the VS Play chapter and the move lists contained therein, complete with the releva nt frame data. However. there are still reasons to use Training to work on block punishment in this game.

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.

Firstly, you wi ll wan t to practice punishing particularly powerful moves that are giving you trouble. You may also want to practice executing more difficult punishment techniques, such as when your best punishment attacks require a input. You may also want to check that a certain move is actually punishable. The frame data does not tell you whether a move becomes safe from pushback; some moves can also sometimes whiff during the early active frames, making them seem to come out slower 'than you expect for punishment pur poses. You ca rl! use Training to actively check which of you r moves can actually punish a given attack, rather than relying on the input and block frame data. [-tO 41 Lastly, you can test the actual frame data of an attack yourself. For all of these purposes. switch to Free Mode, and switch state to Record 1 (or 2 or 3). Now record P2 performing an attack you want to try to punish, and then immediately hold ~ for a second or two. Now press Back I Select to end the recording, and press Back+e I Select+ to rep lay your inputs. Block the incoming attack with your P1 character and attempt to punish the move. You must make sure that you recorded P2 holding ~ at the time your attempted punishment connects.

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] Enter the System Settings sub-menu and set Counter Hit Settings to Attack or Run Counter in order to practice CH combos and deter mine the damage according to the different types of Counter Hits. You can use the Random setting if you want to try to CH-confirm your attacks. This is useful for practicing an unsafe string w hich is a Natural Combo on Counter Hit only {a NCC), such as Natsu's @@. Try to press only w hen you recognize the different visual effect and sound distinctive of a CH.

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.

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)

ANTI -CHARACTER PRACTICE


~

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.

~~"

FINDING UKEMI TRAPS


Once again, you will w ant to use . ~ ts the Free Mode settings for finding i!J combos, as described above. Shift the Ukemi Settings option in the 1o oo'6 P2 Settings I Control Settings submenu to Right, Left, and Back to determine w hat attacks you can trap w ith after a par-

I!J

Xiba can deal a lot of damage with his ~. which also has good range and can auto-GI your attacks. If you are not punishing this move, your opponent can throw it out whenever they have 1 bar of Critical Gauge at no risk. Record Xiba doing .!}~..(}~ @++@ using the Record 2 State in Free Mode. Press Back I Select once he has finished the startup animation. Be sure to stop recording once he has actually hit your P1 character.

Example
Mode State Moves Slot 1 Moves Slot 2
Free

No.3
Replay I Record 2 Stand I All Guard

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.

SOLIDIFYING YOUR DEFENSE


One of the first things that new er players, and even some more experienced players, need to

Most of all, remember that whenever you move, it should be for a reason. Random or thoughtless movement makes you more vulnerable, as you cannot guard, and you can be caught by Counter Hit attacks, which sometimes deal very high damage.

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

GETIING OFFTHE GROU ND


Many attacks will knock you down when they hit. This is always a bad position to be in, as your opponent can continue to attack, and you cannot retaliate until you get up, which takes time. The best general option is to simply block, as you can do so even as you are just beginning to stand, and you w ill be protected against most attacks. You can also w ait on t he ground, or roll to the sides to try and avoid your opponent's next move. This is more risky, but can save you from more linear attacks, or attacks w h ich pass over you while grounded. Another way to rise is to Tech Roll. known as Ukemi. Sometimes you will be slammed onto the ground forcefully: in this situation you can often Ukemi forwa rds, backwards, or to the side to get up much faster. This can be useful to fight back as fast as possible, or to prevent your opponent from pressuring you while on the ground, but is also very risky against more knowledgeable players. [ -?0 2] Forward Ukemi is generally a bad choice, as you won't evade much and wi ll most likely take even more damage fro m any incoming attacks. Back Ukemi is also ris ky, but can be useful to try and escape from your opponent and put some space between yourselves. Left and Right Ukemi are usually the best choices, as these can evade many powerful attacks and allow you to instantly counter. However, be aware that your opponent may be able to punish you w ith very powerful attacks that catch you as you rise. These setups are known as Ukemi Traps (or 'Tech Traps'). Ukemi Traps will often deal more damage than guaranteed grounded hits, so against an experienced player. it is sometimes better not to Ukemi; instead just get up and block, or wait on the ground for your opponent to miss.

LEARN HOWTO MOVE

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

I HOW'fO !'t.AY I PLAYING AGAINST HUMAN OPPONENTS

see at w hat range they like to fight, and see if you can make them whiff by choosing th e right times to step in and out of range. [~0 3]

PRACTICE MAKES PERFECT


Even if you are making good choices and making your opponent make mistakes, you still need to be able to attack effectively and efficiently when the chance arises. To attack with anything more than basic pokes, you wi ll need to learn the numerous attacks, techniques, and combos available to your character. The more you play, the more you will start to execute the moves you want without having to think abou t how to do them. The game can become really satisfying when you are playing w ithout having to think about the commands; that is w hen it ca n really start to feel not just that you're in control of your character, but t hat you are that character.

just 2 stocks you can execute a Brave Edge attack, a powered up version of one of your standard attacks. With 4 stocks you have a full bar (indicated by the number 1 within the Gauge) and can unleash your character's ultimate attack, the Critica I Edge. These powered up moves can turn the match quickly in your favor. In time you will get a feel for how they can be best used. Some characters w ill benefit from using their Gauge attacks differently: Mits urugi and Tira gain a real advantage by using their 1m!

attacks constantly, whereas Hilde and Pyrrha Q might be better served accumulating meter for their powerful @lEI techniques. [ ->0 4] You can build meter quickly, but try not to waste your Critical Gauge: try to keep it for situations where your Gauge attacks are really effective. or use them in combos w here possible for extra damage, even though damage scaling will reduce their overall effect. Head to the Vs Play chapter for details on the best way to use your character's Critical Gauge options.

THE CRITICAL GAUGE


As you attack, defend, and hit your opponent (and even sometimes when you get hit) you w ill build meter. as indicated by the Critical Gauge at the top corner of the screen. With

IMPROVING YOUR GAME


Congratulations on making it to level 2. Now you can start getting into some of the more technical aspects of the game, and combine them with the some of the stuff you already have 9 grasp of. Speed and range are the primary factors in determining w ho wi ll succeed w hen both characters strike. Basic movement enables cha racters to dynamically shift the situation and defeat dominance by speed or range. Evasive maneuvers, fakes, counter-attacks, and anti-step techniques further enrich the playing experience. Once you've come to grips with a II the things your character can do, you then need to work on how best to use them. 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.

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?

Another fundamental example is the Mid I Low mix-up. Mid-level attacks must be blocked standing, w hile Lows can only be blocked crouching. If you have moves fast enough that they cannot be re-

MAINTAINING YOUR OFFENSE


Every attack yields a different amount of frame advantage or disadvantage when it hits. and also w hen blocked. The exact amount w ill determine which options are more likely to succeed afterwa rds. At large advantage, you can press w ith almos t any attack. or even try to punish. At lower levels (say +5 to +10) you must be more careful, as your opponent may be able to interrupt or counter-attack you, or evade your attack. At near neutral advantage, faster characters have more option s, w hile others may consider moving o ut of range or just blocking. At disadvantage, you w ill have to con sider w hat your opponent is likely to do, and then make an appropriate choice, such as using an evasive attack or a sidestep. [~0 1] Earlier in the chapter we considered that blocking is usually the best overall option when at disadvantage. Every time you attack or block, you and your opponent will have to recover be fore either can attack again. Whichever character recovers the quicker is at advantage. This character will beat the other character if they then try attacks at the same speed. This is why blocking is a good option at d isadvantage: because your attacks are more likely to be interrupted by your opponent's than vice versa. Nonetheless, always attacking at advantage and blocking at disadvantage can make you very predictable, and w holly ineffective against a skilled opponent. Once you can attack and d efend effectively using basic pokes at opportune times, you w ill easily beat overly aggressive opponents. Now you need to devise ways of attacking repeatedly without putting yourself at unnecessary ri sk, to increase the chances of hitting opponents w ith better defense. One way is simply to use your fastest attacks at disadvantage. Leixia and Natsu have very fast @@@ strings designed to interrupt opponents for a CH, leading to small damage but big annoyance. At low disadvantage, many characters will have very few options tha t w ill beat fast @ attacks, meaning the risk is not actually that high. A second way is to use attacks t hat give advantage on block. The best examples are Break Attacks, which are accompanied by a blue visual and an electrified sound effect. You can continue to attack relatively safely after these attacks, making them excellent options if yo ur opponent is affording you the leew ay to use t hem, as they reward you w hether they hit or are blocked. [~0 2] A third w ay to maintain offense is to use evasive techniques. Astaroth can use his trademark Bullrush attack to move under any High or throw attem pt. This can be very rew arding for Astaroth in the right si tuations, such as near the Rin g Edge, where connecti ng w ith S>S>@ on CH w ill mean instant victory for him by Ring Out, making the risk negligible. Other characters w ill sidestep during some attacks, like Valda's BT throws, and may be rewarded by evading a Vertical blow. You can

II

also crouch or sideste p normally, in anticipation of an avoidable attack. and thereby gain the opportunity to attack. You can also use t he stage space to keep the advantage. A long range character like Siegfried can use his huge weapon to persistent ly attack from a distance. Characters without effective long range attacks will be forced to dash in before they can attack, meaning Siegfried can continue to pressure them until they succeed in running the gauntlet and get close enough to hit him first.

need arises. You can always improve your game w ith this kind of thinking, and it w ill 9lso help you to create your own unique style.

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

EXPANDING YOUR OPTIONS


Often you will be able to beat some players using very few tools, but this can limit you over time. Aim to constantly add more ideas, tactics, and mix-ups to your game. Go throug h your move list and see if you can find uses for attacks that you don't often employ. This will help when taking on better players; if you stick to simple strategies, you can stagnate creatively, and even begin to develop bad habits by abusing weaker tactics against players who can't deal w ith them . For example, you might find that your charac ter has a side throw t hat can Ring Out. or a Mid attack that resembles a diffe ren t Low attack during the startup, w hich could be used to confuse more observant foes. You can develop attacki ng styles that complement your main style, using different groups of attacks to change tactics during a fight if the

CHAI'fF.I'I I I H()W'I<.l I'! /WI PLAYING AGAINST HUMAN OPPONENTS

trail. Many characters' more effective Vertical attacks will all track to one side, so remember to step to the other side in general, and see if your opponen t adapts. You will want to choose the right moments to step away from a wall or ring edge. Try to block an attack first, giving you a little more time to step away from danger. Try to keep in mind your opponent's most likely RO tools: for example, Ivy might be trying to kick you off the edge with @. which knocks you down to her left, so try stepping further to that side {your right) so that she won't be able to RO wi'th @ unless she steps sideways herself. Backstep can be really useful to deal with mix-ups at tip range. Punish with a launcher or knockdown if you can, or with your character's <?<? 8-Way Run attacks, as many characters have very powerful moves assigned to these commands. Use front step to advance some distance while being able to guard at any time, thus making your approach safer.

become almost impossible to beat, so long as you can back this up with good attacking play. The fight is won not by doing a set amount of damage to your opponent, but by dealing more damage .than they do to you. It's no good trying to do huge combos on your op ponent if you can't stop them depleting your life bar first. Bear this in mind as you work on your offensive strategies, because you can also strategize defensively too: aim to stay in safe positions on the stage; continually practice against reactable attacks, like Lows and useful unblockables; and learn to make defensive choices based on risk, such as breaking RO throws, and blocking mix-up strings rather than trying to interru pt or counter. [ -70 4]

play: they reduce the reward and increase the risk of many attacks in the game, turning a match completely in the 'favor of more practiced and knowledgeable p layers. Take a gander at the character strategy sections in ths Vs Play chapter to find which moves you can punish. Virtually no one will be able to remember the best punish for every unsafe move in the game, so concentrate on the more powerful attacks of each character to see if they are punishable.

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. First of all, you will want to constantly monitor your own meter. Keep an eye out for when you fi rst get access to a Iilli or your ~. so that you don't miss an opportunity to use them. Maybe you just need a little sliver of Critical Gauge to use your best fE attack, so you could try to just get one little poke out at your opponent, which may be enough to f ill tha t second stock even if it was blocked. Watch for a little golden flash on the meter to confirm that your mJ is now available. [-tO 6] A well-timed Gl can save you from certain death, or grant you an easy victory, especially near the edge. Consider always trying to keep at least two Critical Gauge sub stocks spare in case you need a Gl. With 6 stocks, your~ will usually be guaranteed after a successful Gl. Don't forget about your opponent's Criti cal Gauge. Many players will be keen to use their ~ once they have a full bar of meter, so watch out for the 1 indicator. You'll need to play more carefully to make sure you don't get hit by many ~ attacks. Bait your opponent into wasting meter by blocking predictable Iilli and~ attempts. A cunning way to manage your opponent's meter is to use Guard Impact. Your opponent will only be able to counter your Gl with a Gl of his/her own. If you have more meter than your opponent, you can enter Gl contests to waste their Critical Gauge. Best of all, if your opponent has less than two stocks left, all but the slowest attacks after you r Gl will be guaranteed.

PUNISHING YOUR OPPONENT


You can punish your opponent by attacking quickly while they are still recovering from their attack. As they are unable to block; Gl, JG, or do anything else, you can deal damage at absolutely no risk. This is one of the key concepts essential for more advanced play~ Punishing unsafe attacks when you block them will give you a huge advantage, as you will be able to make your opponent pay for taking risks, and force them to use less rewa rding attacks. [ -70 5] ..... If you can defend and punish well, weaker players will find it almost impossible to beat you. This is why good defense and consistent punishmen t are hallmarks of competi tive

BOLSTERING YOUR DEFENSE


It is easy to assume that you can react to certain moves, or by contrast, to always try to guess your opponent's actions rather than using your reactions. You can always improve some aspect of your defense, and the more options you can effectively deal w ith, the more formidable you will become. If your opponent cannot break you down, you will

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:

Basic Mind-Game Patterns


Player

Habit

Y Response our

Player A Player B ' PlayerC

Always breaks @) grabs Breaks the throw you did last Always uses her stronger grab A lways does (!)! after a certain attack

Rinse @+@ Change to the other throw Break the stronger grab at all times Wait for the attack, then block or evade as appropriate Block the Low and punish

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]

READING YOUR OPPONENT


Gather as much information as you can about your opponents during the fights. Watch for which moves they tend to use at certain ranges, or after certain attacks. See if they tend to try Ring Out tactics often. Observe whether they tend to attack recklessly, or defend and backstep a lot. Test their reactions to see how th ey deal with slower attacks, variabl e strings, and throws. Think about their patterns in th e throw game, and in particular how they respond to getting thrown, or what they do when you break their throw.

CHAPI'f' f11 , ilOVVfO Pi.Nf I PLAYING AGAINST HUMAN OPPONENTS

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.

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.

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:

COUNTERING & EVASION


Appropriate use of you r counter-attacking techniques will improve your ability greatly. First you must learn what your character can do. Auto-Gis only counter certain kinds of attack: some combination of Highs, Mids, Lows, Horizontals, Verticals, stabs, kicks, and weapon attacks. TC moves evade any Hig h-level attacks and throws. TS moves can evade some linear attacks. TJ attacks will dodge throws and Lows. Some moves may have combinations of these, and some may even crouch so low (STC) or jump so high (STJ) that they can evade even more attacks. These counters won't bea t the associated attacks outright. There will be a specific, usually very short duration during which the aggressor's strike will be defeated. Don't assume for example that just because you tried a TC attack, you are invulnerable from all Highs from the moment you executed the attack. Your character will only actually be crouched for a small amount of t ime, so you w ill still get hit if you are too early or too late. There are two main ways to use these attacks. One is to specifically counter your opponent's attack on reaction. Pa troklos can counter all Mid weapon attacks using @+, so if Hilde is using a delayed Mid like ~rJ. Pa troklos can charge @+ to beat Hilde's attack no matter when she releases it. Using TC or TS moves in a similar way can be really effective against some stance mix-ups, where the fastest stance attack is linear or High. [ -70 6) The second way is to improve your chances of hitting your opponent. You can't always know what your opponent will do, but if you are in a situation where either player could conceivably attack and succeed, using an attack with evasive or auto-G I properties will shift the odds in your favor by beating some faste r attacks, as well as being satisfactory if your opponent doesn't attack at all, or attacks too late. When used in this way, safe attacks are preferable, though you can still use an unsafe counter-attack if the risk I reward is still in your favor. For example, you might consider using a TC attack against Astaroth in a situation where he is likely to go for his powerful throws. He may use a Low grab or a M id and counter you, but you will take less

up this kind of player is to confuse them by shifting the rhythm of your at a simple delay.3Nai~ a.fraction of a second longer to see if you can bait an "'"rinr,.'>'ont and catch him out! You can also initiate your basic@, and@ attacks <iri'tkinnmi>rli;,tpf\J them witti @,to again force a mistake; some unblockable attacks can r effect, and some opponents will instinctively crouch or step w hen they see vjs~al indication of an i~coming unblockable. This is the opportune moment to strike.
~<11 ''"*""',.."""',..."'"' can vary Hie ~iming of basic strings, delay some slower attacks, or ca ncel

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]

..,,..,,P.;++~-L

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< '
~

RISK VS. REWARD


Every aspect of the gam e described in this chapter is based on the overall risk I reward ratio of competing actions. The goal of every round is to do more damage to your opponent than s/he doe~ to yoy. You can't react to or predict everything your opponent does in a fight, but this doesn't make it a pure guessing game. In any decent games of any kind, whether sports, chess, or video games, the best players are the ones who can best manage the risks andrewards of the situations that arise in the game, according to the rules and the ul ti mate goal of the game. In SOULCALIBUR V, the match's outcome is in fluenced by the rela tive rewa rd for

C'YA ' I'R

I HOW ro Plt\Y I ONLINE PLAY

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. aggravated. It can help to treat all players the same irrespective of their skill level. and torespond to defeat objectively. There is normally something you can learn from a match, even against an opponent who doesn't appear to be using much variety in his gameplay. Although most players tend to finish their matches, some can be tempted to quit or disconnect the match before it ends, usually either to preserve their statistics or to attempt to punish their opponents when frustrated. These players will ultimately hinder thei r own learning process for vi rtually no gain, so don't be too concerneCI when it happens. 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.

ADJUSTING TO FRAME DELAY


Because the Connection Status between consoles can modify the in-game experience. you may find that the game feels different when playing online: perhaps a little sluggish. You may find it harder to block or dodge some attacks for example. It can become very difficult to use techniques that require precise timing, such as successfu lly implementing Just Guard or some auto-G is. You can prepare for t he difference in Training. Open the System Settings sub-menu and switch Practice with Frame Delay to On: this will simulate online battles by inserting a small delay between your inputs and the subsequent on-screen actions. Bear in mind that the actual amount of lag in an online battle w ill vary depending on the Connection Status between players during a battle. Players respond to the effects differently. While many will play the game as normal and may not even notice the difference, others m ay change the way they approach the game. There are two extremes in terms of approach. At one end of the scale, players will

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

M ovement is what made the SOULCALIBUR series unique. and in SOULCALI BUR V it's been refined to the ma ximum. You can freely move in 8 different direction s at different

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
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.

DASHING
There are two types of dash: backdash and forward dash. Backdashing is used to create distance for zoning characters, or to retreat at times w hen you're trying to keep the life lead. It's also used to try to make your opponent w hiff. Forwa rd dashing is used to close distance to an opponent for short-range characte rs, or to go into mix-ups and throws when the opponent remains defensive. The forward dash is generally a lot faster than a backdash. Getting hit while backdashing will resu lt in a Counter Hit. Keep in mind that all characters are not equals when it comes to dashing speed and distance. For example, Pyrrha 's backdash is faster and covers more distance than Siegfried's.

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]

To access regular moves while in 8-Way Run, you have to release the direction before pressing an attack button. 8-Way Run's effectiveness has been increased in SOULCALIBUR V; it's now quicker and easier to make use of. Getting hit by a Horizontal attack during 8-Way Run w ill still result in a CH, however.

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

CiN'TCR 2 i SYSTEM GUIDE ! MOVEMENT

like Nightmare's FC ~ or Yoshimitsu's !::?@@@@@. Some attacks share the evasive properties of the FC state during some part of the animation. These are known as TC attacks, during which your character is Tech Crouching (TCJ, Any time you are considered crouched (FC or TC), you become vu lnerable to Low throws (see below). You cannot guard against Midlevel attacks while crouched. Inputs like S>@ or >@+@ will cause your character to perform the standard c::> or<? attack as if standing. You can also execute jumping attacks and 8-Way Run attacks from FC using the normal commands.

WHILE RIS!NG (WR)


To leave the FC state, simply release ... You will temporari ly be in a state called While Rising (WR). You can be caught by High attacks and High throws, but will evade Low throws. After a small amount of time, you w ill return to the normal neutral standing position. During the temporary WR state. you have access to a small number of unique attacks. Input an attack button before return ing to the neutral standing state to execute a WR attack. All characters have WR @. WR . and WR@ attacks; there are a few additional variations like WR @+with Patroklos. Because you return directional inputs to neutral (*) to execute WR moves, you cou ld for example describe WR as FC *@. [ 70 5] If you hold@ during a WR state, you will be able to guard Mid attacks instantly, though Lows w ill catch you. This allows you to react properly to M id and Low attacks by holding ..~ or ~ on its own at the right time.

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).

ff you can see your opponent going for a Low or Throw, you can preemptively punish them by using a jumping attack.
Every character can use ~. {(, and ~ @. , and @.These attacks make you airborne after only 3 frames, meaning you can use them to react to some attacks if you're really fast. Such attacks negate th e need for whiff punishing and can be really useful, though they don't generally do as much damage as you might get w ith a whi ff punish combo. Neutral jump can then be better, especially against Lows that have slow recovery, as you can use much stronger punishing attacks when you land.

nent may move all the way around you, more likely at very close-range. Some characters can also use attacks wh ich leave themselves exposed to the rear. When this happens, your character is considered Back Turned, and the available controls are modified slightly. Basic button presses wi ll execute BT attacks, such as BT @. You can perform special BT moves which leave you in FC by pressing the -& direction at the same time, such as with BT {).@. Most of the cast have a particularly potent BT +@ attack, while t he other attacks tend to be lacking, but this is not universally the case. [ ->0 7] You cannot access your normal attacks from BTwithout turning around first, by pressing@ or the directional inputs. You can block straight away from BT but won't turn fast enough to use normal attacks instantly. You are unable to jump or Guard Impact from Bl; and your movement is limited as well.

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.

C haracter

Movomont Nomo

Comnumd

Properties

Mftsurugl

Silent Step Mist Dash Len Seven Stars, Right Seven Stars Caliostro Rush Mantis Fire Da nee Chief Hold

.(!,~

TC TC TS TC TC 1 Fast dash TS TC Back step Forward dash TC Backstep Fas t dash Backdash 1 Au to-GI TC I Backstep TJ TC

+ 'lr or

..(lr +

.(!,~
During Man tis Crawl 'lr or ..(lr + @ +@ <? +

Siegfried (from neutral or any stance)

Base Hold Side Hold Reverse Side Hold

~+
.(!,~

Nightmare Cervantes

Grim Stride Night Side Stance Dread Dash Preparation Parry Shadow Evade Oamar I'i<lil Angel Step

+ or FC + Du ring Dread Cha rge ' Du ring Preparation During Preparation

<?
..(lr

<? t?4.~c:l>
.(!,~

Pyrrha

Angel Side Step Angel Step Nemesis Sfep

During Angel Step


FC -..(lr~ .(!,~

1f or -..(lr

TC,TS STC TC

Pyrrha Q

Nemesis Side Step Double Nemesis Step

During Nemesis Step

1f or -..(lr

TC,TS STC TC TC TC TJ STJ TC 1 Fast dash STJ Fake hover Teleport Dash TC TSI TC TC Auto-GI Backstep I Au to-GI TJ STJ Fly TS Telepon IC TJ TJ I Fly STJ I Fly Fly TC

.(!,~~ .(!,~
,0,1:2<?

Patroklos

Justice Step Dawn Haze Twilight Haze Ring of Heaven Stalker Possession Rush Hover

. a Patroklos

.(!,~

11'+ or <? or ~ or z;J + @

During Possession During Possession 11' During Possession -..(lr During Possession ++@ c:(> + .0. or 1f +@ +@

Natsu

Silent M ist Weasel Run Wind Roll Distorted Breeze Hou Lee

Lelxia

Bea Her Hua Retreating Bear Her Hua Yann Divide feint Sand Winger

,0,-..(lr or 11'11' +@
<?<?+@ FC -..(lr@+@ @ + During Sand Winger +liD+@ <?+ During Indian Stance -..(lr+ .0.+ (free movement) liD+ (free movement) 'lr+ (free movement) During Manji Dragonf ly 'lr+@ (free movement} 11'+
c:(>-..(lr~

Aeon

Sanddrake Catapult Spinning Evade Warp Indian Stance Flea Manji Dragon fly Super Dragonfly Fly

Devil Jin Advanced Step

CHAPi ~H? I SYS i l'Jvi GUi D;: I MOVEMENT

allow ing them to successfully evade most incoming attacks. Pyrrha Q's Double Nemesis Step can even crouch under some stabbing attacks, ../}@s, or Horizontal Mid-hitting attacks, while Pyrrha can manage the same by using Angel Step from FC. [ 7W 1] Nightmare's Grim Stride and Leixia's Hou Lee are also very useful special movements because they allow quick access to their strong While Rising attacks at the end of the motion, such as Leixia's WR Iii Iilli. or Nightmare's powerful WR . There are also some Tech Jumping special movements, such as Algol's <?t:Z-.1}~ or u Patroklos's it+. and these will generally cover much more distance.

Most forward Tech Crouching dashes can be done by pressi ng-.!}~. but th ere are a few exceptions, such as Leixia's Hou Lee (@+@), or Natsu's Possession Rush ( during Possession}. This type of forward movement is often a great tool for close-range charac-

ters attempting to pass through enemy High-hitting attacks to get closer. Pyrrha and Pyrrha Q have among the best such movements with their Angel and Nemesis Steps, because they can both crouch and have the option to sidestep by pressing it or -.!},

ATTACK & DEFENSE STATES


This is a brief explanation of the states you can be in outside of movement. W hen simply standing or crouching, you are in a neutral position. Each attack you initiate has three main elements during the full. uninterrupted anima tion: startup, impact, and recovery. When an attack makes contact the defending character is trapped temporarily, either by blockstun (if they successfully guarded the attack) or by hitstun (if th ey were hit).

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. 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.

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] 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. 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.

DEFENSE STATES
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-

You can input commands during blockstun, hitstun, or the recovery frames of an attack so that they will start up at the very moment you recover. This is known as buffering an attack. and is really importan t when trying to execute more complicated commands (like 8-Way Run attacks o r command throws) at the earliest opportunity. You will need to buffer your commands during the later frames of recovery. Note that some commands cannot be buffered. such as Guard Impact and Just Guard. lncide(ltally, the effect that Just Guard has is to set blockstun to a specific amount. This amount is smaller than the blockstun inflicted by almost every attack in the game, which is why attacks become more punishable after a JG, and any with long recovery become extremely unsafe.

the Zweihander, causing a stun at tip-range: Cervantes's >liD+ has a hitbox for each of his blades as he strikes both in front and behind. [-70 1]

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.

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

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.

CHAPTEH 21 S'YSTI:M GUi-JE I MOVEMENT :

REDIRECTING ATTACKS
This concept is distinct from tracking, in that the attacking character will actually turn towards a side-on opponent during the attack, while a tracking move incidentally catches a character to one side if the weapon passes through them. Mitsurugi's <? illustrates this: he draws back and then lunges forward with a linear stab, but he re-aligns before the lunge, catching any opponent who doesn't move quickly enough as he thrusts forward. The attack is steppable to both sides, but you must t ime your step to avoid the actual stab part. [ -?0 4] Some attacks don't redirect at all, such as Cervantes's <>;:]<>;:]@), Maxi's '<?, and most Unblockable attacks. Attacks in stance vary: Siegfried's attacks won't redirect at all in Chief Hold. but Voldo will redirect with any inpu~s during Mantis Crawl if you try to step around him. 8-Way Run movement is particularly vulnerable to redirecting attacks, so you:ll need to step them with more precise timing.

STANCE TRANSITIONS
Although most stances can be entered passively, there are often many ways for characters to shift into their stances after attacking. These techniques are known as stance transitions, and can have a number of benefits. Firstly, transitions can hand you the initiative for enforcing your stance mix-up. After an attack that norm ally leaves you at disadvantage, transitioning into a stance may enable you to attack again and beat your opponen t's most likely retaliations, if the transition or your stance attack is fast enough. Secondly, stance transitions can be used to dynamically change you r position after an attack. If your opponent doesn't anticipate this, they may attack the empty space where you would normally have recovered, allowing you to punish the whiff whilst in the stance, ideally leadihg to big damage. To illustrate, take a look at Nightmare's stances. He can move into Grim Stride after many attacks, some unsafe, and beat retaliations with his GS @ counter-attack. Alternatively, he can enter GS and delay; Nightmare will then remain TC, and thus evade any High attacks that the opponent might utilize to beat GS @. Night Side Stance has similar applications, whereby he can interrupt his opponent's punish attempt after a transition with NSS @, or use the NSS transition to cause an attack to whiff, and t(Jen punish with NSS @+or:@. He can even enter GS from NSS to try to counter other options. Intelligent use of these tools may stop his opponent from trying to punish him at all, giving him more leeway for different strategies and mind games. [ -70 6]

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.

STANCES AND CRITICAL EDGE


Stances become overly risky to use against cha racters w ith appropriate SEt attacks. Because a number of these are fast, powerful. and long-range, and'even have some invincible frames, they can be a universal option to defeat a stance mix-up, because the clharacter in the stance cannot block. Judge your opponent's ability to react to your stances and punish w ith those kinds of SEt attacks, and keep an eye on the Critica l Gauge. A capable adversary with a fast SEt could get guaranteed massive damage with at least four Critical Gauge stocks available. You will need to alter your strategy completely under those conditions.

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]
Position WRAttacks Possible T echnically facing

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.

Face down, head t ow ards Face down, feet t ow ards Face up, head t owards Face up, feet t owards

Yes

Forwards Backwards Backwards Forwards

No No
Yes

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.

...
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.

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]

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.

Clll\f)l'Efl 2 i SYSTi:M loU IDE! ATTACKS & PROPERTIES

In SOULCALIBUR V you can use various types of attacks, each of which serve a specific purpose within the game's overall balance. This means using Horizontal attacks to track a sidestepping opponent, Verticals to hit grounded opponents, or punish a crouch state, or kicks, w hich are often weaker but can counter some auto-GI attacks and can serve either a Vertical or Horizontal purpose. The

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

:< :. ,.' .

' Body Attack Generally a kick but not alWays, body attacks are those that don't make use of the character's weapon(s) at all. These attacks can counter many autoGI moves.

I!

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. oq ground-hitting o moves is generally a sign 'of strong ' Okizeme game.

Attack Throw (AT) Attack throws are attacks that switch to .? throw-like animation upon hitting ;the ;,:.6P,poqent. Good examples are Yoshirnitsci 's' CH @@ and Astaroth's ..(),tZ<?@. Most attack throws cannot be escaped once they've been triggered. There are exceptions, like the FC attack grabs used by Siegfried and Nightmare, which can be blocked like normal attacks, and hit both standing and crouching opponents, but can also be broken.with@ or. Xiba's ~+ ,.. ar) : t1+ share these properties. d You :must break these rare attacks within 11 frames of being struck.

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.

You have a 13-frame window to break normal throws from the point of im pact,.'and9 frames to break command throws, such' as Aeon's {J.tZ<?+@. Astaroth's ~-.(),tZ<? @+@. and Algol's @+@.

;:HAP"! f': H? S'! s; !')f. GJi De ' ATTACKS & PROPERTIES

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, since their short-ra nge de 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 Mid-range is generally considered to be the distance between the characters at the very beginning of a round. Some characters can apply Zoning at mid-range effectively and fish for Counter Hits. Siegfried's ~@ is an iconic mid-range move.

'

Long-Range Long-range is a distance from which you cannot use mix-ups and there's no immed. ate danger from the opponent. i ~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.

GHAPH':R 2 ! SYS"EM GUIDE 1ATTACKS & PROPERTIES

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.

Tech Crouch (TC) Tech Crouch is a move property that allows you r character t0 be effectively crouching during an attack. It makes certa.iri attacks completely avoid High-hit ting.attacks and throws. This allows you to use Tech Crouch attacks as a form of defensive measure, even though v. u're o attacking. These attacks usually doQ 't Tech Crouch during their entire anim,ation. so you need to learn when and how long they Tech Crouch to use them effectively given the situation.

Super Tech Jump (STJ}


.i'. ~,h.?r.e:, the-. cbarac;t!'lr< '!.e~ps ,;vE3rw ~ ig~ into.'the air. sometimes hi.9h er\Ough ' to ao'dge Mid or even High' attacks. Examples are Natsu's Stalker and Yoshimitsu's Super Dragonfly.
~ le. s common type of jumping attack s

Tech Step (TS} . :Tei:b ,.,$t~p i~ .another .rno:v~ : p~operty . that makes your character eva,de attacks during a move. In this case it's with a built-in sidestep. Depending on the move, this can avoid some Verticals effectively, and can often be better than mere movement against attacks that recover very fast even when whiffed. Again, very few attacks w i!. Tech ,Step throughout thei r entire l 'anh-ria.t ibo .' ' ..

'

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 .
Counlcr Hil Type
Damage lncrcoso

Attacking
Sidestep or S-Way Run Backdash or S-Way Run backwards

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
Imago

Crumple stun

Slowly falls to the ground

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.
Spin Stun
Spinning for a moment

Recoverable Stun

Briefly stunned and can recover by pressing

Quake Stun

Disoriented by ground impact

Wall Stun

Falling to the ground after a wall splat

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
Ground Stun

Stunned whilst lying on the ground

Ci :;\P I f:f\ 2! SYSl.")/1 GUIDE I ATTACKS & PROPERTIES

combos, so ensure that you know your best options after each crumple stun attack to deal the best damage possible depending on the si tuation. [ -?0 2]

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]

tacks w ill usually miss. The opponent will be able to recover and guard again by pressing @. which means that no attack you follow-up with w ill be guaranteed to connect. If the opponent does not hold @. they will be vulnerable for much longer, allowing you to start a combo. This type of stun is usually very brief, and you'll often only be able to use it to apply a mix-up. [ -?0 4)

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)

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]

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]

RECOVERABLE STUN
When a recoverable stun is inflicted, your opponent will briefly crumple, so High-hitting at

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. by its own amount, but generally, slower, heavier attacks will wear it down much quicker than blocking fas t. weak attacks would. As your opponent's gauge gets worn down their health gauge will begin to flash yellow and then red to indicat e its diminished state. When their health bar is flashing red, this means that a Guard Burst is imminent. most likely after blocl<ing one more heavy attack. When the Guard Burst happens, the screen wil l become green and the attack used to Guard Burst wil l take place in slow motion. At this point. your opponent's ability to guard will be disabled for 60 frames (1 second), allowing you to inflict a guaranteed follow-up. Your next attack will have the Counter Hit property, so you will be able to land your heaviest stun combo starters. [ 70 3] This is an important part of the game, beca use knowing how you can safely deplete your opponent's Guard Gauge and optimizirfg your combo after a s uccessful Guard Burst can be a central part of the strategy for some characters such as Astaroth. Maxi, or Z.W.E.I. It's also important to know exactly by how much you damage the Gucl'i'd Gauge with every 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.

RING OUT
Ring Out happens when a character's attack ejects the opponent from the ring, instantly ending the round. A Ring Out attack is, in effect. a one-hit kill, so it's a crucial concept to grasp and to use. Some characters are better at Ring Out than others for a variety of reasons. Characters w ith great ring control ability also tend to have good Ring Out tools. Having at least a throw that can Ring Out is also a good sign of Ring Out capability. Ideally you want moves that knockdown far away when they hit, and if possible in multiple different directions. If some of these happen to be Low attacks then that will vastly improve the character's Ring Out game, as it makes it much harder to defend against.[ 7 0 1] Focusing on Ring Out as a style is entirely possible as long as you don't entirely neglect the other aspects of your game. Opponents pressured with the threat of Ring Out can very easily make mistakes, and capitalizing on these can gain you a round almost as quickly as a Ring Out itself would. Finding and testing your character's moves for Ring Out capability is a good thing to do, as it's not always obvious w hich moves are effective at first sight. Siegfried or Astaroth are good examples of characters with great Ring Out games.

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

ATTACKS & PROPER'JlES

Finally, you should remember to avoid using attacks or strings with multiple hits when the opponent's health gauge is flashing red. If one of the first hits of the string causes the Guard Burst you lose out on your chance to land a powerful combo because the following hits of the string will continue after the Guard Burst. Some attacks can't burst the Guard Gauge at all, and this can be a good thing, since you can use them to try to finish your opponent off while saving your potential Guard Burs t for the next round.

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

Clean Hit is a random possibility attached to some specific moves. This feature makes those attacks Rating Type Probability more valuable in a sense, though _A _.::..__:.,____JL___--'--ig H -h--'--only at random. There are three 8 Medium > different Clean Hit probabilities. with A being the highest and C c Low the lowest. When an attack con- - - - - - ' -- - - - - nects as a Clean Hit. its damage will be increased by 25%, and a blue visual effect flashes on the attacking character. It can be sometimes worth using a move that can Clean Hit over another in combos or punishment, especially if the attack's Clean Hit rating is A and the damage is high. The attacks that have Clean Hit versions are shown in each character's full move list in the VS Play Chapter, along with their probability. [ -? 0 5]

...

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]

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]

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. ample, the second hit of a stun combo Hit1 Hit2 Hit3 will be reduced to 100% 100% 100% only 80% of its usu 75% 65% 100% al damage, and third hit will be reduced Stun Combo 100% 80% 70o/o to 70%. The fifth or - - - - - - - - - - - - - - higher hit w ill deal only 50% damage. This is a system designed to prevent very big combos from becoming too powerful and make shorter combos still relatively rewarding . Damage scaling also affects air combos. The first hit that connects after your launching attack will deal 75% damage of its normal damage, the second 65%, and the third or more will deal 55% damage. It's also important to know that your attack w ill be increased to 105% if you catch them while they' re jumping. Also, a crouching opponent suffers 105% damage from an attack, but only 90% if they were trying to guard Low while being hit by a Mid-hitting attack.

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]
Character Name

Oon1ago

Propertios Catches grounded opponent Ring Out, Clean Hit possible Voldo enters Mantis Crawl Hits Air and Ground, Huge range Inescapable Gl all except UN and Throw. does double damage at lull charge Inescapable throw, combo possible after High unblockable projectile attack Mid-Air combo possible Doing in JS will end in GS, Doing in GS will do an additional attack Very long range Can perform a follow-up by using a second CG bar Auto-Gis all attacks except unblockable attacks and throws Launcher Prolonged hitstun I blockstun Mid-Air combo possible Attack Throw Mid-Air combo possible Invincible from i4 Launcher AutoGi all H & M, TC, T J Mid-air combo possible Mid-air combo possible Hits Low/Ground Mid-air combo possible He tried to warn you

Mitsurugi Maxi Voldo Siegfried Ivy Nightmare Astaroth Cervantes .Raphael Tira

i16 i14 i19i17 i26 i62 i26 i10 i12 i13

~20

60 88 100 93 80 80 50 75 57 (JS), 91 (GS) 95 15 (+ 12.5) 80

-24 -2
-22

Throw
3

Throw -20 -20 -20 -19

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.

,.
Hilde Algol Dampierre Z.W.E.I. Viola Pyrrha Pyrrha Q Patroklos a Patroklos Natsu Xiba Leixia Aeon Yoshimitsu Devil Jin Ezio . i22 i23 i13 i13 i13 iB i21 i19 i12 i13 i16 i16 i13 -17 -21 -20 -20
6

i1 6 i18

-31

36 11 85 90 96 55 82 65 {a-GI: 114) 70 71 110 90 90

-17 -20 -20 -20


-1 -18

CHAP i :. H7. ! SYSH'M CU UF: I ATTACKS & PROPERTIES > Some Critical Edges simply deal massive damage, and these are usually the ones that are best used as whiff punishers or after a successful Guard Impact. Using your Critical Edge after a Guard Impact is a very powerful tactic, since the opponent will not be able to re-GI it. This means that any time you have enough meter, a simple Gl will guarantee that your Crit ical Edge connects. If you're behind in a round, it can be worth using your Critical Edge to surprise your enemy, such as after a blocked poke. This is a very risky tactic with most characters, however, due to many Critical Edges being highly unsafe when blocked.

r g
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 Siegfried

Mix-up, Air Combos Fast Interrupter, Punishment Combos, Punishment During Chief Hold @ @+@+@ Air Combos, Pressure Air Combos, Pressure GS@@+@+@ Wall Combos, Ring Out Combo Re-launch Air Combos, Pressure During Preparation @@ @+@+@ CH Combos. Pressure Combos, Okizeme Throw, Ring Out. Combo with ~ Combo, Pressure Launcher, Pressure

Ivy

Astaroth
Raphael

Nightmare

Cervantes

z.w.E.I.
Viola

Combo Re-lau nch, Ring Out Whiff punish, Blockstun Launcher, Pressure CH Tool, Pressure Air Combos, Pressure Combos, Pressure Combos, Whiff Punish Damage, Pressure Counter-attack, Wakeup Launcher, Ring Out Combos, Pressure Combo, Ring Out Combos, Punishment

Depending on the properties of your Brave Edge moves, identify the situations where the risk/reward ratio favors a Brave Edge attack more than a Critica l Edge or a Guard Impact. Leixia's WR @ ~for example is a During Channeling Kick@+@+@ really strong counter-attack which leads into relative ly damaging combos, and unlike her ~. this Brave Edge attack is completely safe on block. Th erefore instead of using four stocks of Critical Gauge in a launch combo that deals moderate damage. you can keep it for an attack that is a great defensive tool, and just as rewarding on hit {or perhaps more so) with far less risk in open play. This kind of assessment will change for each character, and will also depend on the time, the positioning, the life bars, and your meter levels in any given match. Brave Edge attacks can rea lly boost your character, but don't be tempted to unleash them too recklessly. Consider how much you need the Brave Edge effects at that moment in time. While you w ill usually want to press w ith your strongest attacks, you might consider reserving them if you are already close to victory in th e round for example. Using three ~ attacks in a row can pu t your opponent under real pressure in the short term, but may leave you exposed in the next round, or if you suddenly need a Gl to escape a precarious situation.

GUARD IMPACT
Vulnerable Durat ion
27 Frames

Guard Impacts are one of the most well known defensive systems in the SOULCALIBUR universe. In SOULCALIBUR V they have changed a little from previous iterations. There is only one Gl command: <?@+@+@. It w ill Guard Im pact all levels of attack, leaving your opponent vulnerable for 27 frames after you recover. [ -70 1] The downside is that it consumes two sub stocks of Critical Gauge, so you won't be able to execute it too often. You are completely vulnerable for a short time if you attempt a Gl and miss, and you w aste meter, so you should try to use it in more profitable situations. One is near the edge of the ring: a well-timed Gl could give you a free round if you can knock your opponen t off the stage afterwards. Another wou ld be where the Gl would allow you to finish your opponent with your follow-up, especially where you are close to losing. Guard Impacts can also be used defensively, to counter Mid I Low mix-ups, or to stop your opponent inflicting a Guard Burst. If you can react to your opponent's attack and time it properly, you can ensure your Gl will connect properly, removing the risk. Just make sure you've got enough Critical Gauge to perform the Gil Pressing @+@+@with less than two stocks means you'll just get hit; the command@+@+@ is read as nothing when the inputs are simultaneous, and th e<? command will cause you to backstep, most likely causing your opponent's incoming attack to hit on CH. Your opponent must re-GI to parry while in the vulnerable state. There are two situations where your Guard Impact will be followed by a totally guaranteed hit: if your opponent doesn't have 50% meter, he won't be able to re-GI you; and if you have 150% meter, you can use your Critical Edge, which is a nonGiable attack. [->0 2]

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.

Gauge rema1n1ng. Be aware of the levels of both players' Gauges as much as possible. When your own attack is Guard Impacted, consider the above in reverse. The safest approach is to wait and try to react to your opponent's follow-up. Hold @ to block at the earliest opportunity, so that only i27 attacks or less can hit. If you see an attack coming, try to re-GI at the right time to reverse the situation. Your opponent may well have spent his remaining meter on the first Gl, giving you a guaranteed counter. Be prepared to break any throw attempts.

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

....
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

Ci/,PTcrt 2 ! SYSl l. lvl C:lJIOi.' ! DEFENSE


~

Character

Attack Command

Attack Types Repelled

Gi Type

Maxi

During Stance +@ Bacl<Turned +@


'

M ids except I< icks M ids except k icks & stabs AIIMids Horizontals except kicks M id & Low Horizontals except kicks All except kicks & stab All Mid Horizonta ls except kicks

Auto follow-up Built-in Auto I Revenge Built-in Manual follow-up Manual follow-up BUilt m Built-i n Revenge Built-in Built-in I Auto Built-in Auto follow -up Auto follow-up Built-in Built-in Built-in Auto follow-up Built-in Auto follow-up Auto I Manual Revenge I Manual Auto follow-up Built-in Built-in Built-in Built-in Auto follow-up Auto follow-up Auto follow-up Auto follow-up Buil t-in Auto follow-up Manual follow-up Built-in Built-in Built-in Manual follow-up Manual follow-up Auto follow-up Auto follow-up Auto follow-up Auto follow-up Revenge Revenge

rVoldo
Siegfried
I .

During Death Roil @+@

'*'*(8)
+@ BT @+@ Ivy WR @+@or BT @+@

'

+ or ST +

Absorbs Highs & Mids <25 damage, then Guard Impacts all levels High & M id Verticals incl. Kicks All All Mids Horizontals except kicks Verticals except kicks M ids except I< icks & stabs All Horizontals M ids except kicks & stabs

Nightmare

Grim Stride (8)

C!1EI
@ @+

Cervantes

+@
~~or ~~(8)

,(),-,(),- or 'lf'lf@ Dread Charge (8) During Preparation Raphael 'lf@+

<?

All Verticals High & M id Horizontals & stabs but not kicks High & Mid Horizontals except kicks Highs & Mids except kicks & stabs Absorbs Highs & Mids <20 damage, then Guard Impacts all levels All Mids Highs & Mids except kicks & stabs Mids except kicks & stabs All Mids & Lows Highs & M ids except kicks & stabs All Mids All M ids All Lows AII M ids

~ <?@+
@+ or BT @+ ' JS @+@ GS @ + @ GS BT @+@

~ ~,(),-~@

1:2@
. ~@+

Pyrrha

@+ j <?@ @+ @ +@ @ + ; +@

5:

Mids except kc cks & stabs AII Mids All Horizontals All Highs & Mids High & M id Horizontals & stabs High & Mid Horizontals & stabs Highs & M ids VerticaIs except kicks High & Mid Horizontals & Vert icals except kicks & stabs High & Mid Horizontals All Verticals

:' ' C!1EI

i During Super Dragonfly@ @ (just)

All All Highs & Mids Absorbs a High or Mid <30 damage, brief invincibility Absorbs a High or Mid <30 damage, very brief invincibi lity

than the generic Gl, but are advantageous for two main reasons: most will guarantee damage against your opponent, and they cost nothing to use. Gls on the..other hand can be re-Gied, and deplete your Critical Gauge. Knowing all. of the auto-GI moves in the game and mastering their f.unction will give you a significant advantage in every match-up. There are four main types of auto-GI attacks. They all counter specific types of attacks during their unique active windows; the difference between them lies with the follow-up. Some auto-Gis like Xiba's C!l3 attack will continue with the follow-up regardless of what happens: these can be ca lled attacks w ith built-in Guard Impact frames. Other moves like Z.W.E.I.'s @+B or Pyrrha's @+ will only lead to a follow-up if the auto-GI is successful. Moves like Xiba's +@ or Leixia's ~~@+@ will let you choose what move you want to use after a successful auto-GI.
r ~o

the success of the auto-GI, and on whether you want to attack or defend yourself afterwards. There is a last type of counter-attack that can take damage, called Revenge. These moves have an invincible property, or a further autoGI follow-up, after you absorb low-damage strikes. They don't initially have a Guard Impact effect, but can be used quite similarly, to defend against pokes. They are the highest risk type of counter-attack, allowing you to intentionally gamble damage to yourself for a return of higher damage to your opponent. The Revenge attacks have seriou s weaknesses if your opponent knows they are coming: Nightmare's @+@ is very unsafe on block. so your opponent can deal chip damage with a fast recovery poke, and then block the auto-GI follow-up for even more punishment damage. [ -+0 2] Tira's JS +@ takes enormous amounts of damage against even basic pokes, because she takes damage for every active frame tha t makes contact with her. Even though damage is scaled down for revenge attacks, damage to Tira is multiplied by the number of active frames that pass through her, meaning she can often take more damage than her opponent even if they fall for the auto-GI trick. Voldo's DR @+@ changes to an unblockable High and is easy to react to even after you successfully absorb your rival 's hit, meaning you can risk simply handing a more experienced player free damage a lot of the time. Mitsurugi is invulnerable for only a very short time after absorbing damage with Mist @+@. His attack comes out very slowly and is easily interrupted or stepped. Astaroth cannot stop himself from charging ahead full power when @ Iilli absorbs damage. With your opponent backed against the ring edge, there is a high chance you will ring yourself out if you are hit by a low-dam-

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.

CHAF'7'ER 21 SYSTEfvi GUDE i I>EHNSE

JUST GUARD (JG)


Just Guard is a new skill-based defense mechanic in SOULCALIBUR V. Just Guard works on all attacks in the game except for throws. You can use it to defend against unblockable attacks and even Critical Edge! It works by normalizing blockstun after any attack. but leaving your opponent with the standard recovery of that attack. It can make some usually advantage-giving Break Attacks suddenly easily punishable by launchers, like Astaroth's <? fi), but has little effect on attacks with quick recovery like a generic ..(J.@. Attacks which recover more slowly are more punishable following a Just Guard. To do a JG, tap@ for only 4 frames or less, and then release it. If you time the release just before an attack hits you, you'll Just Guard the attack and your character will flash blue. There are several limitations to Just Guard, the main one being that you can't attempt it just after releasing the @ button. This entails that you can't achieve easy JGs by repeatedly hitting @ very fast. It also makes using a JG against some strings (such as quick strings) very difficult, as you must block a string hit, and release @ early enough to attempt the JG in time before the next string attack hits you. [70 3] Get the most out of Just Guard by applying it against Guard Crush attacks, Unblockable setups, or slow and heavy blows that yield advantage on block. Some strings can be Just Guarded easily too. where the time gap between the string attacks is larger; try to identify those strings and apply it in matches. Just Guard is harder to do than Guard Impact, but doesn't cost any Critical Gauge and can guarantee a punishment depending on . the move. Guard Impact on the other hand is easier to implement, and gives an identical situation after success against any attack. Because your options following a Just Guard will differ for every attack you use it against, and will vary based on your timing, Just Guard is .a far more advanced tool which will require patience and practice to use to fu II potentia I.
lnput:Dura~i~n
: 4 Frames

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

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

Normal (13 frames! Normal (13 frames) 1 None (exceptVoldo, Astaroth and Z.W.E.I.) ! Shorter (9 frames}

hard to focus properly on a match if you are struggling to remember which throws you must be wary of in a fight. If you can keep in mind the strongest throw options for both characters at all times, knowing which one to break or to use depending on the situation, you will find it easier to stay in control of the match and one step ahead of your adversary.

Attack Throw Unbreakable Attack Throw Crouch Throw Ground Throw Mid-Air Throw

Normal {11 frames) None Shorter Shorter None

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.

Break Timing

Resulting Player Slate

Early
Normal

Advantage Disadvantage Fall down with big disadvantage, Ukemi possible

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

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

CHN"TE 'l 2 I SYSTI:.IV Gl.il D". DEFENSEX

As a general ru le, most 'characters can hurt you badly if you crouch at the wrong time. and some characters like Siegfried and Nightmare really want you to duck, as it opens up their damage potential. When unsure, take the safer option, using standing guard and breaking throws instead. But you will need to vary your blocking strategy at least a little: if you are playing defensively yet refusing to duck, your opponent will always have the option of free damage with quick Lows, and also have a chance to land a throw if you don't break it correctly. If your opponent has powerflll throws it can even be relatively safe to crouch, but be carefu l not to be too predictable. It can be too risky where your opponent can deal severe damage to you in a crouched state, even if you are confident that a throw attempt is coming. This tactic is more rewarding against certain characters. Astaroth has really powerful throws, while his fast Mids aren't as form idable as some others in the game, so you could profit from crouching more often against him w ithin his throw range. Raphael has good Mid poking options, but won't get huge damage without CH unless he us s ~~@ li!il, e so you are less at risk if you crouch when expecting a throw. [ -+0 6] If you want to optimize your defense during guessing games, you can try another technique: fuzzy guard. By pressing ..C.S briefly before returning to a standing state, you will be able to block faster Lows or duck early throw attempts, and then stand . again to block slower Mid-level attacks. It can help to reduce the reward of these mix-ups . Fuzzy guard is especially effective against some string mix-ups, where there is no flexibility to vary the timing of the attacks. For example, a string may end with either a quick High attack or a slightly slower Mid hit. By crouching initially and then quickly standing, you give yourself the chance of ducking the High and earning a quick whiff punish, w ithout the risk of eating the Mid. [-+0 7]

CLOCK MANAGEMENT
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]

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.

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:

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]

OFFLINE PLAY
The Offline Play tab allows you to access all of the main game modes for getting straight to the fight. [Page 61)

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.

XBOX LIVE I PLAYSTATION NETWORK


This option provides access to all of the game's online features. This option is only available when your console is connected to the inter net, and with th e necessary privileges associated with online functionality. [Page 74]

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]

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.

EDIT LICENSE - START


Your Player Card is a small picture associated with your profile. Choose your Player Card from the Profile Thumbnails you've created for each of your edits in Character Creation mode. You can select 'Country/Region' next in order to register which area of the world you are from, eg. Oceania, and then which Country/Region you are from in that area, eg. New Zealand. Finally select 'Map' and, using the cursor, plant it on the location of the world map you are or wish to be from. [ -:l-0 1)

VIEW LICENSE -@ (PS3) I

(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 look at your Soul Link, which is an itemized list of your records in the various modes. This is the fastest way to see your fastest Arcade times. overall battle record. and Creation Mode equipment collection side by side with your Rivals' records. Global Col osseo Tou rna ments, as w ell as details of your replay management; Offline displays more detailed statisti cs of you r accomplishments in Arcade Mode, Quick Battle, and elsewhere.

PLAYER LEVEL SOUL LINK - @ (PS3) I 0 (XBOX 360)


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: General contains stats for overall battle records and play times in th e d ifferent modes; Xbox LIVE/PiayStation Network covers you r overall records in the Online Modes such as Ranked Match and You can increase your level by playing SOULCALIBUR V battles in th e different modes. As you level up, you are rewarded with extra equipment items for use in battle; equip them in the Character Creation Mode. Points Required to Advance Per Level
level Range
Points Required

1-9 1019 20-34 35-59 60-98

600 720 960 1200 1800

C! i.<\PTCfi :l : GMvl [ MODCS I OFFLINE PLAY

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.

Legendary Souls is a special single-player mode designed to test more advanced players. You can unlock Leg endary Souls by completing Story -1607 A.D.-. This mode is included as a welcome surprise for players familiar w ith the Soulcalibur series, and especially Soulcalibur IV players. You fight through 7 stages, each against an opponent with some link to the history of the game.

L D

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. 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]

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.

Nevertheless. defense is really important. You need to guard at the right times, because all Legendary Souls characters can and will deal serious damage if you do not respect their tools when at a disadvantage. If you are not familiar with any attacks mentioned below. try to observe them in use in the Legendary Souls Mode so you can learn to counter them effectively. You can also go into Training Mode and select the relevant characters to become accustomed to the animations of some attacks; this can help you to react to them in the right way w hen taking on this challenge.

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.
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KEY ATIACK I CHANNELING KICK Kilik can use this feint kick after c::>, ~@. and @+@ @. If he catches you, he can deal enormous damage using his Critical Gauge by using the ~ version, Kong's Head Slam. With a single CH combo, Kilik can change your insurmountable lead into a losing position, so be absolutely sure to remain blocking when he uses one of the starting attacks, or use an interrupt or d efensive technique like Gl, auto-GI, or Just Guard if possible. [ ~o 1)

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]

CHAPTER<.! ; GAfVL'. MODES I OFFLINE PLAY

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

Stay defensive at range when he has the advantage, being wary of ~~(ID(ID. As he advances to mid-range he becomes very dangerous. adding@@@,@, (ID, ~@.and of course ~(ID to his arsenal. Be absolutely sure not to whiff at this range as he can and will hit you hard for it. [ -70 5] Giving him this much respect means that you spend a lot of time blocking and poking, and Siegfried doesn't have any great answers to th is. His throws are fairly weak (just remember to break@ when backed up against the side of the bridge), and the same goes for his Lows, which are either low-damage or very slow. Wa tch out in particular for the SBH @I@~ mix-up after he knocks you down with~@. ..(7@+. Simply block while crouching, and attack him afterwards whether he commits to the Low or uses the fake. He has one faster knockdown Low which he can use while stancedancing if you are really turtling up, using the SSH @ /13 mix-up. Try to react and step in time if you can, but don't fear the mix-up too much, as both moves are very punishable if you guess correctly. You can beat Siegfried w ith a simple poking game but must be absolutely resolute in your defense. Give him nothing for free .

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.

CHAf>TEF: :J i GAfvl~ MODES I OFFLINE PLAY

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. 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]

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
Fighting against Elysium can resemble your battles with Cervantes, because she can kill you so quickly that you will often feel like you did everything right, yet still find yourself unconscious on the floor. Unlike Cervantes, she doesn't need flashy combos to deal damage; her basic tools and punishers do that for her. Elysium will attempt to pressure you with her main unsafe pokes, Nemesis Step and NS . Each leads to huge damage and is very fast, and her NS stance allows her to move across the screen in a fully-crouched sta te. From longer range she w ill use Double Nemesis Step , which is fast, very long-range, and has great pushback, making it mostly safe. She backs these attacks up with strong basic pokes like.(!., . and her jumping Low t?@ on wakeup. When defending, watch specifi'cally for NS and NS , and punish them as well as you can. If you can react to t?@ you can punish that too. It leaves her disadvantaged when she hits you, but beware of her abundance of defensive options at close-range : she will often follow with fast attacks like .(!., try to anticipate and jump you r .(!. attempt with 'It@, or use her+ auto-GI to counter your Mids. She really has an answer for everything, so you'll need to play guessing games against her. There is no easy strategy, so just be sure to mix-up your attacks: don't get caught repeating the same responses over and over or she will take full advantage and crush you. Defense is generally a good option, despite her Guard Burst game, because you can punish her DNS attacks, and she will persist with them. Her throws are good but not as strong as the rest of her game; mix-up your grab breaks, opting for if you're unsure which is coming, as her grab gives you a second chance to break when she jumps on your shoulders. You can also try to space her, because most of her attacks are short-range, so you don't have to deal with so many options if you can get away. [-70 51 Sophitia was a classic block and punish character in the previous installments, and Elysium will play extremely defensive at times, blocking for long periods of time while wait-

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.

KEY ATTACK ISTYX CANNON(~~@)


Elysium would already be incredibly strong with only the options listed above, but she has one last tool that may drive you insane. ~~is a launcher with great range, but its true strength lies in the fact that it works in her favor when you block it as well. This attack drains your Guard Gauge significantly and leaves Elysium at negligible disadvantage, allowing her to use the same mix-ups as after she connects with t?@. The pusbback allows her to also press with her mid-range attacks, because they're so quick.
~

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] .

CH\PTEf< :; i G1\MC ~AODCS! ARCADE

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) Slower characters can space Algol instead. Watch carefully to make sure you don't walk straight into his projectiles. Remember that he can punish a backstep at any time, though fortunately he doesn't abuse this tactic. He can reign supreme at mid-range, because his pokes are optimized for it, being very fast for the reach they have. Be wary of him as he comes in for the kill. because his 8-Way Run attacks are some of his best, covering great distance and being really fast. Wait for your moment to either confront him up close, or strike outside of his poking range. Watch out for 'i:l, another attack wi th great speed and range. He will sometimes only use the fi rst hit, but don't try to attack him until his opportunity has gone to throw out the second. If Algol knocks you down, he can cause real problems with 'i:l again and ..&+@ . Get up straight away and block his Okizeme choice, as trying to roll away is likely to get you hurt, and you'll still be grounded, which suits him nicely. Keep an eye out for t1@ as well. because it will hit grounded. and knock you back down if you stand up but fai l to block it. Algol moves low and widens his stance quite distinctively before ,. this Low comes out. [ -70 41 When near the stage border, pay attention to whether the edge is walled or not. Algol has a number of ways to catch you unexpectedly and ring you out including his command throw~~+@ . ,A.Igol dominates the center of the stage, so you can find yourself pressed back against the edge quite often; make sure you don't give him an easy victory.

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. The Leaderboard route is exactly as it sounds, in that the times you record whi le playing on this mode will be uploaded to the leaderboards, so that you can check your times against other players of this route. On the Leaderboard setting t he difficulty is locked to normal to make sure the battlefield remains fair and even for all contenders. Along the other routes, however, you are free to adjust the difficulty to make things easier for yourself if you are struggling, or increase t he setting to have a tougher cha llenge.

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] Your opponent's name is separate from their chosen character's. These names were submitted by the public, and many represent real players from around the world. Some opponents use regular characters, but most will use an original Character Creation equivalent. You can see where the four currently displayed opponents originate from as shown by the colored markers on the world map image above. When choosi ng someone to fight against, the details of the currently selected opponent are displayed down the right-hand side of the screen, alongside his or her unique Player Card.
'N ame Style The name of your CPU opponent This is the move list avoilable to the CPU's character Number of wins and losses this opponent has against you The opponent originates from this area of the world More precise place of opponent's origin
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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

The opponent's fighting habits are revea led by the four statistics shown underneath their details. These are measured by a slider, with the lower values found at the left (-) side, and higher values to the right (+): Attack Type I Opponents with a high ra ting w ill attack more often. and move in as often as possible. Mid-level ratings imply that the opponent will play more passively. Low ratings indicate a tendency to block a lot and backdash where possible. Close Combat I High valu es indicate a preference for close-range attacks and throws. Opponents rated at the lower end stick to longer-range attacks. Impact I The higher the rating, the more often this opponent will attempt Guard Impact and au to-G I techniques. At the highest rating, the opponent w ill use th eir Critical Gauge for Gl almost as soon as it becomes available. Opponents with lower ratings reserve their meter for Crit ical Edge attacks.

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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. You can limit the pool of possible opponents available for your next battle. Specify thei r area of origin and approximate skill level, and select whether or not you have played or beaten them before. These filters are applied w ith a new search by pressing START. Selects four new players at random based on the Search Criteria chosen. If no criteria are se t, the enti re pool of players is searched. Exit Quick Battle M ode and return to the character select screen .

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

vlODF.S I QUICK BATTLE

list of Warriors
Style
lido

Lucalily

Unlock Condition

Edge Master

O ther Europe Japan Europe Europe Japan Japan Japan N and S America Japan

Other Russia Japan Germany France Japan Japan Japan .United States Japan Italy Japan Japan Japan France

when 'Edge Master" is unlocked

A
A A

King of 100 Swords


legendary Swordsman Hero ofTurmoil Katana Master
2 2

5
5
5
7
10

5
5
5
5
7

5
5 5
3

5
5
5
4

A A
A

when fl Patroklos is unlocked

The Murky Eyed Rough Giant Star Executioner Pillager of the Seas lying Dreamy King

0
3
4

7 4
7
3

"player level 12" & "3 wins in a row'

A
Cerva ntes ' Dampierre

2
2
2

3
5
3

2
3

5
4

A
A

1~~------------~~----~~----~----~-----------------------------------

A A
A

Master Assassin Dawn's Victory Cursed Bloodline Red lotus Stream Dance Flower of Dark Night Strong Sword Villain Swift Sealing Knife Nightmare of the End New Generation Soul Successor

Europe Japan Japan Japan Europe

5
2

5
5

2
2

4
4

4
3

Kilik Leixia Maxi Mitsurugi

2
2

when "Kilik" is unlocked

5
7
5

A
A

2 2
2

Japan
Nand S America Japan Europe Europe Japan Nand S America Japan Other Nand S America Japan Japan Europe

Japan
United States Japan France Czech Japan

5
5
9

3
5 2
2

4 5

A
A

6 6
5
5

2 2
7
4

A
Pyrrha Q
A

2 2
2

9
5

3
3

when "Pyrrha Q ' is unlocked & .,3 wins in a row"

A
: Siegfried Cheo Aris Tira Voldo

2
2

Serenade of Madness Flash of Conviction Death Bird of Ring Puppet of loyalty Supernova Mishima Style Master Master of Grappling Moonlit Dancing Baffling Sword Dance Master of Mist Eternal Pursuer Awakened Soul Jet-Black Tempest God of Destruction Phoenix

United States Japan T aiwan United States Japan Japan Romania

3
5

2
5

A A
A

5
7

5
4
10

2
2

5
3

3
0 0

3
2
6
4

A
Devil Jin ;. (Tekken) Ezio Auditore
A

2
3

9
7

2
0

2
8

3 3
3 3

Hilde
M itsurugi

A
A A A A

Europe
Other Japan Japan Japan Europe Other OUher

Austria
Vietnam Japan Japan Japan Germany Other Egypt

2
9
7
3 5

0 6
5
2

4
3
4 4

2
3

3 3
4 4

5
4

5
2

5
4

Aeon Astaroth
., i Elysium

A A
A

7
10

:'-

____________ ________________
4
4
4

when ' Elysium ' is unlocked _.::....:._.;..;._;_;_

__

. Lobo

Mitsurugi

A
A

Tenpu -Kosai Master Major Hold Master ling-Sheng Su Master Master of Range Lord of the Sea

N and S America Europe Europe Other N and S America Other

United States France Ireland Hong Kong Ca nada Other

5 5
5

5 5
5

5 5
5

5 5
5
3
4

A
A

4 4
4

; Yoshim itsu

A
A

2
7

2
5

0
3

5 w ins in a row

Name

Style

Titlo
A

locality

Unlock Condition

Ramon

Devil Jin (Tekken) Ezio Auditore


I

Grappling King White Death King of Destruction Angel's Dance Pole Successor Master of Sheathing Hands of Destruction Unrelated Link Adept Blade Sealer The Golden Leg Master of the Sword Master Muichimonji Firepower is Best Black Wolf Squall Blow

Europe Nand S America Nand S America Other NandS America Europe Other Other Other Other Other Japan Europe Nand S America Japan

Slovakia United States Canada Korea United States France Bangladesh Turkey Philippines Korea China Japan Italy United States Japan France Spa in Bulgaria Hungary France United States Canada Norway Germany Colombia Indonesia United States United States Yemen United States Japan United States France United States Fra nce Mexico United Ki ngdom United States

6 7
9

2
3
4

2
4

A A
A A

5 5
5 5

5
7
4

Nightmare MinSeRin Trelll Pyrrha

8 9

4 7

Xiba
ll Patroklos
Astaroth

3
5

2
5

A
B
B
B

when 0. Patroklos is unlocked

9
2

6
0

2
0

3 3
4

Zenkar FilthieRich Hwang

Astaroth DeviiJin (Tekken) Devil Jin (Tekken) Edge Master

5
7

7
4
5 5
7

3
2
5

B B
B
B B

4
5
when "Edge Master" is unlocked

5
7
4

i Mitsurugi
Christina Siegfried Z.W.E.I.

4
8

2
5
3

RTD
LostProvidence

5
7 5 5

5 5
5

5
4
7
when a Patroklos is unlocked

a Patroklos

B B B
B B

....

j Cervantes
Cervantes Valhran Stella Malek SwitchBlade Kristle Laurana Docvizzo Eduardo Runebook Phoenix: Mick Hakim Laurel Cervantes Hilde Ivy Ivy Natsu Pyrrha

Expert Fighter Black Knight Captain Piercing Lance Trembling Cage Aloof Whip User He Who Teases Steel Shield laoshi Green Scales of Rage Combo Master Runaway Train Ultimate Aiki Skill Impact Master Rep. My Country Point-Blank Fighter Matchless in Force Alluring Swordsman Evading Master Death Roller Initiation to Manji New Type Key to Returns

Europe Europe Europe Europe Europe NandS America N and S America Europe Europe Nand S America Other N and S America Nand S America Other Nand S America Japan Nand S America Europe NandS America Europe Nand S America Europe NandS America

3 5
5

2 2
2
2

5
7

5 3
5
0

5
4

5
2
4

5
0
0 0
7

B B B
B

3
9

2
2
2

9
4

a Patroklos
Aeon Cervantes Kili k Leixia Patroklos Pa troklos . Pyrrha Q

w hen a Patroklos is unlocked

B B B B
B

3 3 3

5
9
7 4 4

7
3 6
7 7

4 3
7
when "Kilik' is unlocked

2
4

3 3

10 10

B B B
B

3
3

5
4

7
9

3 0
8

4
9
when 'Pyrrha Q" is unlocked w hen "Pyrrha Q ' is unlocked

Ramon Abigale Dream killer Fantom a

Pyrrha Q Raphael Viola Vol do Yoshimitsu Z.W.E. I. Z.W.E.l.

3 3
3

9 9
3

8
7

3
0

8
10

3
6

8
B
B
B

9
4

2
7

3
4

~ l.olo . ::.; .
Alice Ll quidlmpact

3
3

8 5

8
7

CH;\PTEC: 3 ! G;\:vlC MOD[ S i QUICK BATTLE

'

S1ylo

I Rank I i.~~k
B

11illc

I Area
Nand S America Europe

I Localily
Brazil Belgium Argentina United K1ngdom France Ta iwan Japan Nigeria Croatia United States China Japan France Iran United Arab Emirates United States .- Japan Japan Japan Spain Germany United States Korea Japan Greece Japan Romania France Brazil Ch ina Japan Netherlands Italy United Kingdom Japan Japan Poland Mexico Saudi Arabia Spain Australia Philippines Slovakia

Attack
Type

Combat

Close

I I Hori~onlal I
Impact Movement

Unlock Condition

. Rellda

Ct Patroklos

3
4

Seizer ofTime Wizard of Knockdowns Weaponless Demon of Close Range WaterMoon Simple and Sturdy Phantom Angel's Blow lmpenitrable Domain Uncrowned Emperor Breaker Aiki Heart Bull Rush Committee Reckless Fool Crusher Perfect Geo Da Ray Grappling. Master Beautiful Calamity Soul Explosion Voila! Mermet de Vee Stancer Shriek Noise Dance Breaker Grappler The Grim Reaper Soaring Wings Raving Eagle Faraway Demon Low ~ttack Breaker
~

4
4

when Ct Patroklos is unlocked

Xavier Dwelta Aria

Dampierre Devil Jin {Tekken) Elysium

3
4

3
9

8
8
B

4
4
4

Ill and S America


Europe Europe Other Japan Other E rope u Nand S America Other Japan Europe Other Other Nand S A merica Japan Japan Japan Europe Europe N and S America Other Japan Eu rope

0 0

9
when 'Elysium' IS unlocked

6
4

10
4

M itsurugi Natsu Pyrrha Viola Viola Yoshim itsu


Ct Patroklos

3
4

5
4

4
9

8
B
B

4
4 4
4 4 4

4
4

10 2 10
8
7
2

3
7

B B B B B B
B

9
4

8 5
7
7

when Ct Patroklos is unlocked

Saitoh WINGHILL Caleb A X. KI magicdolphin

Astaroth Astaroth . Cervantes Cervantes Devil Jin


~ (Tekken)

5
5 5

10
7 5
4

0
4
7

5
5
5

5
7

5
2

5
8

B B B

Ivy Nightmare Raphael Siegfried Tira Xiba

5
5
4

5
5
7

5
5
2

5 5
8

5
5
5

8 8
B
B

5
7

5
0

5
5

10
9
9
4
4

6
6
3

2
2
2

3
3

i Aeon
Cervantes Shadowhatchi Devil Jin (Tekken) . Ezio Auditore

c c c c c c
c c

5 5

...

Japan Europe Europe Nand S Arne rica Other Japan Europe Europe Europe Japan Japan Europe Nand S America Other Europe Other Other Europe

3
7

2
3
0

8
3

2
9
5

6
5
7

2
5

3
5
4 3
after '3 wins in a row"

Angry Kicl<boxer Shaver Fest Spoiling Flap Jack Unrestrained Spirit Stop Consecutive-Win Vertic aI Flash Circular Magician 2
2

5
9 5
9

3
2
5
2

Nightmare Nightmare

c
c c c c c c c c c c c

5
6

5
3
after "3 w ins in a row"

9
7

6
5
3 7

2
3
2

3
4

Anticipated Newcomer Blade Player Loyal Knight Mantis Crawler Mantis Chiropractic Reversal Magician Match Expert

4
4

10
5
0

2 2
2

5 2
7

5
4
4

5
3
4

2
3

2 2

Attack
Name

Style

lille

loco lily

Type

Closo Combat

Unlock Condilion

Woahhzz attacke,rM20,
1

Z.W.E.I.
Aeon Cervantes Cervantes Dam pierre Leixia Natsu Patroklos Patroklos Pyrrha Q Tira Viola Algol Astaroth Astaroth Elysium Ezio Auditore Kil ik Leixia Maxi Natsu Pyrrha Xiba , Xiba Xiba

c c

2
3

Fantast ita Earth Crawler

Nand S America Japan Europe Europe Europe NandS America Europe Japan Europe Europe NandS

United States Japan Por tugal France Portugal United States Russia Japan Germa ny Germany Brazil United Arab Emirates Italy

5 5

5
5

5 5 5

5
5

Gari~ora '
Beck Oliva

Mr.Moustache

c c
c c c c c c
c

3
3

Mercenary Captain
Sturdy Beard Le Bello's Bluff Dancer Shreds Taste Justice! Wise Beast Berserker Double-Edged Ring Long Range Fighter Split Second Watcher Old Type Wild War Cry Reflector Sniper Advanced Soldier Seductive Swordsman Guillotine Dance Side Step Demon Angel Walker Going Strong Impact Barrier Crane's Range Seizing Fangs Lieutenant Call Me Master Catalyst Legend Parry Aim Alluring Step Romantic Swordsman Heavy Infantry Out Fighter Acrobat Solid Man Entertainer Apprentice Grappler Raging Bull Leg Shearer Tricky Fencer Beauty Pure Soul Wave Performer Horizontal Flash

5
5
5 4

5
5

5 5

5
5

3
3 3 3

5
0

9
5

9
4

M ooshywooshy Kamonegi3

3
5 0
0

5
6

5
10 7

5
when 'Pyrrha U" is unlocked

Sale~ . ..:.: .,
Helena Puxenana Sined TERAMQS go2sleep tetubusi Julia Leonel Ghost Thamires Agbayani Midajah Britsprzt

10
7

3 3
4 4 4 4 4
4

America
Other Europe Nand S America Europe Europe N and S America Europe Japan Other Other Europe Other Other Other N and S America Nand S America Other Japan Europe Nand S America Europe Other Japan Europe Japan Nand S America Nand S

5
0

3 0
10
5

c c c
c

2
4

3
'player level 12' & "3 wins in a row"

7 5
9

' United States'


United Kingdom France Dominican Republic Russia Japan Philippines India Sweden Thailand China Egypt United States Brazil China Japan Germany Chile France Turkey Japan Germany Japan United States United States Denmark Ukraine Korea Turkey United Kingdom Romania Hungary

5
4

5 9
when 'Elysium is unlocked

0
10
0

c
c

4
2
4
4

3
4
w hen "Kilik" is unlocked

c
c c
c

5
7 7

4
4

2
3

8
4

5
3

4 4
4

10 5 4 2
4

Eka
MaDuShl: SafaraDiadem Worse I BoaMorte Tsubo-G
,

c c
c

5 5
4,

5
7
6

3
9

4
4

Z.W.E.I.
C1 Patroklos
Leixia M axi Pyrrha Pyrrha Raphael Siegfried Viola

c c
c

3
4
7

4 4

2
5 0

5
0

5
4

when a Patroklos is unlocked

5
5
5 5

:HotRodDave ..... GaiiSilvermoon Gr oovy Vincent Ozanius Heaven Erika

c
c c c c c c c
D
D D D

5
4

5
4 4

5
9

5 2
3

3 0

7 3

5 5
5

, Gicchi GLIDE LJ Tho rkild Natasha .Cold84Darkness Fatih DreadKnight Adrianna vonCorra

Z.W.E. I. Z.W.E.I.
Astaroth Astaroth Astaroth Ivy Leixia M axi Nightmare Raphael Xiba

3 4 10
7
6

0 3 0

10

6
4

America
Europe Europe Other Other Europe Europe Europe

2
2
3

8
3 4
5 3

9 7 5

5
5
7

D
D

5
7

B
5

D
D D

5
0 2

5
10

3
9

3
6

CHN' l'i;'F 3 1 \i1\M f.' MODL'.S! QUICK BATTLE

Name

Style

Title

locality

Unlock Condition

Kotone Elizabeth Speed Lancer Kusanagi TormentorCIP MysthMoon Von Coso Globine Mr. HARAKIRI Kerrigan Abigail! Saki ShadowGX13 Ghulam Hi nata KazuneAya . Rundlescunder ' LuXun Alistair ZoaH

Devil Jin {Tekken) Elysium Hilde Ivy Ivy Pyrrha Raphael Tira Yoshi mitsu Astaroth Hilde Natsu Pyrrha Q Siegfried Tira Tira Voldo Yoshimitsu Kilik Natsu

D D D
D D

2
2

Mishima Style Pupil Rampant Spirit Spear Soldier Ordinary Person Ruffian Great Heaven's Rider Narcissist Swordsman Vampire Gambler Leg Crusher Efficiency Counts Wild Woman Hurricane Going for Ring Outs GloomyTira JollyTira Close Range Fighter Door Knocker is Back Fake Edge Master In Fighter

N and S America Europe Europe Japan Europe Nand S America Europe Europe N and S America Nand S America Europe Japan Nand S America Other Japan Japan Other Other

Brazil United Kingdom Finland Japan Germany Brazil Italy Switzerland United States United States United Kingdom Japan Ecuador Saudi Arabia Japan Japan Algeria China

9
7

3
5

2
3

3
4
when ' Elysium" is unlocked

2
2 2

2 9
7
6

0
6

3
3

2
0

10 10
5

D D D D
D D D

2
2

5
5

5 5
5
8
3
4
when "Pyrrha Q' is unlocked

2 3

5
9

5
7

5 3
0

3
3

2
7

5 7
6

3
0
2

D D D D
D

3 3
3
3

10
9

5 5
5

5
5
3

5
7

5 5
4

D D
D

3
4

5
4

5
3
7 7
7

United Europe Kingdom Other Indonesia M exico Japan Japan France M exico Russia Spain Malaysia United States Canada United States Iraq Brazil Japan Italy Chi na Iran Canada Egypt Canada China Japan United States

2
3

5
4

when ' Kilik' is unlocked

~~----~--~~~~------~~--~~~--~--~~~--~----------

4 4
4
4

5 5

DiegoUmeharez Kisa Amaya Aerine Rozaya


I

Patroklos Pyrrha Viola Z.W.E.I. , Z.W.E.I. Oampierre Hilde M itsurugi Patroklos Pyrrha Siegfried Siegfried Viola Aeon

Rep. MyTown AdjacentType Master of Charm Light Infantry Beast's lntincts Farting Baron Kind-Hearted Peaceful Man Training Soldier Copper Shield

N and S America Japan Japan Europe Nand S America Europe

3 3

4
4

D D D

5 5
5
6

when "PyrrhaQ' is unlocked

5 5
9

5
5
2

4
4

5
2

D D D
D D

..Viktor. DiamondJoe Shazraile KooPaVeLLi Erieysa Joseph Oatif. Yafu:i:i.

5
5

3
4
4

...

Europe Other N and S America N and S America Nand S America Other Nand S America Japan Europe Other Other Nand S America Other Nand S America Other Japan Nand S Am erica

0
0 5

2 0
0

5
5
5

5 4

5
3
10

5
2
when ' Pyrrha Q" is unlocked

0
D

>
Old Soldier Fake Genius Retiree Low Attacker Champion of Ruin Hip Swordsman Shearing Technique Aims for Low Attacks Drunkard Little Scoundrel Spoiled Brat

3
0

5
4

5
0 0 5
3

D
E
E

10
5
7

5
5
6

5
4

when "Kilik" is unlocked

Leixia

E
Raphael Voldo

2
3

3
4
4

when 'Pyrrha Q" is unlocked

7
7 7

E
E

2
4

2
2
0

E
Cerva ntes Ezio A uditore

10
4

Waiting Man Assassin Trainee

7 7 0

10
0
3

Name
Van MiGaOh

Stylo Lei!<ia M itsurugi Mitsurugi Natsu E E E E

litle Just Kidding !

Locality Hong Kong Other Japan Nand S America Nand S America Japan Other Europe Japan Japan Other Other Japan N and S America Nand S America Europe Philippines Japan United States Cuba Japan Austra lia Pola nd Japan Japan China China Japan Canada United States Spain

Unlock Condition

Broken Fanged Tiger Unforgettable Escape Artist Wild Dancer Trainee Strongest in Town Frivo lous Wooden Shield Field Runner Impatient Bad Boy Stalker Battle Debut Hermit Amateur

5 5

5
0

2
2 2

2
4

0
4

3
9

Melrose hurimaru Bruce Beil.adona unica MysteriousBudo Eig ht ZerO T110 Hrist BIRD WellcooK

Raphael

a Patroklos
Aeon Dampierre Mitsurugi Natsu Nightmare Pyrrha Voldo

E
E E E E

2
3 3 3 3

5
5
0 4

5 5
0

5
4

w hen a Patroklos is unlocked

3 2 1 3 3
7 4

3
3

3 0
0

3 2
10 10 4

E
E

3 3
3
4 4

5
9 0

3
0 0

E
E E E

9 3
4

,.

Hilde

2
3

~ Maxi
Xiba

5
4

5
3

LINE PLAY - XBOX LIVE/PLAYSTATION NETWORK>1l~l"


Once you have learned all of your character's attacks and combos through the Training Mode and builtup your skills against CPU op ponents, the next challenge lies in testing your mettle against human opponents. Once you enter the world of Online Play you are able to choose from a number of d ifferent modes, much like in Offline Play, but the main choice revolves around whether you want to play more casual Player Matches, or serious Ranked Matches. In Ranked Matches players earn points after every match that go towards increasing their overall rank, much like in the Offline Mode, Quick Battle. The bigger the difference between yours and yoi,Jr opponent's rank, the more points you can potentially earn, and 'this is used as an incentive to make you seek out stronger and stronger opponents. Similarly, if you play a match against an opponent significantly below your rank, you will earn considerably less points. You can use these ranks to get a rough gauge of how good an opponent is, making it easier to find players of similar skill level to do battle with. To try and ensure that all matches play ou t fairly, and that nobody tries to leave a match before it is concluded, any interruption to a match {including network error) will result in a loss of points. Any matches that you do play online are also automatically saved on the server and you can view the replays at any time, and then choose to save them if you wish to keep a permanent record of your victories.

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
Modo

Key leo lUres

Online top menu

Select online mode See players that are available to play against Check other players rank and other stats Check available number of players in any lobby

Ranked Match

Get into a serious fight I Affects you r battle record Knockout tournament mode w ith up to 6 players. Battle record is not affected. Create rooms or search for rooms Text and voice cilat possible Chat & fight in the lobby with a large number of players Players are represented by their Player Card Score Leaderboa rd/Ranking for the Arcade Mode Ranked Match ranking (total and weekly basis) Competition rank of Global Collosseo View own or other players replays Upload own replays or create .mp4 videos (PS3 only)

Player Match

Global Colosseo

Lead erboerds/Ranking

Replay

Ct- Al''il'.H 3 ! GAME: f.tiODF.S I ONLINE PtAY

ONLINE TOP MENU


When you enter the online mode, the game accesses the servers to find out the number of players in the lobbies. The icon colors change depending on the number of available players. A lso, the player level of Astra l Home changes to the online ra nk.

D Mode Title B World map and online lobby information


II Opponent's information

IIi Mode select


Eli Player information

Iii] Online rank

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.

Necessary value

Default value alter Rank Up

Default value alter Rank Down

Chalfcngc number

600 600 600 600 600

0 0 0 0 0

none none none none none

'

'

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

THE RANK SYSTEM


Each player starts w ith the lowest rank E5. Players can reach the next higher rank by w inning. If you gather a certain amount of ranking points whi le you are at rank D or E, your rank will immediately ri se after the w in. If you are at rank A, B or C, however, you will have to w in a special " Rank Up Match" first, before your ra nk goes up. This also applies to the other direction, where you have to'lose a "Ranked Down Match" before you go down a rank. There are 5 ranks, divided into 5 levels = 25 ra nks altogether.

Rank up/down conditions


Necessary value Default value alter Rank Ur> Default value alter Rank Down Chalfenge number~

PENALTY FOR GOING OFFLINE


If a player exits a game during the match by disconnecting from the network, they receive a penalty in form of a reduction in points or a rank down respectively.

5000 5000 5000 5000 5000 5000 5000 5000 5000 5000 3000 3000 3000 3000 3000 1000 1000 1000 1000 1000

1000 1000 1000 1000 1000 800 800 800 800 800 500 500 500 500 500 200 200 200 200 200

2000 2000 2000 2000 2000 2500 2500 2500 2500 2500 1500 1500 1500 1500 1500 500 500 500 500 500
i<

2 2 2 2 2 2 2 2 2 3 3 3 3 3
none none none none

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]

none

Player Match Rules


Rule

Souinus

Room name Play Style Region Language Voice chat

Name your room with up to 20 letters Select between ~11 Welcome'; "Serious Business'; casual Game" and "Beginners' Room: Note that this setting doesn't pevent higher level players joining Select the region you want players to join from Select your language Enable or disable voice chat. Note that voice chat may affect your connection status

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

Total ranking: World & Region Total ranking: World & Region Total ranking: World & Region Weekly ranking: World & Region

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.
Global Colosseo/ Competition

Wins

The Competition ranking within Global Colosseo

GLOBAL COLOSSEO
This is a huge lobby for large numbers of players to congregate. You can join one of these lobbies based on geographical location, and challenge the players there. You are represented in the lobby by your chosen Player Card, which is one of any thumbnails you have created for a character in Creation Mode. The position of your player card on the screen is determined by your player group and online tendencies, so you can single out players that like to play similar match types, for example, using this. The large central sections of the lobby let you play a match against any other players in the same section, chosen at random; or compete in online tournaments, which are held bi-monthly. Global Colosseo Mat ch Types
Typo

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]

Details

Free Match

Fight against another player

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
Other Player's Battles

16
16

Watch replays you've saved of your own matches Watch replays of other players downloaded either from their player license or from the Ranked match leaderboard list These are automatically saved replays of your recent matches and will be overwritten by newer matches as you keep playing

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.

C l<\f'lTH 3 i GA.~-!1'.=. tv~O;)ES! STORY - 1607 A.)).-

Select 'Story -1607 A.D.-' from the Astra l Home front end to begin SOULCALIBUR V's Story Mode. Here you w ill finally get to experience the long awaited adventures of the series' new m.ain hero. th e young, noble, and skilled Patrokl-os Alexandra, son of the legendary Holy Warrior Sophitia Alexand ra and her husband, the blacksmith Rothion, as he embarks on an epic quest for justice across 17th century Europe to find his lost younger sister Pyrrha. Along this great journey spanning twenty episodes he will encounter deadly and fearsome foes, meet new allies, and make new friends and experience treachery tha t w ill make him question the true price of justice.

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]

a Patroklos I Close the gap with @ or @ so that you can pressure with @@.
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]

Pyrrha Q I Pressure y-our opponent w ith @@and t hrows while looking for that opportunity
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.

Pynha I When you take control of Pyrrha in


the main story, utilize@@ and throws often. You can launch your opponent with @ and combo into either AS@ or her C!lll if you have the necessary meter. ti@@ can also get you an ea sy Ring Out w hen your opponent is near the edge of a stage, or you can use~~@ at times when your own back is to the ring edge. [ -'> 0 4)

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 Royal Hungary, Odenburg 1607 A.D. The story begins with young Patroklos Alexandra working as a retainer for Lord Graf Dumas. These are troubled times indeed with the lands under siege by the 'Maifested.' Patroklos adopts his mother's mantle of 'Holy Warrior' and the fight begins . Patroklos Rebel Scum Free Imperial City: Old Qua rter Defeat the three malfested 'rebels; one after the other. Each enemy only requires a single round and can be easily defeated, as they w ill rarely guard nor attempt to sidestep your attacks. Rebel1 fights w ith the Soul of Hilde, Rebel 2 will do battle w ith the Soul of Astaroth, and Rebel 3 w ill be using the Soul of Raphael. Each round will reward you with a full health bar and one f ull stock of Critical Gauge. Show these malfested vermin that they have no right to live I

Character U sed Opponents Stage Battle Tactics

i. '
I

EPISODE 2
Location Setting Story Synopsis Klausenberg On orders from Lord Dumas to wipe oo t the malfested scourge and the chance that he may find Pyrrha here, Patroktos meets the enigmatic Z.W.E.I. Who is this man and what of his mysterious past? And why does he accuse our Holy Warrior with the cry of jus tice in his heart of being a mass murderer? Patroklos Z.W.E.I.
I

Character U sed Opponent Stage.


'

Free Imperial City Centre Defeating Z.W.E. I. shouldn't be too much of a problem. His attacks are slow er tha n Patroklos's so it . should be easy to overwhelm him with simple and attacks. Use this battle as practice for your combos as Z.W.E.I. doesn't seem to like to block. Show him how weak he is.

Battle Tactics

EPISODE 3
Location Setting Story Synopsis Hungary, Lord Dumas's Underground Chamber After being asked to question his beliefs by Z.W.E.I., Patroklos confronts Lord Dumas about the w hereabouts of his sister and his duties to him. Displeased by such impert inence, Dumas reveals his treachery and decides to have Patroklos killed ... Pa troklos 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.

Character U sed Opponent


1

1JC,...

~r-,

Stage

C~/.>PTEF1

:>!GAME tv'O:)ES ! STORY- 1607 A.D.-

EPISODE 4
Location Setting Story Synopsis
Citadel A fter losing track of Dumas and escaping his castle. Patroklos meets Z.W.E.I. Seeing that the young warrior has learned the price of justice the hard way, he takes him to meet Lord Siegfried at the gates of his castle . Now an aged and battle hardened veteran, Siegfried calls the young challenger to arms to test his mettle. Patroklos Siegfried Ancient Citadel: Peacetime Siegfried has very good range, can inflict massive damage, and can be deceptively fast. However. none of his attacks track particularly well to his righ t, so stepping left after a block string from either him or you will cause his counter-attack and sta nee options to whiff allowing you to launch him easily.

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r

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Character Used Opponent Stage Battle Tactics

[F~'I~

EPISODE 5
Location Setting Story Synopsis
Northeast Bavaria Here begins the story of Pyrrha. We find her lost. alone, and in danger. Not just from the angry townsfol k willing to kill her. but from the malfested one who wields the ring blade: Tira, and kidnapper of Pyrrha. Pyrrha Angry Townsfolk Free Imperial City: Old Quarter Taking control of Pyrrha you will have to take down the three angry townsfolk seeking vengea nce for the carnage and mayhem that has been in flicted on their home. However. the rage in their hearts has caused them to forsake their defense, making it easy to take them out one at a time with simple @s and s. Marcel fights using the Soul of Xiba, Jan battles with the Soul of Natsu, and Erik uses the Soul of M itsurug i.

Character Used Opponents Stage BattleTactics

J;:rrz 1 (i f'f.J?.../ )
I itc?C':

,....-f?~Jll

#d'~

...

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(:!/~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 Moonlit Battlefield Taking the bait. Patroklos follows t he fleeing lira to the battlefield where he finds an unconscious Pyrrha. Demanding his sister's safe return, Patroklos angers the foul harbinger of destruction by calling her a simple pawn for Soul Edge. It's time to finish her off once and for all. Patroklos 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.

Character Used Opponent

(/-jp)(1'/ t!f

St age Battle Tactics .

~ ::_!;t, !

EPISODE 9
l ocation Setting St ory Synopsis Endless Forest Reunited w ith Pyrrha at long last. Patroklos chooses to ignore the warnings of the seer Viola and leaves Schwarzwind to live a peaceful life w ith his beloved sister swearing to protect her. However, their lone journey back through the forest is cut short by an ambush from the giant golem Astarolh. Patroklos Astaroth Unknown Forest Battle Tactics Astaroth can inflict heavy damage w ith his powerful throws if he gets too close. not to mention the range of his axe. His attacks are slower than Patroklos', however, and because he likes to rush straight in it is possible to intercept him with the 'Justice Strike' easily into a damaging combo

c;

Character Used

c::>c::>

CHAP-ER :; I GAv1E MO~lES I STORY- 1607 A.D.~

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 Unknown Forest Having learned his lesson after his beating at the hands of Patroklos, Voldo is a bit more tricky to fight this time round. Be sure to use Pyrrha's sidestep tracking tools to stop Voldo f rom going anywhere. This will allow you to pressure him w i th P_yrrha's solid in order to launch him w ith ~lru for a quick Ring Out.

1/

\ __...

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.

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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

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.

Ivy can control the fight well from long-range but

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.

CH!1PTER 3 I GAME MODES I STORY - 1607 A.D.

EPISODE 16
Location Setting Story Synopsis Bohemia Returning with the Three Sacred Treasures to Ivy, she combi nes their powers for Patroklos to receive another vision from the one claiming to be his mother. She tells hi m that the malfested are the scourge of this world and that the only way in which to stop them and save his sister Pyrrha is to fulfi ll Soul Ca libur's duty and kill his sister in order to destroy Soul Edge. Obeying the vision, Patroklos journeys to Denever Castle and confronts his sister ...

Character Used Opponent Stage Battle Tactics

a. Patroklos
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 Stage Battle Tactics

-(

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a. Patroklos
No Battle

EPISODE 18
Raging Battlefield Our tale now takes us to the grjlat Siegfried, his squire Z.W.E. I.. and their heroic band, the mercenary group Schwa rzwi nd, as they charge into battle against the malfested horde. Charging forward with his great sword, Siegfried clears a path for Z.W.E.I. to go forth towards Denever Castle alone. Z.W.E.I. Battle 1 I Malfested Warriors Battle 1 I Last Rites on the Battlefield Battle 2 I Nightmare (Lord Dumas) Battle 21 Denever Castle: Assault

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Taking control of Z.W.E.I. once more you will have to engage three malfested enemies one after the other on the battlefield. [NAME] fights with the Soul of Astaroth, Odor fights with the Soul of Aeon, and Murk fights w ith the Soul of Cervantes. Using the basics with Z.W.E.l. such as @. , and throws should cut these foul malfested miscreants down in no time. W hen facing off against Nightma re you will stan the battle with two full stocks of meter, so use these for either his lmJ or [! combos. Use @ to TC Nightmare's @@@and Z.W.E.I:s +@throw to pressure him with more attacks

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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 Story Synopsis

Denever Castle Pyrrha awa kens, free f rom the thrall of Soul Edge to find her dear brother Patroklos frozen, a cruel pu nishment for defying the will of Soul Calibur. As she takes up Soul Edge once more to free him from his prison, Patroklos meets the vision once more in the heavenly realm. No longer deceived by the lie that she is his mother, the vision of the false Soul Calibur must be destoyed. This time, w ith the aid of his sister on the other side of reali ty, Patroklos, like his mother Sophitia before him, will fight for hi s family and justice.

' (\'0 J __ ./

Character Used

- #11\.

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a. Patroklos
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 J more situations than Pyrrha can, so treat this as a ot 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.

Opponents Stage Battle Tactics

CHA.i'-ER 31 GAMF. \KlOSS CREATION

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. 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. 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.

CHARACTER DATA
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]

CAMERA CONTROL

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.

CUSTOMIZING REGULAR CHARACTERS


When customizing the regular cast. you can only edit the colors of P1 and P2 outfits and change their weapons. Some characters can't be freely customized; Ezio Auditors and Dampierre can't be edited at all, though you can shoot a new picture of them for use on the loading screens. Aeon can only have his weapon style and colors edited. Selecting Freely Customize gives you a blank version of the cha racter. When freely customizing a regular character the only options unavailable to you will the ability to edit that character's phys ical statistics in the 'Body' tab such as body and body type, face, eyebrows, and voice. In the 'Weapon/Style' tab you wi ll not be able change their fighting style and in the 'Colors/Patterns/Stickers' tab you will not be able to change thei r skin color, face paint, facial hair, or eye color. Who wants to see Leixia with a beard?! [70 2)

CONTROLS
Menu Controls
Action
Xbox 360

PS3

Confirm Selection E.xlt Menu/Tab


/

'

0
)START) )BACK)

)START) )SELECT!

,.

View Character/Mock Battle

Undo last cuStomization action Remove Equi,pment from higHlighted area

Click the Lett Stick

Click

IQI

CREATING AN ORIGINAL CHARACTER


Camera Controls
Xbox 360

...
PS3

Right Stick/

Right Stick/

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.

Ot D-Pad

@ + D-Pad
(Q) + @) + D-Pad
@)

" ITIJ + IE!1 + D-Pad IE!1 ITil

(Q)

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.

BODY AND BODY TYPE


This section controls every aspect of the physical proportions of you character, allowing you to change everything from simple height and mass settings, to choosing just what level of muscle tone you want. Many of the settings are controlled through the use of a slider that has a range from -20 {smallest/thinnest) to 20 (largest/bulkiest) so you can be extremely precise when trying to get any part of the body looking exactly the way you want it to. [ ~0 1] Body and Bod y Type Options
Soning

Ellect

Reset

Here you can always reset your character back to their initial physical settings when you chose them should you find yourself unhappy with your results. , Leave it to fate to conjure up a fat Soul of Leixia or an out ; of shape Soul of Patroklos.

Random

Height

i You can re-adjust your character's height here. Note that l height does aHect your fighter's status in the context of their reach and power as displayed ir'l the Status window on the bottom right of this screen.
You can change your character's base body type between lean and heavy and built here. This option allows you to increase/decrease the size of your character's upper a(ms and shoulders. Increase/decrease the size of your character's forearms. Increase/decrease the size of your character's pectorals, neck. back, and latisimuss dorsi. Adjust the sl iders from -20 to 20 for buns of steel. Increase/decrease the size of your character's thigh . muscles. Increase/decrease the size of your character's calf muscles.

Base BodyType UpperAnns Foreanns Pectorals H.lps Thighs .:! Calves Stomach Chest Waist

-.

Increase/decrease the width of your character's stomach for those washboard abs or that more sensual pot belly. Adjust the size of your female character's breasts here. Adjust the sliders for that ideal 'V' Shape, or more pronounced obliques. Increase/decrease your character's muscle tone from zero to fou r, zero being very little muscle definition to four bei ng totally ripped.

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.

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.

VOICE

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]

CHA.f'-ER 3 1GAME VlODcS I CREATION

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. 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]
Adjust Equipment Options
Setting
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. 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.

~=,~~iii:

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.

WEAPON & STYLE


This section of the Creation area is focused on the offensive tools and effects of your character. You can do anything from changing the fighting style to that of a different character, to picking a d ifferent weapon for your character and adding a number of different effects to both it and your attacks.

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
Select one of eight w eapons that belong to each regular character that you wish to use in battle for your created character or customized regular character. The differences are purely cosmetic, ranging from variations on the Soul Calibur weapon, to weapons with a slightly more comedic tone, but they do not affect gameplay or balance in any way. Note that Devi l Jin, Dam pierre. and the 'random select' characters Elysium, Edge Master, and Kilik do not have any selectable weapons. Since you cannot access the Soul of Algol when creating your own character, you can only change his weapon when you choose to edit a regular character. [ ~o 2]

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]

In t his section of the Creation area you can use the different settings to alter the color of any aspect on your character, from their equipped parts, to the color of their skin. You

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]

CHAPTER 3 ! GA.:vJE [\liODES I COLORS, PATTERNS & STICKERS

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
Using the Pattern Editor
Seing Efteel

Change Pattern
Color Remove Pattern

Allows you to select another pattern f rom those that are available. Edit the individual colors that make up the pattern you have selected. 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

,--------------------------------------------Choose either Off or On to flip the design on the pattern horizontally. Choose either Off or On to flip the design on the pattern vertically. Restore the pattern to its default settings.

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

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

the available stickers and alteri ng their size and perspective and come up with your own design! [~ 0 1] Place by View I Selecting this option will allow you to use the camera to control where you want to attach the sticker over your chosen area by keeping it centered on your character. This method of application is easier to get to grips with at first. but the rotating camera does limit where you can apply the sticker. Holding @ (PS3) or (Xbox 360) and using the D-Pad allows you to move the sticker horizontally and vertically without having to rotate the camera. The one benefit of this option is that the sticker decal will be applied directly and not have its shape warped by the surface, making this option best suited for jacket motifs and logos, for example. [-70 2] Place by Axis I Using this option wifi allow you to fit the sticker to the contours of the character model's form or the form of that particular item of equipment they are wearing. This means that the sticker decal will either stretch or shrink, becoming a natural part of the item you are attaching it to. This makes it ideal for tattoos on bare skin, for example, or designs on tight-fitting outfits so that they seem to be a part of them. When using the Place by Axis option you can freely use the camera to view your character from any angle you need to attach your sticker to. as you will be able to alter the Vertical and Horizontal axis from the Sticker Editor menu. [~0 3] Weapon Color I In the f inal tab of this section you have two more options through w hich you can customize the visual aspect of your w eapons: Weapon Color and Weapon Trail. Not all w eapons are compatible with the Weapon Color option, so you will need to find the ones that are with your character. Once you find a weapon that you can change the color of and select this option, you will be able to pick which part of the weapon you want to change the color of, and from there you can use the usual color select palette. The Weapon Trail option is available for all weapons, and changes the color of the trail your weapon leaves behind as it moves through the air while you are attacking. Like with weapon color, you can use the normal color select palette for this. [ -70 4]

Using the Sticker Editor


Setting
EHcct

Change Sticker
Color Remove Pattern

Select your preferred sticker from the list of designs available to you . This will bring up the Color Editor window which you can use to freely edit the color/s of your applied sticker. Select this to get rid of your unwanted design and start again. 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.

Select Locatio n

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.' 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.' Increase/Decrease the size of your selected sticker to fit your cha racter as your so desire. Rotate the sticker 360 degrees so that you can apply it at the appropriately desired angle to your character. . Use this option to 'mirror' or 'reverse' the image of your sticker. Use this option to 'invert' the sticker image making it appear upside down. Reset any changes made to your applied sticker restoring it to its original location on your characters body. Restore the Pattern to its default settings

Horizontal Size Rotate Flip Horizontally Flip Vertically ,. Reset Reset

CIIAIY

u; 3 I GMJ.f MODi'S i SHOOT PICfUR

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
XboK 360

PS3

Setting

Elfeel

Rotate Camera Move Camera Zoom In/ Out Take Thumbnail Move Frame Zoom Frame In/Out

Right Stick/

Right Stick/

Shoot Picture
~

Press OK to take a picture of the current frame setup.


Allows you to choose between whether or not your character is looking at the camera when you take the photo. 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. Select which type of Background you want in the picture. Select from a number of different objects and frames that will be placed in the background of the picture. Select from a number of different objects and frames that will be p laced in the foreground of the picture.

0 + D-Pad
!L!l+IB!l+
D-Pad

@+ D-Pad [il+l!:i]l+
D-Pad

Look at Camera

!L!l/l
Click Left Stick in

[il/@1
Click~

Pose Background Back Frame Front Frame

0 + D-Pad
(iJ)/0

@+ D-Pad
(i]/IIDJ

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.

,a: Capability Chart


MITSURUGI
This chart lists a variety of different categories in which the character's proficiency is ranked. It gives you an at-a-glance overview of the charac ter's strengths and weaknesses.

-..........--~--- ._ .---. ....................... [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.

' ATTACK ANALYSIS


This section breaks down the character 's most important attacks and attributes, such as any stances or unique abilities they may have.

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.

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.

NS
Pt''"lo~b

Properties
H
lllvol
Gu~rd

28

Hit

MST (ID(ID(ID MST @. @+@

10,10,10 12,20,16 30 40,20

HHH HM M M

NC, STN CH NC. -MST CHAT BA.AT

<?@ c:::> <?c:::>


.!}@(IDe::>

H MM M LM MH M

2
-10

0 10
4

-22

!:?!:? or~~@@

-8

<?<?c:::>

KND

CI I/1P ldl ! VS PLAY I HOW TO USE THIS CHAPTER 1

PRIMARY ATTACKS AND SECONDARY ATTACKS


The f ive attacks detailed in the Primary Attacks section are the character's most important and most often used tools. In most cases you can base your entire strategy around these attacks, and use them to begin your offense. The Secondary Attacks listed are a selection of attacks that back up your primary attacks. They are all useful attacks, but some may be situational or best used in a defensive way.

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.

The table for each of these attacks w ill show the attack input and any important va riations it may have. For each of these it will list the following values: Input I This is the input required to execute the attack or string. Damage I This shows the damage each hit deals (this is in points, out of the total of 240 points for your entire health gauge). Levell This is the level t he attack hits at, w hich tells you how to block it (it c<rn be High, M id, SpecialMid, Speciallow, Low, and High Throw). Impact I This va lue represents the attack's Impact speed (the number of frames it takes for the attack to hit after you complete the full input). Block I This value tells you the advantage you're at when the attack is blocked. A negative va lue means you're not at advantage, wh ich a positive va lue tells you how many frames of advantage you have. Many attacks leave you at a disadvantage when blocked, and some allow enough time for the opponent to hit you before you can block. Hit I This number shows the advantage you have when the attack connects. Unlike many fighting games, th is va lue is almost always the same for a normal hit and a CH. Usually hitting w ith an attack w ill leave you with a small advantage, but there are many possible exceptions to this.

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. 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. Damage I This shows the total damage the combo w ill deal. This is the value for hitting as a normal hit (unless specified as a CH) and on the opponent's f ront, w ith no Clean Hits. Hitting their side or back w ill lead to a tiny bi t m ore damage.
{]r~@

{]r ~
~liD

ID. t!l3

139 76 72

***

2 2 5 5

0
0
6
4

+
~liD. {]r~ @ 1.

(!13

126

***

Hits I This is how many hits the combo has in total. This w ill include ground slam hits. Cost IThis tells you how m uch Critical Gauge the com bo w ill consume. A va lue of 0 means that t he combo costs no meter., w hile a value of 2 m eans it costs half of one meter, or a single I attack. Combos with a value of 4 or more w ill either involve a (!13 or multi pl e

I attacks, and a combo w ith a value of 8 w ill require your entire two full meters. Difficulty I This is a relative value that gives you an idea of the combo's di fficulty. This takes into account using the attack during play, not just in training mode. Some players w ill find different types of inputs or timings more difficult than others, so this is just a rough guide.

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 iifat UkemiTraps than others. proficie 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.

Directio ns I The opponent has 4 possible directions they can Ukemi in: Front. Back, Left and Right. Some Ukemi Traps will catch som e of these directions bu t not all, and this column w ill tell you w hich will work. Difficulty I This gives you an idea of the difficulty of landing the Ukemi Trap. Some are very difficult and must be timed precisely because the opponent is not vulnerable for very long during a Ukemi.

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

2
All
4

~
..(7@ ~

@+ @+
..(7~c:> m or ..(7~

104 113
96

All

2
0

(51)

+ <?<?@
..(7@ ~

Back, Left
Back, Right

* **

2
4

..(7~c:> m or ..(7~@ (51)

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

4 IVS ~ _;\y GLOSSARY OF TERMS

'1lliiiijjiiMI$1118

to burst the gauge. Note 'that these values are for repeating the attack rapidly. In actual play the gauge will be refilling at times w hen the opponent isn't blocking your attacks, so it can take many more blocks for t he gauge to burst. 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. 1 Spacing 11 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.

11 '11''"8!31611491 3'15
.. _

__-- -..............._ ______...... ---....----, _...-- ....-........\--...._... _ - --- ..-....-.....__ - --__ -_._.------\ - ...--- ___ .... .... _

~ --~ - -.... -.... .. _ ........................ ~-.......... " - " " " ' ' " "" ' - . . ..... Ob.o ......- . .......... .......

............... ....... ..... ........ ..... .............. ............. _..._ ..., _,. ......--~ .. --""'"--- ~- .. .......... -~ ... _.. .... _._..._ ..,... _. -~.. ..._ ...... .. ..... -.. ... ,...,............ ...........
,....,.....,..,_, ......... ........11 .. _
-~......-

--.....- .... ........ ~ -.......... ...,...., ....Sf_O.,._, ... ......................... ""' .. ... ,.,..... -: ......................-.....
. . , _ . . . . , ,........ p . . . . , _ _ .

.........

-~

.... ,....,_..,.,...,

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
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.

COMMAND LIST
Finally, the character's full co m mand list is presented, complete with f ra m e data and properties for all attacks. To make sure you understand w hat each value means yo u can check the Glossary ofTerms on the fo llowing pages for brief descript ions of all terms and properties you m ight f ind in t hds chapter.

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. 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 .

Attack Levels (H,M,L) Every attack in the game is designated an Attack level so that you can better understand how to use it effectively and how to defend against it. High at tacks, for example, can all be crouched under. and low attacks can all be jumped. Attack Ranges (Close, M id, Long) These three terms are used to describe the different ranges you can be at in relation to your opponent.

'

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.

-sn.

Blockstun Similar to hitstun, but it applies at times when an attack is guarded rather than hitting.

... ........:............. : .. ....'" ..,.. ..... ' ... ..' ;.:


~

Air Control (AC) .. . . . ... 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. ne.c t n 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.

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~.,.,t: ''.:, , 'f ' ' .,.. s ,. .: ' .. .... ....... .........' .... , ........ ..... ." ' .. o, :ooooooo,, ooooooo o~:;:: I ~ ,f 1 ;;., 1 when.successful: Counter Hit (CHI Natural Combo (NC) Hitstun Landing a counter hit on your opponent requires you A natural combo is a string of attacks that are guarHitstun is different to stun in that it is something to either hit them during an attack that they have anteed form the first hit onwards without requiring that every attack in the game applies. Any time you started, or by hitting them with a Horizontal attack aCH. hit the opponent with an attack they will be in hit while they are sidestepping. Many attacks in the stun. The amount of time they spend in this state Natural Combo on Counter Hit (NCC) game have additional properties when they hit as a varies significantly depending on the attack used. CH, such as causing a Knocl<down or Stun. NCCs are combos that require the first hit of the Sometimes they will come out of hitstun before you string to connect as a CH in order for all following recover from doing your attack, meaning you are at Critical Edge (@li) hits to be guaranteed. a disadvantage. If the hitstun lasts long enough th~ Critical Edges require one full stock of your meter, you can start attacking again before the opponent, and to initiate them with all characters you need Oklzeme then you are at advantage. to input ..er~c:t>..er~'*+IID+@ . These attacks Okizeme is the term used for situations where you generally inflict tremendous damage and can't be have knocked your opponent to the ground, and Guard impacted. Most characters can also use HQrizol!tal ~ttac!< they are attempting to get up safely. Good Okizeme Horizontal. attacks, as their name suggests, move them in combos, and some have extremely potent attacks are general!)( considered to be groundalong a horizontal plane duri1'1g their animation. defensive ~ attacks with built in Auto-Gi s. hitting Mid or Low attacks. Some characters, such These attacks generally have very good tracking as Mitsurugi, excel at Okizeme because they have abilities and are useful for catching sidestepping Critical Gauge (Meter) powerful Mid and Low attacks that can knock the opponents. The Critical Gauge is located in the top corners of opponent back down to reset the Okizeme situation. the screen on the outside of each player's health Impact Speed (i) bar. As you connect with attacks or receive damPolyvalence The Impact Speed is the number of frames it takes age you will build up this meter, and once vou have In chemistry, polyvalence or multivalence refers to from the instant you press the attack button until the enough,:f2.U can use it to perform special actions species that are not restricted to a distinct number attack connects. You can use the Impact Speeds listsuch as lml attacks or Guard Impacts. of valence bonds. !Species with only one valence ed to compare the relative speed of different attacks, are univalent (monovalent)). For example, the Cs+ and to work out which ones will work best in dif Damage Scaling cation is a univalent or monovalent cation, whereas ferent si!uations, such as punishing unsafe attacks. Successive hits in a combo are subject to a scaling the Ca2+ cation is a divalent or polyvalent or mul system .that gra.dually lowers the damage of each tivalent cation and the Fe3+ cation is a trivalent or Input attack w ithin the combo to a set low point. This is polyvalent or multivalent cation. As a result, examThese are the inputs required to do the attack they to rnake it so that certain combos do not become ples of polyvalent cations include the Ca2 + cation, are listed next to. Directional inputs are represented too powerful. the Fe3+ cation and Siegfried's ~. by arrows that indicate the directionlsl you need to press, and the"'order you need to press them in. Dash PostGI The act of using either a forward dash to close in The attack button inputs all mirror those used in the After a successful GI the opponent is left vulnerable (), or backwards dash to create space (>).The game, and let you know which button you should for a short period of time, during w hich you can land press for your desired attack. There are also some backwards dash is often shortened to backdash. any attack that is fast enough to connect before they advanced inputs, such as mJ@, that require you slide are able to guard. Your opponent can attempt to rebetween two attack buttons in quick succession, or GI your attack if they have enough meter. This leads Frames attack buttons joined by a + symbol, which require Frames are used to count a number of different to PostGI mix-ups between using a quick attack, or you to press multiple buttons simultaneously. things within the game, from the speed of attacks, using a slower or delayed one to try and bait your to the window you have to escape a throw attempt. opponent into a re-G I attempt, allowing you to land Jump Attack SoulcaliburV runs at 60 frames per second. a much stronger attack. All characters can use jump attacks with ~. 1J> or Full Crouch (FC) z::l+@, liD or @.These can be used to jump over Punishment throws or Low attacks, and will have srnall differMany attacks in the g~meleaveyou in a fully crouched Punishment is the act of retaliating against an oppoences In damage depending on which direction is position at the end of-their animation 1 -FC), but it's nent's attack after either guarding it, or causing it to used. The z;:l variations will usually deal more damalso possible to for. e your opponent into FC by eic whiff, with an attack that is fast enough to hit them ther hitting them with an attack (Opp -FC (Hit), or if age while the ~ versions deal the least. before they can recover and guard. the attack is guarded (Opp -FC (Block). Just Guard (JG) Ring Control Just Guard is another defensive option similar to Guard Burst Ring control is the act of purposely moving either Once your opponent's health bar is flashing red, it Guard Impact. While you still cannot use this against yourself or vour opponent's character into a position throws, you can use it to blocl< both Unblocl<able means that their Guard Gauge is in imminent dan that's advantageous to you in relation to a wall or and ~ Attacks. To do a Just Guard simply tap the ger of bursting if they continue to guard. The next ring edge. @ button for a very brief period of time just as the heavy attack they block will be very likely to Guard Burst. which breaks the opponent's guard and attack is about to connect. If successful, you will Ring Out (R-0) totally remove the blockstun of the attack that was leaves them vulnerable for 1 full second. During this A Ring Out is when you hit an opponent with an used, and in most cases be able to retaliate with time you are free to hit them with any attack you attack that knocks them over the edge of the ring. guaranteed punishment. Unlike with a Gl, after Just wish, with the added bonus of having a CH property A Ring Out will instantly win the round for you, so Guarding an attack your opponent has no defensive applied to the trrst hit, Y.our opponent does not have they are more than worth going for if you have the options, so again any attack that is fast enough to opportunity. the option to Guard Impact or Just Guard during this period of time. connect is totally guaranteed. ooo Sidestep Just Input (:) Guard Gauge This is a general term used to cover situations A Just input is simply a normal input that requires where either you or your opponent attemRt to side This is a hidden gauge that gets gradually depleted either very specific timing, such as with Pyrrha's as either you or your opponent guard against at tep (~ or 'IJ>I or Quick Move 1 -.er-.er or ~ 'IJ>l in a

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.

..

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

specific direction. When describing a left sidestep, for example, this will mean sidestepping your character's left side (upwards on P1 side).

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.

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.

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.

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).

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. ,.

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:

.. .. ... ........ ... ....


Unblockable (UB)

Some attacks are unblockaole, and these will be sig: nified by an effect w here the screen darkens and f lames appear around the character. Some regular attacks can be cliarged to become unblockable'.

Super Tech Crouch (STC)


Similar to Tech Crouch, Super Tech Crouch attacks go even lower during.their animation and can even evade rT]any M id-hitting attacks.

Vertical Attack
Vertical attacks usually lack the tra9f<ing of'their Hori, zontal cousins, but make up for it' by usually dealing more normal and Guard Gauge damage and mor.e often being Mid.

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

Wall Splat (WI)


Wall splats occur when you use specific attacks to knock an oppon13nt against a wall. Doing this will cause them to become stunned on the vya)l; often allowing for a guaranteed combo attempt.

,. ..... ...................... .... ... .


Tech Jump (TJ)

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.

CHI\PTEF: 4 i VS Plr\Y I PATROKLOS ALEXANDRA

OKLOS

Character ovenriew~l~ttrCII<ICIS

style. He's something Most of his moves are t"u't\iil~ rrnli:> slightly lacking in range wi th lhi~ tools. Although easy to Pat rok:lo!l attacks and can adapt to

a very direct fighting and good damage. strict timing. He is slightly slower spacing w ide variety of useful

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.

Justice Step (JS)


Patroklos's Justice Step is a crouching dash forward from which he can use some of his best attacks. JS is mainly used in combos and for punishment due to its speed. Inputting JS :as quickly as possible will add slightly more range and damage to this attack. Keep in mind that JS is very unsafe w hen blocked. so mixing it up with JS (ill~ is recommended to discourage opponents from punishing it. JS @@does two jobs quite well, as it is not only a very reliable Tech Crouch, but it will also hit opponents sidestepping in either direction. JS . meanwhile, is mainly useful as a combo ender due to being very unsafe when guarded.

(;,~~~ ~

'

. .&~~
.&~~@@

22.28
36

HM
M

TC TC

.&~~@

\......

PRIMARY ATTACKS
Input
Damage

J:lj,
~~.
:.;

Justice Strike
~~ has an excellent combination of speed and range, and leads to a hugely damaging combo when it connects. When guarded it leaves you at a tiny disadvantage, but your opponent won't have much time to react to this fact, so you can easily continue your offense. From mid range it can be an invaluable spacing tool, as it can track opponents that try to 8-Way Run to avoid it. It is possible to' sidestep this attack, however, so if the opponent is used to the animation or uses a lot of evasive attacks then its effectiveness will be reduced. so mixing this attack with his horizontal attacks to stop stepping opponents is a good idea.

Level

Imp net

~~

32

i21

-2

STN

~...:;;;:,:;:;=,;;::......__.......,

Triple Messia h
On CH this entire string is guaranteed. resulting in the same stun as ~~ and the same delightful combo possibilities. This string is extremely fast for its damage potential, so using it to interrupt the opponent should be part of your offensive focus when up close. It is very important to confirm the CH after ~. because on normal hit the final strike can be guarded, leaving you open to punishment. You can try to delay each hit a li ttle in order to get a CH with either the second or third strikes at times when the opponent attempts to punish early. The first hit only has short range, however, so Patroklos has to be close to the opponent to use it . It also doesn't track to either direction. so it's not without its weaknesses. It must be used wisely, always checking the range and trying to confirm the CH to make it a seriously threatening attack.

Input

Oornoge

Level

hnpnct

Guard

Hit

10,12,23

MHM

il5

-8.-13.-16

1,1,STN

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.

lnptrt

Domogo

lovol

Impact

Guord

Hit

JS@@

22,28

i23

-16,-16

LNC,LNC

Ct iAF-cn 41 VS F_;.W! PATROKLOS ALEXANDRA

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.

Sacred Low Smash


This is a Low-hitting attack that will not only hit grounded opponents, but also tracks well enough to catch those attempting to sidestep your attacks. It gives Patroklos a small advantage when it connects, allowing you to keep attacking with your fast pokes, or even w ith another r:q@ . It also has much better range than most fast Low attacks, wh ich makes it great for finishing off opponents w hen they have little health remaining. This attack is unsafe when guarded, but it's fast enough that your opponent will have to guess you' ll use it in order to block it, making it a risky tool that's still vital for poking and mix-ups.

Radiant Heaven
~~ is fai rly safe for such a powerful launching attack. It

can be used to Tech Crouch under High-hitting atta9ks. but a unlike ~ it will not hit grounded opponents. Bec use of its input, this move must be used from 8-Way Run or sidestep, wh ich makes it a great evasive option for beating both linear and High-hitting attacks, especially when used from its maximum range. When it hits, ~~will allow for the same powerful combos as~. The animation is also slightly similar to Patroklos's much less safe ~. so mixing between them both can m ake the opponent hesita te w hen punishing your~ attem pts.

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
~ is a relatively fast horizontal attack that is best used to catch sidestepping opponents at times when c:>c:> is too slow for the job. It also Tech Crouches, making it useful in poking at times when you don't want to risk using JS @. It doesn't lead to great advantage when it hits, but you can still follow-up with JS @ ~ or c:> for a potential CH. Though it is unsafe when guarded, only the very fastest characters can punish it, and for very little damage, so you can use it without fear of serious reprisal.

Saintly Double Step


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.

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lovol

lnlpOCI

Guald

!lit

{).-.!). or 11'-'lf.... {).{). or 11'-'If

28

H
HH

i22 i22

-8

KND


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.

Ascending Glint

lnp~l

Dam ago

Level

Impact

Guard

Hit

16,16

MM

i14

-8,-6

2,4

............................................................ ..
@+@ 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 -.!).@.

Stigm a Reflection

Input

Damago

lcel

hnpftct

Gurd

Hil

@+ m +m

42 62

H H

i30 i60

-6 -6

KND KND

CHt1PT;'; fl 4 ! VS PLAY I PATROKLOS ALEXANDRA

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.

Patroklos's throws might not be his main focus as part of his offense, but they nonetheless must be used in order to set up his powerful Okizeme game. After any of his front throws the opponent w ill be left on the ground right in front of Patroklos, giving you the opportunity to start his mix-up game with ~. t1, or .e.+. His command grab ~~+@ w ill also Ring Out the opponent to the front and wa ll splat, making his throw game near the edge even better. This throw can also gets stronger w hen you rapidly input but tons during the animation to get up to 75 damage. This is useful against opponents who don't know that this throw can be escaped by inputting directions rapidly, or just forget about it sometimes. This throw w ill always do 50 damage even if the opponent tries to trigger out of it, so it is worth trying to get the 75 ever y time. At the edge you can also try to mix in his left-side thr-ow to Ring Out the opponent. Grabbing with @+@ after a sidestep for a potential side throw is recom mended, because the opponent w ill most often attempt to escape with (ID due to his command throw.

~~@ @.IS is one of Patroklos's best options for approaching the opponent; it w ill track their movement. lead to advantage when guarded and allow for strong combos when it hits. The Brave Edge after ~~@ also adds even more range to the attack, further improving it as an approach option. When the first hit of the attack is guarded, the opponent ca n sidestep the second hit to the left, so it's not a completely safe option. As mentioned earlier, JS (ID @.IS is very safe when blocked and adds some useful properties to the already strong JS .When it hits it w ill allow for a combo and regardless of w hether it hits or is blocked it can be great for pushing the opponent towards the edge of the ring. t1 @.IS can pick up opponents who are stunned or knocked down, and doing so might even Ring Out the opponent when near the edge. You can also decide not to combo after t1 @.IS picks up the op ponent off the ground and start a mix-up game instead w ith Mid and Lowhitting attacks.

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.

J
Using JS after launchers leads to very good damage without using any meter. If you launch near the ring edge, using JS mil instead w ill allow you to follow-up w ith :.JS @ or ~ for more damage. After landing ~c:!>@ or CH ~liD you can either combo safely and use JS @. as this will hit the opponent regardless of the angle you're at when ~~ or ~ connects. For more damage you can also input ~ for a short step to the front-right side and then use +@ (Combo Bl. This will hit the opponent more often than ~~+@. which is the follow-up that leads to the highe~t potential damage. After launching the opponent with ~~+@ you can continue with ~~+ for good damage w ithout using any Critical Gauge. Depending on the character, this move has to be ~lightly delayed in order to hit them as they fa ll to the ground, which will add a couple of extra damage points. After other attacks, such as ~~@ mil. t2, or CH ..0.+, it's possible to combo with ~~+ for good damage without using the Critical Gauge. After these attacks t2 mil will pick up the opponent and launch them into the air for some more damage, allowing you to end the combo with ~ for example, or using the advantage to start a mix-up. After t? (.;launches the opponent it is also possible to combo with Patroklos's (!)3 leading to even more damage and better Ring Out potential. For example. the combo ~~@ mil. t2 mil. (!)3 uses the whole Critical Gauge but will do great damage and will likely Ring Out the opponent no matter their position in the stage.

SIMer

Follow-up

Oamaoe

Hils

CosI

Oifficully

~ ~ ~~ ~~

JS@ (!)3 JS@ JS@ mil


~@@. JS @. ~~@+@

56 95
,.

2
5

0
4

** ** *

56 65
82

2
3

2 0 0
6

* **

..0.-&

5
3

t2 t2 t2@
JS @ l!)j
~~mil
~@1!)j ~

~~+

67
112
34
72

t2 l!)j, (!)3
..0.@ JS @
~~+

8
2


**

3 3
9
5

2 2
8 0
4

83 100 80

t2 l!)j. (!)3
~~+@, ~~+ ~~+@. (!)3 ~.+

**

~@

96 75 65 67 95
115

7
2

1 ~
t2t2
+
CH~@@@

0 0

@,JS @ JS@
~~@+@. JS @ mil

2
2


**

0 2
4

7
4

CH <?<?@
i~

(!)3
~~+

;: ,,

}
+.

CH -.!}@+ .. CH {!.-@+@
I '

61 61

3
5

t2 mil.~

CHA"'TER .1 I VS F'LAY PATROKLOS ALEXANDRA

UKEMITRAPS
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

Ukemi Trap

Directions

Difficulty

t:Z@~. @13

99 168 55 119 141

All Left, Right All

6 4
0

**

iWR@@. @13
~@

j@
, @13

Right. Back Right. Back

4 4

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

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

Cost

Dilliculty

..(!,..(!.-@W!

~@, W! iWR @@. @13 ~@. W! <?<?@, ~@@. c::>~@+@

117 101 62

~ ~@W!
JS @W!

*** *

9
4

0 0 0 0

..(!.-@+@ @+@or + (Back throw). ..(!.-@


~@@,JS@

~ ..(!,{\.@W!
JS@W!

...

120

5 5

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

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 o often . ..().liD+ is one - ption 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 10 12
~@. JS (ID ~

13 15

JS liD

only the second anack breaks only the first anack breaks

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.

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)

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.

SPACING & POSITIONING


c:(> c:(>@'s safety and range makes it Patroklos's primary spacing tool. Because it leaves you in a good position when it's blocked, Patroklos can use evasive attacks or backstep to safely space the opponent. If your backstep evades the opponent's counter attack successfully, using an-

CHP.F'TtR 1 i VS PLAY I PATROKLOS ALEXANDRA

other c:::>c:::> w ill either lead to a combo or put you back in the same situation again. Using t?t?@ for positioning is Patroklos's best tool to switch sides or ring the opponent out behind you. Despite this attack being slightly unsafe, it Tech Crouches under High-hitting attacks and throws, so it can be very effec- tive against characters that try to ring you out wi th throws. [ 70 3] 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-

'II

POST-GI

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.

Playing against Patroklos can be difficult, as he has many fast, easy to use moves that lead to strong combos. His Mid-hitting attacks can be very powerful, so in general you should try to avoid blocking low against him. After sidestepping c:::> or c:::>c:::> it's essential to punish Patroklos as well as possible to discourage use of these attacks. Sidestepping these attacks also forces him to use JS @@] more often, which you can punish heavily after blocking or sidestepping the second hit.

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.

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.

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

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

Opp -BT (Hit) Saintly Scatter Under Slide Shield Saintly Stream 12 24 20 13 30 TC TC TCI R -0

Triple Messiah Glorious Heaven Under Glint Saintly Smash Smart Strike Standing/ @ Sacred High Kick Sacred Dart Kick Sacred .kick Duo / Sacred low Kick Sacred Low Smash Sacred Middle Kick Standing/@+ Stigma Reflection Stigma Reflection Glorious Impal e Glorious Impal e
I
1
n

10,12,22 28 16 1:2 <? 30 38

15 18 15 21 23

-8,-13.-16

1.1.STN LNC 2 KND

8
9 TC I R-0 -FC 12 9 R-0 TC

-i6

-a
-4

14 High

13 16 14

-a
-6

2
8
-6, 1 13 NC I STN (2nd hit CH) TC 1- FC

24
18,10

Low
Low Mid

14
20 16

....

15 18 -18

-2
2
5

15

-9

High High Low Low Low Mid Mid M id

42 42 22,7 22 12,12,20

30 30

-6

KND KND

8
6

auto-GI: M (Horizontal, Vertical) i5-i14 I R-0 auto-GI: M (Horizontal, Vertical) i5-i44 l R-0 STN CH STN CH

fi.l+(i)
..&+ enemy on the ground ./}@+
,-.,. '

23
23 18

-22

KND KND LNC 12

Saintly Revolution Standing/@+@ Saintly Noble Sanctum Guardian Ever Transcending Justice

'ir+

STN (1st two hits) I RO

+@

Mid Mid Mid

66 12,26
48

30 19 50 50

-14 -7 -12 -12

LNC

STC I R-0 I Clean Hit: B -FC I Opp -FC (Block) TC ITJ I Clean Hit: A

.17+@

4
STN STN

13
6

48

Rising Heaven Hercules Exec Justice Liver Blow Jumping Attacks Jumping Full Turn Slic!e Jumping Under Glint
' ' ' !1, ,

while standing while standing @@ while standing @+@

20

16

6
STN,STN -15 STN 15 TC

Mid Mid
M id

16,20 22

17
18

while jumping @ while jumping while jumping@

M id

22-26 22-28 22-28

36

-1 0
-6

2
4

TJ

24 26
25

1 5
15

T J

.m

-.:" :

Jumping Pendulum l:leel 8-WayRun/@ M alfested Hunter Saintly Double Slap

10

KND

TJ

~~ or z;lz;l or~@
..&... or 11'+

Mid High High

30 28,24

-6 -8.-12

12 KND.KND

Clean Hit: C R-OINC

22

CHAPTER 1 ; VS PLAY I PATROKLOS ALEXANDRA

Z.~E.I.

EfQIUI~P!i'~,,'l,111tn

a short sword and a lupine helper called E.I.N.

l"lis.,181!Jeci.alty is dealing significant damage to the Guard


li's:,1 Rt>onentwith E.I.N. E.I.N. is irreplaceable for Z.W.E.I:s 1J. J<nElsses, such as bad range and a plethora of unsafe time, so knowing when you are and when you are in your mind whi le fighting, since Z.W.E.I. will be more of the new characters in SOULCALIBUR V with a totally irivest-,a.lot of time training to master his unique techniques.

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.

\..... PRIMARY ATTACKS

' :~~ '


r. 14,18
Dtnlllgo

.. ......... .................... ............... ................ .


This is a very good and fast Vertical attack. Because of the range, especially when you summon E.I.N. with the second hit, it is not only useful at close range but at mid range as well. When blocked you've got good options to attack again because E.I.N. can give you a slight advantage. Keep in mind that it is not possible to do two IDs in a row because of the cooldown of E.I.N. so you need to wait a short time. This means you can't use llJ over and over quickly, but it's usually better to gain some space after using it anyway.

Trail Dissever

.Level

lmp~ct

Gourd
-6

H it

MM

i15

-2

14,28

12

.. .. ..... ........
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

Clan Vanargandr

Input

Damage

level

Imp net

Guard

Hit

~c:>fJ+m

28,25

MM

i31

15

LNC

Input

Dnmngc

l oval

Impact

Gnnrd

Hit

................ .
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.

t?ID t?llJ

18,20

MH

i21 i21

2 -10

18,20,22 MHM

KND

:s

A ssault Position 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.

Input

Damage

Level

Impact

Gurd

Hit

fJ

>fJ

18,20

HM

i18

21

Ci APTl'J\ < IVS PlAY I Z. W.E.I.

-,

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.

SECONDARY ATTACKS
"-

::'f{>r~~~iJJ!
"t

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.

J;.j\~~ level

. . . '
Impact

'

~~,

. ' .

, ,'

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.

Spinning Hook Kick


The Spinning l-look Kick is excellent against sidestepping opponents and, by Z.W.E.I:s standards, very safe. If you hit your opponent you can combo with wh ich will give you a knockdown for an Okizeme mix-up. It is, however, a High hitting attack. so you should only use it when you are sure your enemy wi ll try to sidestep and you must beware of opponents that use fast TC attacks often from a sidestep.

m.

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
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.

Input

Oomnge

level

lmpnet

Guotd

Hit

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.

Input

Oacnau

level

Impact

Guard

Hit

~@
~@@

16 16,18

M MH

i23 i23

-17
-4

-3 4

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.

lnpuc

Damago

level

Impact

Guard

Hil

~~or z;:J z;:J or ~@

26

i25

KND

CHIIPTEH '1 i liS PI.N I Z. W.E.I.

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 .

Although he is a large character, Z.W.E .I:s throw range is short. Throws are. however, indispensable for his overall strategy because they deal good dam age and leave him in very favourable positions. His@+@ throw is very weak but w ill give you amazing options to continue attacking your opponent w ith, for example <?rJ, <? ~. t?@ ~. or his C!l3.This results in heavy damage and even gives good Ring Out opportunit ies near the edge as well, wh ich is normally a weak area for Z.W.E.I. His@+@ throw has got an interest ing ability: it is possible to charge E.I.N. here and depending on how long you cha rge him, the situation w ill be different. If you just charge him a little, you can get an Ukemi Trap by using ../}@. Charged to the maximum, you won 't hit the opponent again because they w ill be able to block E.I.N:s attack. However, this w ill give Z.W.E.I. an opportunity to attack again and to use some mix-ups. Z.W.E.I:s side thrpws deal very good damage as well and his back throw can Ring Out. A long w ith Astaroth and Voldo, Z.W.E.I. is also able to escape back throws.

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.

"Werewolf Con fess" is especially useful in all of Z.W.E.I:s combos because it re-launches grounded enemies t hat are far away. It is not t hat fast and you have t o watch your opponent carefully before using it to make sure t hey are stunned and you don't t ake any risks (for example after c:(>@). The (!]3 itself doesn't do much damage but it is possible to combo after it w ith +and <?@+. You can also use Z.W.E.I.'s (!]3 2 times in a row for a combo, but because of t he extravagant use of Critical Gauge and the damage sca ling you should only use this if you expect that you will defeat your opponent w ith it.

After standard launchers. @+@and @+@ are the best attacks for damage and reliabil ity. If you have enough meter you can always include Z.W.E I.'s CiS in his combos. Unfortu nately, <>::!@and<>::!<>::!@ are unsafe launchers, so it is a good idea to make use of WR @ often. Become comfortable with hit confirm

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

Difficulty

@+@
t:Z@ ~. @+@

56 78 43 167 81 89 62

2
4

2
0

<>::!~
@+@ ~

a
@+@. E.I.N. hits, CiS. +. <?@+@

3
6

6
0 0
2

WR@ ,, @+@

BT @+@. BT @+@
<?tl+m
t:Z@ ~. @+@

3
3

~ <?<?@

4
4

'1 -&.e..
CH @
~~
CH~~@@

1:1@ ~.@+@
~@+@

69
64 60 84 73 78 117 80 93
72

2
0

3 3 5
3 3
6

m
t:Z@ ~. @+@

0
2

CH t:ZI]) slight charge ,: .,: ~ t:ZI]) slight charge

@+@ CH ~@. E.l.N. hits, @+@


E.l.N. hits, CiS.@+@. @+@

0 0

J CH t:ZI])@ long charge, Kick hits first


CH <? tl slight charge, E.l.N. hits only CH <?tl slight charge, E.l.N. hits first @+@ 8 , ol.:+ @+@ i . i'"'";:, @+@
,.,

4
0

@@
~~@ ~ <?@ ~. ~@+@

3 5 5
6

2 2

<?@ ~. t:Z@ ~. @+@ <?@ ~. t:Z@ ~. ~. @+@. @+@

79 106 86 129 140

4
8
0

....

..~

t:ZI]) max t:ZI]) max <?tl max

'lf'lf@. EI.N. hits, @@


CH @. E.I.N. hits. ~~@@. t:Z@ ~. ~. @+@, @+@ CH ~~@. E.l.N. hits. ~@ ~. t:Z@ ~. ~. @+. @+@

5
10 10

C-1,\P'f F:F~

t: 1VS P!./':~ l Z.W. E.I.


Difficulty

UKEMITRAPS
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
*Only after second hit

Ukomi Trap

Directions

97
72

Left, Right All


Back Back Back

2
0 0 0

39 38 147

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

Difficulty

<;j(ID W! c;>c;>@w! >rJW!

A+@. W!, >@ lillJ. lijil, @+@. >@+@

121

10 10 17

6
4

**** *

t?ID slight charge, <;:l(ID, W! lijil, liD+. <?@+liD

128
172

"lt"lt, E.I.N. hits, <>::l. WI t?ID slight charge, <;j@@. !:? lillJ. lijil, liD+, >@+

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 to combo with c;>@. @+liD (after t?IDI. and c;>c;>(ID@ (after <?f'i.ll. Since these combos deal very good damage, the opponent w ill eventually give up trying to interrupt your E. I. N. strings and stick to blocking. Making the opponent hesitate like this is the best possible effect you can have on their mentality. It means that you can now keep

E. I.N. charged for longer, letting you mix the opponent up and create pressure. Keep in mind that, if you charge E.I.N. to the maximum, you can still be interrupted, so make use of, for example (ID (when you charge with >rJ) or@ (while charging with !:Z(l)), in order to prevent your opponent from attacking. It is also very important to make your opponent fear Z.W.E.I.'s ability to create an unblockable situation. Once your enemy is confused with the 2 different timings of >rJ, use Z.W.E.I.'s sole stance. Kni fe Fiend . to get them hit together for an unblockable situation. [-')0 1]

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.

DEFENSIVE PLAY
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] 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.

Guard Burst
Req. to Burst

A11acks

5
6

1::?0@. @+. ~~ ~ @. ..Q.-1:2<?. .. @ ~ ..(7..(7. '\)'@+


WR

Ia.
rs
10 11
I

SPACING & POSITIONING


Spacing is one of Z.W.E. I.'s strengths, especially at mid and at long range when he can summon E.I.N. to increase his range while staying quite safe most of the time. This makes it dangerous for the opponent to advance because if Z.W.E.I. or E.I.N. do hit them. substantial damage is guaranteed. Use !:Z(l) and (l) at close range and @+when you are far away. [-')0 4]

(ID, @. 1:2@ ~

.'II;\" I 'll

!'-/.~ ;>; ;\\'I

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

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.

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]

You can sidestep this move more easily t han 1:?0. and when Z.W.E.I. charges E.I.N. for longer, you should be even surer of sidestepping, since Z.W.E. I. can't hit you w ith @attacks w ithout releasing E. I.N. [ ~0 7]

.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.

<?.<?@ ..

';.

Since Z.W.E.I. lacks good Lows and this is his best one, you should train yourself to be able to block this on reaction. If you are able to do it, you won't have to fear his Mid-Low mix-up game at all. Besides this, the range of <?<?@ is quite bad and it is unsafe on block, too. Exploit this as much as possible. [ ~o Sl

Command List
Name
Standing/@ Returning Slicer Trail Slicer
, ,; r .,. ,

Input

IJ)vel

Impact

Hit

Guard Burst

Properties

@@

High High High High


Hig~

12, 14 . 12, 24 18 16, 34 10

13
13

8, 5
14
;

2,6

NC NCC

fa
<:(>@

Ranger~ Machete

: io'
23
14

;/
3, 4

15
11

CHSTN
NC I Opp -BT (Hit) TC I-FC

Aloft Revolver
Grass Reaper

~@@

Mid High SP-low Low High High Mid High Mid

17. -4
-4

~@

Changeup Spout Armor Peeler Assaul1 Position Assa.ult:Positio(l Standing/@ Terminal Dissever Trail Dissever Picking Needle Weakling Knocker Walnut Cracker Oaf Brainer Flank Position Kreuz Tactics Kreuz Tactics

!:?@

35
18 18, 20 18,20 14, 18 14,28 12 26 12 18 18,20 18, 20, 22 18.22, 20

41
18 18 18

20

KND
21

11

TC IR-0 1-FC TG TG I RO

<):>@ <):>fa <):>fa


@@

16

15
12

JG I Delayable
-8, 6
2
2, 4
12

Mid Mid Mid Mid High Mid Mid Mid Mid High Mid High Mid Mid Mid High

15 15

NC NCC CHSTN

0
<:(>@)
~@

14 19

5
16

7
LNG

~@

16

12
13

-FC CHSTN NCC I CH STN' I, Oelayable NGC I RO R-0 I Delayable

!:?@
1:?0 1:?0 @ 1:?0 @

21 21 21
21

6
6
6,KND

!'2
2.10

Liver Gouge
Standing/@ , Front tiigh Kick HardHitting Kick Heel Bullet Ankle Scrape Coward Stump Master Knocker
Standing/@~

<?

Mid
High High Mid Low Mid High Mid

12
14

17

1<1
7

STN

17

.
<:(>@

13

~@

30 15
16 24 12, 14

20
14

12
7
-14

KND

11

R-0

3
2 12
8,STN - FG Opp -BT (HiO STNCH NC

~@

15

!:?@

20
15

16
18, 16

>@@
@+
<:(>@+@ <:(>@+@

18

Spinning Driver Double Strike Double Strike Double Hunting Freikugel Driver Freikugel Driver Standing/@+@ Poor.. Fish

M id

40 " 40 24, 18 48 60 25

19

16

KND KND

11

R-0 Gls M,SM (all)

Mid High Mid Mid Mid Mid

Gls M,SM (all)

'IJ'@+@ >@+

24
32

11

KND

9
7

TJ RO I Clean Hi1: C

24 24
-9

KND
KNO

>fa +0
@+@

38
24

RO I Clean Hit: C
LNC (air hit)

Mid

STN

28
14
11

Pied Pieper
Pied Piper: Drive Off Pied Piper: Snatch Pied Pieper Pied Piper: Drive Off Full Crouch Attacks Grass Reape r Walnut Cracker Ankle Scrape While Rising Attacks Two-Handed Slicer

@+@
<:(>@+@@ <:(>@+@@ <:(> 0 + 13 <:(> 0 +13@

High Mid
High High Mid High Mid Mid High Mid High High Mid

20. 20
20. 14,20 20, 20, 15 20, 20 20, 14, 20
12

27
27
27 27 27

2
10
9

KND

RO
NG with delayable AI RO NC Delayable Delayable

KND KNO
KND

14
11

KND
4

crouching@ crouching @ crouching @

$P-low Mid Low

12
16

9
2

-FC -FG -FC

16 16

14

6 14

while s1anding @

17

TG LNG (Behind)

TJ Palm Nut Cracker l eaping Front Kick while jumping @ while @ Mid

21

-4

17

TJ I Opp - FC (Hill TJ

2226

19

C! lAP ! d .: I v~ : 1\Y Z.W.E.I.

Name

Input

Level

Oamago

lrupnct

Block

Hit

Guard Burst

Properties

8-Way Run/@ Tempest Bringer Beast's Machete Bush Reaper 8-Way Run/ Dry Gimlet Pile Ballista Anti-Safety Pin Blitzkrieg Deploy ment Blitzkrieg Deploy ment +@@
~~or~~@

+or~~ or~~@

26

25
30 30

9
-17

10

R:O
TS

~ or '\f-t@ <?+or t2tt or~~@

25
Low

13
STN 17

18 25, 30 21 18, 20 36, 12

18

Mid High Mid Mid Mid Mid High

~+ or1f+
<?+or

t2tt or~~@

+or~~ or~~@

Spinning Hook Kick Shank Scrape Knuckle Drag Kick

~ or1f+ t21tor ~~@


<?+@ Mid Mid Mid Mid Mid

R:O
20,25

8-Way Run/Simultaneous Clan Vanargandr Clan Vanargandr Passing Snipe +@+@

15

LNC Delayable TJ (Behind) 1. CleanHit_A :

+fJ+0
+@+@

20, 25 33

..

Jagd Greif Dive Walpurgisnacht Banquet left side throw right side throw

High-Throw High-Throw

54 60
65

Turn Grass Reaper Turn Initial Dissever Turn Walnut Cracker Turn Font High Kick Turn Ankle Scraper Reverse Driver

crouching turn around @ turn around @ crouching turn around @ turn around @ crouching turn around @ .turn around @+@

back turned +

Cl /\1 ill :i ! VS P:. ./W i YAN LEIXIA

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 Punishment

: ,,,,

i'~il#<'

i
: .

{11111~11!

:Safety
Guard Burst .Ring Out . ak'izeme . ,.Mix-ups Range Movem'e nt Complexity

PLAYSTYLE FOCUS
~-

METER USAGE
Leixia can build meter very quickly with her rhythm-based offense. This benefits her enormously, as it enables her to use her most powerful defensive option: WR (ID Iilli. This move evades vertical attacks extremely well and can even auto Gl some horizontals. It's safe on block and leads to two powerful combos. The threat of this attack alone can be enough to discourage some opponents from attacking, and completely defeats the main attacking options of more linear characters. Gl is also a really useful tool to give Leixia even more options at disadvantage. @@ Iilli and (! can be used to increase combo damage, whi le (! can also be used to punish certain attacks or nullify stance mix-ups.

Because Leixia's attacks are generally not very powerful, you are going to need to hit your opponent more often than they hit you to gain victory. To accomplish this you w ill need to discourage your opponen t from attacking at all. Use her quick pokes and multitude of evasive attacks to nullify your opponent's options at close and mid ra nge. Once they have started to sit back and defend more, you can then use Leixia's variety of t ricks and fakes to force a mistake and continue the offensive. Unpredictability is essential for Leixia to fight effectively, so you should t ry to familiarize yourself with as many moves as you can. She is in her comfort zone at close range, constantly moving and attacking. However, she can turt le and '',, punish effectively if necessary. Her fast pokes can punish "many attacks in a number of different ways depending on the,~ituation. Playing this way requires a deep knowledge of Lelxia's options in each match up, but if you can combine offensi.ve Jiair with defensive acumen, you will make Leixia a form1dabl:~aracter. [~0 1]

..

\
\
\

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 @@.

Woan Shyong Nibble


Another basic but very useful tool, ~@ can be used (as its name suggests) to nibble at you r opponent to wear them down and frustrate them. Leixia doesn't have the intimidating Low-level attacks available to some other characters, but this attack can help against those who resolutely try to turtle and wait for an opening. The kick leaves Leixia at a slight disadvantage on hit, but because of her speed combined with her plethora of useful attacks available from FC, this is in some ways a very strong position for her. She can also sometimes avoid the early active frames of some overhead Mid attacks, as she crouches very low to the floor.

Oamge

level

Impact

Guard

Hit

14

i15

-14

-2

Playful Rhythm, Playful Dance (+Laughing Bear Her Hua)


At mid-to-long range, Leixia lacks any really threatening tools. One usefu l poke to close the gap is ~~ and its ensuing string variations. All versions are safe when guarded, and you can auto-GI some vertical counter-attacks by pressing <? after any of the variations. ~~ can be used to interrupt a long range attack, or to catch a retreating opponen t. On CH it guarantees your t!EI. so this strategy is especially rewarding if you have enough Critical Gauge stored. Mix-up with ~~to break you r opponent's rhythm. The series is, however, easily sidestepped, but you can limit this at range by mixing up with~~@@.

Input
~~@ (>)

Damauo

14 14,16 14,30

t.ovol M
. MM MM

Impact

Guard

Hit

i21 i21 i21

-8 -8

4
STN STN

~~ !<?!
~~@@(>) ,.

Mei Guei Hua (+ Feint)


Although more difficult to input quickly, FC ~ is superior to the standard ~launcher in that it does more damage, launches higher, and is safe. When it hits, follow-up with ~@+@ for Leixia's most damaging basic combo. It's also effective against a grounded adversary. Practice performing this move as quickly as possible by inputting ~@to make Leixia's Mid-level game more threateni ng. If your opponent is guarding a lot or reacting when you crouch, use the FC ~mJ@ feint to surprise them with a Low that gives you advantage to continue even when blocked. This should be used sparingly, however, as it can be sidestepped or jumped on reaction, but it can be useful to confuse you r opponent and is especially effective for Okizeme.

Input

Damago

Levol

Impact

Guard

Hit

FC~@

30 26

i19 i47

-10 8

LNC
STN

FC ~

Cf Af Tl!< 4 ! VS > ':.AY! YAN LEIXIA

Shan Kick
A simple but very powerful tool, <?@ is extremely quick and only -2 when guarded. The blockstun is so short that this can be used as a frame trap if your opponent does not react immediately. Leixia adVances a little and, if bloCked, she is in perfect range for a quiCk follow-up such as the @@(ID string. This move is even more effective at the ring edge, as it leads to high damage wall combos and rings out. <?@, ~ is a simple punishment combo from standing or FC. If you are quick you can use <?@, [!]3 for a more powerful punish wh en you have the Critical Gauge to spare.

lnpul

Octnlaye

lcvol

lmpnct

Guar~

Hit

<?@

12

i1 5

-2

Heaven and Earth


These dual kicks come out extremely fast, have very long range, and can be performed from FC, making c:>@@ one of Leixia's best punishment options. When they hit they leave both Leixia and her adversary in FC, and give her enough advantage to attack with an uninterruptable FC ~ or use her other excellent options from FC. The attack is also viable at mid range for the same reasons, but cannot be abused, as it leaves Leixia vu lnerable if blocked.

Input

Damage

lovel

Impact

Guard

c:>IEJ
c:>@@

14 34

i14
i1 4

-16 16

2
10

MM

..... ............
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.

Guei

'

Damage

level

hupncl

Guard

Hit

....................... .......... ....... .......................


Another unique attaCk, .()..().(ID is technically a vertical at tack, but one t hat moves horizontally, making it difficult to sidestep. It launches for a simple combo <~nd is very FJasy to execute after a Quick Move or from 8-Way Run. LEiixia also sidesteps w hile performing the move, allowing her to avoid some vertical attacks at the same time. She sidesteps in the opposite direction to the command you input, so be careful not to step back in to an attack you were avoiding. This attack is slightly unsafe, but well worth the risk unless the other player is regularly punishing it . Follow-up with~+@ or [!]3 for a simple combo.

Playful Slice

In pur

Osmage

level

Impact

Gttard

Hil

.()..(). or

-fr 'fr(ID

24

i16

-13

LNC


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.

Vengefu l lian Hua

Input

Oamoge

level

llllpotl

GuMd

Hit

<?<? (;>)
~~or ~ ~(<)::>)

26 24

M
M

i31 i31

22 22

KND
KND

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.

Lan Hua (+ Lan Hua Twist)


>>@ is a useful ant i-step TC attack tha t stuns when it hits, and is easy to access whil e backstepping. But it's t he varia tions on the attack that make it even more interesting. The cancels into t he Twist can be useful against defensive players w ho might look to t ry to punish ~>@. or simply against those w ith a tendency to guard, as they leave you at advantage w hen guarded and do good Guard Burst damage. If the opponent is confused by the feint and gets hit, ~~is guaranteed. <>~D is a great move versus players trying to zone you wi th High attacks, or others prone to dashing in for throw attempts, as Leixia stays low until the attack hits, and it leads to some of her most powerful combos.
Input .
Damage

'
Though slow, steppable. and unsafe, Great Wall is still a move that your opponent must respect. Leixia steps a long way to her left and rises w ith a long range knockdown Mid t hat can Ring Out t he opponent to t he front and' to Leixia's right. It helps make Leixia more dangerous from a crouched position or while downed, and is especially useful against characters w ho depend on ve rtical attacks for big damage. It also has very good range. The threat of this move is enough to make some opponen1s hesitate; refrain from overusing it. and don't use it at all w hen your opponent is defending.

Great W all

Level

Impact

Guard

Hit

Wf.l@l .

36

i31

16

KND

.... . ....
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.

Level Kick

Oamago

level

Impact

Guard

Hit

20

i17

10

Circle Breaker(+ Feint Divide)


Breaking down a very defensive player can be a challenge for Leixia, especially w hen they are adept at breaking throws. A good option against such resolute defense is to use the mixup between ..(7--!}@ and the M id-hitting feint ..(7..(7@. Circle Divide is slow and only accessible from 8-Way Run or sidestep, but against tota l defense this is not a problem. It knocks t he opponent down for a fresh attacking opportunity. The kick is unsafe, but if your opponent can react to it. you can use this against t hem by throwing in the Feint Divide, wh ich leads to more damage and still knocks down. The M id-level kick finish does more damage, w hile the Low-level stab gives better Okizeme and is safe if the opponent guards.

Input

Oumago

Ll>vel

Impact

Guard

Hit

..(7~ or 'if-!)'@

24 12
32

L
M

i28 i31 i31 i31 i31

-16 -10 12 -1 0 -1 4

KND
0 4

..(7 ..(7 or 'if-!)'@ ..(7..(7 or 'if-!)'@@ ..(7..(7 or 1!'-1)'@@@) ..(7..(7 or 'if-!)'@@@

46 54

KND KND

('I! ',IJ: l:: 41 VS

P'.J~!

YAN LEIX!A

Woan Shyong Swing


When in doubt. it's always useful to have a fast, safe Mid hitting attack at your disposal. @ can be done easily from standing, crouch, or 8-Way Run. It is quick enough to use up close. but also has good range, and is especially effective when making a sudden dash towards your opponent, taking advantage of Leixia's running speed. This kick turns the opponent around when it hits, making the advantage even more useful, so long as you are aware of the other character's BT options. A great tool for closing the gap offensively, for maintaining offensive pressure, or for quick, unexpected pokes when defending at long range.

Input

Damage

lovol

lntpnet

@
~~ or l=Jz;l@

22 20

M M

i1 5 i15

Damage-wise. Leixia's throws are relatively weak. but they are still essential in her gameplan. Used well, Leixia's speed and evasion can cause her adversary to turtle up. This limits her damage potential, so you must use her throws to keep the opponent under pressure. +@ is the stronger front grab and is useful for spacing, especially where you are being pushed over to the edge, as Leixia jumps over the opponent and leaves them in the danger zone instead. +@ can Ring Out and wall splat to the front. Her righ t side throw can be used to Ring Out as wel l, against an opponent backed onto the ring edge, giving you the favorable mix-up of using+@. +@. or ']}{?: after stepping to their left side. Left side and back grabs do good damage. She also has very good throw reach for a small character.

Input

Damage

Eseapu Window

+@ +@ +@ or @)+@ (Left) +@ or +@ (Right) +@ or+@ (Back)

45

13 13 13 13 13 (Voldo I Astaroth I Z.W.E.I.)

55 65 55 65

@ (;i s best used after confirming a CH with@@. so the first four hits connect. The last hit must be blocked and leaves you at neutral, and you can cancel with @ to surprise your opponent. In stun combos (; is very powerful, as all hits are guarant eed, and you can launch afterwards with ~ WR (; is an extremely powerful tool. It is probably Leixia's best attack. and one of the best moves in the game. Though slow and steppable, it can counter a huge variety of moves, as Leixia sidesteps very quickly and very far to evade verticals, whi le also going under early High-level attacks and auto-Giing late horizontals and stabs. It is totally safe. and leads to a damaging com bo and even (! if you have enough Critical Gauge. You can also Ring Out your opponent behind and to the left by juggling with BT +@ .

lnptrl

Damnge

Level

@@ (; @@(; (@) WR @

18. 40, 21 18, 40, 30, 0 20,20,20

HHMMM HHMMSM L MMM

i11
i11 i31

0
11,-14 -6

8
STN, STN 18

Iilli

LNC

'- CRITICAL EDGE


This adorable Critical Edge anack is quick and has reasonable range, but is not the most damaging and is very unsafe when blocked. It is therefore not a great choice to throw out randomly. However. it is easy to combo into it after launching and can also combo after hit-confirming many basic attacks, including :>@. CH WR @. and CH @@. Leixia sidesteps to the righ t when executing River of Stars, and it can be a very effective counter-attack for many stance rnix-ups. It leaves the opponent downed in such a position that you have a short opening for a safe ~liD or@ afterwards.
Input

.. "'~:tlj;" ... ' .


Um:nago

Levol

Imp oct

Guard

-&~-&~ @++

70

M IAn

i12

-20

KND

''rl

and the attack throw from ~@@ give +14, meaning they can be followed by ~@@ or ~@@ or C!IEI. In a corner, the ~@@ Attack Throw can connect twice, meaning~@@,~@@,~@@ w ill work. Note that t he AT only occurs during a stun combo initiated by moves such as{\.-@+@ or <?'rl, during a wall combo, or when the@ alone hits on CH.

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.

Starter

Follow-up

Damage

Hits

Cost

Difficulty

:! ~
~ ~@

~@+@(@)

41
72

0 4 0
0

~
~@+@

Fe~
FC~@ FC~@

..

55 43 59 92 26 64 21 56 60 92 45 76 53 34 96 93 101 55
83

2
2

t:?@
~~@

3 5

0 4 0 4 0
0

~
~@

2
5

@ ' '@+@
:; j

2
3
2 6

~~@ FC~@

i FC~@

0
4

. '@+@ {!.-{!.-

~
~@+@ (@)

2
5

{\.-{\.-@)
,. ''@@

~
~~@@
~@

4
0

3
2

0 4
2 2

~@@.~

11
9

<?<?D . <?<?D
' {\.-@+@

@@ ~- ~. t:?@ @@ ~- .::>@@. .::>~@


~@@.~@@

10

7
5 3

0
21

; wR~

BT@+@. ~@
~~@@

.1 BT

+@ {Stun only)

53 109

0
6

< <J WR@J~


Last hit can be evaaea by Left Ukemi

BT@+@.~

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

Directions

Difficulty

FC'l::! @ <?@+@WI <?@+@W! <)::>@@ <?@ .:::>c::>oo {).+@

<?<?rJ, .:::>@, .:::>@


Delay'l::!@+
(!

106 133 83 110 64

Right, Back
All

0
0
4

Right, Back
Left, Right All

Dash in {).{)., ~ .:::>@@

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
Starter

cially those with throws wh ich can reverse player positions or wa ll splat behind.<?@+ and~ do the most damage in wa ll com bos, but you won't always be able to use them, and there are other good ways to get a wall splat, such as the TC 'l::!+@. There are bigger combos than Combo C, but consider the fantastic mix-up opportunity after landing it: perfect for attempting another w all splat with +@or launcher.
Damage

Follow-up

Hits

Cost

Diffic ulty

<?@+@W! <?@W!
FC~W !
~@+@W!

<?@+ W! <?, FC 'l::!@

119 117

11 14

0
2

***

<?<?rJ, @@ (;13, 'l::!@W!


FC 'l::!@, @@. @@

<?@+. @

t2@. @+@ W! ~@+@, FC ~@


@@ (;13, ~@ W! <?@+, ~ @@ (;13, 'l::!@W! @@ (;13

103
94
/

9
11 15 15

0
0
6
4

**
***

'l::!@W!

132 148

<?@+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

be very dangerous from a crouched position, even at a disadvantage. WA can catch opponents trying to step her linear WR moves. and guarantees your ~ on Counter Hit. It's important to choose the right moments to attack when at a disadvantage. Using quick pokes like @. . @. ~. and ~@at lower levels of disadvantage can really frustrate your opponent, as it forces them to constantly use their faster pokes. This is extremely useful against the slower characters, as their quick pokes w ill often be more limited than Leixia's, turning the match in her favor. At greater disadvantage, Leixia has attacks such as 1:2@. t1+@, and <?<?which can severely limit characters dependent on High, vertica l or close range attacks. Above all. you must be unpredictable - many of Leixia's tricks can be easily turned against her if her opponent knows what's com ing. [70 1]

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.

G uard Burst
Req. to Burst

Attacks

5
6
7

>'@@. <?<?rJ@, WR@ (illJ c:>c:t>. ~~ @@. FC ~.

If the opponent waits on the ground. 8-Way Run around them and catch them with ~~. If they expect this and start trying to block and punish it, mix it up with~~. ~~@. and the ~~ series. Many of your Okizeme attacks can be rolled with good timing, so pati ently choose your moment to strike. This ca n also be a good time to use some of your slower attacks such as the 111:2 series, the 1:2 seri es, a nd~+@.

8
9

10
11

<?<?rl, ~~@@. ~

. ~@. c:t>@ . FC ~!Dl. WR @+@ @ . ~~. ~~@. c:>@+!ID. ~+@. 1:2+

Depletes Guard Gauge. but w ill not Guard Burs t

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.

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.

SPACING & POSITIONING


Generally Leixia's goal w ill be to stay close to her opponent. She can be quite vulnerable just outside of mid range, where a lot of her pokes such as ~+@, ()and c:>+@ will whi ff. Take the earliest opportunity after blocking or dodging to either use an advancing attack, or backstep ou t of your opponent's range. Leixia is more comfortable outside of her opponent's max range, where she can zone with ~~and ~~. Set up a rhythm, and then mix these up w ith the ~~+@ auto-GI to counter your opponent's attempts to interrupt you. With a big life lead, moving in and out of your opponent's range can be a very useful strategy with Leixia. Due to her quick movement and mid range pokes. it can be quite difficult for other characters to get w ithin range without taking significant risks . Because of Leixia's weakness against certain characters at mid-long range, you may consider using advancing, iidvontogc-

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.

CHAPH-H :; ; V':; ''LAY! YAN LEIXIA

giving pokes such as@+@ and@ to keep your opponent close, rather than going for knockdowns and launches w ith ~ or '@. When closing in, +@ and c::(>rJ allow her to advance while Tech Crouched, leading straight into her excellent WR game.

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

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.

Leixia struggles at mid-long range, so if your character can play keepout. use long range attacks w ith fast recovery to keep her away. If Leixia is losing the round, it can be hard for her to close in against good zoning cha racters, as her long range game is very limited. The @@@ mix-ups can all be easily stepped, so watch out for this move when you are outside of @@ ra nge. The fight becomes much easier if she has to come to you. Up close, make use of any reasonably fast moves you have that lead to big damage, as this w ill discourage Leixia from trying to interrupt you w ith quick pokes. M id and Low attacks. especially those that track, wil l deter Leixia from attempting evasive counter-attacks. She lacks potent options at mid range. so any moves with good push back are really dangerous for Leixia - attack immediately afterwards, as she won't be able to reach you withou t dashing in, thus giving you

effective advantage. She will be forced to retreat, which gives you the option to use any longer range tools at your disposal, and keep her out. Leixia has few tru ly threatening Low attacks, and fairly weak throws, so simply blocking can be a very effective tactic against her. Just be careful not to let her have free reign to go for cancels and guard break attacks, and keep an eye on your Guard Burst indicator. as she can break the gauge quite quickly if you block too many of her slower moves. If using Ukemi, tech to your left as this beats most of her UT options. When she is grounded, always watch out for her Guei attack: block or evade and punish heavily. Finally, though she is generally very safe. learn your best punishers for moves like@@@ and ''@. and look for opportunities to interrupt her feint attacks if she is using them too often.

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

This move helps Leixia deal good damage to a grounded opponent. When you anticipate it, either get up and block straight away to regain the advantage, or time you r roll precisely to dodge the attack and begin your own pressure.

: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]

Command List
Nnmo
Standing/@ Dawn Rhythm Cross Lian Hua Cross Lian Hua- Hou Lee Muu Jiann Rhythm Rhythm Halt Reverse Shui Shian Reverse Shui Shian Storming Uan Hua Standing/@ Righteous Rhythm : Advancing Dance Advancing Lotu:s Flow Advancing Lian Hua Lian Hua Rush Rhythm Break Ji Tzao Rhythm Tzoo Qauke Standing/@ Yuen Kick Heaven and Earth Level Kick Woan Shyong Nibble Lian Hua Sweeps Shan Kick Standing /@+@ Muu Jiann Lian Hua Cannon Spinning Llan Hua Yann Divide Muu Jiann Retreat Muu JiannTwist Standing /@+@ Hou Lee Muu Jiann Advance Quake Step From the Highest Heavens Hwu Dye Ben Xing M uu Ling Full Crouch Attacl<s Chal Hua Slice Rhythm Break Mei Guel Hua Mei Guei Hua Feint Woan Shyong Nibble Fan Xiang While Rising Attacks crouching@ crouching crouching ~ crouching ~1m CfOUching @ crouching @+ while standing @ while standing (ID while standing @ while standino @+ while standing @+!ID SPIow M id Mid +@ @+@ ./7+@
~@)+@@

Input

loveI

Dnmnge

@@(ID

High High Mid

8,18,22 14 14 14,16

11 15 15

i10,15 -6 -14 10,-8

3,2,4

NCC INC (1st two hits) Opp -BT CH Opp -BT CH lTC NCCITC -FC lTC 1281 duration

<=?@

c:?B
~@@

2
4,6

20 13
28

./}@
~@ ~m >@
(ID(ID (ID@ (ID@ (counter hit) @
~(ID

SP-Iow Mid Mid ''Mid Mid High High High HighThrow High Mid Mid

10
20 16

6
-10

8
3
9 2,4
6,4 6,STN 14 6,STN LNC 11+,5

15

TC ISTNCH -GRD Opp -BT (Hit) NC . NCC Clean Hit: C TC I RO -FC - FC I Opp -FC (Block and hit) NCC BA I Clean Hit: A

22
14.'

H,14
14.20 14,34
14,20 14 14 18 28,18

-a::6
8,6

13 13 13
17

-8,4

13
-10 10

11

./}(ID
~(ID

Mid Mid
Mid Mid Mid Mid Mid SP-Mid Low .High Mid Mid Mid Low Low Low High

15 19

2
4

13
12,7

:>@@ :>@@@

23
23

-4,-6
~

8.4
8,STN, STN 18

28,30

-4,11' -14

12,5

@
@@

12 14,20 .... 16

13 14
14

-8
-16,-16

2
-2.10 10

TC 1-FC I Opp
- FC (Hit) I NC STC 1-FC

~@

./}@
!:2@@ :>@

14
22,24 12

15

5 -14

2
KDN.KDN LNG 15,13

39
15

-9.-2 2

NC RO Delayable I rl1 +tJ: Guard Burst: 8 1RO TC I R-0 Opp -BT I Hit) I - FC I STN CH - FC I Cancel - BT -FC with@ auto-GI: H,M (Horizontal, Stab) i3-i7 1 R-0 auto-GI: H,M (Horizontal, Stab) i3~7 1 Clean Hit: C I R.Q -FC I TC I 281 duration

@+ @+

Mid Mid Mid M id M id Low Mid Mid ,. M id M id

14,20 34 32 22 14 26 14,20

19

1 4 12 10

LNC KND

12

21
17 31

~@+
./7@+ >@+ :>@+

4
KND LNC STN

-22
10
4

25 25

ss
Mid Mid SP-MidLow 16,16

17

-6
11.14

5
STN,STN 18 KON,STN

13
BA I Clean Hit: A

37.0
2.8,40
20
20

Mid Mid
Mid Mid Mid

19
24

11 ,6
-8 -6

11 ,5
11

TC I TJ I Cl ean Hit: A I R-0 TCITS TJ UB

~+@
'il+@ <?.+@

6
STN STN

27

10

50
10
14 30 26 14

12
14

6 -8
10

8 2
LNC STN

19

10
11

R-0
BA I Clean Hit: C STCI-FC TJ STN CH: + 12

Low Low
Low Mid M id M id Low High Low Low High Low

47
14

8
-14

2
4

26
18 36

37
18
31 17

12

13

Ll
Great Wall Level Kick M el Hua Carve Mel Hua Dance Jumping Attacks Sparrow Spin Blade Sparrow Flutter Blade TlaoWu Kick

-10
-16

4
KND

8
15

STS I Clea.n Hit: C I RO TC BA j TC 1-FC BA j TC 1-FC I Clean Hit: C TJ

20
10,10,18 10, 10,24

25 25
24

2 18.10
-18,11

10
2.KND 2,KND

11

while jumping @ wllik! juo nf)iny

High Mid Mid Mid

1822

-6

6
4

1!125
10,14

23
17

6
-14

while jumping @

TJ
TJ

(>iAP 1~ H:4 ; VS PI AY ! YAN LEIXIA

Fan Xiang Rhythm lan Hua lan Hua lan Hua Twist 8-Way Run/@ Playful Rhythm Playful Rhythm laughing Bea Her Hua Playful Dance Playful Dance laughing Bea Her Hua Twin Rhythm Playful Slice , Vengefullian Hua Vengeful lian Hua laughing Bea Her Hua 8-Way Run/@ Woan Shyong Swing Circle Breaker Circle Breaker Feint Divide Circle Breaker Feint Double Feng Yun c:::>+ or ~111 or ~~@ c:::>+IIDIID

Low low M id Mid High

14,20 20 20,10 20 14,16 14,16 14,30 14,30 20,30 24 26 26

23 25 41

-16,-12 -1 2 -6 4 STN14
(.

~+liD

Mid M id M id Mid Mid M id M id M id Mid Mid Mid M id M id Mid

STN 13,9 13,9 13,5 4,STN KN D,KNO 13,5 .11 ,8 11

TC I Clean Hit: C

21 21 21 21

-8,-8 -8,-8,9 -8,-30

c:::>+IIDIID~
c:::> +liD c:::> +liD~

NCC I auto-GI: H.M (Vertical, Stab) BA I Clean Hit: c BA I auto-GI: H,M (Vertical, Stab)

~111 or ~~liD
{1>-t or {!...liD

H i
16 31 31 -13
"

LNC KND KND

~+or t:Zit or ~II>


<?+ or

-22

8 8
Opp -BT (H it) I S::!S::l or ,., . ~ ~@: Damage 29 ::: .

tZ It or ~II><?

Mid Low Mid Mid Mid Low M id Mid M id Mid

22

. 15

~JO

6 KND

{!. .. or i{-t@

24 12,10,10,14

28
31

-16

MaChiueh Playful Slice Circle Breaker Circle Breaker Feint Divide Circle Breaker Feint Double Feng Yun

during Bea Her Hua ~ during Sea Her Hua liD during Sea Her Hua @ during Bea Her Hua @@@@ during Sea Her Hua IE)@@@ <?++@ 13 Gl 15,10,9 Gil NC lTC GII NC I TC

Ci ';\f'TE:n 4

I \1~3 PLAY NATSU

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 Throws

: '.1111111!.!'.

,,,,,,,,,J'/: ,,,,,,,
;:

Ring Out Okizeme Mix-ups Range Movel1}e.nt .. Complexity

,,,,,,,,..

'

can coni!!i'J1 1a1'inr:hirn with f; :r,li"'" '"<>rlinn to seri:

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

not fast enough attacks at but can be powerrange whiff punish. cases. saving your Criti~\:H)ge for c:::> Iilli is a . () Iilli is not as a combo starter a fas t approach option, but empowers Natsu's combos so having enough Critical to also use ct> Iilli is always a very good idea. You can also use it for @+@ Iilli to improve Natsu's throw game. This gives your opponent more to fear at close range, strengthening either ct> Iilli, lru'!;~ command throw,

~K 1!1~ ....
1!1~
10_011

"!':'"....,...,

:f:i~.

....... ...................... ................................


Possession is Natsu's most important stance. It extends her moveset with Lows, powerful Mid-level attacks, an unblockable attack, and even a Brave Edge teleport. She is strong enough to fight without it. but PO is an extrem ely powerful stance with fantastic options for attack and defense, making it extremely diff icult for opponents to counter it. Input ~tZ<? to ent er PO from a neutral position . You can also shift into the st ance using several different transitions, simply by pushing <? or after certain attacks. Notable transitions include <?@+@. which allows you to combo after landing a bomb attack with the Air Grab PO '11'@+@. or defend yourself with fast pokes PO@ and PO @if the bomb is blocked: @+<?, which prolongs stun combos by following with PO @: for huge combos; and @@<?. a great punishing tool which can be followed with PO +@ for good damage, or PO (ID if your opponent techs, forcing them to either block your most powerful Break Attack or take even more damage. Tapping during PO results in Natsu dashing forward. Use this to close down a distant opponent. or to realign yourself if they try to step. Hover (PO 'U'l makes Natsu teleport into the air, high enough to dodge some Mid-level attacks. Use Hover@ and @to enforce a Mid/Low mix-up as she falls, or use @+@ to catch backstep. Hover@ stu ns your enemy when hitting, while the Low @ attack knocks down at point blank, and can also stun at tip range. Silent Mist (PO~) allows you to fake the Hover mixup to try to bait a mistake or make your opponent freeze. Natsu can still briefly avoid low and Mid-level attacks with Silent Mist, before returning to the ground in PO. It can be very difficult for opposing players to keep track of all the options from Possession. so turn thi s to your advantage by mixing up well, keeping an eye on your opponent's responses, and punishing them.

Possession (PO)

Input

0(ntlii!)O

. leVQI

Propc rti~o

~tZ<?
PO @ PO @cl> PO@: PO@ po@ BTPO@ PO@+@ PO @+@ PO <):>@+@ PO 'IJ'@+@ BT PO 'IJ'@+@ PO

PO

8 20 8,20

H H HH M M
M M

48
18 69 60 24 65 80 90

BA TJ TJ

UB
TC

l H H H

TJ TJ PO,TC Silent Mist PO, TJ Hover, STJ

PO~
PO 'IJ' Hover@ Hover @ Hover@+@
Transitions into Possession
Input

- '"'

15,20 20 65

LL
M M

TC FC BA

Love I

Guard

Hit

<?@ <?@+@ @@<? @<? @+@:>

l L MH M MM

-12
-3 -8

-2
LNC KND STN

-14
-7

11

.................
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.

Wind Roll

lnptjl.

Damage

love!

@+@@ @+@@@ @+@@@@ cl>@+@@ cl>@+@@ BT@+@@

24 24,15 24,15,42 10,24 16,20 40

M MM MMM MM MM M

TC TC TC TC TC STJ, PO, BA

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.

Input

Damo
12,20

Lovol

Prop .. nios

~or 'll'+@@ ~or'U'+@@


~ or "()>+@@ ~or 'U'@+@@@

MM M HH HHM

TC TC TC TC

22
16,20 16,20,30

C!-,\.VLI"! !, I VS f-"..1'-.Y NATSU

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.

Input

Damao

Level

Proporties

+00
~or~+@

STJ, BT
STJ

~+@

. STJ SiJ

BT@+@
+.+@

60

ST AT J,

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

lDvol

ltnJ>3CI

Gonnt.
-8,-10.-1zJ.:'. 4,2,KND -13
.~.

12, 10, 18 - MMM

i14. i14

~@@@+@

'

12, 10

MM

-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.

Input

. . ~~or ~.o:l or c:::;>'9.

...

Damage

level

Guard

Hit

48 38

. -16
-14

KND

. ~~or ~o:l or~@~

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.

Dream Scroll
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 ..()..@.When 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.

Dnmags

I.evel

lmpncl

Guard

Hit

Bullet Hang
When moving t owards your opponent. you can use~ ~@@) to catch an opponent who is sidestepping in anticipation of ~~@). It is a NCC. so will always combo when used as an anti-step tool. The second hit is quite unsafe when blocked, but you can delay it to fool an opponent into thinking you have stopped at ~~@. The high damage the second hit deals makes this a worthwhile tactic. You can also cancel the second hit by pressing >: Natsu will go into PO and you can continue with your mix-ups. though you can still be punished if the attack was blocked.

lnpul

Onmsgc

t.vel

lmpaer

~~or~~ or ~~@@)

24.36

HM

i16 i16

-16 -17

STN
-6

Ninja Cannon: Nozuchi


0 0 0

lnplll

D1o mooo

t.vol

Impnet

G11nrd

II! it

>@+@)

15,5

i30

15

LNC

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.


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.

Reaping Hook

Input

Dnmao~

L<lvel

Impact

Guartr

Hit

34

i24

................
"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.

Exorcism

lnpul

Domage

level

Impact

Guard

Hir

PO@+@

60

i45

KND

KND

CH;\P n: n 1 ; VS P!.l\Y l NATSU

Vacuum Drop Kick


Another move out of Possession, this Low-hitting kick is very difficult to react to and can Ring Out near t he edge. Natsu w ill jump backwards after hitting her opponent. so you have to rush towards you r opponent again in order to continue attacking. It is very unsafe when guarded. but since Natsu stays on the ground after the move is blocked you can't be punished heavily by most characters. Like Exorcism , this move beats High-level attacks, so watch for your opponent's tendencies in the face of PO mix-ups and use it to punish them accordingly.

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.

Shadow Shrine I Shadow Gate


This move can punish many unsafe attacks. Ring Out your opponent or start a devastating wall combo. The Just input version , Shadow Gat e, is as fast as Natsu's @. so you can t ry to punish blocked -10 attacks w ith it. In t his situation, try pressing @@c:::> very quickly to give yourself a chance of connecting @:c:::>, as @@ w ill still come out if you don't succeed. Shadow Shrine can be used to combat sidestep, but only at close range. Shadow Gate has the addi tional property of splashing am airborne opponent onto the ground, leading to very strong Okizeme situations and potential Ukem i Traps. The timing is very difficult, however: try to time it so that it con nects just b efore your opponent hits the ground.

Damage

..-.

10,24 8, 10, 24

Wind Death Sault


Wind Roll is a combo on normal hit and deals a huge amount of damage. Since Natsu evades all High-level attacks in Wind Roll, you should use it in anticipation of these moves

to punish them severely even from range. Be careful pear the


edge, however. not to ring yourself out. You can also catch you r opponent !by surprise and ring them out with this attack. You can use Wind Roll on its own for a safer version of this attack, and try to use the third @ only when you are su re you w ill hit the opponent. because the last hit can be easily sidestepped and punished.

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.

Seal Natsu evades High-level attacks with this move and does a small backstep during it, so she can use it to dodge short ranged Mid or Low-hitting attacks. It will knock the opponent down and can also Ring Out - this is especially useful to counter throw attempts with your opponent's back to the edge. It is at its most useful when you're at a disadvantage at close range, as you can utilize <?<? to nullify fast, short range pokes, forcing your opponent to use slower attacks.

ltv61.

llllp"r;t

Gu~rll

i25 '

-12

Natsu's @+@ throw does reasonable damage, but it's better to always use her command throw S>S>+@ instead. This inflicts more damage, is harder to escape, and leaves you in a good Okizeme situation. Her @+@ throw is very weak, but can be strengthened with the Critical Gauge. @+@ ~ does more damage and can Ring Out behind her. making Nat su's throw game very threatening with enough Critical Gauge stored. Both of Natsu's side throws deal 60 damage, so even after sidestepping the opponent her throw game is very strong. You can also use the command throw and Brave Edge th row from the side, for the little extra damage and RO potential. You can also try performing Distorted Breeze to maneuver behind your opponent for a back throw; this can also Ring Out, though you will have to place yourself near the edge to attempt it. making it a very risky tactic.

lllfl\il.

D~mo.IJe.

: @+@ ' +@ @+@ or+@ !Right) @+@or+@ (Left) @+@ or +@ (Back) c::> c::>+@ @+@

38

ftali Wfudow . 13
13 13 13 13

:)

55

60 60

70
65

9
13 (Voldo I Astaroth I Z.W.E.I.)

Iilli

'-- BRAVE ED GE ATTACKS


S>S> ~ is Natsu's most useful Brave Edge attack. It deals high damage, has good range, and is fast. After it hits, you can combo with !:ZOO for extra damage, or delay it for an UkemiTrap. When it's blocked it gives you good advantage, so make sure to continue your pressure with another S>S> or a throw as your primary options. The second hit, however, is High, so some opponents will be able to duck the last hit when they block the first one. in which case you'll need to limit your use of the ~ version to times when you're sure the first attack will connect. PO ~ is very useful if you want to confuse your opponent. If you are close enough Natsu will teleport herself behind the enemy, allowing you to do a surprise attack by pressing @. She is invincible for a moment during PO ~ so you can use it to avoid any attack your opponent cou ld use. As mentioned previously, Natsu's throw game can become very powerful if you use her @+@J Brave Edge th row in combination with her c::>S>+@ command throw. Both options deal decent damage, and @+@ ~can RO some distance behind her.
Input

. qM ,.,.,
Damage level Impact Guard
Hit

~ ~ or z;:l z;:l or c::>S>, @++

38,20

MH

i1 7 i17

KD N

PO, @+00+@
H

KDN

Great Curse of Arahabaki


This is relatively slow in comparison to other Critical Edge attacks. It can be used to whiff punish, or after you've hit your opponent with a bomb attack(<?@+ or{!.@+@). It leads to advantage when blocked, but because of the pushback Natsu must step forward in order to hit the opponent. When near the ring edge the second and third attack can whiff, making this move very unsafe. Her ~ can con nect at mid range, but all three hits are totally linear and easy to evade with BWay Ru n or sidestep. You can use the ~ to ring your opponent out to the front. and can press <? during the second bomb attack to transition into Possession. If the ~ hits, dash in with PO S> and use ~+@ to catch the victim and deal significant extra damage. Doing this also extends the range at which you can use the ~ to Ring Out.

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
Combo

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

Starter

Followup

A
B

<? CH<?@ {!...(!. or 11"\t ..(!.{!.or 'It 'It <?@+@

t?@ Sj@@@. !:?@


~S>
S>S>~. !:?@

35
77

0 0 0

**

5
3

c
D

60 76 82 53 67 50
77

** ** * ***

5
2 4

2
0 0 0 0
2

<?@+
{!.@+ {!.@+
S>S>@ ~

'lt+@ <?<?@
..(J.t?<?'lt+@ 1}@@ !:?@ WR @. @+@<?. @: , Sj@@@. t1@

5
3

*** *
***

Hover @ Hover @ (tip range) ' CH WR @<?@+@


E

103

10
8

0
0 0
0
4 4

<?, ~@@@. FC ..(!.@+@. <?<?@@


..(J.t?<?'lt+@ @:S>.<?@+

78 85 64 128 118 81 123

4 5

*** *

<?@+@
F

{!.@+
PO@

C!EI<?. . 'It@+@ C!EI<?. S>S>. 11'+@


FC {!.@+@. <?<?@@

7
7

** *

0 6

_{!.@+@

C!EI. S>S>@ ~. !:?@

.....

UKEMITRAPS
After PO . you will always l1it your oppo nent unless they Ukemi backwards. If your enemy stays on the ground to avoid the launch of ~+liD. you can mix with FC + for another combo. To catch back wards Ukemi, you can use @ (IE). Using 1::?@ after a short delay is a good alternative to finish your combo after PO @ and get a possible Ukemi Trap for more damage. Note that some of these traps won't work on all characters, such as using <?@+@ after some knockdowns against Ivy. After a

UkemiTrap

Directions

Difficulty

: ~o
PO@ +
~~@ (;

~@+. ~t:?<?1r+@

115 126 71 93 101 129

Le fl, Right
Back
All

0
2

Slight delay ~ IE. t:?@ Delay 1::?@ Delay t:?@ <?+ ~. 'fr+@

.....
..

****

0 2
2

An
All Left. Right

-&-&. ~@ IE Delay 1::?@


~.@:~

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

a wall splat by comboing with FC @+@.This guarantees her special wall attack <?<?@@@ (though be careful not to ring yourself out near the edge if you're off axis). Use z:J@. @@@. and @@ to wall splat from the sides.
Difficulty

Follow up

@W!
H

@WI FC @+@, <?<?@@@. 1::?@ @WI ~@@@. FC +, <?<?@@@. (i3


~+@<?,PO :~.~@@@. 1::?

118

11 17 11 16
11

0
4

***

@:c:::> W!
~@ 1E W!

...

161 120 159 100 95

'****

2
0 0

'fr@@W! @@W! z:I@ W!

~@+@ <?, PO @:~. ~@@@. FC @+@. <?<?@@@. 1::?@ @~ WI ~@@@. FC @+@. 1::?@

***

@+@ <?. PO @:, ~@@@. <?@+@

10

C 1\P Ell.: ! , S PLAY NATSU

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. 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 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
Natsu's best pokes don't cause Guard Burst very quickly, even after several are blocked consecutively. The strongest Burst attacks, such as PO or..(>..(>, can be sidestepped or interrupted quite easily, so it's usually better to press with anti-step attacks like + if the opponent tries to protect their Gauge. If you nonetheless do successfully Guard Burst, the combo WR @, @+ <?. PO @:S>. ~@@@. FC +, <?<?@@ deals high damage. If this seem s to be a little too difficult to do after a Guard Burst, try<?+ . PO 'II'+@ for simple, decent damage.
Guard Burst
Req. to Burst

Altllcks

+@

13
PO@ @ IE.@@
~..(> or '1/''1/'

8
9

10 12 13

@
~~@

DEFENSIVE PLAY
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.

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

SPACING & POSITIONING


Natsu's combination of sidestep, PO, Wind Roll, and Stalker give you the best possible set of options for controlling the space between you and your opponent and ensuring that you keep an advantageous position in re-

lation to the ring edge, so it's worth spending time getting familiar with the exact distances these can cover. During many of her advancing attacks, such as @ and @. Natsu uses her whole body to advance, which makes it hard for an opponent to judge the range she can cover and forces them to take guesses when spacing. @ especially wi ll make it hard for the opponent to beat you with an approaching attack, so it's worth using this early in matches to discourage them. r~o 1]

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.

You should always watch Natsu as carefully as possible in order to get used to all of the places where she can teleport. If you become disoriented by this, the Natsu player w ill have the opportunity to attack over and over again. Finally, you have to be careful with your punishment against Natsu because she can make many of her moves safer by using <? or after them. If you try to punish her immediately you won't hit her and she can whiff punish your punish ment attempt.

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

CoiN'TEH ,: i 'iS i-'lAY i NATSU

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. PO 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

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 reaction. 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 Relinquish Hand Over Wind Scroll Shadow Split Reaping Hook Curse - Possession Standing/@ Shadow Blast Carnage Cannon Ruination - Kuz.ukiri Carnage Cannon - Kuzukiri Blood Scroll - Kuzukiri Blood Scroll - P-ossession Blood Scroll - Kuzukiri Blood Scroll - P-ossession Silence Assassin's Feather Vacuum Dark Slicer Feint- Kuzukiri Dark Slicer Feint - .Kuzuklri Free Shadow

@@<=C> @<=C> @:<=C> '*


~@@

~@

,(!,@ t?@ <?@


Mid Mid High 12,10,26 12,10,15,5

19 13

24 20

-26 -12
NCCIR-Oi lst ' two hits NC . R-0 1-FC INC (1 st two hits) I cn Hit: ean

2.2,KND
2,2.LNC

@@<?@+@ 00]<?@+@@ @@<?@+@@

Mid Mid Low Mid Mid High Mid M id Low High Mid High High

Name

level

Properties

Dark Blaze Ninja Cannon: Nozuchl Shadow Hunt- Kuzukiri

Wllil RJi~ '- KU zuklri


Ninja Cannon: Nozuchi Possession Fo g Blanket Full Crouch Attacl<s Shadow Split Free Shadow

.().@+~ '@+ '@+@ : .@+@@


'~)+(]

ss
Low .Low High

TP Clean Hit: C
.,

High
LowSS Mid 15,5 38

::

30
37

-3 30
-6 -8 ... ~14 -16,-9 -6 -4, 11. 18 -4. -11,

LNC KND

'11'+

- PO l LNC (Behind) Opp - FC (Block) I Clean Hit: A TCI-FC

crouching@ crouching crouching @ crouching ~@@ crouching+

SP-Iow Mid Low Low Mid SPIow

10 16 .14 12,14 12

12 15 14 16 16

8 2

Seali~g .P'!.nishment
Divine Cannon Combo Poison Dart While Rising Attacks Shadow Claw Shadow Claw- Possession Darkness ~ann on Darkness Cannon - Kuzukiri Stroked Ruin - Kuzu kiri Divine Ca nnon Jumping Attacks

-4.5
11 STN

while standing @@@ while standing @@@' . while standing @ '@+.@ while standing @'@+ while standing @'@+@@ while standing @

Mid High Mid M id HighSS M id Low Mid Low High Mid High

18, 8, 30 18, 8 18, 15 18, 15, 8 18, 8

17 17 19
~

4, 3, KND 4, 19 4,LNC 4,LNC,4


4,4

-28
-12, 8 1 2, 8, -6 -12,

10 10 12

19 19 14

Mid
Mid Mid Mid Mid Mid

..

-o

14

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 TJ IR-0 1 ~@ : Opp-BT (Hit) TJ TJ I NC I RO I - FC

Falli~g;Scroll
Windfall Foreboding Fall 8-Way Run/@ Bullet Hang Bullet Hang - Possession Reverse Hand Weaving Blades Fan Dance 8-Way Run/([] Assassin's Revenge Assassin's Reve nge - Possession Illusion Scroll Seal 8-Way Run/ Hurricane Punishment Whirling M isery Storm Cioud Scroll Storm Cloud Scroll - Possession Storm Cloud Scroll - Wind Roll Storm Cloud Scroll - Dist orted Breeze Heavy' Burden Mat

while jumping @ while jumping while j~mping @@

22-26 22-28 12,16,32

22 22 37

-5 9 -4,-18

KND 15 STN.KND

+ or~~ or~ ~@@ + or~~ or ~ ~ @@ '

High Mid High SS Mid Low High Mid Mid ,. Mid MidSS Mid Mid Mid SP-Mid SP-M id M id High High High Mid High High SS High High SS High High SS M id Mid Mid

18,36 18 22 10,16 16,28 48 48 12.20 28 20,20 12.12 16,20,30 16,20 16,20 16,20 18 24,22

16 16 19 24

-10-16 17

2,STN

12 15 TSI-PO STNCH

-6
7 -12,-5 STN STN STN LNC KND -4 STN 2,KND -26 12

..(!, ... or -frf'@


~lit or ~ "@
'+@
+ or~~ or~~ ~+ or ~~ or~~@'

-o
20,-3 -14 -16 -14 12 -12 1 6 -2 -7.-18 35 2 -3 -7

20
17 17 21 25 17 20 13 13 13 13

11 11 10 10

TC I Clean Hit: C TCI-PO

.().... or i ff' '+ or

R-0
TCj TSI R-0 TC ITJ

tl lit or

~ "

~+@ ~~or ~ ~@
.().,._ or '11'-t@

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

.(J.... or 'fr f'@'


.(). ... or -frf'@@+@ .(). ... or -frf'@if or .().+@

7
LNC KND,LNC 13 10

27

-17

Departure in Fi re Jute Buriai , Cellar Drop Dropping the Bottle

High-Throw High-Throw High-Throw High-Throw

55 60 60 70

17 17 17

Reverse Shadow Split

SP-Iow

CHAP'TI\ r. I VS P!.f.\Y : NATSU

Nome

1 ,Sh~dow Kuzukiri
Darkness Shatter " Punishing Wind Reverse Seal Punishment Heavy Burden Fog Blanket

turn ?rou_ @@ ncl

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

backward during Possession

'fr+@

during Possess.ion cl>cl> during Possession -.!)..

Possession

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~ master assassin. Although he uses numerous weapons, Ezio is still quite a straightforward a chafacter to use and is perfect for beginner players to use while getting fami liar with the game.

#'

, , . . ..

. ..

;c;;

PLAYSTYLE FOCUS
Ezio: is at his most dangerous at close ra nge where you can ta ke advantage of his quick pokes and devastating CH abilities. You'll need to rely heavily on his quick basic attacks such as and ..(l.@ to give you a solid base from which to use his CH fishing attacks like !::? and ~. Once you have the opponent on the defensive f rom the barrage of quick attacks, you can take advantage of the ir hesitation through the use of his strong t?t:?!ID and S>S>@+ Break Attacks to gain even more momentum. Because he does not have many Low attacks that you can incorporate into his natural quick striking style, using his normal throws often can help to break down an opponent's defense and create opportunities to land damaging Mid attacks like t:?@. Although he is better at close range, Ezio still has a number of long range attacks that can be used to bait opponents into rushing in recklessly in the form of his crossbow shots. With the ability to attack with these crossbows from any range, Ezio can effectively take away the opponent's ability to try and space him since they have to concentrate on avoiding the crossbow shots. Then, when they do try to close in, you can ta ke advantage of his evasive attacks such as <?liD orTC advancing attacks like S>S>@ and S>S> to interrupt them. [ -~Cl 'I]

METER USAGE
Because of his generally low normal damage, Gl will rarely yield the sort of resu Its that other characters can get; outside of using them to break an opponent's offensive momentum or protect yourself from a strong break attack, t he meter is better served elsewhere. All of his lmJ attacks can be usefu l, but S> and are arguably the most effective since they give him very strong punishment and combo options, which are areas he is otherwise lacking in. Conserving meter for his (!, however, should be the priority because it's such a good interrupt and whiff or general punishment weapon, easily outdamaging all of his other options.

"-

PRIMARY ATTACKS
Oomnye

.. ..::,-'

~ .. {1

"-

........ ................. ... ... .. .... ....... .


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

Palm Slash

Level

GuMTl

16,16

MM

D~m&!le

L ovol

lmpnct

..................
This is Ezio's most practical TC attack for use at close range and can be very effective against opponents that try to interrupt your attacks w ith a quick @@. The first two hits are a NC, and you can use them to confirm whether or not you connected for a CH, at which time the last attack is also guaran teed. You can even delay each hit of the string slightly, which can often lead to hitting opponents as they try to retaliate with an attack of their own in the perceived opening.The first hit also tracks very well. and is one of Ezio's few close range tracking options. so i1 is important for stopping opponents simply stepping around your other attacks at that range. Flickering Knife- Standard Crossbow. - Low Crossbow If the opponent is at mid range, @ is one of Ezio's best options as an advancing attack to get back into close range, w here he is most effective. Being a Horizontal Mid attack. it's very effective against characters that have TC approach attacks. but since it is also aTC attack, it is also useful against those that require High attacks to close in. If you land the attack on CH you can follow-up w ith a guaranteed crossbow shot, but you should only do so if you are reasonably certain of the CH since the crossbow shot is very unsafe. The attack in general. however. is very safe and because of the potential crossbow shot, you can often catch opponents with a quick throw afterwards. Eagle Fury Along with <::(>@. this is Ezio's other main approach attack from mid range. It has slightly more range than S>S>@ and both hits are a NC so you do not require CH to get good damage, the downsides are that it is significantly more linear, and both hits are equally punishable when guarded. It is also TC like <::(>">@ but it has a much lower hitbox so it's even useful against attacks that are STC. If your opponent is capable of punishing the attack heavily, you have the option of stopping at the first hit, and then going into a different mix-up since the opponent has to honor the threat of the second attack. A ir Tackle - Low Cro ssbow This attack is best utilized when opponents have moved just outside your normal poke range as a means of getting back inside and continuing your offense. The starting animation of the attack is TC. and then towards the end it becomes TJ, which can make it very difficult to hit him out of it. If the opponent does guard it, you still get a slight mix-up because you have the option to roll to either side. Outside of a {!.-@. very few characters have attacks that are fast enough to punish@+. and stop the roll to both sides; if you learn which side the opponent is weak to. you can often whiff punish them after thP.ir retilliAtion misses with WR (B)[B) for significant damage.
Input Input

18,10.26 HHM

i17

Dnn10go

Level

Impact

Guard

Hit

<::(><::(>or~~ or ~~@lm,(}. or 'il'lm 20,30,20 MHL i22

-6,-30,-30 2,KND,KND

Damago

level

Impact

Guard

Hit

Domouc

Level

Impact

Guard

Hit

36,21

ML

i25

-16,-30 STN.KND

CHN'ToR :J ! VS ruw I .EZ.IO AUDITORE

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.

~.)

2012 Ubiso:t Er.:enainn~c.mL />.!l

~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~ .

Forehead Thrust/ Instant Death

lnpnt

DM1ngo

levol

lmpoct

Guard

Like t?!ID!ID!ID. this is one of Ezio's main CH fishing tools, but since it is just a single Mid attack, it can also be used as part of normal mix-ups. On hit, this attack stuns the opponent but your only guaranteed follow-up is a quick -&. on CH, however, it becomes significantly more poweriul because it automatically transi(ions into an Attack Throw that adds significant damage. It is also very safe if the opponent does guard it, so it's a good general purpose Mid that gives you a bit more range than @)@, and it hits very low for a quick Mid, so is good against STC attacks.

~liD

20

i17

-8

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-In Side Kick


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.

Step-Out Thrust

Input

Dnmage

love!

Impact

Guard

Hit

>@

30

i34

-18

.. .... ..... .... ..


Outside of the crossbow shots. this is Ezio's longest range normal attack. and w hen you factor in t he good damage it does, it's easily one of his best options t o punish any attack t hat your opponent may whiff at long range. You can also take advantage of the range when using it generally at long range because it is totally safe when guarded. and even if you whiff the attack it is very difficult to punish it from tip range with most characters. The benefits of having the attack guarded are almost on par with having it connect because of how much it affects the Guard Gauge, but its use is sti ll as a finisher to many of Ezio's combos because of its high damage.

Tiphon e di Bi anca

Oumago

lovol

lnlpt>CI

Guatd

Hit

48

i29

-10

STN

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

@+@ liD+@ @+@ or +@ (left) @+@ or +@ (Right)

55 50 65 60 70

13 13 13 13 13 (Voldo I Astaro th I Z.W.E.I.)

CHtF'TER ''I VS F'cJW i EZlO AUDITOR

Ezio's Iilli attacks are quite important because they help make up for one of his w eaknesses. and that is good non-CH damage. Both the and c::> Iilli attacks give him very strong punishment options that he does not normally have without meter. so conserving some to ensure you can always punish heavily at the appropriate time is extremely important. As well as the damage. c::>c::>!ID and especially c::> ~Eli~ also give you significant advantage when guarded, which allows you to use some of his slow, more damaging attacks such as <?<?liD and <?<?@. With !ID!ID and c::>c::>!ID. the Iilli extension comes out after the second hit so you can often catch opponents w ith it that that are trying to attack after the first two as long as you use it sparingly.

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.

Input

Damage

Lever ,.. bnpact


M' .. i13

....,~~:o:!'

Guard'"':;,

1'ir. ,.

~~ c::>{7~ c::>+!ID+IID

90

-1a ';: ~~. ':K~~-'!(.

Ezio is a relatively simple character in terms of combo potential, and most of his combos revolve around a core group of attacks that can be used in a number of different situations. Most of his combos involve attacks that stun the opponent and leave them either on or falling to the ground, which lim its the attacks you can follow-up w ith. When the opponent is on the grou nd, the best option is nearly..always <?<?liD as it does the biggest damage out of all the guaranteed follow-ups. Sometimes, however, it ca n be worth using + to hit them on the gr ound if they don't Ukemi so that you can go for a BT m ix-up centered around BT liD+@.

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

Difficulty

1:2@

<?<?liD c::> Iilli <?<?liD <?<?liD

53
86 60 69

2
4

2
0 0
4

2 2

. ; +

C!l3
Ru~~urvod. As;;;ti~Sili's C:ut~t:i.

115

e;

20'12 Ubisoft Er1~crt0i:alH):lt. A!: Riuhts

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

fOIIOWIIp

D tunnyo

Hits

Cost

Difficulty

I CH WR @ CHWR @ CH J:Z(ID(ID(ID CH J:Z(ID(ID(ID CH J:Z(ID(ID(ID


B
l:Z~ or ~~@
~~or ~~@

c(>(ID ~

76 94 60 67
82

4
6

2
4


** ** ***

(!13
~(ID

0 0

>>@
(!
~. >>@

4
8
5
6

4
0

94 117

(!

*** ***

c(>@+ BT @.l+@

c(> c(>(ID(ID
~ (ID(ID(ID,

106 93

4
9

2
4

(!

UKEMITRAPS
..
Knockdown

Ukemi Trap

Oiroclions

Difficulty

~@

(ID(ID ~

91

Left. Back
All
All

2
0 0

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

** * **

CH ~(ID(ID(ID

>>@ >@

74 74

>>@

@@. 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~ /

i VS PlAY i EZIO AUDITORE


Difficulty

Combo

Follow-up

Damage

Hils

Cost

~ @W I

<?@,WI Throw <?@. W I @+@ <?<?(ID <?@.WI (ID(ID fml

73 84 87 134 125

0 0

**

CH f:?(ID(ID(ID, ~ @ WI CH t?(ID(ID(ID, <?@ WI CH WR @, c;>(ID W!

11
14

2
4

***

..()..c.- or 'If 'If@ W!

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} 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.

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)

[-70 3)

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 _- ;>:::;..:':':~----_@J___?<? @J_ __ _ _ _ _ _ _ __ W R _ @) , < _ _ _ B B

:a !;:-,e,v:,,; <?. ct>~. (;,


;_r :_!'' . :::,:J <?. ct>ct>. ~ct>+
:;1o,:~:l\c
!\1,1';(~;0 _ ---: ' - ..().+, ct>@J+@. ..().+@. 'It . ../)...().@), ..()...().@
.w ''

<~-;-!_ <?+@. <?<?@


<
..().../).@@

C-';\PTER 4 ! VS PLAY! ZIO AUJ)J'fORE

SPACING & POSITIONING


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]

POST-Gr
Although he lacks a lot of attacks that lead to significant damage wi thout CH, he does have a couple that lead to potentially enough damage to make the opponent want to re-GI. t?@ is the main threat, especially if you have enough meter for a Iilli attack and can followup w ith ~ Iilli, but + can be almost as good with a <?<? follow-up and requires no meter. If you think the opponent is going to re-GI you. then slower attacks such as ~~@+(] can be very effective, because on hit you can com bo into ei ther ~ or his l!m, and even if they do not re-G I, it will still leave you at advantage w hen guarded. [ ->0 5)

Ezio is primarily a close range character that relies on CHs for a significant portion of his damage, so if you avoid using slower attacks in either retaliation or as an interrupt. you can significantly cut down on the opportunities he has to get extra damage. The best option is usually to use a simple {!.@ in a lot of these situations

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

main Low attacks is quite easy once you become familiar with the animations. Once you get outside of~~@ range, most of the attacks that might get used are quite linear, so as long as you pay attention to the ra nge, you can often get around a lot of his attacks. including the crossbow shots.

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
Standing/@ Hidden Left Stiletto Rush Brutus' Sm ite Shin Slash Crossbo':'f Sw eep Crossbow Combination Crossbow Beat - Sta.ndard Cro'ssbo" - Low Crossbow
Input

level

Damago

Block

Hit

G uard Burst

Properties

@@
~@@@
~@

High High High High Mid M id SP-Iow Low Low Low

10,14 18,10,26

12
17

-s.-6
-16.-B.-16

2.6
6,0.KND

NC TCINCC INC (1st l'-'lO hits) I Delayable

-&

!::?@

Dariu s' Stab Forehead Thrust Inst ant Deat h Shin Stab Sequent ial St ab St ep-Out Thrust Biting Eagle

c:>IID

KNOon CHI Clean Hit: B

~liD
~liD (counter hit)
-&liD !:?liD >@
24,36

..

17
15 16 TCI-FC TC I NC I STNCH

18 8,8,8

30
Mid-Throw Mid Mid-Throw

<::> (counter hit)

36,ZO
36,28

A rma Segreta di Leo >@. counter hit c:> Standing/@ Reverse Head Impact Kick Head Impact Kic:k Insurance St om p Torture Male Crawl Low Kick Heel Lightning

..

34

34
34

R-0 1Clean Hit: C

c:>

High

14
16

13
17

8 8
30 1 2
-14

8
18

Opp - BT (Hit} Opp - FC (Hit}

~-&
~
-&

36 16 16

24
16
15

8
2 LNC

RO

!::?@

20
M id

23
18

Opp -FC (Biockl

: Brawl Kick ' .


Standing/@! Air Tackle Low Crossbow M ercy St rike Standing/@+ Requiescat in Pace Standard Cross bow Standard Crossbow - Low Crossbow Low Crossbow Evade Crossbo w Full Crouch Attacks Shin Slash Shin Stab Crawl Low Kick While Rising Attacks Stalking Stiletto Dual Blades Uppe;

<?
+~ or -&
-&+

22

K.NO CH

,.
Mid l ow M id

36,21

25
24

-16.-30

STN,KND STN

15 (for A+ B) 11

TJ lTC I NC I RO
Opp - FC (Block)

32

High High

GO
30

60

KND

UB I RO I Clean Hit: C R.O I Clean Hit: C


R.Q I Clean Hit: C

~+
S>+~ or-&
-&+ >@+

21
21

30 -30.-.30 -30 -30

KND KND,KND KND KND

30,20
Low High

20 30

31 31

TC I R.Q I Clean Hit: C

10

TS I R.Q I Clean Hit: C

crouching crouching@ crouching

SP-Iow Mid Low

12

13
15
15

8
2

-FC TCI-FC TCI - FC

18

-7
-14

16

while standing while standing @@ While standing @

M id Mid Mid M id

14
18, 30 16

21
18

12
12,16

5
2,STN

15 CH

NC
R-0 I STN CH

Kne~

15

-10

Jumping Attacks Vaulting Hidden Blade Ledge-Drop Slash Jumping Front l<ick w hile jumping @
~-

High Mid High

..

22
30

26

I
I

6
-14

w hile jumping @ while jumping @

31

9 KND KND

11

TJ

TJ

20

23

11

CHAPTER 4 ! VS PL/\Y! EZIO AUDITOR

Flickering Knife

Flickering Knife

Standard Crossbow - Low Crossbow

20,30,20 20,20
24,22

22 22 25

Flickering Knife Low Crossbow Eagle's Flutter Aerial Assault

--

--~1-

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.1 trac'emr.rks of Ubisofr EntertaU1men: in the U.S. and/or othar co~mtries. re

CHAP-ER 41 VS PJIY RAPHAEL SOREL

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. _

Cha~ote ~,. , .;l,,.,., , .,

PHAEL
ood

,,.c;,;,., lo loog ooge ,wo,dply ood 'padog. ;

METER USAGE
l'f<T.'QOC>a

moves at any range makes Raphael an interChecking your range at all times is very"'"'''"'r"' is very good, and reward1,lre:1!!l )J!o CH w ith @)@)@) le . He also will evade attacks, so \!'e.rlf~)/aS'\lVely ""'r.\"'m:> PTTP<~TIVP, <?@), <?<?@),

.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. T make this evasive action even more efo fective. 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) PREP@)@@ PAEP@@l PREP@@ PREP@ fil .PREP@ i'PREP@ @ PREP@+@ PREP<? PREP {lt

8,8 8,8.22 8,8,4,4,4:4.4,30

HH HHM HHMMMMMM HH HI-I . . M MH

TC

Iilli

TC

16,14

Back Dash Auto-GI -SE

Transitions into Prepar,ation

Input

I."" I

Guard
~

Hit

~0

M H

14 13

<? 0

-2 -2

[ ~<?@0

10
9

.c:>m
~ 0
<?<?@+@@

HH

-3

....

HH

10

Input

Darnage

Level

Propenics

SE@l SE@ SE@

35
20 28

M
M

Opp -BT !Hit) TC

' - PRIMARY ATTACKS


Broken Thrust
~ 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
Input
De mage

: ;nf.~'
!.vel

lmpaC1

Guard

Hit

~ ~0

18

M M

i16 i16

-14 0

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.

C! lt\P iTf~

1 !\/S PL;\Y i RAPHAEL SOREL

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

which will result in gaining better advantage

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.

U!vol
MMM
Impact Guard

Ebony Stock
Compared to other character's@) attacks, Raphael's@) is not that fast but can hit as a three-hit combo on CH. The first two @Js are also a natural combo. Keep in mind though, that t he full string is quite unsafe when blocked, so confirming t he CH after the fi rst @) is very important. Hitting with just the first two @Js only w ill leave Raphael at a disadvantage, but the opponent w ill likely keep blocking and waiting for the last @), so you can still t ry to attack even after @)@) is blocked. Sometimes at far range the second @) might miss crouching opponents, but t his happens rarely.

Hit

i1 6

-7.-12,-16

-2,-2,2

Triple Botta in Tempo


Besides his @]EJ, '*@J is Raphael's fastest attack, so using it for punishment and to interrupt t he opponent is essential at ti mes. '*@) is a natural combo, w hile '*@)@)@) and '*@)@) (illl are a natural combo on CH. You can also try to land a CH at mid -range wit h th is series, as the opponent won't have access to a faster move from here. Confirming the CH before inputting the last @) is essential, because the last hit is quite unsafe any character can punish it. You can also transition into PREP fairy safely and from t here you can quickly use his Shadow Evade. Keep in mind if you rarely use the full string t he opponent might just attack after the second @), so sometimes it is useful to do t he full string even it is not on counter- hit. This move is linear and a High-hitting attack, so it can be easily countered and it cannot punish attacks if the opponent recovers in FC.

lnilUI

Damage

lave I

Impact

Guard

Hit

'*@)@) '*@)@)@)

8,8 8,8,22 8,8

HH HHM HH

i1 2 i12 i12

-10,-14 -16
-4

-2,0 0 10

'*@Jm

~ SECONDARY ATTACKS
Wick ed T hrust Raphael does not have many reliable Tech Crouch attacks, but th is one is his best. <? w ill evade High-hi tting attacks and throws very early from the start of t he animation until it hits, so it's your best anti-High defensive option when not in a stance. Also, using <?I]) to go into Prepa ration can lead to a combo on normal hit. It has very good range, and is only slightly unsafe if blocked. But as w ith many of Raphael's attacks, it is quite linear, so be caref ul if your opponents steps a lot.
lnpU1

:: ',~}ir
Dnmogc

.
leel

Impact

Gu;ud

Hit

20

i22 i22

-14

STN

'H

A ffon d o Fe ndant e

fllpUt

Onmage

level

hnpnct

Gurd

Hit

For its speed and range ..!}~@deals very good damage. This attack will cover a lot of range and will put Raphael closer to the opponent. It is not really unsafe if blocked, though a standard ..!}@ can punish you, and it stun s the opponent, leaving them on the ground in front of you. There is no combo after .O.'l:l@ hits, but it gives Raphael good Okizeme and does nice Guard Gauge damage. Using this attack against back-stepping opponents is recommended ; for example. it will hit a back-stepping opponent at the very beginning of a round. Again t his attack is quite linea r, as with most ly other linear attacks from Raphael, this m ove should be used if the opponent blocks or is in a recovery state.

..!}~@

42

i20

12

STN


<?<? 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.

Dark Moon

Input

Dnmaou

Level

Impact

Guard

Hit

<?

20

i20

10

KND

.......... ... .............. ......... ........... ........ ......


@+ not only hits grounded and rolling opponents, it also can evade High-hitting attacks and will backstep a little to evade short-ranged attacks. It's very good in wall combos it also does a nice job against poke-heavy characters, because of its evasive properties. Although+ is unsafe when blocked, most of the time it won't get punished because of the potential @ follow-up. This last attack hits Low, but can be jumped after the opponent blocks the first two attacks. This, however, will lead to jumping or ducking opponents after @+@ is used, so wh ile unsafe on block, using an evasive or a fa st move after it is blocked can succeed. This move also can hit to Raphael's right side if an opponent tries to sidestep in that direction. It's a very good attack to use against opponents that use evasive attacks often, as it w ill be TC and TS attacks reliably.

Ass alto M o nta nte Crescen d o

Input

0 mage

Level

Impact

Guard

Hit

@+@ @ +@@

16,18

MM

i18 i18

17
12

1
6

16,18,24 MML

Death Guise

Damage

level

Impact

Guord

Hit


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.

CIIIJ,PTE" 41 VS "l.AY I RAPHAEL SOREL

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.

Raphael's +@ throw will ring the opponent out to your right side. His+@ will Ring Out them to the front and also wall splat if a wall is to the back of the opponent. giving you the chance to combo into his (!)}. <=:>~+@ will deal 60 damage in total, and will also give Raphael the opportunity to recover a bit of his health. Doing so requires you to hit at least one button as quickly as possible. Every fourth time you press or will restore health: 3 points of life against fema le characters and 2 points of life against male characters. His leftside throw is also very good, as it can Ring Out behind you. Besides the damage and Ring Out possibilities, his throws are very important to track sidestepping opponents.

! 1~pui ' . @+@


+@
~~@+@

6~nlrge
50 45 60 60 62
72

13 13

9
13 13 13 (Voldol Astaroth/Z.W.E.I.)

+@ or+@ !Right) @+@ or +@ (Left) +@ or+@ !Back)

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@. PREP lllit will lead to getting the most damage out of Raphael's combos. Not only does it deal more damage than PREP . but also knocks down the opponent with the last hit, is much safer and inflicts a lot of Guard Gauge damage. This also applies to his~ ~ . Confirming if S> or PREP hits on CHand checking the opponent's Critical Gauge is very important. because not doing so ca n lead to you being punished or Gled. But if the opponent doesn't have enough meter to Guard Impact or an autoGI against the last strike, this Brave Edge can be great for Guard Burst.

Input

0ol)1age

Hit

~~ or <A~@ + +@

:' 18,37 28,38 4,4,4,4,30

$C

MM MMMMMM MH MMMMMM i11 i20 i12

8 12 0

LNC STN KND STN

PREP@@@+@+@@+@+@ 4,4,4,4,30 PREP@@+@+@ <=:> + +.

-12

'- CRITICAL EDGE


Raphael's Critical Edge is a fast but linear attack. His ~ can be used in a lot of his combos to do even more damage, and it's fast enough to attack even when at frame disadvantage, or while recovering from the ground. Doing this in most of his combos wi ll only give him a little more damage, however, than using his normal or ~ combos, so it's not always worthwhile. Be sure to use it if it may finish the opponent off or if your Critical Gauge is completely fu ll.
Input

.:'l~l~
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.

CH;'II'r Hl <i IVS F\./W : RAPHAEL SOREL

Combo
Starter

Follow-up

Dnmage

Hits

Cost

DiHicully

~m ~m

PRE IIDIID P PREP @@


~m.
~ID.

38 48

3
3

0 0 0 2

-&-& ..(7..(7@)
..(7..(7@)
~~(ID

PREP IIDIIDIID PREP@@ (;

...

..
* ** ** ** * **

65 79 86

5
10
6

(!

mEl

~@)

67 105 49 64 34 48 56 86 94 79 65 78 60 56

3
7
2

2
6

~~@(;

(!

c:> c:>+IID

BT liD+@ PREP IIDIID (; -&liD c:>ct>IID+ @+liD c:>c:>m. +liD ~m. IIDIID (;
~m.

0 2 0 0 0 0
2

m
<?@ ' : c(>c(>@) c:>c:>m
i SE@

9
2

2
2

3
10 10

SE @

':. ' 'It liD+ or -&+


CH ..(7..(7@ :. ',: : CH ..(7..(7@

IIDIID (; ~0. PREP @@)@


~m.

2
0

5
10
2

PREP IIDIID (;

2
0 0

... ... ... .. ...


** *

* *

,,,; CH ~~@ ::. CH !:?@

c(>c(> liD+ @+liD@

UKEMITRAPS
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.

Knockdown

Ukemi Trap

Directions

Cost

Oilficulty

~.@+@

68

Right, Back

0 0

"

~@+

51
97

Left. Back
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
Combo
Starter

the wall should be @+@ or ~lil for good damage without using meter, ~ lil ISm for adding more damage using a Brave Edge, and finally your (! for the highest possible damage. Not using ~@ before using @+@ will often mean that this attack
Damage

only counts as a grounded hit. and therefore the follow-u p with ~~@+will not be possible. Other starters for wall combos are~ @ on CH or ~~@ on normal hit.

Follow-up

Hits

Cost

Difficulty

11@W! S>c:l>@ WI
~~@WI

@+ @. .;>@+
~@. WI @+@@. .:::>~@+@ +@@. ~~@+

81

0 0 0 0
2

76 74
""101
72

8 5
12 13

"* ** **
** **

@+@ WI

~@. W! @+@. ~~@+@ ~ . wt ~ m.

.. . . CH~@WI

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

4 iVS !'LP:V i RAPHAEL SORE!.

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

Raphael's Guard Burst game changes slightly depending on the opponent's stocked meter and their character's auto-GI capabilities. This is because using ~@)@) llliJ or PREP llliJ deals a lot of Guard Gauge damage, but the last strike can be parried with either a normal Guard Impact or a sui1able auto-GI. Besides this, Raphael can also use ~~@+, ~~+. -!),~~. and ~~ in order to get a Guard DE S L Burst from only afewblockseach.Aswith most FEN IVE P AY Raphael attacks. these moves are linear and can be easily sidestepped, so creating forced Because of Raphael's range and good spacing tools he can be very effective when played deblock situations for~~@+ after some of his fensively. He can be very far away from the opponent and still be a threat to them because of ..().~~. ~c:(>, or ~~@ for example. So backstepping with Raphael is very important to moves that knock down helps his Guard Gauge stay at your ideal range. His punishment tools are not that good, however, so you'll be relying pressure a lot. After a Guard Burst, ~m llliJ does nice damage but requires meter while on whiff punishment alone to win. ~ and ~ w ill do enough damage to stop the op~~m. @+ is his strongest combo without ponent using unsafe moves. Punishing whiffed attacks with ~~. -!),~~. or-&-& are using meter, but it won't push the opponent as his best options, as they will deal very nice damage and have great range. [-70 3] far as his PREP@)@) combos. FC ~ is one of his best and easiest punishment tools after ducking High-hitting attacks or throws. You can also try to punished ducked attacks with -!),~~ because it is easier. to do Guard Burst from crouch because you already pressing-&. There are some characters, however, that will have similar range to Raphael, so always backstepping won't be as effective a strategy. Mixing some pressure with your defensively play is very good against those characters, as they'll probably not have Raphael's combination of range and speed. + is also a good defensive tool. It w ill evade every Vertica l attack and you can use it in anticipation of these or when blocking strings. After t he hits the opponent is back turned, so you can mix a back throw with "lt+ for huge damage. After using Just Guard Raphael's best options are again ~ and ~m . These two attacks will most likely be fast enough to hit opponents before they are able to block. [ -70 4]

;g

SPACING & POSITIONING


Spacing w ith Raphael is very important. Using c::C>c::C> and .(!.{!., for example, will net you a lot of damage. Try to backstep and sidestep the opponent's attacks, and then use these attacks to punish t heir whiffs. You can be confident of reaching the opponent at long range because these moves, along with attacks such as {l.~c::C> and @ can cover huge distances. Keep in mind that Raphael moves towards the opponent and ends up closer to them after using , @. and .(!.~.:::>, for example. However. using ~or .(!.{!. w ill still get Raphael won't bring you as close. so you still have enough distance to continue spacing. Raphael is also very good at mid range with tools like ,@@. .(!.{!.@,and ~~ allowing you to control distance and keep sidestepping to a minimum. [?0 1]

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]

Trying to avoid this move as best as you can is important to stand a chance against Raphael. Try to sidestep often, and remember that because of the .(!..(!. input the Raphael player will be sidestepping in order to use this move, so using mostly linear attacks might get you in trouble. If blocked, Raphael still ca n use a sidestep or an evasive move, so try "to do something that will beat all of his options, like a Mid-hitting horizontal attack for example. c::C>c::C> This attack can be sidestepped to any direction. You shouldn't, however, backstep as th is attack has a huge range. This attack gives Raphael advantage even if blocked, so you should choose yollr ret<~li-

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 .

CH.t..!'"i t F ,1 i VS !''l..il.Y i RAPHAELSOREL

<?
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 Ebony Stock Cleaving Talon Heel Snipe Heavy Mandritti Standing/@ R&J:lid Eminence Triple Botta in Tempo Triple Botta in Tempo - Preparation Broken Thrust Broken ThrustPreparation Fend ante Single Montante Wicked Thrust Wicked Thrust14,14 15 14 13

Mid SP-Iow Low High

14 10 10 16

20
18

ol> ol>@(l)
~
~m

....

12,13,20 8,8,22

16

12

..(!,@

! P;eparation
Affondo Fendante

Howling Wolf

Mid High

10,10

10

After successful evade

Nnmo

level
c:l>+@ ..().+ 'fr+ >+@ , Mid M id M id Mid 20 19 -9 STN 11

Proporlios Clean Hit: C Clean Hit: C Clean Hit: C Clean Hit: C

Cantarella Need le (Advance) Cantarella Needle (Right) Cant arella Needle (Left) Cantarella Needle (Retreat) Full Crouch Attacks LowTondo Roversi

crouching@

SP-Iow Mid ;Mid Low

10 18 28 14

12 14 17 14

-6 -8 -14 -14

8 2 STN -2 11

TC 1-FC - IFC TC -:FC

Crouching M ontante crouching Advance Slicer Harm Kick While Rising Attacks Rising Tondo Rising Montante High Toe Kick Jumping Attacks Sky Botte Sky Agente Chaos M OOI) 8-Way Run/@ Lunging Press VIolent Blood Tondo Roversi Squalambrato Concierto Squalambrato Concierto- Preparation 8-Way Run/ Dread Coffin Dread Coffin Preparation Death Guise Quick Mandritti Grave Needle Repost Thrust 8-Way Run/@ Venom Side Kick Crimson Moon Venom Roundhouse Pirouette Sweep Dark Moon <::(> -+@ <::(>+ <::(>-+(!)
~111 or z;i~

crouching~ '
crouching @

while standing @ while standing while standing @

High Mid High

12 16 18

16 13 14

-4
-6

8
4

-4

while jumping @ while jumping while jumping @

M id Mid Mid

20 22-26 22-26

31 29 24

-12 -10 -8 STN 4 13

TJ I Opp -BT (Hit) TJ I Opp - FC (Block/ TJ

15

<::(>-+@

High Mid High Mid Mid MidMidSS

22 16 16 12,16 12.16

22 22 18 28 28

-1 2 -16 -16 -18,-16 -18,-2

4
2

13

~111 or~~@
..().... or'fr+ @ :>+ or 1:211 or~ ~@ :>+ or /:211 or ~ ~@ (!]

0 0,-4 0,10

lO CH NC I Opp -BT (Hill NCIOpp-BT (Hit/ I-PREP

Mid Mid SS Low Mid Low low Mid

26 26 28 20 12,14 30

23 23 28 20 18 32

2 7 -16

STN STN 0 STN -6,0 STN

10 10

TCjBA TC I BA I - PREP TS

..()..... or 'fr+

-10
-16,-12 -16

13 NCC 8 TC j BS

1:211 or ~~
:>+

High Mid High High Low M id

24 18,30 16 22 20

20 16 21

-9 -1 8,-16 -10 -16 -10

KND LNC
4

R-0 NC I Clean Hit: C STN CHI Opp - BT (H it)

~ 111 or ~ ~@
..().... or 'fr+

1:211 or~ ~@
' <?+

23
20

0
KND TJ

8-Way Run/Simultaneous Wyvern'sTall Bloody Funeral <::(>-+ or ~ 111 or ~~@+ :>+ or 24 80 26

-4
KND

LNC KND

LNC (Behind) TC I UBI Cancel I -PREP

1:211 or ~ ~@+

49

TJ

('I .'<1' I ~f; I !VS P..AY

i RAPHAEL SOREL
Properties

N o um
Throws Death Puppet Unending St ings A Lesson in Massacre Undertaker Pure Sacrifice

Input

Level

Domugo

lmJJact

@+@ +@ left side throw right side throw back throw

High-Throw High-Throw High-Throw High-Throw High-Throw

50

17 17 17

KND

R-0
R~

45
62 60 72

KND
KND KND KND

17
17

R-0 Every 4th input will restore 2 health points against male charocters and 3 health points ;against female characters

M armet de Vee

..:>+@+@

High-Throw

GO

17

KND

Back Turned Attacks Turning Attack au Fer Low Tum Attack au Fer Turning Montante Low Tum Mont ante Turning Venom High Kick Turning Sweep Kick Canterelle Needle (Retreat) Preparation Preparation Preparation Musket Preparation Musket - Preparatio n Preparation Tac Plus Preparation Tac Plus - Preparation Pirouette Kick Aiming Shaft Preparation ParryPreparation Shadow Evade Shadow Evade Bloody Assault Bloody Te rror M andrake Heel Brave Edge Dreaded Rampage Vicious M oon Preparation Rampage ..:>@++@ High High M id 'Mid Mid Mid ...Mid Mid Mid High High High Mid MidMidMid Mid Mid
8,8,4, 4.4.4, 4,30

turn around @ crouching turn around @ turn around crouching turn around turn around @ crouching turn around @ backward +@

High SP-Iow Mid Mid High Low Mid

12 12 18 18 16 14 30

18 16 16 18 15

-6 -6
-6

4 8 4 2

I_
TC J-FC

-8 -8

-FC

2
-2
STN 11 - FC STN l l<ND Cr4 1 ' Clean Hit: C

17
19

-14
-9

~m ete
during Preparation @@ during Preparation m during Preparation during Preparation

ss
High High High High SS High High Mid High High SS M id Low 16.14 16,14 10.10.22 10,10 28 40 14 14 11 11 20 32 -10.-16 -10.-3 -10,-1 4,-16 -10,-3 -16 -22 -2.-4 -2,9 -2.0,0 -2.10 7

Evades all Highs NC NCJ-PREP NCC J1st two hits NC

13

'

NC I-PREP

during Preparation @ during Preparation @+ during Preparation

4
KND .autoGI: H. M.L (Vertical, Stab) I -Prep

:>

ss ss
Mid Mid
~

during Preparation {). during Shadow Evade @ dUring Shadow Evade during Shadow Evade

TC 20 35 28 15 19 21 0 8 STN KND 10 Opp -8T (Hit) Clean Hit: C TC

3
-13

Low

12 16 11

-10,-14,-12 -18,8 -10,-14,-12

-2,0,STN LNC -2.0.STN

3'
12

NCC I 1st two hits NC 1 Clean Hit: B NC I R-0 I BAI Clean Hit: B NCC J1st two hits NC 1Clean Hit: B NC JR-0

~~ or~~@@++@
during Preparation ll@++@

18,50 10,10,4,
4,4,4,

4,30

CHAP r;..c; :; ! VS i'l A" I VIOLA

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
Although Viola's orb can home in on an opponent from anywhere, giving her theoretically unlimited range, Viola is at heart a close range character. Many of her attacks w ill only connect at immedi ate proximity, such as@@@. which is her primary mix-up tool and quick punisher. Viola's playstyle is comp letely influenced by her orb. Many of her attacks change depending on whether she is in possession of the orb (VO) or she has set the orb (VS). Although her orb can boost some of her close range attacks, she is in general a much more powerful and dangerous character when the orb is set. She can recall the orb during some attacks, and it will strike as it returns, creat ing opportunities for complex attacking strategies involving multiple hits. This leaves the opponent unsure as to when, or from whe re, the next attack w ill come. Her juggle combos are very powerful in this state thanks to the special properties of VS @@@, which cannot be air controlled and re-jug gles the opponent as the orb returns. ( ~u 11

METER USAGE
The Critical Gauge boosts the orb's power when it is set You can whiff punish se verely with <?:>@@ ~ or ..!)-..!)-@ ~. which allow you to launch your opponent while they are being attacked by the orb. ..!)-@+@ ~ allows you to re-launch grounded opponents. which is especially useful in combos to bolster damage. Viola can build meter quickly with her persistent attacking style, so use it mainly in combos for the extra damage, or for Gl when under pressure. Her simple ~@ can lead to very powerful combos with even just two Criti cal Gauge stocks stored, and this is the main threat Viola possesses, so practicing her launch combos using the Brave Edge attacks is essential. Refrain from using her Cri tica l Edge until near the end of the round, when it can be employed to clinch victory with minimal risk.

~~[!]

~
10_014

With Orb (VOl and When Orb is Set (VS)


Viola will always be in one of two states during the fight: w ith the orb in her possession. or when the orb is set somewhere in the stage. The most basic way to set or recall the orb is by pressing +@; some attack strings allow you to do the same w ith a input at the end, such as and-.!).-.!).@. while others do so automatically, such as the auto-evade<?+@. Many of Viola's attacks are affected depending on the orb state. Some, like~. are more powerfu l with the orb in hand. bu t generally Viola becomes stronger with the orb set. Some attacks are simply more powerful with the orb set l'lt@+ for example), while others are boosted by the fact that the orb can attack as it is recalled, leading to opportunities for more aggressive play and stronger combos . Most recall attacks will automatically find your opponent. so the orb's position generally is not important, but +@ Iilli and her SEI attack will initiate from where the orb is set, so you will need to place the orb strategically to make effective use of these commands.

PRIMARY ATTACKS

.'~'j(~\:'lP.4 .

Capricornus Sword
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.

Level'
M

llllp~ct :.

Guard

Hit .

i1B

Pisces Zenith Succedent I Pisces Nadir Succedent


Fighting with Viola is easiest at point blank range thanks to this basic attack. With the orb set, this attack is a very fast 3-hit natural combo which is excellent for punishment or basic pressure. Tlhe last hit is High, but Viola recovers so fast that you will still have the advantage even if your opponent crouches. You can be beaten by TC attacks, but you are safe as long as you block afterwards. This makes @ a really powerful weapon within range. The range is very poor however, and it can be stepped to your right side. With the orb, this attack is almost safe even when you use the final @ input, so it is a useful way to set the orb when your opponent . is ve ry close.

Vernal Sigil
The various strengths of this attack make it applicable in all kinds of situations. Viola advances on her opponent to close range, from where she is most effective. She crouches under Highs at the beginning, and jumps over Low attacks just before she lands t he kicks. The attack is M id-level and safe, and one of her most versatile options at mid range. By holding ct>ct>l3. you can set the orb if you still have it. whilst if it is already set, you can hit-confirm the Iilli follow-up. However, this attack does not track at all. It is also effective for Guard Burst purposes.

level

Impact
i19

Guard

Hit

CHAfYi i:H 4 i VS F'L;.\Y ! VIOLA

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.

Sol Grand Trine


Advance on a sidestepping opponent with ~~@@. Look for the visual indication of a counter hit before adding the final @. All hits of this string are High, so it is not a useful poking tool once your opponent becomes accustomed to it. Viola does jump a long way after the third attack, so some opponents may find it difficu lt to punish even after crouch ing the final hit. Nonetheless you should still only use the third hit sparingly, and be sure never to jump over your opponent and out of the ring . Viola lacks good anti-step tools at mid range, so you w ill need th is attack despite its flaws. You can also use it to escape when your back is to the edge.

\....._

SECONDARY ATTACKS
Jnpu~

.. '.'::~{ij::ml~ik~Jt!~f~i .. '" l\1W'~~~


Oamau~
l~vel

Luna Moment I Luna Occulation


Luna Moment is useful at mid range, to help protect Viola as you decide on your next attack. It leaves you in a good position to continue attacking, especially as the orb is set by this attack, making@@@ and @@@ more powerful. Luna Occulation allows you to contain your opponent by attacking with greatly reduced risk: after initiating VS ~@+@, you can use otherwise unsafe moves and be protected from reta liation by the incoming attack, or block incoming attacks so that the orb will hit while the opponent recovers. It's very slow and easy to step, so you should use it when your opponent is unable or unlikely to move. such as after a knockdown or near the edge.

vo~+

10; 10

SMSM

Aquarius Cadent /Taurus Aurora


This short range anti-step can't be overused. as your opponent can block Low to beat either follow-up and punish. What makes it especially useful is that the recovery of~@@ can be cancelled by recalling the orb, using @+@ or ..Qr@+@. Use this to fish for a CH, as~@@@+@ will combo: if you have enough Critical Gauge, you can use @+@ Iilli instead to launch. This can be really effective to discourage your opponent from stepping up close, so mix it up with @@@ and ~@when you have the advantage.

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 ..(!.@+@.

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.

Venus Circlet I Mercurius Helix


Like VO ~@+@, this attack can protect Viola at mid range, and is also useful to catch a sidestepping opponent. It sets the orb, if you still have it, after a single attack. When used w ith the orb already set. it hits twice, and the additional attack yields huge advantage if it hits. The exact frame advantage varies depending on where the orb actua lly makes contact in the attack's arc.

... .... ...... .............. .... .... ...........

Gemini Zenith Succedent I Gemini Nadir Succedent

Damage.

level

lri1pact

Guard

I! it

vo@@@ vs@@

10, 12 10, 12, 10

HH HHH

i12 i12

-8,-10,-18 -8, -10, 5

4, 6, -2 4, 6,6

Viola's basic @@ attack has the special property that it can crush some attacks, such as a generic . where other attacks would trade. This, combined with the fact that @ is your fastest attack, makes @@ an essential tool up close. With the orb set, @@@ is a NC and does more damage than the regular quick @@ attacks used by other characters, making it a nice punishment option. W ith the orb however, @@@ is quite unsafe, and you w ill take CH damage during the recovery, so don't use it t o set the orb if blocked. @@ is a better poke unless the hit is guaranteed.

'

................. ........ ................... ..... ..... ...... ...


This is one of the few attacks that is more powerful when in possession of the orb. It catches any sidestepping and is safe on block. The range is good, and it causes a heavy knockdown when it hits, allowing for a combo w ith VO ~~@+ or VS ..!}..@+. or an Ukemi Trap w ith t1@+@. Because this attack flings the opponent some distance, it is also ideal for RO attempts, especially after sidestepping an attack. You can also wal l splat with ..(}..().@+. but you w ill need to connect with your opponent a short distance from the wall, as if you slam them into the wall w hen pressed against it, Viola won't recover fast enough to continue w ith anything except grounded hits.

Libra Prime

Input

Damage

level

lnlpact

Guard

Hit

VO ..()...(). ~r '()>'()> @ + VS ..()...(). or '()>'()>@+

20,20 20

HM M

i27 i36

-9 -9

KND KND

..... ........ ................ .........


The ful ly-charged version of this launcher is Viola's single most devastating attack. She remains TC while charging and launches the opponent very high, making it the perfect counte r-attack versus expected throws and Highs. ~ is your first choice simply because of its speed, bu t use ~~m in situations where you have more time, such as during Okizeme - it does more damage, is safer, and can Guard Burst faster than the basic launcher. If you r opponen t is becoming accustomed to the charged version and trying to counter or interrupt, release early to catch them by surprise.

Virgo Vesper

Input

Damage

lovol

lmpoct

Guard

Hit

~~ ~~ m

20 36

M M

25 32

-13 -7

LNC 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

frames of advantage. It successful. you can launch on CH


with ~(ID for a powerful combo. You can even RO beh ind you if you catch an opponent in m idair, and some opponents may well use jumping attacks at t he edge if they anticipate a throw attempt: VS @+@can RO behind as well. Be sure to deploy this attack selectively, as it is highly unsafe if blocked.

Saturnus M eteorite
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.

:Input

Damage

Leval

llnpact

1iuard

. vo "()>-@+

,a, 22

i1 9

-23

;,

~Y'

Don't be afraid to g rab often to try to encourage your opponent to crouch and become vulnerable to~. Viola's throws aren't the most damaging, but they are good enough to pressure your opponent and because she utilizes different throws depending on t he orb stat e, it can be difficult for your opponent to keep track of th e different throws when applying mind games. Upon landing a throw. Viola's orb damages her opponent directly when sh e has it in hand. Use +@ to RO in front. The side grabs are more damaging and w ill be viable, as Viola's persistent attacking style can ca use players to shut down at close range, g iving you the time to m aneuver. W ith the orb set, Viola's grabs are the same from the front or the sides. This is extremely useful near the edge. VS @+@ reverses t he player positions and gives enough adva ntage for a guaranteed "()>-@+. which not only deals a lot of damage but can also Ring Out. VS +@ Rings Out in front. and also gains more damage wi th a wall splat. Meanw hile, the back throw grants so much advantage that you can follow it w it h a guaranteed ~(ID launch for high damage. If you can t ime it correctly, you can even dash up and perform another back grab, making t his a potentially infinite combo aga inst most characters. ~!though each doesn' t do much damage, you can waste huge:oamounts of time by repeating this loop, and it's a little easier near a wa ll.

Input

D~mao&.

Escape Winciow

VO@+@

45

vo +@
VO @+@or. liD+@ (left) VO (8)+@ or +@(Right) VO @+@ or @+@ (Back) VS@+@ VS@+@

50 57

55 67 20

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.

Viola's unorthodox style is exemplified by this unique attack. It does very little damage for a Critical Edge, but is potent as a strategic weapon. You can activate it after setting the orb in the vicinity of your opponent, and it will drag them towards its area of effect, trapping them for a time. They will be unable to attack without being hit by the orb, allowing you to mix-up basic Mid and Low-level attacks, forcing them into hitstun if they guess incorrectly. Avoid using -& as the hitstun is too short to guarantee fu rther orb hits. t::2@ is the better Low poke here. If you succeed in hitting your opponent, you can land ~@ after the final Special Mid-level hit from the ~ for a juggle. If it hits early enough, you can even charge ~~@ by initiating the attack when the sixth SM connects. Generally you are better served by keeping you r Critical Gauge for combos, but this ~ can be invaluable towards the end of a round, either to trap your opponent for risk-free chip damage attempts, or to stay safe for the final few seconds of a round and play for a victory by Time Out.

Input

Damage

level

SMx7

i23

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

re-launch from the ground using VS -&+@ ~ if you have Critical Gauge stored: this is guaranteed after juggling with VO ..(!,@+@, and you can continue the juggle with anotherVS @@. UnfortunatelyVO -&+ won't stun a second time, so you can't repeatedly re-launch wit~ the Brave Edge attack. Combo B is a typicaiVS combo, with great damage from a simple ~ using only one Brave Edge attack. Take note of how the orb can attack independently, allowing you to form custom combos, such as the examples found with Combos A & C. Many of the below combos can be enhanced by connecting with VS @+@before a launcher for example.
Difficulty

Follow up

vo~ VO~@ vo~~


vo~~ m

@@(@) -& @@@ <?<?. ..0. cl>@+ cl>@+ ..0. cl>cl>+


~~@

35 30 46 70 66
44

3
4

0
0

** **

5 5 5

0 0 0 0

vo~~m

* * *

vo <?liD vo 11+ vo ..(J.-..0.@+


A

34 68 32 76
44

3
6
2

0 0
2

vo t.l+ID
CH @@@+@ ~

DelayVO @. 1:2@ @+
~@. @@@, V0 .?;!@, VS -&+@ ~. @+@. ~. @+@ ~. @@@

CHVOWA@ VS(@+@)@
B

5
20
12 9 16

124 80 74 115 45 116 58 69 49 50 28 21 64

8
2 2
4 4

*****
*** ***

vs ~
vs ..(Jr..(Jr@ ~

@@@. VO -&+@. VS ..(!,@+@ ~. . @@@. VO .?;!@, VS -&+@


~@. @@@. VO -&+@. VS -&+@
~~ (l). @@@. VO ..(!,@+@. VS ..0.@+@ @lEI..@@@. VO @. t::2@

vs <?<? ~ sr-&+@ ~

*** * ****

BT ..0.@+@ ~. @@@
~~ m. . vo ..(!,+. vs -&+ @lEI. . . vo

5
19

~
vs<?

-&+@ ~. <?. @@@. VO -&+@. VS !::?@+@ WR @ WR @. VO 1J'@+@ vo .?;!@ .-&+ + ~.

7
5

2
0

** **

. vs icl>+@) @ vs 1+@) ..0.@ . : vs-&+@ vs ..0.+@

3
4

0 0 0 2 2

**

vs-&+@ ~
vs cl>@+@
Second !orb} hit only

2
5

-&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.

Knockdown

UkomiTrap

Difficulty

{!.{!.@+
VSCHWR@

Slight delay t?@+


~~fil. @@@. VO {!.@+@. VS {!.@+@

64 105 43 36 130

Al l All All All All

0 0 0 0
4

'@ t?@+!ID

Delay {!.{!.@+@ Delay{!.@ Delay<?'@ (;, ~~m. @@@. vo ~@. VS {!.@+@

. ...

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

comer is mainly useful simply to keep your opponent at close range. Walls can reduce the effectiveness of some attacks at close proximity: the final orb hits can whiff after executing <?<?@ (;, whilst 'If@+ becomes less powerful when it wall splats.
Difficulty

voS>S>w! VO {!.-Dr@+@ W!
vs~ @ W!*

@+
~@.

55 78 102 95 53 79 85

6
10 19 12
7
7 16

0 0
6

W! '@. @+@@

**
*****

'@, {!.@+@ (;, '. @@. vo ~@. vs {!.@+@ (;, @@@. VO {!.@+@. VS {!.@+@ (;, @, W! 6@+@@ {!.@+@ (;, @@@, VO ~@W!, VS {!.@+@

VS 1@+@) {!.@, (IDw! VS@+@,@W! : VO@+@W! i VS@W! corner only

2 0 0
6

*
****

BT {!.@
@+

....

{!.@+@ (;, @. @@@, VO ~@. VS {!.@+@ (;, @+@. {!.@+@


5

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]

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.

Guard Burst
Roq.1 Burs1 Anacks o

6
9

@ ~

~~ (]). @+ @ . ..(>-..0. ~

10 11 13 15

. . vo {!.~@+. 'I}+ @. tZ. @+@ ~ @. vs ..(>.~+


~

Roovcos gauge but will not Guard Burst

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.

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.
..(>.~+ Rings Out from a good distance, and punishes opponents trying to step away from danger. The standard launch combos can carry your enemy over to the edge as well, with VO z;:l@ and '!}+ being the best ways to apply the finishing touch. '!}+ is also generally an effective RO tool, as it has excellent range and can be used to evade High-level attacks; @ is a safer TC option. Use +@ to RO in front, andVS @+@with your back to the edge.

SPACING & POSITIONING


Many attacks are slow and linear at mid and long range. Your opponent can never relax thanks to the infinite range of VS ..(>.@+ and VS +, forcing them to continually move around. Try to shift them towards a ring edge if they are trying to defend a life lead. Around mid range Viola is not very powerful. and many of her attacks are linear, so avoid being in this range where possible. Try to use unpredictable movement in conjunction with her orb pokes to bait a whiff. and then punish severely with her Brave Edge attacks. Setting your orb in the stage should be a priority against characters effective from mid range, as your options are relatively weak from here otherwise.

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

[B

CH/.\f-'TE.H 4 i VS PL/\Y I VIOLA

As she is completely unlike any other character in SOULCALIBUR V, you will need to tailor your gameplan specifically to deal with Viola's strengths and weaknesses. She can control the match from any range. so th e best thing to do is simply let her. All orb attacks are eithe r High, Special Mid, or Special Low-level, so you can always block these standing or crouch ing. She is extremely linear outside of close range, so keep moving laterally to be safe from her various ra nged attacks. She lacks effective punishment tools at mid range, so you can really press from mid range with little risk. Be very careful not to whiff

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
~@

You can punish this with i14 attacks. though the pushback ofVO ~@can make it difficult for some characters. Fortunately, Viola needs VS ~@to do big damage. Step in either direction to avoid predictable use of this move. Because it is the main way she can hurt you, it is best never to crouch against Viola at close range, as her Low attacks are not very dangerous, and mostly leave her at disadvantage when hitting. [ 7 0 3]

ately. Viola needs this attack to discourage stepping, so watch out for it at mid range. The final hit has Viola jump over you, so prepare a particular punish suitable for your character. 1:1@+@ This is Viola's main knockdown Low, but is very unsafe, and you can react to it by watching for her to dip her head and jump forwards. Like 'If@+. this becomes a very weak attack for Viola if you can deal w ith it properly, and without it her options at Mid range are limited against a guarding opponent.

~.<?<?@. ~
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.

'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.
c:::>c:::>@@@

r-.' til

All three hits are High and come out fairly slowly, so crouch early and punish appropriCommand List

...

Nomo

Lovol

Standing/@ Sign of Quintile Sign of Semi-Square Sign ofTrine Sign of Square Sign of Quincunx Sign of S extile Standing/@+ Libra Shield Libra Zenith Shield Taurus Javelin Taurus Javelin Taurus Javelin Taurus Javelin Mars Savage Mars Savage Mars Savage Saturn us Fan Saturn us Meteorite Venus Circlet <?+ wnen orb is set'@+ @+@@ when orb is sot@+@@@ .. ~@+ Mid Mid Mid M id High . Hig~h High SS High High SS High High SS High High SS SP-Mid SS SP-MidSS SP-Mid SS Low Mid SP-Mid SS SP-Mid SS SP-Mid SP-Mid SS 8,18 8,18,1 0 14,10 14,10 14,10 14,10 28 15 35 22 18,22 20 10,10 21 21 15 15 18 18 29 25 0 KND KND KND KND KND KND KND 10 BA I part-dlarge version deals 20 damage, impact and advantage varies between values given for no charge and max charge TC I TJ 18,24 damage with orb set l TC ITJ I Set orb I R-0 Set orb BA I Set orb . ,19 . 16 Set o;b Set orb 12,18 1'11 00 .:::>00 i-ligh High Mid Low Low High 14 22 18 14 18 20 13 20 16 15 18 16

8
-4

2 KDN 7 2 2 2

TC I -BT I Clean Hit B I RO

~00
.&00 t:Z <?00

7
-14 16 10

- FC
TC

<?t1+0
when orb is set <?@+@ when orb is set .&+@ when Ofb is set .&+ when orb is set

fJ+0

9
-1 9 31 21 23 2

.&fJ+0

60

33
19 35

Mercurius Helix
Standing/@ +@ luna Zenith Luna Moment luna Nadir Nox Peregrine Nox PeregrineLuna Zenith Nadi r Peregrine Full Crouch Attacks Aquarius Twilight . Aries Hammer Aries Hammer Sign of Square Luna Nadir While Rising Attacks libra Daybreak Capricomus Dawn Conjunction Sign Jumping Attacks Libra Whip Aries Claw

35

17
Set orb

+00 .:::>+00 .&+ <?+ <?+ when orb is set <?@+00@ crouching@ crouching@ when orb is set crouching @ crouching 00 crouching +00

ss
SP-Mid SP-Mid SS 10,10 19 1

Set orb TC I Set orb Invincible: H,M,L (Venical, Body, Stab) After successful evade I Set orb

ss

ss
High SPIOW M idSPMid Mid Low 10 12 12,6 18 12 14 14 14 57

8
6

8
8 2 2 2

After successful evade I Recall orb TC

B B
14

,.

14 10

ss
Mid Mid
Mid Mid Mid SP-Mid SS Mid Mid SP-Mid SS Mid

impact and damage only when orb is set 1 TC -6 4 4 4 TJ I When orb is set: Damage 16 12 15 TJ 1- FC 14 TCI STNCH

while standing @ while standing @ while standing 00 while jumping @ while jumping @ wt\en orb is set while jumping @ while jumping 00 when orb is set while jumping 00 .:::>..@@@
~1& ()( ~~@

20 18 22 26 14,16 14 16,10 16

18

16
20

8 2 8
-8
18

31

29
29
24 24 18 16 16 20 20 20 20

4
KND KND 5 1,2,KND 0 KND 0

Ari~s Claw: Fiery Sagitta Sign Fiery Sagitta Sign


8-Way Run/@ Sol Grand Trine Aries Sickle Aries Sickle Venus Zenith Corona Venus Nadir Corona Luna Tiara Luna Tiara 8 -Way Run/@ Sagittarius Angular VIrgo Vesper Virgo Vesper Leo Nightfall

TJ 1-FC
TJ I STN CH TJ I R-0 TJ I Self R.O NC NC Orb can hit High 1 NC I Set Ofb NC I Recall orb NC NC

7
11,-6,-6 14 18 10 14 20,14 20,18

High High High SS 14,10,18 High Mid SP-M id High Mid Mid HighS$ Mid High High Mid lvl id SP-Mid Mid Mid 8,14,16 8,14 10, 10,15 10, 10,10 12, 14,10 12,14

when orb is set ~1& or~ ~@ .&+ or 'i}t @@ when orb is set.& + or 'i} t @@ <?+or t:Zit or!::& ~@@ when orb is set<? + or t:Zit or !::&~@@

6
2,KND 2,KND

9 ..
~1& or~ ~ @

"'
-~

1 '1 -~

Mid M id
~~

30 20 36 15

24 25 32 17

-1 3

3 LNC LNC 4

10 15

TC I Clean Hit C I CH KND TJ I R-0 TJI RO

1 3 7 7

~1& or ~~ID
.&+ or 'l} t @

.. 1 -

Mid Mid

9
15

Cf-tAf'lF.F<!,! VS P:./<Y ' VIOLA

Namo Leo Nightfall

Vernal Sigil Estival Sigil Zenith Autumunal Sigil Nadir Autumunal Sigil Mid MidSS Mid HiQ!'l

Zodiac Nebula Libra Prime libra Prime Empyrean Purge Empyrean Purge Occidental Peregrine

w hen orb is se t c:t>+ or ~~ or


(A~@+

M id Mid High Mid Mid MidMid Mid Mid

10.15 20,20 20 22,12,54

..!}..... or -fr+@+
w hen orb is set <?+or

.,e..,... or -fr+@+

!:?It or~~@+ w hen orb is set <?+ or !:?It or

27 36 76 76

.,e..,...

~~@+ or -fr++

22

ss

High-Throw Cometae Tremor Astri Fuga High-Throw High-Throw High-Throw

l>O
40 57 55 67

Animae. Speculum

House of Antich1on Cancer House of Antich1on Aquarius House of Antich1on Aries Antichthon Hammer Opposing Sign of Quintile

SP-Iow Mid M idSP-Mid High

CHAP'll'f' d IVS Pi.;W PYRRHA ALEXANDRA

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
cn<lia,~ters

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.

nff<mc:i11.:i Pyrrha is very powerful, but won't have su

in almost any matchup. Staying close to pressuring them with fast knockdown at goal. Once you land a knockdown, it's th~ln~1n again as quickly as possible and force tnrt>l"" and ground-hitting M id attacks such as <?<:?!!;~+0~. Aim to use evasive attacks to allow offense even when at a disadvantage; great ior this, as they defeat many likely nnlnnn,s;after your pokes are guarded. [-tO 1)

Pyrrha's Critical Edge is useful in combos or as a way to attack while at a disadvantage, but it's not an essential too l to have avail able. It will allow you to heavily punish some attacks that you oth erwise cou ldn't, so i t's worth aim ing to keep it against characters where this is the case. Keeping your meter for ~~@ I3EI and Gls is a better idea in most cases. however. as these w ill increase your options for both offense and defense at half the cost. Having a large stock of meter will make the threat of ~~@ I3EI even stronger, as you'll also have the ability to re-GI opponents who Gl the second strike.

Angel Step (AS)


Angel Step is Pyrrha's sole stance, and is actually just a short movement that brings you forward whilst evading undernea th High attacks . The attacks from A ngel Step are Midhitting and fast. but none of them are safe when blocked. The speed of AS is enough to make opponents hesitate when they see an Angel Step, especially since you ca n't use a Low attack to mix-up w ith . If you wait a tiny bit after executing an Angel Step before pressing an attack button, w hich wil l result in Pyrrha using a W R attack. Using throws from an Angel Step is also possible, and is especially good f or catching sidestepping opponents without risking the unsafe AS @@.

[.,put

Damage

~t-I S>@@

25.23 36,30

ML
M

n;:

~t-IS>:~ ~t-IS>@

.. .. ... .. ... .. ...


is Pyrrha's offensive bread and butter attack, because throw ing it out comes w ith very li ttle risk compared to almost all other attacks you can use. These hits don't deal much damage, and can be sidestepped to the left, so you won't be able to rely on them exclusively or your opponent will be able to reta liate heavily. Try to use at its maximum range, as this will increase your options, allowing you to retreat more easily if the opponent retaliates. You can also follow it up with ~l+. +. or AS @@ to deal with your opponent's most likely counter attacks, but none of these have tremendous range.

Ascend Splash

Damaue

hel

lmpct

Guard

Hit

14-16

MM MH

i14 i1 4

5
3

2.4 2,0

...... .... ........ .......... ... ... .... ..... .......... .. .. .. ... ...
At times w hen the opponent is likely to w ait, but ca n guard I:?@ on reaction, you'll find that !1@ is the most useful Low option you have. When it hits you're at a tiny disadvantage, so your @@ or ~@ are good follow -ups. Beating your op ponent's retaliation attempt can make them hesitate the next time you land 1:1@, which opens t he door for you to use mult iple t?@s in a row. I:?@ also hits grounded, and looks very similar in animation to ~@. so these are great tools against opponents who like t o st ay on t he ground.

Tornado Low Heel

Input

Dam;oge

lovol

Impact

Guatd

Hit

20

i17

15

.. .. .. .. ... .... .... .. ... .... .. .. .. ..... ........... ... .........


AS has the speed and range to puni sh many blocked at tacks that most other characters couldn' t, and deals heavy damage in the process. Its speed also makes it a great option for punishing w hiffed attacks or for interrupting slower attacks, especially against characters that can't punish it heavily. Pressing:~ the instant the attack connects will trigger t he follow-up animation, adding an additional 30 damage to its t otal if your timing is perfect. If you get the Just version of AS 8 you'll liave a chance for a Clean Hit and can also then land the Just follow up :~ attacl: from further away. You can use Angel Steps to close the gap or try using a small dash followed by attacks such as c::>S> ~ or 1/'@+@ .

Angel 's Strike

Input

Damage

level

Impact

Guard

Hit

AS @ AS @
AS@:~

32
32,6,14

M M M

i1 4 i14 i\4

16 16 -16

KND / 2 {Tip range) KND KND

32,30

...... ...... .. ...


This is a linear, Mid-hitting attack that w ill launch opponents for a small combo when it connects. It w ill also hit grounded opponents. which makes it an essential part of Pyrrha 's Okizeme strategy. When it's guarded you are left at a small disadvantage, b ut your opponent is in FC so their options are slightly reduced. Whenever you feel t hat your opponent is likely to stay still, this should be one of your fi rst choices .

Angelle Meteor

CHAf'lH'; '' I VS f>! /W PYRRHA ALEXANDRA

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
~~@ is a great choice after sidestepping an if')coming attack since it's very fast and doesn't leave you at much risk when blocked, unlike ..(7..(7. @and~~@ are the same attack, bu t ~~@ must be used from a sidestep or from 8-Way Run. and is a litttle safer when guarded. It 's the speed of this attack that makes it so useful; after sidestepping many fast attacks it will be fast enough to punish when your other options could not.

\
\

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.

Gleaming Twister Kick


Another Tech Crouch attack, and another combo starter: t his one is perfectly safe when blocked and leads to a stun for a powerful AS @ ::> combo. It's high-hitting, so it can't be overused as your general post-sidestepping option. especial ly against characters wit h a lot ofTC attacks. If your opponent is relying on High or linear attacks. however. it's your best option for punishing due to its damage potential. so you should use it as an evasive tool rather than as something you react after a sidestep with, such as~~@.

Star-Crossed Satellite
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.

lnpul .

L~III)J

llilPliC\

(;unr~ '

Hit.

t?t?or~~@@

LM 18,25 LM

i28 i28

12,-14 14

1,KND KND

t?t? or ~~@rJ

Shield Rush
If you want to advance while evading some linear attacks then ~~@ is a great attack to use. It's best used from mid range in conjunction with c::>c::>@ as one of your primary offense openers. It will knock the opponent down when it connects, allowing for a ground-hitting follow-up such as !:?@. ~. or c::>c::> @. You can also use this attack near the ring edge to Ring Out to your left, and the disadvantage when guarded is relatively small, so you can follow-up with @+. or evasive attacks depending on how your opponent reacts.

Input

Damage

Level

hnpaet

Guard

Hit

~~@

25

i20

-6

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.

El Fortune

Input

Damage

Level

Impact

Guard

Hit

@ +

.................
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.

Olympus Shower

Input

Damage

level

Impact

Guard

Hit

<?<?+@

32

i26

-10

KND

Cf />,f'n F 4 : VS f'! .W I PYRRHA ALEXANDRA l

Moderate Low Heel


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.

lopUI

level

lmJ>Rct

i16

-4

Pyrrha's throws m ay lack range, bu t they deal respectable damage and leave her in very favorable positions. Her @ +@ throw sends the opponent to t he ground in front of her and can be followed up with a guaranteed ..C.!ID+ !ID!ID!ID for a to tal of 50 damage, and her liD+@ throw leaves you in a very good position and can be a Clean Hit; because the opponent is left side on they ca n't roll to avoid ~~liD. so they are forced to rise imm ediately and block it. Pyrrha's right side throw deals incredible damage, so it's always worth using it as part of your mix-up after sid estepping to the left. The right side t hrow, meanw hile, is very w eak, as is her back throw, but it can still be usef ul beca use it Rings Out a good distance ahead of you.
~~@+@ has a small escape w indow and again leaves you in a very strong position to mix-up ~~liD. 1:1@, and throws. The opponent must stand instantly in order to guard 1:1@, and t hey don't have t im e to attempt a Gl or Just Guard against it. They also can't Gl an instant ~~liD. but can roll to either side to avoid it. This still leaves you perfectly safe, however, and you ca n use ~~liD lilil to hit rolling opponents for a good chunk of additional damage.

Input

Damage

@ +@ liD+@

25
50 55 13
9

~~~)+@
@ +@ or +@ (Right) @+@ or +@ (Left)

7.0 40

13 13

;''\];lj\}f~Ml . ',
l11put Dmage
. Level

~ BRAVE EDGE ATTACKS


~~liD lilil is by far t he most useful o f Pyrrha's Brave Edge attacks. It's fast, t racks perfectly and leads to a powerful combo w hen it connects. On top of all this it also gives you advantage when guarded, so make su re to follow it up w ith a throw or another ~~liD. If your opponent is able to sidestep the second hit of the attack or Gl it consist ently then it's not safe to use, . Both hit s of the attack also hit grounded, so you can use it for additional dam age after many knockdown attacks. or to finish off opponents who stay on the ground w hen they have little health left.
!;

' . , '-
Guord ,, .
Hi I

l~1pact

AS @@ @+liD+@ <?@@ @ + liD+ .

25, 15, 13

MLM
HLML

i18 i1 8

-18,-16,8,..

KND,KND.LNC

AS @@ 1ili1 is also worth using your Critical Gauge on, as you can use the attack as you normally would, and can then conf irm that the fi rst hit connects before activating the Brave Edge to deal extra damage. It also makes t he attack safe to use, again leading to a st rong advantage when the last hit is guarded.

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.

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.

Combo Follow-up
Damage

Hits

Cost

Dilficulty

or.J

AS@:
~

87
84
44

3
4

0 4
0 0

***

otl
S:l~

AS@ AS@ S>S>+@. @.AS

2 2 5

<?>

46 90 83 102 46 59 79 85 44 61 56 59 68 84 87 127

:1 <?
>@ <?
~~IEJ

0
0

AS@:<?
S>S> ~. ~~@IEJ @@
S>S> ~ ~

3
6

2
0

~~
~~
'J!t. ,! . . " ~ ~
~~@ ~.!}@

3
4

2
4

** *
*** *

AS@:<? S:l
S>S> ~

3
2

0 0

3
2
3 3 4
5

2
0
0

'It+ (Stun only)


CH S:l CH <?<?@
I

AS@:<?

~+
AS@
~~@
>.S>S>~ @. ~

B ....: ::' ;::!>' c::(> c::(>@ '


:i .

ffiEI

2
4

S>S> ~

CH S>@+@@@

C /W:-l:l'' 4 i VS PL/\Y I PYRRHA ALEXANDRA

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

Difficulty

~~ .a.~
CiH ~ IIDIID

<?<?@
~~

50

All All All


Right, Left

0
2

***

Iilli Iilli. ~@. C!lil

80

opponents regardless of which direction the opponent rolls to. This


means that it's actually a guaranteed follow-up in all of the places where it would! be a UT. so the opponent will most likely stay down when you have the ability to use it. After landing~~@. if the opponent doesn't Ukemi immediately,@ w ill hit them for a total of 4 7 (~+will hit them for 49 if close enough). If you want to catch Ukemi after ~~@ w ithout using meter you can use<?<?@.

~~@~

70
169 50

0
8

~@G]j,<?@ ~~

'lr+

~@

All

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
Combo

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

Starter

Follow-up

Cost

Difficulty

<?a. ~~IIDW!
~~@G]jW! CH~@+@W !

~~+liD@@. @. [ij3

109

8
7

4
2

** **

<?<?@. W! ~@@:<? @+@, W! ~@@:<?


@ +@,IN! ~@+@@@.@
'

108 95 100 119

5
6

0
0

D
.E

CH~@+@W!

AS@

CH <?<?@IN!

@+@, W! ~@ Iilli. ~~@@@

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)

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.

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.

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. 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.

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.
Guard Burst
Req.lo Burst 11\ttncl<s

SPACING & POSITIONING


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.

5*
8
9
10 11

c:::> c:> IS G=>. ~+. :>@ >+. :><?. :>:>@. AS@

fil

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:::>S> +, @+@. c:t>+~@


.()..~. ~+. -&-&

12
13

Breaks on first hit of 5th

C! i/'.f>TloP <i

V~,

f>l/\Y I PYRRHA ALEXANDRA

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

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. 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]

Command Li'st

, !imi,!l H,i,l t .. Angel Punisher


.

,l.!nder Slide ~lade

'

Nnmo

Input
..0.00 when hit, <:=> (just) t:?@ <:=>

Lovol

lm11act

Block

Properties

Guardian Strike - Evang ellc Fate Under Splash Elk Strike Standing/@ Holy High Kick Trepid Punish Kick Fragile Crusher Spring Under Ki ck Tomade low Heel M oderate Low H eel Standing/@+ El Fortune Reprisal Hilt Reprisal Guardian Reprisal Tomade Twin Step Grace Standing/@+@ Tempera nce Strike Temperance Strike- M iserable Fate ' Temperance Strike:- evallgelic Fate '. ' ' Quick Strike Desperate Impale Ultimate Ultimate Gaia Tremor Ultimate Ultimate Gaia Tremor Heaven's Gate Full Crouch Attacks Under Slide Blade Under Splash Guard ian Strike Guardian Strike - Miserable Fate Guardian Strike - Evangelic Fate Spring Under Kick While Rising Attacks Full Tum Blade Full Tum Heaven Risi ng Temple

Mid Mid-Thro\N M id ' High

12,28,30 16 26

16 15 26

-10,-20

O ,KND

NCC 11 st hit - FC -FC

-8 0

2
STN

TC

~ ~

High Mid Mid Mid Low Low Mid

14 20 14,18 14 20 18

13 16 16

-8 -6
-10,-16 -14

6
-2.STN

15

NCC I Clean Hit: C KNOCH

.0.
!:?
<:=>

15
16 16

-2
-1

-15 -4

@ +@ @ + +@@@ +
~@+@

auto-GI: M (Horizontal, Vertical. Body) High Mid Mid Mid High Mid Mid 10 20,11,27 18 14,16 18 STN KND KNO NC I R-0

R-0
13 R-0 lTC

-6

KNO

+ +when hit. <:=> + w hen hit.

M id Mid Mid M id-Throw Mid M id-Throw Mid Low Low Low Low SP-Mid Low Mid Low
M id

16,28 16,28,6,14 16,28,30 ... 28 10,8,8,8 25 45

26 26 26

-12,-20 -12,-20 -12,-20 -12

-2,STN -2,KND -2, KND

7 7 7
12

TSITJ I NCC TS I TJ I NCC TS I TJ I NCC TC I KND CH NCC I KNOCH

> (just)

~+
..0.+00 'fr+

17

6
STN,16 STN, 16 LNC

19
38

-16,-1 6,-16,-16 -6,-6,-6,-6

-12.-12
STN, -12 lNC

TC I TJ TC I TJ I UB TCIUB

'frUl+l3
<:=>+

69
65

55

crouching @ crouching (ID crouching t:?@(ID crouching 1:?0000 when hit, <:=> crouching t:?@ when hit. <:=>(just) crouching @

SP-Iow Mid Mid Mid Mid Mid-Throw Mid M id-Throw Low

10 16 10,28 10,28,6,14 10,28,30 14

12 14 16 16 16 14

-6

-8
-20 -20 -20

8 2
STN KND KND

TCI -FC

- FC

9
9 9

NCC f i st hit -FC NCC 11 st hit -FC NCC f1 st hit -FC -FC

-14

-2

while standing while standing (ID while standing @

Mid

18 16 18

16
15 15

-8
-6

6
-6
TC Opp -BT (Hit)

M id High

While Rising Attacks/Simultaneous


Mirage Satellite while standing @+ Mid 20 30 18

-1 2

0
STN

TC TCI BA

68

14

Jumping Mirage Satellite Jumping Under Splash Holy Crest Kick S-Way Run/@ Angel Crucify Shield Rush Inverse Shield Rush Star-Crossed Satellite Star-Crossed Satellite

while jumping @ while jumping @ while jumping

High Mid Mid

22-28 22-28 22-26

24

-9

21 21

-8
-4

15

TJ TJ

~ + or ~~ or ~~~@

Mid High High l ow Mid low Mid Mid

28 26 26 18,20 18,25 22

18 20 20 28 28

-10

6
KND KND 2,KND 2,KND t3 13

Opp -FC (Hit) R-0 , TS R-0 R-0

.(). ...@
'fr+@

-6
-6
-12,-14 -12,14

!:?It or~~@@ !:?It or ~ ~a


<:=>+ @

6
15

R-0, BA

-3

CH;\PTER .1 VS F'lAY I PYRRHA ALEXANDRA

Nam e
Ascension Guardian's Judgment Guardian Upper 8-Way Run/@ Plasma Blade Gleaming Twister Kick Gleaming Twister Low Kick Angel Stroke

Input

Lovol M id M id Mid M id Mid

Damage

81oclc
27 16 -14 -18,-,-14

~111 or ~~
..!).+or 'll'+l8l@ <?+or !:?It or~~

21,7 22,9,28 22

LNC LNC LNC

9 15 .

t~ I R Clean i'Jit: c'. -0:1


TC

f. ;:

22

IR -0

.:::>+or ~111 or~~@ ..!).+or 'll'+OO

Mid High Low Mid Mid Low Mid

18 26 26 18,18,22,34

is ,
23
49 30

-15
-7

LNC
13

..!).+ or 'll'+OO
<?+or !:?It or~~@@@

-3
-12,-16,-16

Jet Stream Rush Olympus Shower

.:::>+or ~111 or

~~+@@@

Mid High Mid Mid

20, 10,21,7 34

<?+or !:?It or~~ or{!.-+ or'll'++@

Holy Carnivore Round Knocke.r Broken Promise Bottoms Up Heaven's Rider


Back Turned Attacks

High-Throw right side throw back throw .:::>+@+@ High-Throw High-Throw High-Throw High-Throw

50
40 70

35 55

Flipside Slide Blade

turn around 18)

1.2 14 16 14 16 18

14

-6

Flipside Under Slide Blade crouching turn around l8l ' Flipside Sword Splash turn around Flipslde Under Splash Flipside High Kick Flipside Spring Under Kick Hip Charge crouching turn around turn around @

15
16 17 15

-6 -6 -8 -8
-1 4

liD

Luminous Angel
Angel~s Strike

during Angel Step @@ during Angel Step during Angel Step (fast)

Angel's Strike Miserable-fate


....

Evangelic Fate
i Twiri Step

s~,:;,e;sault

Angel Side Step


. ..-,

;. l uniinous'Angel Jet Stream Rush

CHA?-H liV~:' ?:.f.IY SIEGFRIEDSCHTAUHEN

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

needs to keep his opponent at t close range, as many of the other charthey wi ll be able to keep the advantage At m id and long range, his attacks are parison with others characters, so at least at mid range, w here Siegyour opponent using mid and I as attacks that push you back to rPrY"lPimber to backstep often. His and to punish whiffed attacks, ' '11 d ,,._il.J , and Side Hold (SSH).

Siegfried's damage really depends on your Critical Gauge; if you want to punish strongly after a whiffed or a blocked attack, you w ill need Siegfried's Brave Edge moves. ~~@ ~ is the most useful fast punisher, and SCH @ ~ is your primary move that you will !JSe in combos after hitting with ~m. WR or -.&-.&<?. for example. For this reason, you should be careful not but he is able to attack to waste meter using ~ attacks that might not connect. His Critican be very aggressive, and allow him to cal Edge is less important but you can still use ~t to increase iti'8'~.....c:on1bo damage or, because of its exc:eii13.Qt range, for whiff punish-

m.

"- 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

>;.,:;,;!l

'l:'',z

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.

... ................ .... .. ...... .....


Entering this stance w ith + auto-Gis all Hori zontal weapon at tacks. W hile you're in the stance the GI wil l stay active lor a long tim e. If you aut o-GI an attack, SBH @and SBH@ @ are guaranteed follow-ups, while SBH is usually guaranteed unless the Gl occurs at the very start of its active window. Base Hold is a polyvalent stance with many uses. You can use it for combos. such as after SASH 13 or <:=><:=>ID and SBH @or @..(7 can also be used to confuse your opponent, especially if you mix them with SBH ~@+@ . Some SBH transitions can act as frame traps or to cause whiffs; the most useful are <l=><?ID and -&fJ+ID when blocked.

Base Ho ld (S BH) move

II.IPIII

Dantaoo

Levf>l

Propcrtiw

@ @
Transition to Base Hold (SBHI
Input

26 28 20

L M M

Cancellable (SBii @..(7) TC

Lovel
M M M L

GuM~

Hit

+@ ID -&ID <:=><:=>ID

...

0
2 6

"

10 KND KND

-&fJ+ID

................ . .............. ... ..


The transition ..(7 or "(} +ha s a built-in Tech Step. If you use it from a stance you are vulnerable to be ing CH by horizontal attacks. Aher evading an attack the best option is SCH @. after which you can com bo with ~ or C!IEI. If you need a faster move you can use SCH @@ or SCH @ ~. After ~0 or WR ID, you will need to stay in this stance to finish your combo. If these attacks are blocked, you have a defensive mix-up to try to avoid punishment. For example, atter ~ ID is blocked, SCH @ is only beatable by itO moves. So if an opponent tries to attack, all but the fastest characters will be beaten by SCH @. This @ can however be sidestepped, so to prevent step you have to LI Se SCH @.which can be beaten by attacks under i18.

Chief Hold (SCH)

tnpm

Oa!llpgo

Lovol

Ouunl

liil

Proporties

@ @@
Transition to Chief Hold (SCH)

20,20 48 /' t2,18

H,M M M,H

2 2
-14

8
KND

NC

NC

Input

level

Guord

Hit

..(7 or"(} @+@


~ ID

M M M M MM M,M,M M

1 -1
.Q .Q

LNC LNC KND KND LNC STN

WR ID 1111ID ..(7..(7@ <l=>ID >>@@ SSH @@ID SCH @

12

2
-6

Clf\f"-CI:-" lvS P _flY SIEGFRIED SCHTAUFFEN

Side Hold (SSH)


The <?@+@ transition backsteps, making it useful for evasion. You can also use <?<?+@ to backstep even further. After evading an attack, the best option for damage is SSH @)@)(); if you need a faster move use SSH @. Near the ring edge you ca n use SSH @ for Ring Out or wa ll combos. This stance can be very effective in offensive play since you can mix SSH @ with SSH to pierce the opponent's defense. Try to hit-confirm SSH to avoid punishment. After a transition into SSH on block, SSH @ will beat most fast options, but it's High, so be careful not t o overuse it.

Input

Dnltlago

lovol

Pr<iperties

@@

21,37 24,28,30 18

L,L MMM
H

NCC

:N c

@
Transition to Side Hold (SSJI) Input

~~

Level

Gun,rd

<?+@

fi.1
~fi.l

.0

H M MMM HHH

-8
-2

WR

fi.1

@+@ ..(l...(l.@@fi.l ..O...O.fi.l

2
2

Reverse Side Hold (SRSH)


This stance only has offensive purposes, so you'll need to either attack from it straight away or switch to another stance. ~@+@ is useful because it includes a long, advancing sidestep. After this, you can mix-up SASH @ with SRSH and if you hit the best combos are SRSH 13 SBH and SRSH ..(!...(!.@@.Your opponent has to guess your choice of attack to guard successfully. If you make the wrong choice, however, you can be punished badly, as both of these moves are very unsafe. For zoning or to prevent sidestepping or backstepping from your opponent you can use SRSH @, and if you hit you can follow-up with ~~.Transitions into this stance are too slow to be safe at close range, even when they hit, so you must use them unexpectedly.

Input

Damage

Goard

38 28 20
.'

0 -21 -22

KND STN STN

M
L

Transition to Reverse Side H (SS~I old Input tevel

Guard

Hit

~+@

<?fi.l .<?<?fi.l

-5
-11 -10

STN STN

.... ...................................... ...


~

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 .

Quick Backspin Slash


This move is indispensable in Siegfried's gameplay. It is his best antistep option and a very powerful zoning tool. Catch ing a step with liD brings good damage and an amazing knockdown. It's also formidable when blocked: at mid or tip range, you can attack again and fish for a CH. This tactic can help prevent your opponent from attacking or getting close. You can also use this advantage to backstep if you need to defend, or advance for a mix-up. This move is also very often the best combo finisher after a launcher: it can lead to high damage, wall combos, and Ring Out opportunities.

Input

lmpnct

Gnar~

lilt
KND KND

@@@ . :@:@

i16 i17

2-4 2-4

Chariot Splitter
The mai1 purpose of this move is whiff punishment at long 1 range. -&--&-:> SCH SCH @ li combos are perfect for this purpose. Because of its amazing range, you can use this attack alongside liD in your mid to long range spacing game. Mixing up -&-~:> with -&--&- can also be good to confuse the opponent and get them to make mistakes. -&--&- can also be delayed, which again is good for confusing the opponent or to confirm that the first hit connected. -&--&- is also one of your best combo finishers, for example after SRSH or SBH @ .

Input

O~in~~e

LDvol

llu~nct

Gnd

Hit

-&-:& or ~"if

30,26 30

MM M

i25 i25

14, 18 KND 6 KND

..!} ..!} or ~"if liD>

Cannonball Lifter WR Ul is Siegfried's best attackv from FC, and is a great low
and throw punisher. WR UJ always launches for an air combo, even at its maximum range, and SCH @ li @@/~ will deal good damage as a follow-up. Against some charac tars (such as Astaroth) SCH can also be used as a more powerful follow-up. You can try to fish for CH when you are crouched or grounded. Because this move launches at tip range, it's a useful alternative to ~ m for zoning. After a CH, SCH @ is the best combo option.

Input

Damage

tovel

lm~nct

Guard

Hit

WR@l WA Ul

35 35

M M

i16 i16

22 1

LNC LNC

Quick Spin Slash


This move is very effective when an opponent is trying to get into range for their poking game. It's excellent as a fast anti sidestep option, and its range and radius allows you to use it at mid range. On CH. it knocks the opponent away a good distance and can wall splat or Ring Out. It pushes the oppo nent back when blocked, maki ng it hard to punish. Although :&!):@is a stronger move, this move stays indispensable be cause of its easy command. It's less difficu lt to buffer S> during blockstun or hitstun, especially when you are under pressure, and it knocks the opponent to the opposite side for wall splat and Ring Out attempts.

Input

Damage

lovol

Impact

Guard

Hit

@ S>rJ

24 24

H H

i15 itS

14 -8

SECONDARY ATTACKS
Input

. '~1f.;. ---~
Damage

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.

level

lmpa~

Guard

Hit

24

i16

10

C'-.APTER .; i VS PL.!>.Y I SIEGFRIED SCHTAUFFEN Damage


Impact Guard

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.

Input

level

WR@@ WR@@.(Jr

20,31

ML

i1 7 i17

-22

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.

Axle Head Upper


Siegfried's ~@ is a nice poke and interrupt move, and one of his best tools at close range. Your opponent doesn't have time to attack you between ~@@ when the firsl kick is blocked, unless they jump, so use this in frequently to stop your opponent from immediately attacking after ~@.The two lasts hits of ~@@(ID are a NC and will knock the opponent down for an Okizeme mix-up. After the second hit connects you can follow-up wi th t:?@ for a small combo, and it's confirmable, so even though it does less damage than the o;iginal string, varyi~g the string can help you to use the attack more safely.

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.

..................
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.

Rampart Buster

lopot

Dmg~

Level

l~ct

Guar~

Hit

48

i34-i44 10

KND

................................. ................. ... ...... ....


Y can use -.!}..(l.-ll!)@ as punishment after sidestepping an ou attack that recovers too quickly for ~liD to con nect. It 'll also work to preven t your opponent from sidest epping too much. In t hese situations. SCH @ ~ followed by ::@ or ~liD will combo. though only at close range. -.!}..(!.-@-.!}@ is a High, Low string that you ca n use for zoning and to counter sidestep. It 's a NC and the second hit will protect you against TC moves. If blocked. you can choose whether or not to release the third hit using -.!}..(l.-ll!J@-.!7@@. You can catch an aggressive opponent wit h this final Low attack, while if t he opponent waits for the final hit, they will lose the advantage, and their hesitat ion will allow you to enforce a new mix-up.

S lash Cross

Input '':,c....(!.- or 'U' -\i'oo@


-.!} {!.- or 'U''if@..(l.-@ . -.!}..(!.- or 'U''itC

Oomaou
14 14,20 14

Lovol

hhpact

.Guard

. Jlil.

H HL H

i15 i15 i15

-10 -8
-4

10 2 15

... .. .. .... ...... ... ... .... .. ... ... .. ... .. ... .. ..... ......... .
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.

Progressive p h antom

Input

Damu

level

lmpoct

Guard

Hit

-.!}..(!.- or 'U''if @:..(l.-@ @

18.26

LL

i32

-1 5, -21

3, KND

..... ..... ............... ........ .. ..... .....


.;>.;>@is a long range, anti-sidestep Break Attack. It's a useful tool for spacing or advancing while keeping the option to be able to attack again afterwards. Because of the advantage after .;>.;>@ is blocked. you get a free mix-up, so watch how your opponent reacts. When it hits, a ~liD follow-up is guaranteed. Be careful, however, as experienced players may be able to duck it on reaction, due to the Break Attack visual effeet; in this case use ~ to confuse them . It can also Ring Out and wall splat. so keep this attack in mind when you 've backed the opponent near the edge.

Rebuff Turn Slash

Input

Domauu

level

lmpnct

Guard

Hit

25

i42

11

KN D

... ... ... .. ... ....


As a long range, knockdown, Low-level attack, ..(!.@+liD works primarily to open up a defensive opponent. and w ill be especially effective against inexperienced players. You can mix this attack up w ith 1::2 . because the startu p animations are similar. If you don't transition into the stance. you will stay at far range, so you can use this to conti nue your spacing. It also has a built-in backstep, so you can use it to avoid attacks at close or mid range. Follow ..(l.-C+m w ith SBH@ ~ for 71 damage. When it's blocked you are nearly safe, as only i13 attacks can b eat SBH .and the stance wi ll auto-GI any regular -.!}@ attacks.

Grief Imp act

Input

Doonuge

lovol

Impact

Guard

Hit

..(!.-@+ ..(l.-C +m

30 30

L L

i29 i29

-16 2

KND KND

Ci l'F!TF <i

v;., PLW I SIEGFRIED SCHTAUFFEN

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. 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.

lnptrt

D~lllngc

EscaJ>a Wludow

@+@ +@ @+@or+@ (Right) @+@ or @)+@ (Left) @+@or+@ {Back) FC@+@

45 50

13 13

62
57
72

13
13 13 !V9Ido, Astaroth, Z.W.E.I. ~~ly) : ' 11

30 30

SCH @ (; is Siegfried's best Brave Edge move. This Brave Edge gives him combo opportunities wi th the potential for a lot of extra damage, because of the relaunch. After every SCH transition attack connects, this is far the best option to follow-up with. Beca use of the Break Attack, you can also use it to pressure the opponent when it's blocked, but you should be ca reful to preserve you r Critical Gauge, so avoid using it at times when the opponent is likely to guard.
S>~@ (; is Siegfried's best punishment attack. Th is 15 frame move leads to at least 60 damage using SCH to combo, and you can improve the damage with SCH @ (;. This move is also TC and canTS if you use the ~~or~~ commands. Be aware, though, that you are not totally safe when it's blocked. SBH @ (; is valuable if you want ad ditional damage from your basic combos. For example, after SRSH @ you can do SBH @(;for more damage. You can also use SBH @ (; for a frame trap in some stance transi tions, like after ..(7a+0. but again it's unsafe when blocked.

Input

Damove

i.~vel

hnpac.t

Gu~rd

Hit

S>~@t1+0+13
~~@@++@

16,16 16,16 20,20,21

SBH@@+@+@ SCH@@+@+@

MM MM MMM

i1 5 i1 5 i16

:srN . STN

-18

~ CRITICAL EDGE
Legacy Testament
Siegfried's Cri tical Edge is relatively slow, but the ~r'ange is huge and it deals good damage when it connects. Y can ou use it to punish moves that push you too far back for other attacks to reach, or as a whiff punisher. You can also use it in combos for exua damage, for example after SCH @ (;or SCH . and it can also Ring Out forwards near the edge. It's very unsafe when blocked up close, so you must be sure it'll hit when you use it.
. lnP.ut

/::!'!~tll!flh
..(),~~.(!,.~~@++@ .
' :<

..
Drimrigc

IJ!VDI

MM

A fter a launcher or a stun combo, t he best options are ..(),..(), or :@ :@. When those won't connect, you can still use ~. or at least t?@. SBH@ Iilli or the (! can also be used for extra damage. Keep in mind that without any Critical Gauge, your basic launchers (~@or WR J don' t lead to very high damage. For Combo A, try t o delay SCH @ (; and hit the opponent during the bounce: it will reset the damage for a better combo. Combo Conly works against some char

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@ SCH@ IE. ~(ID SCH @ IE. @:@:@

39 69 76 83 65 86 124 67 64 43 51 92 76 75 112 70 105 124

2
4

2
2

***

4
4

...~ ~m
,().,().@~ .
,().,().@~

SCH IE) IE. @:@:@ SCH (ID SCH @ IE. @ :@ :@ SCH@ IE.(! SCH (ID t:Z@ {).@+@

2
0

*
*** ** *

2
4

2
6

,().{).@~

5
2

WRID (ID<?
~@ ~@

0 0 0 0 0
2

2
2 3
4


**

Delay(!
iWR

<?<?@

ID. SCH (ID

**

..()rfi.l+ID
;,

SBH@ IE ..()r..()r(ID(ID

SBH@ SBH SCH @ SCH@ SRSH@

0
2

**

<?<?0, SBH @ IE
~(ID

. ;'2
3

0
4 4

(! (!

**

SRSH@
: .: :, j

~~

J.S
83 47 56 75
72

3
5

0
2
0

SRSH (ID

. .;. ;>'

<?<?0. SBH @ IE
SBH (ID SBH @ IE

**

: .. SRSH 13 : . ,) ~ SRSH 13 : SRSH@


CH ~fi)

2
4

2
4

" (!
SCH (ID
~(ID

* **

2 2
3 2

0
0 4 0

CH <?(ID . CH <?(ID

44 74 37 62

(!
t:Z@ SCH {).@+@, SCH (ID

i cH~@
~131E

CH .A.Pl"E ') l
~

'!~) " lAY

I SIEGFRil::D SCHTAUFFEN
Cost
Difficulty

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.

Knockdown

Ukemi Trap

O mnaue

Directions

<?fJ
SRSH 13 SCH@ SCH@ SRSH@

SRSH

13, SBH @

83 110 126 135 82 122 52 85 90 172

All All Left, Back Right, Back All All All All All Right, Back

0 0
2

Delay SBH@, -iJ.-iJ.@@


**
****

-iJ.fJ+Gl, SBH @ ~
~~0. SCH @ ~- :@ :@ ~~

2
0

<?<?0 -&fJ+Gl
SRSH@ SRSH @

Slight delay SBH @, -iJ.-iJ.@@ SBH@


Delay~~@+@

0
0

0 0
6

Delay <?<?Gl. SBH@


~Gl. SCH @ ~.

<?

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

Starter
~GlW!

followup

Damage

H its
3

Co$1

Difficulty

SCH @, ~@
~Gl.SCH@

84 98 107
77

0 0 0

:IQl:@W! -iJ.-iJ.@W!
~@W!

3
3

~.-&~~
~Gl; SCH@



** **
**

0
0 0
2

FC-iJ.@J+@ W!

@+@or+@ iWR 0, SCH ~@+@, SRSH @ ..e..JJ.@@

108 101 102 79 128 124

5
7 7
6

'

FC-iJ.@J+@ W! t2@W!
CH~@W! ~0: SCH@ ~. :IQl:@W!

-iJ.fJ+Gl, SBH @ ~
~Gl.SCH @ ~@

0
2

if if -&-&

6'
4

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.

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

'

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

I Attacks
<:=> SBH@

6
7

8
9 10
11

@. @. <?:>@. C!. SRSH @


<?=>@. @@. @+@@. SCH @ @13 . ..(7..(7. @@()

I:ZI:Z@. WR . ..(),-(), SSH . (!), z:l @. SCH ()

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. Poking with ~. -.&00. . and @@@. whilst backstepping and whiff punishing with ..(7..(7<? and ~~@ are the most effective ways to defend with Siegfried. The evasive techniques in his stances can also be very effective to make the opponent whiff. After -.&+@.

CH;'.i>'fF.Fi 4 VS Pi A" I SIEGFRIED SCHTAUFFEN

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

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]

21

SPACING & POSITIONING


The best range for Siegfried is the tip ra nge of .::> and liiiiAl. Hitting with .::>. c:(>(ID, or c:(>@ ca n help you to push the opponen t away at this range, and you can use Sieg fried's backstep very well from th is posit ion. ~+@ and c::>+@ can help you to punish an opponent who wants to impose on you r range, and WR @[8) and c::>c:> are effective tools for coming forward . At long ra nge Siegfried is in an advantageous position against close combat characters. The ra nge of c::>IID, c:>c::>. and (ID~ allow you to attack while keeping your distance. Because of Siegfried's Ring Out potential, moving near th e edge is actually a good idea. liil can force the opponent in the direction of the edge even w hen blocked, and SBH @ Iilli. though unsafe. is another fantastic tool for moving your opponent over to the ring edge. [~0 3]

Siegfried is a slow character who cannot punish especially well, so you'll be free to use some attacks that would usually be unsafe. It can be difficult to get close to him. so be pa tient and try to make him whiff, as m ost of his attacks don't recover quickly. This will give

you the time to either whiff punish or to approach safely. Siegfried is unsafe in general, and each of his stances have weaknesses that you can learn to take advantage of. Kn owing which of his attacks you can punish is essential when fighting him, as he's a ve ry unsafe character. /

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]

This attack is very strong, so be careful when tryi~g to sidestep. The damage is large, and it can also Ring Out or wall splat. Don't forget that Sieg fried keeps the advan tage if you block it, so if you want to retaliate you have to use fast attacks or evasive tech niques. If the Siegfried player is using this attack often then you should try to approach with TC moves.

'.;

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

You have to know the risks of each of Siegfried's throws, especially near the edge. +can Ring Out to Siegfried's front and rig ht side. FC +also ROs forwards, and FC +allows for a reverse Ring Out. In general. don't forget to do an Ukemi after each throw, to avoid

deals a J of damage if it hits you while on the ground, so always get ot


up quickly after a knockdown.

Okizeme. [ ->0 6]

Command Li st
Input Standing/@ Slash Impact Side Hold Slash Impact Sla sh ImpactBase Hold Quick Backspin Slash Quick Backspin Slash Quick Backspin Slash - Reverse Side Hold Quick Spin Slash Quick Spin Slash Side Hold Armlet Crusher Alternate Cr oss Leg Slash Double Grounder Beta VIsor Crusher Visor Crusher - Reverse Side Hold Standing/liD Break Grounder (i) -Base Hold Break Grounder @@@ Break Grounder Break Grounder - Chief Hold Break Kick
Level

Hit

Guard Burst

Properties

ri.1
@@@

High SS High High Low High High Low

16 16, 18, 32 16. 18.32 32 42

18 18 18 16 17

9
KND KND KND KNO 13 8 Delayable Delayable Delayable Just Frame.

7. -8, -14 7. -8. 2


2-4
2-4

@@(i)
@@@

ss

High High

@:@:@

:tiD:D
S>@

High SS

32 24

17

10

KND

High High SS Mid Mid Low Low Low High High SS

15

-14

KNOCH

S>ri.l
~@ ~@@

24 19 38 16 18,28

15 19 31 19

-8 -14 -13 -14 -1 7,-16


~

6 KND KND
-4

KNOCH

11 -FC, TC 11 NCC

..(!.@ 11'@@

28

5, KND

'@

22
22

..!B
18

;14
5

STN
STN

>ri.1

Mid SS MidMid Low Mid Mid Low M idMid SS Mid Mid High M id Mid Mid Mid M id SS Mid M id SS Mid-Throw Mid Mid

16 12. 14. 30 12,14, 12, 14 12,14.20

24 24 24 24 24 16 -8. -15, -16 -8, -15. 8 -8, -15, -3 1 2 -10 10 -18 -20
I

6 KND KND -1 7 KND 0 KND KND LNC LNC 2 10 AT 4 KND

12 8 6 10 9 14 6 10 15 15 12 12 10 15 BA. Delay to do the fastest version TC TC TC - FC, Opp-FC (Hit!, TC -FC, Opp- FC (Hit), TC 0 at tip range STN CH UB, 50 dmg at max range 2 first hits NC, 2 last hits NCC 2 first hits NC BA. 2 first hits NC

ri.l
@ <? @

Gauntlet Buster S> Rampart Buster @ > Piercing Strike Sky Splitter Sky Splitter Chief Hold Shadow Buster Shadow Buster - Base Hold ThrustThrow Hilt Knocker Earth Divide Standing/@ Grief High Ki ck Grief Side Kick Axle Head Upper
"

' 24
48
40 30 30 18 18 63 18 75

34-44
25 18 18 23

S>

~
~ (i)

-&

-8
2 -16 -12 KNO

~(i)
11' >@

23
24 16

..(l.~S>

84

@ S>@
~@@@

High M id Mid Low M id Low Low Low Low Low Low

14 20 16, 14, 20 12, 10, 4, 4,12 16

13 19 15 21
15

I.

-8 -6

2 4 4, LNC,STN -7

TC, KNOCH 2 last hit NC SHI T - FC

12

-10, -20, -17


-18
-14

Stomping Grief Low Kick

~@ when hit, @@@@

11'@

GHi\P"f F:fl r, !VS Pl.A~i SIEGFRIED SCHTAUFFEN

Name

+liD +liD
..().@+@

15, 15, 20 15, 15, 20 30 30

18 18
29 29

Split Buster Split Buster f,!ase Hold Grief Low Kick

crouching crouching

liD

18
MidSS

22

fiJ

18

22
14

0
-14

crouching @

14

-2

-FC

While Rising Attacl<s MaelstromSide Hold Maelstrom Maelstrom Cannonball Lifter Cannonball LifterChief Hold Rising Night Kicks while standing

fJ

MidSS M id Low Mid Mid

20 20,30 20 34 34 26

17 17 17 16 16
. '

3
-23
Cancel
-22

8
KND Cancel LNC LNC

while standing @@ while standing @@..(). w hile standing

liD

while standing

fiJ

MidSS Mid M id

-1

15
TC

while standing @

14

14

Jumping Attacks Fatal Spin Slash while jumping @ Fatal Buster while jumping liD High M id
22-28

28
35

-10

KND, 4

2632

~+or~~ or~~@
Memento Slap Backspin slash Backspin Slash - Reverse Side Hold ..().... or 1!'-t@ <:;:>+or 1::21t or~"@ <::=>+or 1::211 or ~"fJ High High SS

10

10

Sky Splitter Sky ~plitter ,- Chief Hold ..(). ... or 11'-tIID MidSS M id Mid

10

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

TC, TS, STN CH

Drive Mid MidSS

::;.

Fatal DiveChief Hold

34, 30

38

18, 12

KND. LNG

STJ

Nun1 o
8 -Way Run/@ Shoulder Rush Spinning Cross Combo Spinning Cross Combo- Chief Hold Spinning Cross Combo- Side Ho ld Spin Slash Double Grounder Spinning Phantom Combo Cross Combo Cross ComboChief Hold Cross Combo Side Hold Progressive Grounder not used fn the game Spin Kick Combo Fatal Ascend Kick Drop Kick

Input

l evel

Onnmgo

Hit

Guorcl Burst

Properties

-+or~~ or~~~
..(l.+ Of '\fi '@@@!ID

Mid High High High Mid High High SS

22

15 21 21

10

6
2, 2, 4, KND

15 6

TC TS, 2 first hits NC

20, 15, 14,


36

.a. .a. .a.


20
8, 2

..(l.+ Of '\f -t m

20, 15

2,8

TS,NC

..(l.+or tri'@m

High High High

ss

20. 15. 14

21

-8, -8,2

2, 2, 15

TS, 2 first hits NC

-&+ or 1?-i'@..(l.@@

High High Low . 20, 15, 20, Low 35

21

..-8, -8, . 8,
-20
-8. -15, -20 -10, -8, -20
-4

2, 2, 3, KND

l:S, 2 first hits.NC '

-.!J.+ or 1?-i'@..(l. {I.+ or 1fi 'UilIID ..(l. + or '\f-t a ..(l. + or"li'i 'm {I. + or tri'UiJ@..(l,@@ ..(!,+or tri'@..(l,@@ ljust) ..(l,+ or tri'@

High Low Low High High Mid High SS High High SS High Low Low Low Low High Mid High High

20, 18, 25 14,14, 36 14 14, 14 14,14,20 18, 26 22. 21 23

21 15 15 15 15 32
~1

2. 3. KND 10, 5, KND 15 10, 15 6

2 last hits NC 2 first hits NC

-10, 2
$.

NC

-10, -8, 20 -15, -20 -8, -16 -12 -16

10, 3, KNO 3, KND 2, 2


KNO KNO

2 first hits NC

13 13 7

NCC TJ TJ

t:Zit or~ ~
<>+

24 30

43

Nightmare Killer Calamity Fall Silent Pride Neutral Judge Flap Jack Over Toss

liD+@ left side throw right side throw

High-Throw High-Throw High-Throw High-Throw Low-Throw Low-Throw

.50
62

17 17 17 17 19 19
R-0 R-0 R-0

57 72 30 30

back throw
crouching @+@ crouching liD+@

Bacl< Turned Attacks Turning Head Slash Turning Leg Slash Turning Sword Thrust Turning Shadow Buster Turning Grief High Kick Turning Grief Low Kick turn around @ crouching turn around @ turn around liD
-

.,

High
,

..

18 18 20, 25 20 16 18

20 21 26 25 15 17

-8
-

4
-

SP-Iow Mid Low

-6

4
5, 7 2 2

9
11

-5. -20 -8 -8
-14

crouching turn around turn around

Mid High Low

crouching turn around

-2

CHM'TER I;! VS 0 Lf.,y! SIEGFRIED SCHTAUFFEN

Name

Input

level

Damage

Hi!

Guard Burst

Properties

Base Hold Base Hold Reborn Storm Reborn Storm Reborn Kaiser

(also from other stances)


during Base Hold @ during Base Hold 00,..(7

+liD

26

29

28

32

Geist Slasher Geist Strike Geist Spinning Low Kick Geist Spinning Low Kick Base Hold Chief Hold Chief Hold Chief Hold Terror Circular Terror Circular Side Hold
<

during Reverse Side Hold @ during Reverse Side Hold during Reverse Side Hold @ Low

38
28

29
18
17 17
-22
-7

20 20

during Reverse Side Hold

13

LowSS

STN

..().. or 'If'+@ {also from other stances) backward

+@
High M id High SS Mid M id High

during Chief Hold @ during Chief Hold fJ during Chief Hold during Chief Hold @@

20 48
12, 18
17

Terror Stamper

10

Side Hold Side Hold Double Grounder Alpha Double Grounder Alpha - Reverse Side H.old Phantom Castling Phantom CastlingChief Hold (also from other stances) during Side Hold @@

*'+@

ss
Low Low

21 , 37

23

during Side Hold

fJ

21

23

during Side Hold

Mid M id M id

24,

28. 30

27

during Side Hold

,, > '

! Reb.drn Grinder
:.

t"~lo'o ii,;"

Kick Rush Vortex

~:h.<\1' I !-H ; i V'i PI t.Y

I HILDEGARD VON KRONE

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
Your focus with Hilde will always be on the choice of when and which type of attack you're going to charge. Once you've begun charging an attack you'll need to keep track of the charge duration, and must then make a choice to either release the attack or lose the charge while guarding. This means you'll have plenty to think about and wi ll need to find a playstyle that lets you charge attacks while keeping a solid offense and an ability to pu1 nish your opponent's mistakes. 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.

METER USAGE
Hilde has a very strong Critical Edge attack, which can be used in some devastating combos, so it's well worth keeping your meter to take advantage of it. Her@+@ ~ throw can lead to powerful wall combos and can Ring Out behind her, making it invaluable to have meter available when near the ring edge. It can also combo into her (! in open p lay, so having enough Critical Gauge for this can give your throw game a massive boost. ~ ~ is her most powerful Mid-hitting attack for mix-ups so it's worth using any time you don't have a charge attack ready.

ll
~

':t.'"~

10_017

Hilde's unique ability lies in holding down the @or button to cha rge up increasingly more powerful Vertical and Horizontal attacks. Wh ilst charging up these attacks you'll lose access to all other attacks or actions that require the button you're holding down. Thi s means that if you're charging a Horizontal attack you won't have access to any o f your regular Horizontal attacks, Brave Edge attacks, Gl, (! or attacks that require simultaneous button presses that include . This ca n be a huge disadvantage, but the attacks you can charge up are w ell worth it if you want the highest combo damage, best offensive pressure. and some incredible wh iff punishing tools. 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.

Input

Chary~ 'limo

D3mago

leel

Plop ~lties

@ (Stage 1 release) @ (Stage 2 release) @ (Stag~ 3 release) (Stage 4 release)

1 Second 2 Seconds 3 Seconds 15 Seconds 1 Second 2'Seconds 3S ,econds 15 Seconds

24 20 28,30 70 40 20,13 20,16,40 140

M M MM M

TC"
BA . UB

() !Stage 1 release)
' (Stage 2. release)

;(Stage 3 release)

UB

~ PRIMARY ATTAC KS
.. .. .. ..........
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) Knee Assault
Input

.. '}:~
Oamauo Lovol Impact
Guard

Hit

~~@

20

i14

-8

10

..
lnpul Onmago Lovol

.............. ........................
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

Impact

Guard

Hit

C3@

28,30

MM

i1 8

KND

........ .. ........ .......................... ... ... .......


~~is a very powerful combo starter, and is another Break Attack that leads to advantage when guarded. When it's blocked, c:t>c::>@ is uninterruptible and can't be sidestepped, so you can use this to force a mix-up. If the opponent hesitates after it's blocked you can try using it aga in, since it's great for wearing down their Guard Gauge. It's best used as an evasive w hiff punisher; use it after sidestepping linear attacks or use its Tech Crouch to evade slower High-hitting attacks. It 's worth learn ing which side your opponent's characte r is wea ker at tracking, and then use ~~ to sidestep and punish them severely when they use a linear attack or string. It doesn't redirect well, however, so it can easily whiff if you use it after sidestepping an attack that carries the opponent to one side.

Input

Oomago

Level

lntpact

Guard

Hit

~~or "lt"''

20,30

MM

i30

12

STN

Ci,1,!' i Hl4 iVS 1 1./\Y I HILDEGARD VON KRONE

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
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.

lupul

Damage .

~e~el

10,15

MM

., . \~illfu'i?df~

'- SECONDARY ATTACKS


Lightning Volcano
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.

.. , . ~~i
lmpct

_
Guurtl

. ,, ;
Hit

~eve!

MH

i25

...

Aerial Power

~@ is a slow but relatively safe Horizontal attack. It\ can be charged to become a Break Attack, g iving you good adva ntage when blocked and it tracks sidesteps to both directions. It also has a built-in au to-G I that Guard Impacts all Mid, SM, and SL attacks with the exception of kicks and stab attacks. When it connects as a CH (o r when t he charged version connects) it will launch the opponent over Hilde's head, potentially leading to a long backwards Ring Out, so it's great when your back is to the ring edge. At times w hen it won't Ring Out. you can also follow this launch w ith a C2 (ID re-launch combo for very good damage.
Blazing Shadow
!::?@ is a relatively fast Low-hitting attack from Hilde's short sword that can hit grounded opponents. It's hard for the opponent toreact to and gives you enough advantage when it hits forWR@ to be uninterruptible, though the opponent can still use an evasive attack or sidestep it, so you should follow it up w ith WR @ or throws sometimes. If the opponent starts hesitating after being hit by it. you can try a short sidestep followed by another !::?@ to reset the situation and keep them guessing. It's very unsafe

when blocked. however, so you must avoid using it predictably.

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.

White Torch I White Impale


~@ is a good Mid-hitting option for use in mix-ups at

Input

Impact

Guard

Hit

~@
~

16,18 16,12

times whe n you have no meter and don't have a Horizontal charged . The second hit is High, so opponents familiar w ith it w ill duck and punish, though they must be very quick in order to do this successfu lly. You can mix it up with~ to hi t ducking opponents, wh ich can be a good idea to use only near the end of a round when you really need some damage. After~@ hits, C1 is guaranteed for good damage.

MH MM

i20 i20

-9.-9 -9,-14

KND,KND KND, -4

Moonlit Dance (Stage 1)


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.

Input

!.Alvei

Impact

Guard

Hit

C1

40

i21

-12

10

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.

Input

Damage

level

Impact

Guard

Hit

<?<?@

20

i27

-11

KND

Ci \f'Tl'.l i IV, PI \" ! HILDEGARD VON KRONE


l~vol

Mystic Star (Stage 2)


The Stage 2 charged @ is another Horizontal Mid attack that can be used to prevent sidestep. It has less range than the Stage 3 @. but it gives a stun when it connects that allows you to combo into your ~ for huge damage. It's not easy to ensure you can use a Stage 2 attack, as you'll need to release it at a very precise time, so using this will require you to count your charge time and ensure that exactly 2 seconds have passed before releasing. If you land this attack near the ring edge you can Ring Out by following up with ..(7@+. while in open play !:?@@ is the best follow-up if you don't have enough meter for you r ~ .

Input

Oamago

hnpncl

Guard

C2@

20

i18

-6

STN

Mystic Star (Stage 4)


If you're at mid to long range spacing the opponent you can often afford to charge @ for long periods, as and C3 can be enough on their own to control space and keep the opponent away. This gives you the chance to charge the Stage 4 @. which is a fast, Mid-hitting unblockable attack that deals heavy damage and is hard for the opponent to react to in time to bea t it. The damage this deals is enough to make losing your Horizontal attack for 15 seconds worthwhile and it can easily turn the battl e around, especially when used to land a wa ll splat. Once you have it charged. you can use it after blocking an opponent's attack or w hen you think they'll hesitate, or use it post-GI or as an Ukemi Trap.

Input

Damage

Levol

lmpuct

Guord

C4@

70

i37

KND

Hilde's throws deal average damage, and have fairly poor range. Her weak Okizeme also doesn't help to make throwing rewarding with her. When you have meter and your back is to the ring edge or a wall, however, you suddenly have access to one of the best Ring Out mix-ups in the game. thanks to her @+@ li13 throw . This will Ring Out or wall splat for a decent distance behind you, and so will the standard +@ throw, so the opponen t must take a 50/50 guess on w hich you'll use. In open play the@+@ IE throw can combo into your ~. so it 's always worth using if you have enough meter. The +@ throw switches sides and leaves the opponent grounded at mid range with you at decent advantage . ..(7+ is a good follow-up at this point. and you can mix it up with C1 , since the opponent doesn't have time to sidestep if they get straight up.

Input

Damage

Escapo Window

@+@ +@ @+@ @+@ or @+@ (Left) @+@ or @+@ (Right) +@ or @+@ (Back)

55 50 55 65 58 65

13 13

9
13 13 13 (Voldo I Astaroth I Z.W.E.I.)

' - BRAVE EDGE ATTACKS


The @+@ li13 throw should be Hilde's priority among Brave Edges for the reasons explained earlier. Next up is ~ @. since it leads to the most damage you can get from a Midhitting attack in mix-ups vyithout using charged attacks. When it hits you can follow-up with any of the charged attacks for good damage, and when it's blocked you're completely safe. so this attack is always worth using. It's linear, however, and if the first hit is b locked the opponent can sidestep the second one, so there is still risk involved in using it during mix-ups. Finally there's c(>@ G. which is High-hitting, and linear, but it can lead to a C2 (ID launch combo in open play. It's a Break Attack, so you'll be leh at decent advantage if the opponent blocks it, and it can be used to quickly wear down their Guard Gauge. It can also Ring Out to the front, but as with ~ G. if the first hit is blocked the opponent can sidestep the second hit to the left.
Input

. 't;~;~
Damage

.
MM
HM

~@+@+

15,15,22 t8,18 35

l~

Guard

Hit

i20 i18 i17

-11

LNC STN 17

@@++@ @+@++

HT

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

continue with another C2 (Combo C). The +@ in this combo has a good chance of being a Clean Hit, further increasing the damage. Finally, you can use <.lj@ Iilli after C2 @, and then quickly turn around for another C2 , which will launch the opponent again if you time it to connect just as t he opponent touches th e ground. Th is can be repeated up to three times if you have the meter, making for a very long and powerful combo, but it's not easy to do (see Combo D).

Starter

Follow up

Cost

()ilfi culty

<.lj(ID@ : ct> ct> (ID


A

C1 ct>ct>@ (! (! 1:1 (! C2 @, @, C3 @.

62
45

0 0
4 4

2
2

c:l>ct> c:l>@ 1:11:1@

60 61 42 110

2
2

0
4

-.!7-.!7 .-.!7 -.!7 CID -.!7-.!7 . > -.!7 -.!7 CID


: CHa+I!J

7 7
9

-.!7@

96 110 140

0
0

****

C2 , @, +@, C2 C2 ,@. <.lj(ID !;13,@. C2 , @, <.lj(ID !;13, @ , C2 ,@. <.lj(ID Iilli,@. C2@

16
7

6
4

87

1:111

r-rn ,

, "I

I HILDEGARD VON KRONE

Combo

Starter

Followut

Difficulty

CH t1+0
CH~@ CH ~@

C2 . @. C3 @. .(Y@
(ijEI, ..0.

85 94 107 50 92 83 81 93 138

8
4

0
4

C2 @, + , C2

0
0
4

C2 @ C2 @

11
(ijEI

3
6
7

C2 . @. C3 @. -.!). C1
(ijEI, ..0. (ijEI
' This combo is stage-specific

2 2
6
6

5 6

UKEMITRAPS
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-

Knockdown

UkomiTrap

Directions

Cost

Difficulty

~
~. (ijEI

(ijEI

124 154 149 81

All

4 4 4

C3
(ijEI

Right. Back
All
Left

~
CH~@

C3@

age them to move. C3 @ ca n catch Ukemi in both directions, but always requires very precise timing on the release to do so. After the C2 , 11@ combo, you can catch Ukemi w ith your (ijEI for great damage.

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
Follow-up

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.
Difficully

Combo

Starter

Damage

Hits

Cost

~@W!

@.WI ~ Iilli. C1 @
~

97 84

9
8

2
4

@ !illi W! C1 @ W! @+@ @ WI
F

Iilli. C1

Back throw

98 117
176

3 13 10

0
6

@. W! S>S> Iilli. C2 , @. ~ Iilli. @, C2


~

C4 @ W!

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.

ponent is. Against opponents who attack often and attempt to space you you 'll be better off playing defensively and taking advantage of your powerful whiff punishers. More patient opponents will give you the opportunity to wear their Guard Gauge down with attacks such as C3 , ~@ . ..0...0., ~a. and c1 , bu t all of these attacks can be countered in some way, so you'll have to mix them up well and watch which ones the opponent can deal with.

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

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-

::HN'r~R

1 \ S 'I Ar I HILDEGARD VON KRONE

have access to Gls. so using ~@when you expect a M id-hitting at tack can be a good way to stop your opponent's offense. [ -70 2) Due to losing access to Gls while charging, Just Guard can be extremely useful for Hilde when defending. Most successful Just Guards will give you a guaranteed charge attack. with C3 and C3 @ being the most rewarding options. Against faster characters Just Guard can really get you out of trouble. Many fast characters have at least one attack that will give them advantage when you block it, and will use it to keep their offense going. Look for such attacks and focus on Just Guarding them or countering them in some other way, such as sidestepping into ..(J...(J,@ or using ~~ or its ~ version to TC under High-hitting attacks. [ -?0 3)

SPACING & POSITIONING


As already outlined. Hilde is great at spacing, and can easily w in rounds though careful zoning with ~~@. C3 . and C3 @ alone. This means that when at mid range or further away from your opponent it will be essential to be charging both @ and @ continuously. Don't be afraid to ca ncel a charge during guard if it m eans gaining access to a regular attack that could be more usefuL For example, if the opponent closes in a little without sidestepping, you won't need a C3 . but could benefit from ~ to keep them at bay, or <? to evade their advancing attack at times when you couldn't backdash away from it. [ -?0 4]

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)

A patient Hilde can be hard to fight against The key is to be patient yourself and make sure you don't ever whiff an attack foolishly. When at m id to long range you should al ways assume that Hilde has C3 charged and ready to punish any mistakes you make. This is an attack you really don't w ant to block too often either. so sidestep often whenever

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

.Nee 1RO be.hi.rid I C!.ean Hit: B I -'-flT . auto-G I M \Horizontal, Vertical)


,. oclluc" M :(Horizolit~l .

.ve1rtiC<lll 1R-0 (Behind) : Hit: B Aerial Power , Fire .S iladow SA I a uto-GI M (Horizontal, Vertical) R-0 (Behind)

'

..

Lightning Horn

-2.-2.KND KND,KND -9,-14 KND,-4

11,10.6 13,8 13,7

NCC I 1st two hits NC NC (34 clamagel I R-0 NC (Damage: 281 I Qpp -FC (2nd hit)

'

,:W~ite Torch
'

White Impale

Ciiori~u's i-t~;n.nei

-8

2'

15

-FC I Opp - FC (Hit)


Temporarily- BT

Iron Heel Metal Kick Shadow Kick


!'''.
'

10

R-0 JTemporarily -BT

~00

..[!.00 !10000 :>0000

Low Low Mid High Low

12 14,21 18,20

15 16 20

-14 -20,-13 -1 5,-6 -4,2 5,KND 10

- FC NCC I Opp - FC (1st hit) I STN CH (2nd hit) R-0 (2nd Hit) 1- FC

Double:Kic.k : Twister Standing/@+ Double Falcon Double Falcon


'

:.

M id Mid M id M id Mid Mid Mid

10,15 10,15 10,10 22

25 25

-16 2 2 -16

5
STN 15 12 15

NC Nee JBA Opp -Fe (Hit) R-0 l TC

R'wal .Windmill .:. . Golden Heart Standing/+ lronTower Iron Tower

22
16

6
KN D

+00
enemy mid air

M id

30 33,30 18

21 21 26

-11

KNO
LNC

11

TC I Clean Hit: B TC TC

+00

Mid-Throw Low

- Roaring Fang Full Crouch Attacks Ttiundering.Volcano Crown Split Shadow Kick

..(!.@+00
crouching liD
crouching :Crouching

22

KNO

SP-Iow Mid Low

10 18 12

12 16 14

-6

-8
-14

2
-2

15

Opp - FC (Hit)

00

While Rising Attacks


Rlsln!{FI~e : .,

..,

:o;i,rr<~~e
. +
t

Wind Horn

w hile standing liD


while standing while s tanding

High High M id

22 26 20

20 18 14

-4
-4

6
KND

14 10

TC TC

00

-6

Jumping Attacks Burning Blade Leaping Strike to;itado Kick whil.e jumping while jumping while jumping M id
.

22-26 22-26 22-26

29
37

5
4

liD

Mid High

-1 2
-12

11

TJ I Op p- BT (Hit) T J TJ

00

19

:!lA '1 H I 'IS

"V' I HILDEGARD VON KRONE


Properties

N01110

l npul

Level

Dnmngo

Imp oct

Block

Hi!

Guurd Burst

8-Way Run/@ Light ning Fire Lightning Volcano Fire Strike Hilt Strike 8-WayRun/@l Hi lt Crush Power Declared Peregrine Falcon 8-Way Run/@ Knee Assault Crescent Leg

S>+

or~~ or z::l ~@

High Mid High Low Mid

24 20,18 28 22

21

-8

KND

13

R-0 TC I Opp -BT !Hit)

{). ... or {}f-@@ r1tt or ~ ~@ <? +

25
31

-8,0
-16 -14

4,11
STN 10

13
15

19

S>+

or~~ or z::l ~@

High Mid M id Low

24 20,30 16

18 30

-6 12 -21

STN STN -6

11 8

TC NC I BA I TC I Cleon Hit: C TJ

{). ... or {}t (auto ottack)

<?+ or r1 tt or~ ~@

18

S>+

or~~ or z::l~

Mid Mid

20 16

14 22

-8
-7

10

KNOCH

{).+ or {1-t

March of Triumph Royal Seal VIctorious Ruler Road to Glory right side throw left side throw High-Throw High-Throw High-Throw High-Throw 58 65 17

back throw

Bacl< Turned Attacks


Back Slash Back Low Slash Back Horn Back Low Horn Back Kick Back Low Kick Back Assault Other Attacks Mys1ic Star Mystic Star M yst ic Star M yst ic Star M oonlit Dance Moonlit Dance Moonlft Dance Moonlit Dance Brave Edge White Monument Red Stone Mid Mid High M id 20 turn around @ crouching turn around @ turn around @ crouching turn around @ turn around crouching turn around baclr.ward + High SP-Iow Mid Mid High Low Mid 14 12 20 18 16 14 26 15 15 -6 4

-5
-8 -8 -8
-14 -12

8
2. 2 4

25
19 15 17 13

...

2
KND

rJ release (1st phase) rJ release (2nd phase) rJ release (3rd phase)


(auto attack)

M id ivl id Mid M id Mid M id Mid Mid Mid M id High Mid

24 20 28,30 70 40 20,13 20,16,40 140

18 18

-8
-6

KND 16 KND KND

R-0 STN

18
37 21 21 21 -12 -16 -18,-58

13

BA I R-0 I Clean Hit: C I NC (Damage: 50) UB I R-0 I Clean Hit: A

rJ release (4th phase) 0 release (1St phase)

10 LNC LNC,KND KND

10

mrelease (2nd phase) mrelease (:ltd phase) whe." hit,@ mrelease (41h phase)

9
8

NC (Damage: 38 including ground hit)

BA I Clean Hit: C
UBI Clean Hit: A

51

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.

Rem em b rance (RM)

llllltlt @@

Damage

Lvl. HM M

Propcltie~

12,15 24 28

TC

@
@

TJ

Trauitions into Romembrance Input

leel

Gu"rd

Hit

t:~oom
{).{). or ~~ m

M
M ~

-15 -11 6

-4 -3

t:~ m

<?fil+l3 m

-14

...
. '>{<)1'. '"'
Damage
Lvl.

'- PRIMARY ATTACKS


......................... ................ .............. .......
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. Mountain Carve
Input

Heavy Bo - Ctlan nelin g Kick

Input

Impact

Guard

Hit

c::>@

20,14

MM

i16

-8,-6

0,1

Damage

Lvl.

.... ..................................................... .........


Any time you have a slight amount of advantage at close to mid range, {).{).@ is an excellent choice of move that can cover a lot of your opponent's potential options. This attack is Mid-hitting and is a very good anti-step option. and if it catches the opponent sidestepping, you get a small CH combo afterwards for good damage. Although the first hit is slightly pur)isha ble w hen guarded, the threa t of the follow-up or s tance transition w ill often cause opponents to freeze up slightly, giving you the opportunity to force a mix-up. The second hit is slightly more pu nishable and Sl)ou ld be used just enough so that your opponent has to respect the threat of it after guarding the first. Phoenix Spring - Cha n nelin g Kick

Imp cl

Guard

Hit

{).{). or ~~@@ {).{). or ~~@ m

14,30 14

MM M

i22 i22

-13,-14 -11

-5,KND -5

................. ...... .. ............................ .........


Despite its slow startup, the Phoenix Spring offers you one of the best risk/reward situations that Xiba has. The entire string is a Natu ral Combo and leads to huge amounts of damage if you add the IEI3 on the end, making it one of the best moves to use if you are at advan tage and think your opponent might crouch. As an added advantage, the move also hits grounded opponents, so i t is excellent in Okizeme situations. Also, because you have t he option of stopping at any point in the string you get a small mix-up when the move is guarded. Because of the disadvantage you are at. however. it is better to use evasive moves or a quid< {).@ interrupt.

Input

Damage

ll.

hpac

Guord

Hit

@+@@@

15,1 5,20,11

MMMM

i28

-14,-20,-6

-4,LNC,1

c-IA'''ft: 'l :. Ivs ''lAY ; XIBA


Kong's Water Offering
@@@ 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.
Oamn~e

lvl.

Impact

Tail Sweep
The starting animation of this move is somewhat simi lar to .C. ..C., so when used at mid range it is very unlikely to be blocked by you r opponent. You should always try and use this move as close to its maximum range, however. as this will make it more difficult for your opponent to punish it when guarded. Mixing up between one or two hits, and even sometimes adding the Iilli onto the end is also a good way to keep your opponent guessing. It also hits grounded opponents, and is strong enough to make opponents not want to stay down, further strengthening your Okizeme game.

Osmng~

lvl.

Impact

Gvard

lfit

18,10

LL

i27

-19,;24 2,-10''.

~ 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.
Input

. :.' :~,,~~
Oamago

'''J''~r

..1 ~~
lvf.

.. ;):

... . . ,

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.

Sheng Illusion Kick


Because of the pressure tha t Xiba applies with all of his strong Mid attacks, a good Low poke that can be done from a neutral position is a very powerful option. It hits simultaneously both High and Low, so you get the benefit of being able to stop opponents usingTJ attacks if they guess you will use a Low, since the High part will hit them anyway. It is also extremely safe when guarded, so you are able to employ some proactive evasive or defensive moves to counter any retaliation. The damage is also a big enough jump over a move like .C. to make it a better option when your opponent's health is Low.

Seong's Leaping Horse When you are at close range ~~@ is one of the better Mid attack options Xiba has. Not only does itTJ, so it w ill beat any potential quick Low or ..!} attacks. but the whole string is a natural combo and leaves you in a very strong Okizeme position afterwards. It is also very safe when guarded. and if you stop at the first hit, the threat of the second again gives you the option to move into a mix-up of your choice. If the second hit is guarded or connects. it also switches sides with your opponent. which can be useful if your back is towards the ring edge.

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.

fnptlt

Damage

lvl.

llupaul

Gualil

Hft

~+

32
47

L L

i25 i25

-16 -16

Throw(@ Break! Throw 1 Break)

!::?+

.................
If you're trying to space your opponent at mid to long range, t?@ is a good move to have in your arsenal. Not only does it have excellent range and do decent damage, but it also knocks down and catches 8-Way Running opponents very well. When used at th is tip range it's also quite safe when guarded, because very few characters will be able to reach w ith attacks that can punish it. It is also TC from very early on, so it works well against characters that rely on High-hitting advancing attacks. Its range allows it to be used in a lot of Ukemi Trap situations w here other moves wouldn't reach, and near the ring edge this can be a very useful tactic. Rising M onkey

Wave Divide

Input

Damage

lvl

Impact

Guard

Hi I

t?

32

i31

-17

KND

Input
~@@@

Oamago

lvl

lmpoct

Guord

Hit

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.

24,17.29 24

MHH M

i19 i19

-t0,-9
6

LNC,6, KND LNC

~m

Xiba's lack of any kind of strong command throw means that your opponents w ill not be favoring one brea k of another generally, so every t hrow attempt w ill be a genuine 50/50, as long as you mix them up wel l enough . His +@ throw switches w hich side of the ring you are on. so it ca n be very useful if your back is t owards a ring edge or wa ll. It also leaves the opponent w ith their head towards you, so you are in a strong position for Okizeme: attacks such as c:t>!ID and ~@+liD are part icularly effective because if you r opponent tries to attack from the ground t hey w ill be hit in the back and be unable to escape the Low throws. 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 @+@ liD+@ @ or liD+@ (left side) @ or liD+@ (right side) @ or liD+@ (back)

Dam ago

Escape Window
13 13 13 13

55 50 60 65 70

Xiba's most potent Iilli is a powerful Mid attack, which can be tagged onto the Channeling Kick after all of the strings it appears in . This hit does a very large amou nt of damage and is excellent for ca using RO or wa ll splats, and beca use it always comes at the end o f a string you never have to commit to it straight away. Th is allows you to always confirm that you have hit your opponent before using it. eliminating the chance of wasting m eter. You lose little if it's guarded, however. since it is both tot ally safe and inflicts heavy damage to the opponen t's Guard Gauge. 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.

Input +@ @@ @ +@+@ c:t>@@ @ + liD+@ c:t> @++ -'

Damage

Llll.

Impact Guard
i28 i17 i16 i27 i1 6 -13 '4,LNC, 1,KND

. 5, 15,20, 1 14,48 12,19M,48 20,14,48 18, 10,14, 19 17,9, 13,19

MMMMM HHMM :rvlMM LLLL ' MHHM .

~~or~~@@

@+ +

WR @@ tAl+@+@ , WR @@: lAJ+iiD@

Xiba's 1!13 m ay be a lot slower than many others in the game, but the additional benefits it brings m ore t han make up for this. It has a built in au to-GI w hich is active almost immediately, and w ill Gl any normal Mid or High attack. It is somewhat vulnerable to Low attacks and throws. but even these are not surefire w ays of dealing w ith it. since the move also has some TC f rames early iin t he animation, andTJ frames la ter on. If you do manage to Gl an attack w ith it, you also get a massive damage boost alm ost doubling t he standard damage. Because of the damage increase. you should always try to use this 1!13 to GI moves, rather than using it as a general punishment or combo tool, and it can be especia lly effective against strings or slow moves. The only ti me you should consider using it ou t side of those situations is if you get knocked down and are using it f rom the ground to counter any pot ential Okizeme that your opponent may be trying to employ. Just keeping the m eter for t his 1!13 can also pay dividends in a match. as i( can greatly limit the types of attacks your opponent can u se. which w ill in turn make them easier to read and react to.

Daf113S~;

lvl,

:: .. ln>p~Rt

Guard

Hlf ' '

: i. 9* 1

-17

114 after using it to Guard Impact an attack *' Guard Impacts from frame 3

Most of Xiba's combos com e from of his natural and CH strings. His biggest damage comes from landing attacks such as ~@ or @ on CH and going into the canned follow-ups; adding the Iilli onto the end of these combos can lead to a large amount of damage and give you excellen t Ring Out/wall splat potential. Even on normal hit. some of his stri ngs s uch as ~ and @

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

<:=><?
A
..(),~@

63 71 57 60 91 83 96
72

3
4 4

0 0 0 0 2 0
4

BT @+@ BT..(J.@
~

~~

CH RM @(ID RM @ CH @@@ CH c:(>c:(>@@@ CH c:(> @@ Iilli . @+ CH ..(J,..(J,@fi) CH @ CH@@


~<?@ Iilli

3
4 4

c::> Iilli
z;l@

....

**

9
5

...
....

* ... **

c:(>@ Iilli. c:(>@ RM@, ..(J.@+@ Iilli ..(),@+ @@. ..(),@+@


@@~

2 2

109 57 78 59 91 108

6
6

0
2

...

3
6

0
2
4

~<?@ (?lit

',H,O:,p1:.::1: .. /<, PI.A

! XJBA

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

Difficulty

CH@ CH (ID(ID

tlor ~@+@
~@@@

56/71 111 100 153


44

All

0 0

Back.
Left

CH @@ Iilli tl@ FC@+@ *'*'


Character specific

All

2 2
0

* *

@+ Iilli. @ {>..!} or 1f1tm

All
All

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 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 .

Combo

Starter

Follow-up

Damage

Hits

Cost

Difficulty

CH~@@W!

~@@@

98 164 175 203 148

5 14
19

**

CH @@ Iilli WI @+@@ Iilli WI *'*' Iilli. @@ Iilli WI CH+@WI

@+@. W! (ID@@. ~@ @+@. W! @+@@@ Iilli. @ @+@. W! @@@. @13 W! @+@, W! @+@

2
4
8

***
****

21 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 the risk of being interrupted by fa ster attacks. Moves such as @ and are very difficult for most characters to deal with effectively at mid-range due to their combination of speed, tracking and power,

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. also a very good move for ringing out behind you. so if your back is toward the ring edge, looking to step an attack and punish w ith this move can be very effective.

G uard Burst
Req. to Burst

I Attucks
S>c::> FC +, <?@+@, ..()...().@ . @@. +@ .:::>.<? WR @. @@ ' , <:=><:=>@. @+@ <:=>, {i' , ..()...(). or 'li''li', +@, RM @ ..()., <?. ..()...(). or '11''11'
~. @. <?<?
~@@.

GUARD BURST
Guard Burst is very effective with Xiba, as many of the moves that you'll use as part of your general offense inflict large damage to the Guard Gauge. His Primary Guard Burst Pressure comes from strings, especially those tha t end w ith the Channeling Kick, as t his move alone does a lot of Guard damage. The kick also recovers quite fast. so if it causes the Guard Burst. you w ill usually be able to follow up wit h a strong move such as +. Mixing these strings up effectively, along with solid single moves such as <?, <?<:=>@ and <:=>. will wear down your opponent's guard very quickly. After long range knockdowns w here you are at advantage, closing in with <:=>+ can also be very effective, as your opponent is almost forced to guard it.

6
7

8
9
10
11

12
13

S>c::>

* Bursts on the f i rst hit of these strings

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 (!,

SPACING & POSITIONING


Xiba is very effective at spacing and controlling opponents at mid-range, since he has a lot of advancing and long-range attacks that opponents must respect. Attacks such as @@ and c:(>@ can control that middle distance very well since they advance, track well. and inflict large damage on CH, which will severely deter your opponent from sidestepping. If your opponen t has a lot of strong TC options, you may also want to consider ~c:>, w hich w ill a little slower. is both Mid and totally safe. Should your opponent make a mistake and w hiff at this range, you also have strong tools to punish them in the form of -&-&and <?<?@ filE~ . Because many of Xiba's attacks naturally push the opponent to the right you can often herd them towards a wall or ring edge much faster than a lot of other characters; try to offset you r position to either side of your opponent to maximize this effect. [-tO 3]

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 . s much pressure as possible, while always keeping a in mind the potential usage of his ~ or RM stance. It is also very

important to try and become familiar with as many of his transitions and strings as possible, so that you know at what points you are likely to have to deal with a mix-up. Many of the string moves. and especia lly his Lows are also very punishable by a lot of characters when guarded. and punishing them heavily can make the Xiba player think twice about using them.

KEY ATTACKS
, . . . <>@@ 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.
.

:,R,M @@.'' RM@ is often used during many of the stance transition mix-ups, as it is by far the quickest option, but it is also High, so if you have a quick TC move you can easily go under it and still beat the @ follow up.
: il~@

'

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.

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

This attack is often used at long range, so even when guarded it is difficult for most characters to punish. If you get familiar enough wi th the animation, however, you can still do a jumping attack, or simply use an empty jump to get close. and then use a standing move to punish it.

Command List
Name

Input

level

Damage

Hit

Standing@
Ko~g's Water

Offering

@@@ c:::>@@

High High Mid High High Mid Mid High . MidSS SP-low Low High

16, 18,30 12, 19, 14 14,24 14 10 32 25 18, 22, 18 20, 14 24 24, 17, 29 18 26 45 14 20,23 12,15 15 38 16 18 26, 28
4

18
17

8, 12, 16 -11 ' 6

2. 4. KND
5, 1

NCC I R-0

Cross Bo - Channeling Kick Crushing Blow Crushing Blow - Remembrance Bo Slice Wave Divide Roundhouse Bo Standing

NCCITS NGG I R-0 GI I -RM -FC TG I R-0 TC ITS I RO

~@
'l:l@0

14
14 14

4
15 6 17

KND
4 7

..(7@ tZ@
<?@

31

KND KND

15

28
,2 0 ' 20

13
10. -9 ' 14

10 14, 7

liD

Rushing Bo Rushing Bo- Remembrance Heavy Bo- Channeling Kick Rising Monkey Remembrance Rising Monkey Assaulting Bo Retreating Snake Phoenix Thrust Standing@ Sheng Front Kick Sheng Illusion Kick

'" @)

M id Mid M id SS Mid Mid Mid SS Mid High High Mid Low Mid

; 0. KND
4

TJI NCG GII-R M

0
'l:l 0

c:::>

16

.a. 6
6
-10, .g

o. 1
LNC
LNC, 6, KND

15, 7

STNCH I NCC
GII-RM NC I R-0 I Clean Hit: C -FC - FC I TJ I KND CH

19
19
22

12 12,9
11

'l:l@@ when hit, @

..(7 tZ
<?

8
14 13

-2 7
KND

29

26
13

TC I R-0 I Cleon Hit: B

@
c:::> 'l:l@ 'l:l

High High lo>N Mid Mid Mid M id Low Mid High Low

8
1 1
15

2
1
STN NG

22 24
18
16 15 15

Yin Rising
Sheng lung Kick Solo Sheng Approach Sheng Su Low Kick Sheng Side Kick Hawk Claw Standing

12

-FC ITJ

-5
KND -2

-18
14

15

TJ - FG TJ

..(7@ tZ@
<?

10

21

9, 8
14, 20, -6
16

0 KND, -1

11

TCING

+
@+@ 'l:l@+ ..(7@+ M id Mid M id Mid Low-Throw Low Low Low Low Low-Throw

Phoenix Spring Channeling Kick Trick Bo Monkey Smack Dirty Bo Standing

15, 15, 20, 11

28 25 25 25
19

-4.lNC, 1 AT
4

10. 9. 7

NCI RO
AT Escape @ NCC AT Escape

32 8,8,12,12

14
16

tZ@+
liD+@
c:::>+@ ..(7+@

47
15,15,10,10 24

AT

Biting Phoenix Playful Phoenix Playful Phoenix Phoenix Rage Thrust Phoenix Rage Thrust flemembra.n ce Full Crouch Attacks Bo Slice Assaulting Bo River Thrust Sheng Su low Kick Pounding Stones While Rising Attacks Ling Sheng Slash ling Sheng Upper Jie Kong Kick Jumping Attacks Scattering Bo Great Waterfall Phoen.ix Splits S-Way-Run@ Gale Cross Haste Tail Sweep

Mid Mid Mid MidMid Low

12
10

KND

NGG

24
39

0
-GRD

..(70 +13
<?@+@ Mid

55

KND

BA I R-0 I Clean Hit: C


GII-RM

<?(!)+13
crouching@ crouching crouching

ss
SP-Iow Mid low Low MidMidMid

10 20 18 16 20,21

13

-6

7
-2
2

-FC

21
28

tZ

.a .a
14

12

- FC

STC 1-F
-FC

crouching@ crouching @+

14

2
STN

24
20

B
10
-7

Clean Hit: A

while standing @ while standing while standing @ when hit, @

Mid Mid Mid High High

24
32 17, 9,13

3
LNG
LNG

TC

21
16

13

while jumping @ w hile jumping

Mid Mid High

20-24 26-32 30-36 28 18, 10

28 38 19

.a
0

3
KND 10

TJ TJ

liD

I R>: no KNO

-,vhile jumping @

-13

6
2

TJ I Glean Hit: A

Mid lO\'tlow

TJ

-2. -10

NG

Name
. Mountain Carve

Input

l evel

Hit 14,30 14 24,20

ProJJcrties

.(),... or 1ft-@@

M id M id M id SS Mid low

. 21 21

-13, -14

-5.KND

10

1st hit STN CH NCCJ R-0 . GI I -RM

I
.

Mountain Carve- Remembrance .(), ... or Cross Tide 8-Way-Run@ Raging Monkey Shen Ba Lower Bo Feint Phoenix Feint 8-Way-Run@ Kong's Ryui Bang Tail Kong's Ryui Bang Tail Seong's Leaping Horse Ling Sheng Su Sweep Sheng Heh Kick <?+ or

1ft-@0
r:Zit or ~~@@

-11

3
2, KND 2, STN. lNC l NC STN STN STN, KND KND 0, KND 13, 11.5

27

-9, -5
-15, -5,
-17

- FC I NCC I R-0

~+or~~ or ~<ll
.()..... or 1ft-

M id Mid Midi M id low M id High Mid Mid Mid High Mid M id Mid Mid

16, 14. 27 21,7 20 30 20,20,16,8 45 15,10,18 18

19
21

13, 9, 6

NCC TC ITJ l lNC (behind) TC T I Clean:Hit: C J


BA

-16

r:Zit or~~
<?+

29

-14
-4

11

30

12

~+@
~+@0 ~~ or ~<ll@

22 23 23

10, -16

15, 9
12

-7. -7
21

12,8

TJ 1. ~ B.! ,:Ef':~n Hit: C ., TC I KNO CH

.()..... or 1ft-@

+@
Left side throw Right side throw Back throw Back Turned Attacks Reverse Bo Tap Reverse Lower Bo Slice Reverse Waterfall Hind Waterfall Reverse Sheng Su Kick Reverse Sheng Su Low Kick ZhiWei turn around @ crouching turn around @ turn around crouching turn around turn around @ 16 18 20 22 18 21 Phoenix Pounce 60 -' 65 70
17 17

.17

R-0

-2
-6 -5
-7

21
24 24

- FC
~~

-FC

-Fe

CH/IF-Ei~ 41 VS

PJ1Y i ISABELLA VALENTINE

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
:S

METER USAGE
Ivy mostly uses her meter for 1:1 lml and along with her Brave Edge and Critical Edge throws. S>'it- lml is worth keeping your meter for, as it can be devastating in combos. You'll also have to keep some meter when at close range for 1:1 lml, w hich allows you to pressure your opponent with a huge 12 frames of advantage O ( get a guaranteed S>'if@ when it's blocked. Sometimes your meter is best used for @+@ lml or her Critical Edge to make your opponent duck and respect your powerful throw game. Her other Brave Edge attacks are less important, but you can use them to increase combo damage and to finish your opponent off, such as with c:::> c:::> lml or 'It'It !mi.

Spacing and long range poking are integral to Ivy's game, with a focus on strong defense and movement. c:::>m is her longest range poke, and because it's very linear and vulnerable to quick moves you will have to use it alongside S>fJ to CH sidestepping opponents. Th ere's also -&+@ and 'it+@ to whiff punish your opponent at long range. While keeping your opponent at bay with Ivy's long range tools, you should always be looking to buffer her CS throw to catch opponents trying to close the gap. CS has massive range and a short escape window. Any opponent with their mind on rushing you down will not be focusing on throw breaking. close, Ivy will rely on her strong throw game, pokes, and strong Mid-hitting attacks. -.!7@+ example, is a fast, safe, ground-hitting Mid. 1:1 lml w ill be your primary pressure tool. and it will combo into S>@ when it hits and gives you a guaranteed S>'if@ when blocked or a huge advantage to force a throw/Mid mix-up. [~0 1]

S> lml 'it

10_019

'- PRIMARY ATTACKS


Venom Slash

:f~~~,.

"

{7 t1<? is one of Ivy's most effective attacks because. even when at a disadvantage, you'll be able to beat lots of moves due to its evasive properties. It's the perfect illustration of how strong Ivy can be at defending the area between close and mid ra nge. This is mostly due to the auto-sides tepping and Tech Crouch properties of the move, and also because it's fast wi th deceptively good range and hits grounded opponents. so it w ill allow you to counter-attack in lots of situations. You can even use it to shut down opponents' strings and follow-ups due to the built-in sidestep. However. it does have some weaknesses, such as being unsafe when blocked and not giving you the advantage when it hits.

M enace Slice

Input

00II13tJtf

U!vel

hnj>acl

Guard

Hh

Ivy doesn't have many Tech Crouch attacks at her disposa l, making <?@ a valuable Horizontal tool to have in your arse nal. It's primarily designed for close range use where the TC properties allow you to go under any quick High pokes. such as @@ with many characters. Because in general most of Ivy's close range pokes lack tracking, opponents will often try to step around her at this range, and <?@ is an excellent de terrent to that. Landing a CH wi th it will leave the opponent stunned, giving you a guaranteed t1+@. The only downside to this attack is the fact that i t is High, so if your opponent's character has a lot ofTC attacks. you will need to be careful with its usage.

Twilight Flow I Cagemaster Probably Ivy's best Mid-hitting attack because of its combo potential: press@ to turn around and t hen use@'()>- IE for a damaging follow-up. The attack is a reliable Tech Crouch so it allows you to duck and punish Highs and throw attempts. It's also safe w hen blocked and relatively fast. but you can only use it while crouching. It's best to sidestep and then crouch manually with {7@. then switch to t1 and press . By doing this, not only you will be able to evade Verticals but you' ll also duck and punish High attacks, forcing your opponent to use slow, tracking Mid attacks to hi t you . It has short range and won't launch if you 're not very close, but it's more likely to launch when you hit the opponent's side, so sidestepping before using it is a very good idea. Also, you can press and hold the button to access a longer ranged version, which will stun the opponent for a combo if you are close.

Input

Damago

Level

lmpnct

Guord

Hit

26

i17

12

LNC

Ivy Lick - Silhouette The Ivy Lick is her best punishing move, because it's rea lly fast and has great range. It's also her best combo follow-up after almost every launcher because of the strong damage of the IE version and wall splat possibility. The move will hit even at very long range, allowing you to punish from afar, or combo after long range attacks such as CH 'lr+@. You can follow-up wi th the kick to increase your damage when pun ishing or to prevent quick retaliation. The move is also safe, but some experienced players can jump over the kick and punish you, so you shouldn't overuse it.

CIIN'Ti:R 1 ' VS F'LI\Y I ISABELLA VALENTINE

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::>. Because the input for CS in open play 'telegraphs' the Ivy player's intention to use this t hrow, it is best to buffer t he

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 ..().-@+.

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, s is one of Ivy's best post-GI and md 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.

Released Souls
0 0 0 0 0 0

Input

Damage

Level

Impact

Guord

Hlt

60

i75

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.

........................ .................... .... ........... ...


If your opponent starts sidestepping at mid range, or you have forced them to do so with effective use of or 'It, then can be used to give you a CH attack throw if it hits while they are moving around. Like most quick Horizontal attacks, is a High, so you should try to make su re your opponent is on the move before throwing out. is highly unsa fe when blocked, but at its tip range wi ll be safe against most attacks, depending on t he matchup. For exa mple, at tip range a blocked can be punished by Xiba's 'i::IIKl barge attack.. so know your matchups well and use it accordingly. On CH, will knock your opponent down right in front of you for a good Okizeme.

Tempting Tezhas

c:>fi.l c:>fi.l

c:>m-&

c:>fi.l

c:>fi.l

c:>fi.l

,._
Inpill Dnmngo Guord
Hit

................
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.

Crucifixion

40-70

i47-i71

-14,KND

KND

,.

................
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.

Raven's Egg I Eclipse Raven

Input

DomAgo

Level

Impact

Guard

Hit
KND

c:>c:>@

30 24

H
HM

i18 i23

-8 -16

c:>c:>fi.l

c:>c:>f.i.l

Biting Ivy Inner


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.

Input

Onrnogo

level

lmp~cl

Guotd

Hit

14,12

MM

i24

-15,-28 -6,-16

c:>m-&

c:>m

c:>m

c:>m.

~;!!iWTf.fl !i! VS

"'l.A'' I ISABELLA VALENTINE

Fear's Void Use the different variations of this series to hit careless opponents from close, mid to long range. When ~+ hits you can combo with the same attack again for 52 damage. If you land !::?+@ you get to combo in to "lt!ID+Cl for 60 damage and a potential Ring Out if your opponent has their back to the edge of the ring . This combo is also a good op tion for post-GI and Guard Burst if you have no meter. Land ing ~+@ from long range when your opponent's back is to the edge of the ring will allow you to RO with another ~+@ . Note that these attacks are completely liner and quite slow, so use them when your opponent either whiffs or is trapped in a static stance.

lnJJUt

!::? or~ or ~+@

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. !.

Ivy's most applicable and useful Brave Edge. It's one of her fastest pokes. making it ideal as a postJG option and pressure tool. "fr @lEI will be your second priority, as it's essential when Ivy lands a launcher to gain the most damage either at the wall, out in the open or to score a Ring Out when your opponent is close to the edge. Her primary launchers to use will be FC 1:1 on hit and~@+. ~. and @lEI on CH. @lEI is Ideal for comboing after CH ~~@ or for wall combo, where you can land it after a long range wall splat. Follow-up w ith 1J' @lEI or go for "fr@+Cl to Ring Out if you have no more meter available. @+@ @lEI deals respectable damage and is worth using to break down your opponent's defense, especially if they are disinclined to duck. However, if you r opponent can read the opening @lEI flash and escape the SS, then you are better off mastering CS and

1:1 @lEI is

hnpnct

Guard

i17

saving meter for Ivy's other lmt attacks and GIs,

Acasual Paradox

OnnHIUC 90

Level " impa~t '

' i2S ;

Ivy's t!EI is a slow but damaging unbreakable throw that tracks in both directions. Like all throws, it should be used frequently against your opponents until they start ducking it. Because of its slow speed and telegraphing startup flash, more experienced opponents or those w ith quick reactions may be able to duck Ivy's t!EI and punish her heavily for it. The best time to use her t!EI will be post-Gl and post-Guard Burst, where it will be completely guaranteed, or after blocking attacks that are -22 or worse, since ducking is not possible for 4 frames before impact. If your opponent's back is close to the wall or ring edge. Ivy's Critical Gauge w ill be better spent on using her more damaging wa ll or RO combos.

Many of Ivy's combos require either the initial attack to be a CH. or that you to have at least enough meter for one (;13 attack. Without either of these things her combo damage is signi ficantly lower than a lot of other characters and you will generally have to w ear your opponent down with long range attacks and pokes. If you are fi shing for a CH, <?@ and -&+ are her best options since they are safe even when guarded, and lead to good damage on CH. Off any of her launchers.

"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.

'

Starter

Follow-up

Damage

Hits

Cost

Oifficully

!:2@ or {!.{!.@ !:2@+@ -&+@

-1}!:2<?@ 1f@+@ (l) -&+@ (ID@ <=?@@ !:2@ (;13, +@

40 60 52 41 63 65 48 57 65 85 63 86 116 88 75
77

3
5
2

0 0 0 0

**
*

~ :2(8)+@
!:2@ (;13 !:2@ (;13 CH @ CH @ CH ..(l.@+@ CH-I}@+@

5 5
7

2
4

Ill
!:2@+@

5
2

0 0
0 0

1f@+ lll
1f (;13 1f+ (l) 1{ (;13 !:2@ (;13 x3, 1f (;13

5
7

CH~@ CH ~@

5
7

2
8
0

CH~@

13 7
11
12

FC t1@ FC !:18 @

@. '()> (;13
1f (;13 1f (;13

....

** *

2 2

<?<?

Cl

AP~CR

I IV'> PLAY ! ISABELLA VALENTINE

C ombo

S tarter CH c(>o:(>(ID ~ CH c(>o:(>(ID ~

Follow-up 'll' +

Dnnmgo

H its
6

C ost

Difficulty

72

2
4

** ** ** **

<=(> lil'O' ~

91 85 102

8
7

CH {7{).@
CH .()>{).@

c:>c:> GIS~. i f + m
c(>c(>(ID ~. c(>'lf ~

2
4

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
CH c(>c(>(ID CH >@ CH>@
~m

Ukom Trap i
~a

Dilficulty 44
Left, Right
A ll A ll A ll

0 0 0 0

****
*** **

FC t?@, c(>li)'\)' FC t? (l)(ID, c(>(ID'\)'


~ ..().@

101 92 65

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 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).

Com bo

SHorter CH@W! CH ..()...().@, 6@ ~ WI CH ..().@+@, c(>(ID'\)' ~ WI

Followu11

D amaoo

H its
15 17 25 19 19

Cost 2
4

D illicully

c
D

CHc(>@+@ W! CH ..().t?>@ 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
{).@+@. c(>(ID'\)' ~ W ! i=S+!RJ.

97 125 176 185 239

**

***

8
6
6

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] 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 .

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
Req. to Burst

I Attacks

5
6

8
9

10

<?>@+. <=l>t1. I:? or~ or~+. fi)~ or% @. ~~ or "i}"i}@

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

11 12

13

CHAP m~ 4 IVS PLIW I ISABELLA VALENTINE

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.

SPACING & POSITIONING


Spacing and positioning is one of Ivy's key and unique strengths. She can essentially poke her opponent at any range within her exceptionally long fighting measure and can simply backstep again afterwards to create more space. No other character can control their opponent's movement from the ranges that Ivy can. Because of this, with experience and good strategy Ivy can fight her opponents from anywhere within six character spaces away with the unique ability to disengage back to any of those ranges and re-engage. Knowledge of each stage layout wi ll be important, as Ivy has some very unique wall and RO setups. Just bear in mind that Ivy's big weakness is safety, especially at long range. Any whiffed long range attack w ill leave you vulnerable.

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.

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.

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]

-&+ 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.

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.

Command List

LNC CH I Clean Hit: C I Opp- FC !Block}

R-0 ITJ R-0 IT J

16 13

Opp -BT

NCC

R-0

Cll/\f'TCR 4 VS f'LAY I ISABELLA VALENTINE

c::> ... or~ ~ or Eclipse Raven Wolf Sign Wolf Lash Lamenting Tail Cursed Soul Insanity Light

.... 01' ~ ~ or ~JIB


~+@
'U'i '@ ~ lt OI' ~~@ <?+ @ >+B <?+B High High Low-Throw M id M id

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 20,16, 16,16 20 28,16, 3,4,6 22 18

16 16 29 42 16 2,-14
6 -20
LNC,-6, -6,KND KND LNC

NC I Opp -FC !Block) NC I BA 1Opp -FC (Block) I Clean Hit: A

Tezhas' Flood Polson Leaf Akasha' s Cage 8-Way Run/ IKI Mind Shatter

~+ or 'U'+Iil@@@@ flust)
~It or ~ ~@

Mid Mid Mid Mid Mid Mid Low Mid Mid High High-Throw

<? +

TJ I NC

KND

RO

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

right side throw back 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 +
~

High-Throw High-Throw High-Throw High-Throw High-Throw High-Throw

55 65

70 75
84

17 17 17 17 18 18 15 15 17 18 15 17
-6 -6

Clean Hit: C 185 damage as back throw Clean Hit: B I Damage: 94 as back throw

1-jigh SP-Iow Mid

lii gh
Low M id M id SP-Mid

12 10 '16 18 14 18 20,20 30 56 30 28 79

-6 ,,' '
-8

-8'
-14 -18
-6 LNC

32
27 78 37 12 12

8 4 2 ' 2 -4 12
KND

- FC -FC - FC auto-GI: H.M.L (All} 1-BT -BT UBI Cancel LNC CH I Defayable

13
10

~@+
while Suppressed Exile @

Mid Mid
High High-Throw

LNC
KND

14

Elder Gnome Nocturnal Syl~h

Ci-APTER 4 I VS PU:IY I CERVANTES DE LEON

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 iffic t combos and surprise the1 opponents 1:11 r w itjl bursts of 0ffense. ' \

.....

.......a..;..

Critical Gauge usage depends, as many things about him, heavily on your skill, and of course on your personal f il'llhtir1n style. If you can'~ execute GDRC con.dc'\,nt l\1 enough to be confident in using it, then you can use the much easier, but meter-devouring @lEI version: <? @lEI. Or, you use your meter almost entirely for Cervantes's Critical Edge, w hich is one of the fastest and best in the game and can add even more damage to his combos. You can also focus on throws, and use your Critical Gauge for the highly damage dealing +@ @lEI throw.
"'"''" "'nt<>c'c

to perr;,r:tirr> Ttn have an t"nr-nnib nri w hen-

. [~0 1]

~~
10_020

'- STANCES
Dread Charge (DC) 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. There is also DC @:: . which is a low-hitting slide attack into three hit strike. only possible if timed correctly. DC @ also will hit opponents who are behind Cervantes, because he will automatically shoot to his back if he is BT while using DC@. This attack is High-hitting but unblockable. There's also DC +@. wh ich you can use to teleport on top of your opponent, and ca n modify it to appear behind the opponent by holding 0+13. and you can use a dash out of Dread Charge by pressing c::>. lnPill
.,, !

. ..:,;;;,\'i1' . ,
..(l.!:Z'@ ..(l.!:Z' ..(l.!:Z': ..(l.!:Z'..0./il' ..(l.!:Z'@:@1:
~~'@l;t-(ID

,
M M M
LHH

. .

37 30 37

66
5~ ':. 55

M , M

~!:Z'0+1:3
..(l.!:Z'~

'- PRIMARY ATTACKS

.- _:,;lf
hlJlllt

. ~w
lvl. Imp net
Gunrd
H~

............ ....................... ... .... .... ..


Geo Da Ray Conclusion (GDRC} is the instant version of Geo Da Ray {GDR}. This move is the pinnacle of Cervantes's moveset, and is essential for reaching his combo potential. It has very good range, and is your best punisher of highly unsafe attacks. After it connects, you can combo with more GDRCs for incredible damage. Even if you don't attack after it you'll get 10 extra points of damage due to the opponent hitting th e ground. Its animation changes when an opponent is hit while airborne, ensuring that you still ge t the chance for a combo. Inputting the move reliably is not easy, but the combo potential makes it worth the practice for any dedicated Cervantes player. It is very unsafe when blocked, but since you'll use it primarily in combos or as a whiff punisher this won't be a huge problem. Pirate's Cross

Geo Da Ray Conclusion

Dnmnge

..(l.!:Z':@

30

i1 7

-21

LNC

,.

........ ..... .. ... ......... ............................ ........ ..


This is Cervantes's best punishing attack from standing. It is extremely fast, has quite nice range and deals 40 points of damage. You can 't use it from ~C. however, and it doesn't give you any combo potential even on CH. It's also quite unsafe. but it has such a short block stun that it can be very difficult for opponents to punish. Because of the speed and range this move has it can also be used from close to mid range to not only interrupt the opponent, but to catch them backstepping and sidestepping. If you're not at close range, however, the firs t can often whiff, though the @)will still usually be fast enough to work wel l at this range. Cannonball Lifter
~ is one of the best launchers in the entire game. It's easily sidestepped and has no evasive properties, but it's fast. almost safe, and can always lead to incredibly powe rful combos when it connects. It doesn't even matter what range you land the move from. it w ill always launch the opponent. even at its tip range. After a launch, Cervantes has a lot of options. He can either go for forwa rd Ring Out using ~@) again, a back-right Ring Out using the ..0. attack throw, or a very nice damaging combo involving GDRCs. This attack also hits grounded opponents. which makes it essential for Cervantes's Okizeme.

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10,30

HM

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-18

-4

CHWTFR 4 I VS PLAY I CERVANTES DE l.EON

Shattering Man of War


~@+ is a two-hit string, w ith only a single input. It's one of Cervan tes's best ant i-sidestep tools, and w hen it connects as a CH it will give you the chance to perform a damaging stun combo. It has decent range and is relatively fast. but it's not safe when blocked, so t ry to use it only at times when you think the opponent w ill sidestep or you see them using 8-Way Run w ith in range .

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.

Input , DdnJO

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.
I

c:::>
-

' 30,20

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

it's easily accessed from a sidestep. The damage on normal hit is huge, and can be even higher t hanks to the potential Clean Hit. Even when blocked, this attack puts you almost in an equal situat ion with the opponent, and forces them into a crouch stat e. Th is attack also hits grounded opponents and can be used to inflict heavy Guard Gauge damage.

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.

Head Snap Kick


This is a highly versatile attack that hits Mid, leads to advantage w hen guarded, has Tech Jump frames, and good range . It always knocks the opponent down, lead ing to strong Okizeme mix-ups. After it's blocked you can follow-up with your fast pokes, auto-Gis and even your ~ to really make the opponent hesitate and keep them guessing. If you don't want to waste Critical Gauge or take the risk of an auto-GI, then simply using 1!1 as your follow-up will interrupt many of your opponent's best options, or use @again, as it will Tech Jump fast enough to evade Low and Sl:hitting attacks such as .,0.@.

Anchor Side Kick


This attack is a very interesting one, since it has active auto-G I frames. It can Gl all kinds of Horizontal attacks, even kicks. In conjunction with Cervantes's other auto-GI attacks, such as DC @.@@. and~~@. you'll have a defensive option against all attack types without using any Critical Gauge for a Gl. Of all these m oves, ..0.~ is the best because it is safe. hits M id, and it is unlikely to be auto-G ied due to being a kick. It also knocks the opponent down after a successful au to-G I or CH. resulting in a possible Ring Out near the edge or a wa ll splat.

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22

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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 .

CHM'TER 4 VS rvw I CERVANTES DE LEON

Anchor Revive Kick


WR@ is a great attack to use as a punisher from FC. It's your fastest WR option and can easily punish most Low attacks or be used to continue your offense after landing a Low attack of your own. Though it doesn't give you any combo possibilities, it leaves you with a huge advantage when it connects and it is one of t he few good Tech Crouch moves Cervantes has access to. WR @will also hit opponents who try to sidestep your FC options, making t his move even more valuable.

Cervantes's @+@ t hrow does 50 damage and can Ring Out when you are close enough to the edge. You have also t he possibility to enhance the @+@ throw by using Critical Gauge. This wil l change the th row to@+@ Iilli. which does very good damage and gives you great Okizeme options as t he opponent is lying before you on the ground. The +@ throw may seem weak at first. but it allows you to use various follow-ups after it, resulting in potentially pow erful combos. Of course GDRC is a viable follow-up here, but if you have a full meter you can do Cervantes's (! twice in a row after +@! So Cervantes has very strong options w ith both of his standard front throws. His back throw is also powerful, as it can wall splat or Ring Out near the edge. His right side throw deals good damage, but doesn't allow for okizeme. The only disadvantage to Cervantes's t hrow game is his not outstanding t hrow range.

BRAVE EDGE ATTACKS

'; ;,::?{~~~~ . ,... . ,.,..f1J,tl:

. , :,' , ..

If you ca n perform GDRC very consistently then you won't need to use any Critical Gauge for combos, so you can save it instead for Cervantes's @+@ Iilli throw. His (! is also worth keeping meter for, as it's a great way to easily add damage to your combos . ..!}..!}@ Iilli is interestin!J because the second hit of the regu lar version of ..!}..!} or "lt'ir@@ hits Low. creat i ng a potential mix-up between t he two versions. Although it's quite easy to react to both options, Cervantes gets a lot frame advantage when ..()...!}@ Iilli is guarded, to the point w here he can actually inflict guaranteed damage.

The S>lilll is too unsafe to make use of outside of com bos, and WR @+ Iilli is obviously only accessible f rom FC or while rising, but it's still sometimes useful, because the Break Attack gives Cervantes enough frames to land his (! or after it's blocked. Keep in mind t hat the last hit can be easily sidestepped, so you shouldn't use it often agafnst op ponents who know how to counter it. If you can't do GDRC very consistently, then you should consider <?Iilli as a w ay to increase your combo damage. Cervantes is in BT after this move is blocked, but it gives you a lot of frame advantage for a mix-up, and w hen it hits it gives you almost t he same options GDRC would give you. Note that all of Cervantes's Iilli attacks can be Clean Hits, except WR @+@ Iilli, and that the Break Attack property of ..()...(),@ Iilli and WR @+@ Iilli give enough advantage to land a guaranteed (! when blocked.

Roman Cursed Fire


Cervantes's (! has unlimited reach and is an unblockable, which separates it from many others. The true strength of this (! is Cervantes's ability to use it in many situations as a combo ender. This is especially important after his +@ throw, because with a full meter you'll have the ability to combo into two (!sin a row for incredible throw damage.

After most of Cervantes's launchers, such as , or Geo Da Ray, GDRC is the best option to do nice damage. GDRC is often also the best move to start a combo. to continue a combo, and even to finish a combo. though ~@ and ~ are both very use~. WR

ful in combos as well. Cervantes can combo after ~ with GDRC and follow with ~ for a front-left Ring Out. better positioning, or even a wall splat (Combo A). You can replace almost every first GDRC in his combos with :>@ IE as in Combo C, because after these

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.

Stnrtor

Follow up

Duma yo

Hits

Cost

Difficulty

GDRC

GDRC, GDRC GDRC. @~ GDRC, GDRC GDRC. GDRC. GDRC


(!, (!
/

98 83 92 99 110 113 80 73 135 88 93 98 52 80 99 75 80

0 0 0 0

*****
***

~ ~

6
5

BT @+@ +@ DC @
~~@

6
5

......

8
0 0 0

GDRC, GDRC GDRC GDRC, ~@ (!]3, (! GDRC GDRC GDRC. <? IE GDRC GDRC GDRC. ~@ GDRC GDRC, ~@

5
2

.....
*** *** ** *** ** ** **

WR@
~fiD+
~+

3
3

8
0

2
10

WR @+@ IEJ3

2
4

:>([) IE
CH ~~@

5
2

0
0

CH I:2@:@ CH ~@

****
*** *** ***

1EJ3

6 3 3

2
0 0

CH ,(}~ or 11'11' , CH ..(7@+@

CHN'l'f.'il L I VS PlAY i CERVANTES DELEON

UKEMITRAPS
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

Knockdown

Ukemi Trap

Directions

Dilficulty

CH 'l:l@+@ 'l:l'l:l@ @+@ CH 'l:l'l:l@

-~~~~--~--~~--------------------------

..(7(~)+(3, GDRC, GDRC, 'l:l@

120 160
106

Al l

* ***
***

GDRC, GDRC, GDRC GDRC, @..(7

Right, Back Right, Back


All

0 0 0

*****
*****

..(70+13. GDRC, GDRC, GDRC

117

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. 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.

Starter

Follow-up

Damage

Hits

Cost

Difficulty

+IBJiauto Gl) W! @W!


E*

@.W!@@@

116 . 74 ' 101 118 118

8 6 8 6
14

0 0 0

'l:\, 1:1@
@.@@@

** *

'l:l@ W!
@W!

****

'l:\ @, GDRC, (!, (!


'l:l@, GDRC, @..(7, W! 'l:l@, GDRC. @..(7

8
0

F**

CH {!.-..(7@ W!

*****

' Character speci fic '*This combo only works from a specific angle to the wall.

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)

its built-in sidestep. That said, you can still try to break the opponent's guard, but Cervantes doesn't have to rely on doing so. After a Guard Burst, Cervantes's strongest option is to combo with GDRC. You can of course launch with ~ first for an easier input or combo with ~@+ plus follow-ups for decent damage.

Guard Burst
Roq. to Burst

Auacks

. WR@+@
DC . z:l(i)+(3

a
9

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)

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

CI II\PT1:f1 41 VS PLAY! CERVANTES DE LEON

SPACING & POSITIONING


If you want to take real control of the battlefield w ith a character like Cervantes, then it's important to stay at mid range. Since Cervantes can't compete with the speed of cha racters like Natsu, Leixia, and Pyrrha, and doesn't have the attack range thatAstaroth and Ivy share, it's really the best to stay at'*'* a nd~ tip range. But Cerva ntes has still nice options even from both far away and up close. From far away, certain long ra nge attacks out of Dread Charge and the ability to bait opponents with the '*+@ unblockable shouldn't be underestimated. When you get up close to the opponen t, make sure to use~@+ and {!.@to prevent the opponen t from sidestepping and allow you to move back to you r ideal range. [70 3]

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.

Since Cervantes can be played in various different yet still efficient ways, it should be your goal to find ou t what kind of a Cervantes player you are facing. If they mix-up throws c::>c::>@ and ~ a lot then you should really try to stay out of his throw range. Try to anticipate when he is trying to throw, but don't ever duck randomly, because Cervantes has

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 very important launcher is only slightly unsafe, so in most cases you w on't get much when you block it. though if i( s used point blank you can land quick @@ attacks with many characters. The best defense against this move is to sidestep it and w hiff punish, because ~doesn't track at all.

~@! .
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.

t.~.f.w :t':::,i'::i:. !;: '" :ti:~'ii~J!~~i~TI;::.llif:;j~i.w ~::;:


:. ,., ... '; . il ,.....

Note that ~@+ is a very good tool against sidestep, because it deals very good damage when it hits moving opponents. A good Cervantes player will use this move if he anticipates you trying to avoid certain linear attacks. It's unsafe when blocked, however, and can be easy to recognize the animation, so be sure to punish it.

This is one of Cervantes's few TC attacks. {!.{!. or "1}1}@@ tracks sidestep, hits Low twice, and has a powerful 1m! version. It's important to block the Low-hitting attacks on reaction, since they are not very fast, and to avoid the 1m! version's second, Mid-hitting attack by either sidestepping or interrupting. [70 51

Command List

Scissor Wave Laser Wave Scissor Lifter Finishing Culverin

tZ@ 1:2@. counter hit


>@

STNCH ljustl UB

Surprise Wave Head Snap Kick Storm Generate Storm Generate .;! Sail Nautilus Cannonball Lifter Slay Storm Gale Slash Bloody Hilt Kick Standing/@ Anchor Kick Anchor Knee Kick
I' .

High mJ@ @..(), enemy mid air ..(), Mid SP-Mid

20 28 8 14,31 28 18 16,18 14,18 16 20 15

-16
-8

STN KND

15 10

auto-GI : M (All) TJ

2
KND LN.C

M id M id Mid Mid Mid M idMid Mid High

-14 -13
-8

'~ .
..(),

2
KND KND

15 10

- FC NC NCC

1:2
>@@

-12 -14

@
~@

High Mid Mid Low Low High Mid

14 12 14 16 26 16,20

13 13 15 15

-8
-16

2
0 6

Anchor Middle Kick Anchor Bow Kick Anchor Whirlpool Anchor Steep Kick Standing /@+@ Pirate's Scheme Pirate's Schem.e Night Raid Shattering Man of War Killer X Iceberg CircularDread Charge Dark Geo Da Ray Standing/@+@

~
..(),@

-4 -14 -22
-12

-2
KND

-FC TC NCC

1:2@
>@@

29
15

+ @ + c:::>@l+ Throw Mid M id Mid Mid Mid Mid MidSS Mid

auto-GI: H,M,L (Horizontal)

40 16,16,16 14,14 2() 21 22 27 22


-19
-8

KND STN STN KND LNC LNC

After succesful Au to-GI

~@+
..().@+

-16 -11 -3 -20

12
8

- FC 1 Dpp -FC (Block) R-0 lTC I - Dread Charge I Clean Hit: B Invincible I R-0

~@+
>@ +

27 60

!Pirate'~ Tact.ics'~
Pirate's Tactics Genocidal Culverin High Tide Ancho ring High Tide Anchoring Eternal Curse Killer X Cra.wler Pressure A stem .Bloody Culverin Bloody Hoist Full Crouch Attacks Laser Wave Slay Storm Anchor Bow Kick While Rising Attacl<s Full Sail Anchoring Devastater Anchor Revive Kick Flying Dutchman Tornado Swell

.f@
(~)+@

au to-G 1 H,M .L (Vertical. St.ab) : High High Mid SP-Mid Low Mid Mid Mid High Mid

40
60 30 40 50 36 18 211 24 24 -14 40 21 36 70 35 35 14 -14 15 15

KND KND KND KND LNC STN STN LNC

UB
UB
/
r

c:::>+@ ..(). +@ ..(),(lJ+ I3 1:2 + z;l@+@ z;l(lJ+I3

12

Opp -FC IBiod<J Opp-FC I STN UB

8
8

TJ TJ I Clean Hit: A UB

~+
>@ + @

10

Opp -FC (Hit)

crouching @ crouching crouching @

SP-Iow Mid Low

12 18 16

13 15 14

-6 -8

8 2
2
KN D LNC

FC

16

- FC TC

14

w hile standing @ @ w hile standing while standing @ while sl;~nding @ +@ w hile standing+@
-~-

Mid Mid Mid Mid Mid Mid Mid MidMidMid M id M id ~id Mid

18,36 30 16 10,5,5,5, 5,5,20 16,1 3.48

18 20 14 20 24

-15 12 -12 -16


-58

11

NCCI KNOCH

TC Clean Hit: C TC I T I NC I Clean Hit: C J

6 10

STN
LNC

CHA"'Tl'.fl ..; IVS :uw : CERVANTES DELEON

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' &Agest aspect of Aeon's gameplay is his capability r 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*

Sand Winger (SW)


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.

' lnAn

++

'

sw

PRIMARY ATTACKS
Input

,,,,coJ.li.l~ :;j,'}11m1lrn~
Onmnne l.t>vol
l111p~ct

,
Guard

Rinsing Grift Aeon's ~@ is an excellent launcher that can be used in many situations. It's not too unsafe wl'len blocked, with excellent pushback. and it will be a strong source of damage as it's fast enough to use it to mix-up with throws or Lows. This means that your opponent won't be able to react, and is instead forced to guess. The ra nge of this attack means you can use it for spacing and whiff punishment, too. Despite the fact that it may not be the optimum punish in certain situations. the move is quite fast and the input is very easy, thus enabling you more time to react to whiffs better and punish moves with faster recovery. On hit, follow-up with c::>c::> for a Ring Out and good Okizeme options. Alternatively, for raw damage. use C!EI or c::> c::>@.

Hit

i19

-14

M ezentius Style Sinker Spin Kick This kick is a fantastic Tech Crouch. ground-hitting Low attack that also tracks sidestep. You'll need to establish if your opponent is capable of blocking this on reaction, as it is highly punishable. If they cannot. it can be used to mix-up with powerful Mids . You can also use this move defensively as it TCs very low t o the ground, avoiding High-hitting attacks as well as some M ids. Due to the t?t? input this move w ill also Tech Step, making it an excellent evasive move, useful if you want to escape your opponent's pressure or shut down an attempt at count er-attacking. On hit, the best follow-up combo is {).@.

Damngo

Level

Impact

Guard

Hit

20

i25

-23

KND

Mezentius Styl e Canon Pelekys This attack is one of Aeon's best whiff punishers, especially after sidestepping your opponent and during 8-Way Run (... ~@). Using it like this will net you very strong damage when punishing linear attacks. The bread and butter followups are BT @+. C!EI or BT @+. <?+. If the move hits in front or to the right. then ~~@. BT +. 'if@+. <:=><? is a more difficult combo for 74 damage w ith strict timing; input th e BT liD+ as soon as possible. To Ring Out, use~~.<?>@)@@ or ~~@.<?@+@@.

Dumagc

level

lmpnct

Guard

Hit

17.9

i27

-1 4

LNC

~:;

1 1i ' : "i 'i': 1 t v I AEON CALCOS 1\' '1 ,

Mezentius Style Grit blast.


S>S>@ is a fast. Tech Crouch. Mid-hitting attack w orthy of adding to your mix-up arsenal. This move w ill help you a lot in close combat against aggressive opponents as it has good damage and the knockdown will push your opponent far away. It's also t he single best move Aeon has to start a wall combo w ith. This attack can also be used for punishment at times when ct>(ID ~ may not reach. Keep in mind, however, that some characters w ill be equipped to punish this move heavily, and against these it won't be the best choice to use in mix-ups.

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.

Grudge Front Kick


S> is a very i nteresting offensive pressure tool. The fullycharged version, w hen blocked, will put you at a frame advantage of + 15, which means you can follow-up with certain attacks for guaranteed damage. <?. S>IID ~. and (! w ill Ring Out. When it hits, S>l3 w ill Ring Out and wall splat: S>S> W! S>(ID ~+will combo for 174 damage. Vary the timing on the release of this move to prevent yourself becoming predictable, as this is a great opportunity for your opponent to attemp t a Gl.

'

Dumage

(evel
M

luip9ct

Guard

24 45

ii~

-11

Double Ire Hatchet


This attack string is very useful for catching sidestepping opponents and for general zoning. On CH, <?<?@will combo for 61 damage. This move is highly versatile because you can delay the second attack, allowing you to confirm the~CH before pressing. This makes the move almost safe, and gives you a mix-up to prevent the opponent from immediately attacking. If the opponent tries to punish the first attack, just immediately press the second to counter. If the opponent has noticed that you confirm the counter hit and attacks immediately after blocking the first attack then just delay the second hit to fish for another chance at a CH.

Turnus Style Sand Geyser


WR is Aeon 's primary punisher when you duck under a throw attempt or a High attack. It has an easy input. nice damage, and Ring Out possibilities. You can also punish very unsafe Low attacks w ith it, bu t for this you have to be sure that the attack is at least -21 when blocked. If not you could miss damage opportunities and be punished yourself. You can also try to use this move to ring the opponent out. WR liD, BT liD+. <?<?liD@@ is the best combo for this. For a longer range Ring Out. use WR liD. BT liD+. <?liD+@.

Desert Carrefour 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.

Input

Dornoge

Level
HM

Impact

Guard

H it

WR@(ID

16,26

i15

-12,-16

-2.12

Scale Basher This kick is a strong, relatively safe Mid-hitting attack that serves as a useful tool in your mix-up game. It also hits grounded, so it makes your Okizeme mix-ups very powerful. Only a few characters' Critical Ed ge and Natsu's normal @@ can punish it. Despi te it appea ring to be slow, it is difficult to block on reaction thanks to its animation. Th e start-up of this attack is similar to t?t?@. w hich makes a reliable mix-up. You can also use this move to punish whiffed attacks, and can combo into a Ring Out with~ ~@.<?<?@@.

....
Scale Riser Kick This kick is a quite fast WR attack that shou ld primarily be used for its ability to stun on CH. It is not the best move in regards to frame advantage and damage, and therefore it is not advised to use it as a punishing tool WR . @. or () IE are far better for those situations. There are a few ways to fi sh for the CH with this attack. The first one is to bait your opponent by simply crouching for a brief moment and then and attacking. Another is to attack when at a frame disadvantage, and you think the opponent will follow-up wit h a slow attack, such as after being hit by a .,(),-@ for example. It's also good to attempt this move directly from the ground if you anticipate a slow move in the opponent's Okizeme.
Input
Damage
le~el

Impact

Guard

WR@

12

i1 6

-13

Camilla Style Dune Riser 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.

Input

Daman

lel/1!1

lmpott

Gnsrd

Hit

@)

34

i23

-21

LNC

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.

Input

Damage

level

Impact

Guard

Hit

@@

12,12

HH

i13

-8,-6

2,6

c: i.'\f-'T:'.I'i :< v:> Pl.l\" I AEON CALCOS


Grudge Earth Stomp
At times when you need a fast Low-hitting attack to poke the opponent then th is is a good alternative to ~. as it deals more damage and w ill hit grounded opponents. Another advantage over ..(1@ is tha t you won't be left crouching when the move recovers. This means you will have more defensive option s available to you. such as sidestepping, and since. like ~liD. the attack doesn't give advantage when it connects. you're very likely to need them.

While Aeon's throws are lacking in range, they compensate with insanely good damage. The ~!:1<?+@ command throw deals 65 damage and will give you an Okizeme opportunity. M ix th is up w ith attacks such as ~~liD and t1t1@ to keep your opponent guessing. Be sure to always maintain t he threat of the normal @)+@ t hrow. which still does good damage at 55. as w hilst it does not provide an Okizeme opportunity, it does Ring Out. As before, t ry not to become predictable by always going for the optimum throw for the situation. The normal +@ throw is still a worthwhile consideration as it pushes the opponent back quite far. which is useful to get your opponent nearer to t he wall or edge of t he ring. Keep in mind that t he left t hrow is best for combined dam(lge and Okizeme, any time the opportunity arises.

Input

lla111~9

escap" Window
13 13

@)+@ +@ -&t1<?+@ @+@ or +@ (lett) @+@ or +@ (Right)

55 50 65 65 60

Q
13 13

S> Iilli can be used to punish unsafe moves t hat don't push you back very fa r, and is good for use in combos, e.g. after CH WR @. Near the edge of the st age it will connect after your S>l3 is blocked and most of the time it's the best option for a wall combo . Finally, you can use it to interrupt if you are sure that your opponent will attack. When it hi ts you can combo with S>S>, but you'll have to buffer the run just after the initial hit. Immediat ely input the +-, release it and input the when t he opponent is falling on the ground. Finally, this Brave Edge also does significant Guard Gauge damage. !:1 Iilli is a nice punisher, as you can combo it with <?<? or Critical Edge i or excellent damage. It can also Ring Out with <?<?@@or <?liD+@. You can use t his move in your mixup arsenal, and if your opponent guesses correctly then the adva ntage w hen blocked w ill allow you another opporJ(mity to attack. SW Iilli is a linear unblockable attack. When you avoid an opponent's attack with SW, you can use this move as a wh iff punisher, espec1 if the recovery of their move is too fast for ally SW@ to hit. In some setups if the opponent doesn't sidestep or Ukemi it can work well, after the combo~ S>S>riD. or after a blocked S>S>, for example. The move can be cancelled by pressing@ if you think it will be blocked.

input

Luvei

l.!np~~t

G1mnl

SW.@++@ S>.@++

i41'. i1 5

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) .

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

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.

Combo

Starter

Follow-up

Damage

Hils

Cost

Difficulty

~ ~

c:(>c:(>@ c:(>c:(>@
~

66 63 103 51 106 74 97 68 70 95 107 32 71 67 49

2 2

0 0 4 0

'@ '@
A

<?'@@@ c:(>@ IE.

4
9

+liD

2
0

WR@ WR @ c:(> c:(>@


~~

BT @+@, <?@@@ BT@+@. [! sw BT @+@. <?+@@ BT @+@. t1@+@, <?<?@@@


[!

3 8

4
0

2
3
6

0
0
4

****

~~ ~~

t? t?@

-& '@ SW@ <?@ c:(>@ IE. <?<?@

2
3
2

0 0 0 0

c
~

~~@

: CH <?<?@

I CHWR@
CHWR @
CH ~@

3
9

99 60

2
0

r:HN'TE'R - V<;; i'l A" I AEON CALCOS 1

Com~ o

Starter

Follow uti

Dnmogo

Hits

Cost

Difficulty

1:2@ @ 1:2@ @ @ @ SW !i z:J@

<?<?@
~

89 128

* ** ** * *

6
2 2 0

@ 1or +l SW @ .&liD

89
52 38

8
2
2

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

Difficulty

~ ~@ ~~@

~ ~ @. BT @+@. <?@+@@

106 143

Back, Left Back, Right


All

0
4

*** ** *

z:Jz:J@. ~ 1:2@. @ Delay 1:2@. @

~~@

87
110 90 53 112

t2 Gm
S> ~

All All
AJt

2
2

** *


.&.&
~

1:2@ z:J

Left, Right

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
D

Hits Cost
Difficulty

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.

Starter

FollowUJl

Dam age

@W!
~~ @W !

@. W! @ @. @ <?<?@@ @.WI @ @. @
~@. WI ~@. @

150 65
174

11 5 11
6
10

2
0

13 W! z:J@ W! z:J@ W!

**

86 110

@ @. +

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] ? <?+@@ is also amazing mid juggle for a Ring Out. but pay attention to ~he range , as if you are too close to the edge, Aeon can ring himself out f irst. When the edge is behind you, the +@ throw will Ring Out. Expect your opponent to know this, and make good use of the opportunity to score some damage w ith your -&1:2<?+@ command throw. If your opponent attempts to avoid guessing the type of throw by ducking , then WR @), ~~.or 1:2@ mEl w ill Ring Out.

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

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.

I Attacks
c:t> (3, @)@)@) +@ SW@ WR @('), c:t>c:t>@+@. c:t>S>@.
~~ ~~@. <?+@@. -&-&. @3

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 -&-&.

6
7

8
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 opportunity then you should try to escape from close combat. To escape from pressure, keep in mind your fa st moves: , -&. c:t>, c:t>c:t>@. or your TC!TJ moves, 1:21:2@. ~ (brilliant TJ), c:t>c:t>@. c:t>c:t>@ is a rea lly strong move in this situation as it's fast, TC and the knockdown on hit w ill leave the opponent far away. Aeon's block punishment is not very good, primarily because c:t> mEl has relatively poor range. Therefore you should be careful w ith characters that have a strong mix-up

< HA '

I\!~

';.AY AEON CALCOS

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. @. ~. and ~~@ are your primary spacing attacks, both of which are almost safe when blocked. Some evasive moves such as ~~ or z;I(ID can be used alongside them. However. Aeon is quite weak at mid ra nge, so you should be aiming to utilize a situation where you are at frame advantage to choose between getting in close or out to long range; close range if you need to start up your offense or long range to defend a life lead and make use of Aeon's whiff punish abilities. At mid range is supposed to be a nice tool, but unfortunately the opponent can sidestep t he second attack when they block the first, and the string does not combo against some characters. Nevertheless, if your opponent is not able to deal with it then you should use it often. ( 40 3)

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]

SPACING & POSITIONING

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

don't hesitate to use TJ options to escape from his mi x-ups. Always be mindful of Aeon's situational abilities to Ring Out before you attempt an action when near the edge, especially the @+@ throw. This character is quite strong at any range, so you should always be aiming to stay in your own character's optimum range to maximize your advantage.

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. 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.

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.
~

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. ,,

If your character is able to punish ~ consistently you should be sure to do so every time. as even if the damage is quite weak you

This attack is menacing. It significantly damages your Guard Gauge and ca n also provide guaranteed damage when you block it. You should be prepared for t his attack and know your best options to deal with it. If your opponent is predictable with the timing in which they release the attack, then Gl or Just Guard it. If you are not finding yourself able to do this, escape by sidestepping.

Command List
Nome

Input

Standing/@ Refrain Ax
Ra~orAx

@@

High High High Mid SP-Iow Low High

12,12 16 22

13
17

8.6
-4

2.6
6

NC

~
~@

Lumber Ax Base Razor Ax Sand Current Symplegades Standing/@ lUrnua'Style . Furious Drought , Mezentius Styl e Twin Gravel Rising Grit Sinker Sand Ax Mezentius Style Camel Blow Sand Gale Dart Standing/@ Grudge High Kick Grudge Front Kick Grudge Front Kick Grudge Side Kick Grudge Low Kick Grudge Earth Stomp Mezentius Styl e Lightning Head Masher Standing/@ @ Mezentius Styl e Rocky Smash M ezentius Styl e Sand Roll Rising RevengeSand Winger Rising Revenge
S~nd Revenger

16

14

~@
t:Z@ <?@

10

13 36 18

-6 15

a
STN STN 15

TCI -FC

24
22

-7

20
cl>@@ M id High . Mid Mid Mid High

12,12,12
' '

O, STN, KND
2,4
LNC

6
12 12

NC NC

14,14
32

15
19
16 18

10,-8
-14

~liD

~liD
t:Z@ <?liD

16
21
16

-8 12

2
4 2

- FC

13

14

-8

ci> ci>l3
~

High

14

13
18

-8
-11

Mid Mid Mid


Low Low

24
60
16 12 18 26

3
KND

14

45
16
1!;0

15

BA I Clean Hit: A

-8
-14
18

~
t:Z <?

-2
2

TCI-FC BS I opp -FC (Hit) Clean Hit: C

22

Mid

15

High Low '\)'@+ !hit or guard) '\J'IID+ llong distance/ '<?liD+ <?liD+ liD@ Mid$$

50
60,20
28
28

30 87 29 29

KND
LNC

TJ I BA I Clean Hit: A TC I UBI Clean Hit: C

-26
26

STN
$TN

9
9
11
11

TJ Clean Hit: C TJ TC I TJ I Clean Hi1: C TC ITJ I R-0 I Clean Hit: C -GAD

M id
Mid

Quick Sand Revenger Full Crouch Attacl<s Base Razor Ax Sinker Sand Ax Ire Low Kick While Rising Attacks Desert Carrefom Tumus Style Sand Geyser Scale Raiser Kick Jumping Attacl<s Lope Side Ax Lope Grudge Labrys Lope Ire Shoot 8-Way Run/@ Grit Draft Double Ire Hatchet Hunting DraftSand Winger Hunting Draft Sand Winger

M id

36 42
10
16

25 25
13
16
14

-10

KND

crouching @ crouching @ crouching

SP-Iow

-6

TC 1- FC

M id
Low

-8
14

2
2

- FC
TC 1-FC

12

while standing @@ while standing liD while standing

High Mid

16,26
22

15

-12,16

2.12
LNC

9
11

NC TC I RO I LNC (Behind/ STNCH

Mid Mid
High

21
16

13 -13
6
-8
6

12

5
8
KND KND 12

while jumping @ while jumping liD while jumping

22-26
28-34
22-28

24

TJ I Opp -BT (Hit) TJ I Opp -FC (Block) TJ I R-0 I J::&@: Opp- BT (Hit)

Mid
High

33

21

ci>+

or ~ ~ or z;J~@

Mid

30
14,1 4 16

19
21
20

-13
-22. 16
18
-14

~.. or '\J' f'@@


<?+ or t:Z It or J;:& 1\@ <?+ or t:Z it or

Mid Mid
M id SS M id SS

2 12,2
12
4

NC ISTN CH TC I - SW 12 CH

J::& l\f.il

30

50

TC. - SW l-2 CH

( '"iA

f..~-:

j\.IS .' :'jAY AEONCALCOS

Nom o

Input

level

Properties

Camilla Style Dune Riser - Sand Winger - Atomic Revenger M ezent ius Styl e Cannon Pelekys Tumus Style Du ne Smash Lower Labrys Turn us Style Severing Pelekys 8-Way Run/@ Mezentius Style Grit Blast Mezentius Style Scale Basher Grudge Float Kick M ezentius Style Sinker Spin Kick Killing Bite

~+@ - during Sand Winger@


~~ or z;l~@

Mid Mid SS

34,46

23 27 25 30 31

-26

KND

9
10

LNC !Behind)

M id Mid Low Mid High High

27,9 36 16 18,12,25

-14 -12 -14 21,9, 13

LNC KND 4 LNC

.e.... or ~ t-IID
r:Ziit or !;!', ~liD
<? ..liD@@

NC I R-O I BA

S>+@
~~ or z;l~@

M id Mid Mid low M id Mid-Thr0\'1

42 36 18 20 20 20,7,17

16 27 19 25 21 21

-1 6 -1 0

KND STN 8 KND KND KND

13 10 13

TC I R-0 I Clean Hit: C RO TJ TC

.e.... or ~'t@
r:Ziit or !;!', ~@
<?..@

-6
-23 -16 -16

13

High-Throw Mezentius Style Santana @ +@ Sto rm Mezentius Style Scale Brusher Mezentius Style Sadistic Rush Lift M ezentius Style Sand Bomb M ezent ius Style Reptile Rumble Bacl< Turned Attacks Rear Side Adze Rear Base Razo r Rear Sand Ax Rear Base Ax Rear Grudge High Kick Rear Grudge Low Kick turn around @ crouching turn around @ turn around @ crouching turn around @ turn around @ crouching 1urn around backward +
~-

High-Throw High-Throw High-Throw High-Throw High-Throw

50 65 60 70 65

17 17 17 17 17 KND RO - BT

left side throw right side throw back throw

.e.r:2 <?liD+@

High SP-Iow Mid Mid High l ow

..

14 12

15 15

-6 -6 -6

6
TC 1-FC

18
18 16 14

16
18 15

-8 -8
-14

-FC

17

Sandland Battalion Sandland Predator Sanddrake CatapultSand Winger Sand drake CatapultSand Winger - Atomic Revenger SanddrakeCatapult- . ' Winger ,:. "

~tm@+@+@
t2WJ@+@+ duri'@ Sand Winger @ + 8 +@ duri@ Sand Wnger @ + B +@ - @

MidMidMid M id M idMid Mid-Throw Mid SS M id Mid SS

75 30,30 15 15,36

15 18 41 41

-8
2

LNC LNC STN KND

5
12

LNC (Behind) BA TJI UB TJ

STN
KND

\
. CHAP I t-R ~ l VS i'l A':>' ! TIRA

'I

\'

'

Character Overview I Tira is one of SOULC;b;LIBUR V's main and has a killer since childhood. Her gameplay reflects Q schizophrenic conditio(): she switches betwe en Jolly er and Gloomy moods during the fight. Her fling Blade symbolizes both her childish, playful 1 ersonality when happy, and her sadistic nature when angered. Tira can be difficult to control as her mood swings can be random. She is perhaps best suited t9 t hose who find comfort in chaos, those who enjoy the challenge of fighting w ith twa distinct sets of attacks. Though easy to pr~ssure in Jolly Side, Tira becomes faster, sa fer andiextremely damaging when fighting in Gloomy Side.

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 als9 great for '' I 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.

!'
(

/
10_022

,I

/
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

<I .. +'

l)lllllltyd

'tuv ot
STJ M
M

~ or 'lf or z;J +@
UD@ UD@ 26 40

STJ STJ, BA STJ

PRIMARY ATTACKS
lnpul

, .\<.',,,fl!lil'F flfm\.ll'
Domayc
Level

Peregrine Rhythm This ferocious launcher is slightly unsafe, but the benefits make the risk negligible. It has good range, is reasonably fast, and leads to some of the most damaging combos in the game. Tira crouches low from the 7th startup frame. avoiding high attacks and throw attempts, which makes it feasible even at disadvantage, or aga inst stance m ix-ups. U sing~~ or z;Jz;J@ adds an automatic sidestep. ~s on ly significant weakness is that it can be easily stepped to either side.

lmpDct

Guard

Hit

GS~@

24 24

i18 i18

-13
-13

LNC LNC

GS ~~or z;Jz;J@

Scolding Starling c::l>c::l> is a h igh damage anti-step attack that deals good Guard Burs t damage and leaves Tira at advantage on hit. Use it to dominate your opponent just outside close range, so that they want to crouch - thus creating an opening for your devastating Mid-level attacks. @ is a little slow and not quite as long range as it appears, so be careful not to whiff at mid range. It is very strong when used while dashing in at your foe. or against those who stubbornly refuse to duck. as it also does good Guard Burst damage.

Input

03mago

level

lmpnct

Guord

Hit

GS c::l>@ GS ~~or ~z;J@

46 46

H H

i22 i22

+4 +4

KND KND

.. .. .. .......... .................... ... ............. ..........


~ is extremely fast for a Mid, and ~ deals good damage and can wall splat or RO to the right. It is an excellent punishing move from close range, but cannot punish moves with any pushback. If ~ hits. the follow-up is guaranteed eve n with a slight delay, but it is too quick to hit-confirm. The f irst hit is difficult to punish and even TC in the recovery frames, but a lso fairly unrewarding alone. Mix-up between ~ and the different possible delays of ~to keep your opponent guessing, especially near the ring edge.
Deadly Arietta

Shriek Noise

Input

Damaoe

level

lmpnct

Gunrd

Hit

GS~@@

12,42

MMH

i14

-14,-12

-4,KND

... ........... .. ... ................. ... .. ... ....... ... .... .... .
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

Input

Level

Impact

Guard

Hit

Gs..O.+

24

i28

-3

STN

Murderous Vibrato
The sheer damage of this attack alone makes it a weapon your opponent must respect. Ti ra crouches from frame 9 and advClnces Cl good distance. Dvring the <:~ctive frames she is so low to the grou nd t hat she can go under some Mid attacks. The fully charged version is best used when bai ting whiffs from range, especially after a backstep. Try to wait for your opponent to commit to an attack first. so that they cannot sidestep. <?<?ID is good when blocked, as it depletes the Guard Gauge but cannot break it. allowing you to Guard Burst later with a single-hit attack. It is especia lly useful against long range characters dependent on High-level attacks for spacing.

Damago

~ovel

Impact i32

36

lvllvllvl

~ SECONDARY ATTACKS
Wild Beat Neb
Despite being slower, c:::>c:> enjoys certain advantages over the basic JS ~ . It is safer and launches higher, allow ing for more combo options, Ukemi Traps, and even simply more t ime to confirm the hit. Both are effective for Guard Burst, while c:::>c:> is more reliable at hi tting grounded opponents. After launching w ith @. you can get a guaranteed GS transition and big combo by following up with c:::>c:::> Iilli.
Input

.. , :'J~~f
Damnge

-~ '
Level

Impact

Guard

j18

-16

Ptarmigan Polka (+ Gestopft Madness)


..().@ 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 +@ .

Input

Dam$go

level.

10, 14, 10

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.

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
Although she can play very aggressively while in Gloomy Side. Tira will sometimes need to play more cautiously and attack from range. ~@ is an ideal tool for this. as it puts you in a strong position whether it hits or is blocked. and can be used in similar ways to JS ..Q.-&CID. except that it is vulnerable to crouched opponents rather than sidestep. It deals good damage when connecting, and although no follow-ups are guaranteed. most of your strongest options are unbeatable afterwards o ther t han by risky techniques such as Gl and TC, giving Tira an excellent mix-up situation.

Somersault Scratch
The power of Gloomy Side is illustrated by Tira's assortment of wild and spectacular attacks, so your opponent may be surprised by the subtlety of this move. <?<? evades Highlevel attacks from frame 8 and moves in on the opponent. Tira recovers so quickly that she can beat all but the fastest attacks with her own quick pokes after <?<? is blocked. The attack forces the opponent into FC when hitting, and putsTira in a dominant position. All this makes Somersa ult Scratch a fantastic low-risk attack for closing down your adversary from mid range.

Input

Damago

Love!

Impact

Guard

Hit

GS<?<?@

30

MM

i21

-4

10

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 .

Input

Damage

Level

Impact

Guonl

H~

WR (JS/GSl

20/24

i15

-12

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.

lnpu1

Damage

levol

Impact

Guonl

Hit

..(>..(>or 'If 'If@ (JS I GSl

18/24

i22

-8

14

Bremen Fortissimo
Tira's trademark head-bun exemplifies her insanity. Tira does 5 damage to herself when using this attack in JS. though in GS it doesn't hurt if you whiff. It can be used as a fast interrupt or punish. Normally, JS <? gives disadvantage on block or hit. while GS <? leads to decent combos and UkemiTraps. However, occasionallyTira will randomly change mood. JS c:>c:> (; is guaranteed after connecting GS <?. JS <? hitting normally gives +17 if Tira changes to GS, so GS c:>c:> can combo, or t hrow or ~@@ at close range, and in stun combos it becomes +22, allowing for a free~ or<?::. making it a very risky but potentially ma tch-winning attack.

Input

lovel

.Impact

JS<?@

i12 i12

15

H'

When in Jolly Side, Tira's throw damage is low, t hough the range is decent. Grabs can help to keep your opponent out, even if the throw is broken. Each throw gets +5 bonus damage in Gloomy Side, making her t hrow game more threatening. Use them in conjunction w ith her Break attacks to keep your opponent under pressure . Opponents fearful of Tira's damage will not want to crouch w hen you have the advantage up close. @+@can Ring Out in front. while+@ does more damage and leaves t he opponent righ t at your feet for Tira's excellent Okizeme, as do the side and back grabs. 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 ~ .

Input

l)amage

Escape Window

@+@ +@ @+@ or +@ (Left) +@ or +@ (Right)

45/50 50/55 55/60 60/65

13 13 1 .3 13

hii>UI

The second hit of -i}~<=t> (; guarantees a mood switch, making it an invaluable tool in JS. It has extremely long range, and is also safe, only being weak to sidestep. It can be used in many simple combos. such as after a JS ~ launch, for a riskfree GS transition. The attack is still good from GS but w ill leave you in JS on hit. JS c:>c:> (;also guarantees GS switch on the second hit. GS BT + is guaranteed for ground splat combos and Ukemi Traps. If you hit with the (; follow-up only, you have time to combo with GS -i}-i}. 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.

Dam ago

Level

,, .'.'liit . . .

-i}~<=t> ++
JS <=t>ct> @++
GS~@@@+@:t-@

36
20,22.24,28' 70 .

LL

MM
i14

-6
' 12

LNG KND

GS <=t>@ @++@ GS <=t>@ @+@+@

50
70

\.....

CRITICAL EDGE

:::,")'i~!f:lmi!l\1', l , ; -,~m... . . ;~, 'L. ..

--

Discord Parade is performed from JS and is an automatic combo that deals unremarkable damage. It guarantees transition to GS but the scaled damage is poor in combos, so it is best used {if at all) as a punishment option. The GS ' Finale' version ends with an add itional powerful strike, wh ich can be used to end combos for extra damage. Tira remains in GS afterwa rds meaning the l!fil can be the most damaging w ay to end a combo w ithout the risk of returning to JS. Both versions hit grounded for 46 damage, but this is rarely worth the meter cost, and the re is no mood transition; the same goes for when it is b locked, and it is also very unsafe. so it's very risky to throw out randomly. Both versions can Ring Out to the front. The au tomatic follow-up hits can w hiff at tip range.

Combos are absolutely integral to lira's gameplan. In Jolly Side she has limited damage potential, but can use combos to guarantee GS tran sitions in exchange for Critical Gauge, by using S>S>(ID ffij, ,(} ~S>@ liJj or~ as follow-ups. <?@also gives you a limited chance of a mood change in exchange for self-damage. Gloomy Side Tira generates enormous damage through her combos. ~(ID usually leads to more damage than <?(ID:(ID:@ due to scaling. Most knockdown s can be followed with c:> S>. but you must decide wheth-

er to gain extra damage using liJj (expending meter), using c:>c:> (usually at the cost of a JS transition), or both. Using :>@ in any combos carries a small risk of mood change, too, but if you react quickly enough you can use JS S>S> liJj to switch back and carry on your combo. Some JS combos can be inconsistent, like Combo A, which can be ended with c:>c:>@ or ~@. but only against some characters. For GS Combo B and Combo C you must hold + to dash in and then press ,().@].

Combo

Stnrter

Followup

.....
45 46 40 61 91 28
5
3

Difficulty

JS c(>(ID

:>@. 11 S>S>@@ @@

0 0
0 4 2

JS tl@ JS :>@
JS :>@

5
9

lilS
<?@ {-GS) ~@. :>@. <?@. <=?@ liJj ,().@
~.

JS :>@

11
2 4
3

CH JS (../}@)@ CH JS ,().,().@
JS~@

0 0
2

c::(>c(>@@

53 45 86 30 34 90 62 69
45
,.

.....
*

,(). ~ c:>@ liJj c::(>c::(>(ID lm!, GS BT @+@, c::(>c::(>c::(>@ ,(}(ID 11 c(>@(ID, BT @+@@
~

JS c::(>(ID JS!i'@ JS 1::2@


JS r.i.1+fil auto-GI

2
0 0 0
0 0

2
2

6
2

GS c:::>S>@ GS ~(ID GS@ GS c::(>c(>@


GS~@

c(>@

c:>c:?
c(> c::(>(ID 1m! <?@. <?@. c:>c? (; :>@.
~@@

0
2

79 84 83 115 100 79 70 105 36


88

7 7 7
9
14 10 5

2
2

GS ~(ID
0

liJj

GS 'i:1@ GS :>@:@:@ GS <?@:@:@ GS <?(ID:(ID:(ID

<?@. lilS
:>@. :>@, :>@1-JSJ. c(>c(>(ID ffij, GS BT @+@. <=?@ (; <?@. :>@. :>@. c::(> c(>(ID @ ,().,(). . S> <=? (; 11
~. c:>S>@

4
4

****

0
0

GS <?@:(ID:(ID GS c:::>@ GSBT @+@

11
2

2
0 0
2 0

GS BT @+@ GS ../}@+@ :>@+@ (ID

,(). ,().(ID. S> c(>(ID 1m! 11@


,().~ S>@ (;

100 37 67

8
2

Only second hit connects as CH

AP l-P. . ; ! \~i P AY TIRA

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

Directions

Difficulty

JS!1@ JS!1@ JS @ GS -.!}@+@


GS~@ GS~@@

Delay @@ DelayWR@ Slight delay !1@, !1 Slight delay @ ~


Delay@ ~ GS~@@

59 35 56 95 123 86 101 140

Right. Back
Left. Back

0 0 0

......

......
....
* *

All All All All All All

2 2
0

Gs<?:: GS <?@:@:@, <?@. <?@. <?


*Only works in a corner

Delay !1@. @ ~
.delay~@@ ~

2 2

. . ...

***

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

D ilficulty

JS ~@ W!

<?<?. BT @+@ W! @ @+@. c:;> c:;>@ ~- GS B'f @+@. c:;>c:::>@ ~


~@W! ~@@ @+ . .:;>@ ~- GS BT @+@. @ ~

112 112 82 111 133 150 68 104

17 17
10 16 10
8

4 4

***

JS c:;>@@W! !JSI @WI


GS~@W!

** ** * **

c:::>@ W! @@. BT @+@ @


~@@ W! <?@:@:@. <?@. <?@. <?@. @ ~@W! ,

0 0 0
2

GS @W!
GS~@@ ~ W!

<?<?ID

Back throw
~@ @ ~

**

(JS)@+@ WI !GSI@+@WI

3
8

0
2

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::> and <?@ leave Tira in a strong position when blocked. so use them against defensive op ponents fearful of the ~ threat. [ -)0 1]

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
Req.lo Burst Jolly Side Attacks
c:(>@ ~

GUARD BURST
Gloomy Sido Allocks

5
6
7
8

~. <?+@@

r!I3, <?+@
c::> c:(>c:(>@
~ ....

WR (ID@
r~l+m --. <?<?. <?<? .

9
10 11

t1+0 *
<?+. c::>c::>. ~@. "i}(ID

sr + oo tl+m. ~~ t1+0 * <?<?. <?<?m. ~+


<?@+@, "i}@. c::> c::>. c::> c::>

'* Full-charge version,

Half-charge version, 1st hi t blocked only 1st hit blocked only * Depletes Guard Gauge, but will not Guard Burst

You can amend your game plan if necessary to aim for a Guard Burst. JS c::>c::>@ ~ is useful as it breaks the gauge quickly and leads to good combos when either hit connects. Add JS <?<? and JS <?<? to your repertoire to increase the chances of Guard Burst. <?+@ is in general too punishable to use regularly, but you could surprise your opponent for this purpose. It is also risk-free after the Guard Burst, and can combo w ith JS ~~c::>@ ~ or JS c::>@ ~ for high damage. GS ~~. <?<?m. @. and ..()..@+@ will be your main Guard Burst tools in Gloomy Side.

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-"

en .:; 1 vs r,. /N

TIRA

Self-Damage Values

SPACING & POSITIONING


~

@+ <?@
GS @(+(ill~), BT @+@
GS~@@

-5*
-5 -3

GS@ GS {!.-{!.-@ GS@ GS <?@


In GS. no self-harm when whiffing

-2
-2

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. 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.

-1
-1

POST-GI

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

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.

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.

As a long range horizontal NC knockdown, this move is really strong when it hits. DeterTira from ever using this by punLshing it severely, as it is -20 when blocked. Tira can try to mix up with just@. but the second hit is not delayable, and@ is not especially threatening.

This is another potentially very dangerous attack. It is horizontal. mid, delayable, and extremely fast. Try to get a feel for when Tira w ill use it, and then duck the third hit for a big punishment opportunity. The same applies for the 5-hit ~@@ Iilli, where the last three hits can be crouched.

i.GS .... ., ' ,_ . .-.- ~~@::


-

',

Tira can use this persistently to try to encourage you to attack at a disadvantage or crouch. Coun ter her by backstepping out of range, or try to react to the blue Break Attack flash and then crouch, thus preventing the guessing game. [->0 4]

Command List {Values for shared attacks displayed as: JS I GS)


Name

Inpol

l.Awcl

Damage

l lmpocl

Standing/@ HannonicWing Snare Robin 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 @@ during Jolly Side @@ during jolly'Side @@ (counter hit) during Gloomy Side S>@ during Jolly Side '}j@ during Gloomy Side '}j@@ during Jolly Side "7@+ during Jolly Side "7 rJ+I!l duringGIJomy .'Side -& 1:2@ during Jolly Side :>@ {auto attack ) during Gloomy Side :>@ during Jolly Side during Gloomy Side during Jolly Side @ during Gloomy Side d,uring Jolly Side '}j@ during Gloomy Side '}j -& 1:2 during Jolly Side :>@ High High High Low .High Low Mid High Mid Mid Mid High Low M id High Low Mid High High High SPIow Low High High High High Mid M id Mid M id Mid Mid Mid Mid Mid SP-Mid Mid 10.101 12,1 2 16,20 16,20,16 28 18 12,10,20 10,14,10 10,14,15, 15,1 5 . '12 . 22 22 24 12,14 16,16 16 24 20_:-24 14118 16120 15 13111 16 16 2,6 NC TC 1-FC 1NC ot tip range I NC~. ' Sidecl:lange C I Gl Self-damage: 1 Self-damage: 31 NC I R-0 Sidechange ss I Gil Self-damage: 8 Sidechange SS I Gl I Self-damage: 24 TC Self-damage: 1 I R-0 NC NC 14 11 RO TC I R-0 -FC

8.13

2.4
2,LNC STN 10 2

21

19
14

-9
14,12

-4.KND
-10,KND. KND -10.KND, KND

18
18

-18,21.8
18,21,

13

13
31

8,8.8 6
-14 14 0 8,6 8.6 10 12 12

8
KND STN 14 KND

18
20 15 14

2.4 -2.4
6
4 LNC LNG

19
17 18 18 15 16

-'f3
8

2
1

.a
18

19

Fear Peeker Low Pitch Claw Ring Con Sordino Claw Kick Bremen Fortissimo Scratch Scherzo Standing/@+@ Gestopft M adness <> '}j@ -& during Jolly Side 1:2 during Gloomy Side 1:2 :>@ -&'}j@ Low Low Low High Low 16 18 18 15 22

17

16
15 27 21

10 -14

-4
-2 KNO

13 15

21

TC I R-0 TJ -FC TC 1-FC I RO Sidechange 8 I Self-damage: 5 TJ l TC 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)

16

0
7
KND

12 28

8
20

High

15

18

8 -8,-8.-8

KNO

14

,.
Gestopft Madness Blazing Cadenza Deadly Arietta Standing/@+ Elnsatz'Calcatrlx Einsatz Calcatrix Gestopft Madness Grim Reaper Grim Reaper Piercing Talon Strike Full Crouch Attacks
L~w ~itc~ .Fiap1

rJ+I!l @+ during Gloomy Side -&+

High High High Mid Mid

15,15,15 65 24

47
63
28

KND KNO STN

14.9,8

during Jolly Side + during Jolly Side ++ during Gloomy Side + during Gloomy Side + :>+ crouching Ia) crouching crouchin while standing @ while standing @ while standing while jumping @ 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+@ Throw Mid Mid SP-Iow Mid Low Mid MidSP-Mid MidMidSS M id Mid M id Mid-Throw Mid Mid M id Mid M idSS Mid Mid High Mid 50 18,30 12 KNO High 28

KNO

Sidechange C auto-GI: M (Alii Sidechange SS I AT after successful impact 11,6 NCI R-0

26
12

16,10

LNG, STN

Lowdown Neb Low Pitch Claw

16
16

14
14

6 8
14

.. .

8 2 -2
4
STN.LNC

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

16
20, 10,7,

19
18
15

12
16.12 15

6,6
20124 1822

12,7
15

TCI NCI RO TCITJ I RO TJ I z;l@: 14,41 ~: 16.8

8
5
STN KNO KNO LNC

19 36 36

1822
61 66

16
12

11

16
38

19
19

TJ l TC I~@: 9 (Hit) TJ lTC I R-0 TJ 1-BT TJ

18,20
46 18124

Hl 22 22

20,-20 4

7.KND KNO STN 14

TCI NC I R-0 BA I Self-damage: 2 I RO

lli\PI B 4 i I/;, PI ,y! TIRA

Name

l evel during Jolly Side <:=>+ or durin@JJoi~Side <:=>+ or


~~A {). A

Canary Waltz C-Dur Canary Waltz C Minor

t? lt or ~~ t?lt or

High Mid High Low

Gloo

Side'+ or

t?lt or~:&~
Sidechange C I R-0 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

Metsii Gigue Baroque Hiisi Gigue Baroque Peregrine Rhythm Double Rhythm Staccato Ravage Strayed Robin

during Gloomy SideS>+ during Gloomy Side S>S>+ during Gloomy Side ~~ or z;l~@ during Jolly Side {). ..... or 'it+ during Gloomy Side {). ..... or "'f+

M id M id M id Mid M id Mid Mid Mid Mid Mid M id Mid Low Low M id Mid Mid Mid M id MidMidMid MidMidMid M id High Mid M id-Throw M id M id Mid

10,5,15 10,5,5, 5,25 24 10,10 50 20 24.16 36 12,12,12 12,12,12, 12,12,12, 10,16 30 66 20

17 17 18

8 8
-13

KNO KND LNC

20
29

3
9
-14

9
STN 4 LNC

12

during Jolly Side t?lt or~~@ during Jolly Side t?lt or~~@ Strayed Robin !counter hill Chattering Mandible during Jolly Side '+@ durin&JGioomy Side '+ or
~~ B

25 25
30

KND 6 6 4 KND KND

TJ IH-0 STC 1-FC STC 1-FC JJ T 2nd hit L NC CH TJ

Mu rderous Vibrato Murderous Vibrato 8-Way Run/@ Parrot Scratch Hell's Barkarole Hell's Fermata Rhythmic Hook Parakeet Scratch

t?lt or t? It or

32
39
16 22 22 21 16

.g .g

durin(hGloomy Side '+ or

~~

during Jolly Side '*+ or ~ 1111 or z:I ~OO during Gloomy Side '* + or ~~ or z:l411@ durin@Gloomy Side S> + or ~1111 or z;l ~ K (counter hit or mid air hit) {). ..... or "'f+@ during Jolly Side <:=>+ or t?lt or~~@

-6
10

.g

8 8

22 Glissando Claw Death Spindle Poison Apple Sweet Lullaby Bloody Tale Glass Retrograde Wing Low Retro Flap Retrograde Beak Low Retro Neb Retrograde Kick Low Retro Claw Retro Noise Gestopft Madness Retrograde Fortissimo G estopft M adness Gestopft Madness +@ liD+@ le ft side throw right side throw 26 45150 50 ISS 55160 60165 70 75 High 12 12 16 18 16 16 16,26.28 Mid 30 21 17 17 17 17 17 15 16 18 18 15 16 18 17 22 KND KNO KND KND KND KND

Sidechange B I -BT !HitJ I TC J-BT TC R-0 R-0

turn around crouching turn around turn around @ crouching turn around @ turn around crouching turn around 00 duri@ Jo'@ Side turn around @+ K @A+@ during Gloomy Side turn around +

5
6
8 8

5
4 4

8
-14

2 2
Sidechange SS I Gi l 2nd hit ~NC CH lTC I R-0 Sidechange D I autoGI: H,M {Horizon tal.Vertical) Sidechange S I Gl I Self-damage: 8 Sidechange S GI I STJ I Adjust ascent angle with ~. lf or z;l Sidechange A BA

low

...

4 LNC.STN. 16,-18,-8 KND


-6 STN

backward @+@
backward ri.1+ 0

Higt'l
~

Updraft Diving Wing Flap Diving Talon Thrust Claw Dive

~ or "'f or z:IIID+OO
during Updraft during Updraft @ during Updraft 00 Mid Low 14 2 -11 STN

Shriek Quarrel Scratch Glissando

during Gloomy Side ~f!l+IID+

14

12 -11 6 6 6

KND KND

{).~S>!!ll++OO

23 23
17 17

!>~i!.~ Beat ~cherzo


Metsti Gigue Canon

KND

Discord Parade Discord Parade Finale

during Jolly Side -&~,(}.~@+@+@ during Gloomy Side

15,S,5,

Sidechange SS I 13

6,6,22
Mid Mid Mid MidMidMid 15,5,5, 5,5,22,

20

KND

{).~'*{).~'*++00

13

20

KND

.MMMM I R-0 Sidechange F I Damage 15, 15, 15.15 w/o auto anack. R-0

15,15,15.15 w/o atltO

Ci i;\F'TEI\ 4 i VS PUW I NIGHTMARE

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.

Grim Stride (GS) During this for ward dash, Nightmare is TC, and recovers in FC. Press ~~~ from a neutral position, or from his other sta nce. NSS, to enter GS. It's also possible to enter this stance by pressing ~ after some moves. This stance is very useful if you want advance on your opponent. The front step is very long, and because of the TC property, you can evade and punish some High spacing attacks. This stance is also useful in combos. usually w ith GS @ or GS @ ~. GS will prevent your adversary from stepping. and will beat any High or Mid-level Vertical attack w ith an auto-GI. GS can also be used after a tran sition to surprise your adversary. After the Guard Impact nothing is guaranteed, but you get a free m ix-up. Because many attacks can transit ion into GS. you will need to lea rn how to defend yourself if your transition attack is blocked. GS @ protects you against Verticals, but because GS is High, some players may use slow and damaging TC moves. Use GS @ (with ~ if you have enough Critical Gauge) to counter this . Don't use GS @ in general though, as it is terribly unsafe. Outside of transitions, GS (input as ..n.~~@) will auto-GI Verticals and stab attacks that are Highs or M id from the 13th frame. This makes the auto-GI from GS @ the fastest option from the stance. so it's your first option to stop the opponent from countering your stance tra nsitions w ith fast attacks.

lnpnt

Damage
' ' 16
..

PIOIIDrtiC$
H

@
@

Gl LNC LNC, - GS TC

42 42 22

M M

@c:>
@
Transitions to Grim Stride
, lnJ> Ul :'''

t~vel

hnpact .

Guutd

IIiI

~~'*
NSS~~~

1:1~
1:1a~ ~~@@.~
c:>~@"t> ~~@~

L L M H M
~

i31 i79 i22 i29 i20 i15

-1 24
-4

KND KN D 6 KND LNC 22

10 11

~~@

.. ......... .... ............... .......... .............. .. ........


The Night Side Stance is a versatile w eapon. It is mainly defensive. but can also serve offensive purposes. To enter NSS, use +@ (from a standing or crouching position}, or hold the attack button after certain moves (for example, ~ m}. When you press @+@. Nightmare steps backward. This can be im plemented to m ake your opponent whiff. You should use this t ransition at disadvantage, when your opponent is going to attack you. After a whiff the best option is NSS +. If you need a faster move, NSS @ is the best option. esped ally as it can RO. After a move. the NSS has two main uses. The first is in combos (most of the time w ith NSS @1@). The second is to protect you from punishment. For this you have to choose the best optio n to st ay safe. Very often NSS @ will beat every slow attack, but this one is High and can lose to TechCrouched moves. To counter TC attacks you should try NSS @+@. Remember that you can use NSS ~~ ~ GS @ to counter Vertica l attacks. At far and m id range, you can The last use of this stance is a defend yourself with NSS m ix-up. Mix-up NSS@ w ith NSS + o r NSS fi.l. This can work if your opponent hesitates when you enter the sta nce.

Night S ide S t a nce (NSS)

Input

Qamayo

Level

Propottius TC TC

22 22
30 42

M M L H H M M

Q.
(i)@ @:@
@ +

TS TS CH STN

52
16

28

~~ ~
Transition to Night Side Stance
Input

-GS

Level

Imp net

GuArd

Hit

+@

a
~m ~m ~m

H H M MM M M
M

i17 i16 i23 i35 i16 i29 i28

1 -10 -6

10 6 LNC LNC LNC STN 14

a.

-6
-3 2
-4

wR m
>~m

Nss a

CiN''Tii ,:_ ! VS Pl/IY : NIGHTMARE

.. .... ..... .... ..... ..... ..... .... ..... ...... ......... ..... ....
This launcher is one o f Nigh tmare's best M id-level attacks. It is slow, but because of t he excellent range and the damage, it's a strong and versatil e tool, w ith its primary use being for whiff punishment. Because of the simple command, it's easy to use in a lot of situations, such as after a sidestep o r backstep. This also means you have more time to react to a w hiff. For wh iff punishment, ~ID NSS : is the best combo. In addition to the high damage, this combo can also wall splat and Ring Ou t. The second use is for zoning. At range you can fish for counter hits. and ~ can be effective too (instead of ~0). but be mindful of t he fact that it's very unsafe. You ca n also use ~0 to m ix w ith throws and Low -l evel attacks against an adversary w ho is likely to duck frequently. beca use it's still too fast to react to and block standing.

Death Smash

lnpu1

On mage

Level

Impact-

36

i21

Quick Neck Buster


0
~

Input
0

. Damage

Level

@@

32

@:@:@ is one of Nightmare's best spacing tools, and a very


fast anti-step w ith great range. When it hits. this move knocks down, and can also Ring Out. After the knockdown, you keep the advantage and can make the choice to attack or to reposition yourself on the stage. On block. you keep a slight advant age too, but because of his slow speed, it's not enough to allow Nightmare to attack aga in. Instead. use the advantage for a defensive action. At max range you can still try some fast mid range tools, like another @:@:@, or c:>. Nonetheless, overusing this move against experienced players can be risky. Nightmare doesn't have a fast M id-level attack to mix-up with these High attacks at m id range. f!J:@:@ is also a g reat combo finisher, especially because it can wall splat after an air hit, which allows you to continue the combo for massive damage.

DMIB90
Guard

........................... ......... ..
This ci rcular, anti-sidestep Low is a solid attack. Although it's unsafe on block, its capacities make it one of Nightmare's best moves. Because it's a Low-hitting anti-step m ove w ith great range, it w ill beat Tech Crouch, Tech Step, and backdash moves. As some attacks can crouch and step at the same time. !::? is the best tool to counter them. especially during Okizeme. You can also use this move for wh iff punishment. Be aware that this Low is very slow and practiced players can react to it. The charged version, t?rl. is excellent for pressing, especially d uring Okizeme, as you keep advantage when it's blocked. To prevent your adversary from jumping .or interrupting, you should vary your timing for releasing a~ or use t?rl@ which will catch jumps and can RO. Combos from !::? are very strong, using GS or GS @ ~- The main benefits of using this attack are the Ring Out and wall splat opportunities from !::? c;>, GS @ ~t?c;>

Shadow Slicer

37 37

L L L

-18 i3,. 1 -1

t?rJ t?rJc;>

7
24

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.

Soul Wave
@+ is a rare type of auto-Guard Impact attack. It can be used as a standalone attack, but is better as a counter. Nightmare will absorb low damage attacks from the 6th fra me. If you r opponent continues to attack after this, any follow-up w ill be autoGied, protecting Nightmare and preventing his aggressor from blocking the followup. It's very useful at close range to counter light attacks, and especially fast strings. You can use @+ to defend yourself from pressure, or apply it more offensively, for example, to stay aggressive after@ or@ are blocked. When it hits, the knockdown lets you attack or retreat. and it can also Ring Out. Note that after absorbing an attack, if that attack recovers fast enough, your opponent may be able to block the follow-up, leaving you open for punishment.

Input

Damas~

~vel

lmp&r.t

Guonl

Hit

36/46

i36

-20

KND

Crimson Vortex

Input

Oamago

l.nval

Impact

Guatd

Hit


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.

~~ or z;:l~ or @

48

i31

-2

LNC

.................................................... ........

Upper Claw

Oomnoe
,,,,

Level

hliJlRCI

Guard

Hft

WR fiJ is an excellent punisher for unsafe Low-hitting attacks. With this move you can punish any move which leaves you crouched and is -16 or worse on block. You can also punish ducked High attacks if you react fast enough. When it hits. WR fiJ NSS :@ is the best option, because of the damage and RO/wall splat potential. WR fiJ is fast enough to fish for CH as well, by attacking at a disadvantage or from the ground, and it's also a good close range poke. It doesn't launch on counter, so CH WR fiJ. NSS @+@ .!).@+@ is the best combo. Instead of .!).@+, you can also use GS @ 3 near the edge lor a wall splat or Ring Out.

18 18

M M

i1 6 i16

-21 -3

LNC LNC

._

.................
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.

Right Slasher

Input

o~mage

LCYOI

lmpftct

Guard

Hit

~~or z;J~ or ~@ ~~or z;:l~ or ~@

38 38

i29 i29

-2

KND KND

10

Double Death Claw


><?@ is Nightmare's fastest Mid-hitting attack that inflicts reasonable damage. You will need this move to stop your opponent from attacking you too often, and to make them respect the fram e advantage. This string is only a combo on counter hit; when it's blocked the second hit can be ducked and punished. So you need to be fairly sure that you will hit your opponent as a CH before you use it. Wh en it hits, it's safe. because the opponent is forced to block the second hit. It can also be used for Guard Burst purposes. This move can Ring Out as well as wall splat for damaging combos. so near the edge try for counter hits with >@@ by using frame traps, or delaying and then attacking.

Input

Oamngo

level

lmpnet

Guard

Hit
2.KND

MH

i17

C 11\PTEfl.:.. i VS f'L1\Y i NIGHTMARE

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.

Ether Splitter
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.

Input

< ~~or ~~ ~~or~~S>

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

'

This attack is a fast, circula r anti-sidestep attack. @@@ may seem far bette:r, but S>@ isn't superfluous because of the speed and the easy execution. The range of c:t>@ is still good enough to allow you to use it at mid range. On counter hit it will knock the opponen t down and can also RO or w all splat. When it's blocked it is unsafe, but because of the pushback it can be difficult to punish. c:t>@ itself can also be used for punishment.

Mail Crusher
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.

Input

Dan>>g&

level

lmpct

Guard

Hit

20.32 20,26

MM ML

i19 i19

20,-20 -20,18

-4,KND -4,KND

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.

1 Input

Damoqc

E$Ctlpe Wittdow

@+@ @+@ FC@+@ FC@+@ @+@ or+@ (left) @+@ or+@ (Right @+@ or+@ (Back)
.<;

55
50

13 13
11

30 30 60 65 70

11 13 13 13 (Voldo I Astaroih I Z.W.E.I.}

FC @+@can Ring Out to the front, while FC @+@can Ri ng


Out and wall splat to the back. Even though they can't be ducked like normal throws, they're still unsafe, so be especially wary of characters who can punish w ith a Ring Out or wall splat of their own.

'-

BRAVE EDGE ATTACKS


lnpu1

''\if
''"
Oam~ge

You should really focus your strategy on using <?@ ~ and GS @ ~ . GS @ ~ is a very strong attack throw. This move is able to wall splat or RO from a long range. After a wa II splat, <?@@ is an excellent follow -up. GS@ ~ connects after a lot of attacks becau se it hits grounded, and you can adapt your combos by finishing with this move in different situations. You can also use it to catch an adversary who stays on the floor. Even though you keep the advantage when it's blocked, the second hit is High and can be crouched and punished, so be careful with this move against experienced players.
<?@ ~ :@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.

level

llllf ICI

Guard

Hir

GS@@+@+@ <?@ @+@+@ :@ -&+@@+@+@


~~@@+@+@

12,

7. 18, 4

MH SML MM

i28 i17 i41 i20

10 9 8 -16

KND KND STN LNC

18, 28, 16, 9 MHMM 40,0 22, 15

Nightmare surrounds himself with an auto-Guard Impact during his (!, which counters all attacks other than throws, unblockables, and other (! attacks. The window is huge, active from the 5th frame until Nightmare releases the attack by himsel f. If it connects at this poin t it will inflict 160 damage points. If the attack Guard Impacts some thing, the Critical Edge will deal 80 damage. If the opponent doesn't attack when you use it, as long as they react in time, they can sidestep and punish you very badly. This is why it's best used during the opponent's strings. In open play, the risk/reward ratio is fairly bad, and the maximum damage version will only connect if your odvor~l!ry makes a terrible mistake.

Input

Oom ge

level

tl

ct

Guard

Hil

{!r~c::>-&~c::> @+@+@

80/160

KND

Guard Impacts from frame 5

C>J,PTR i. ! IJS Plf>,Y : NIGHTMARE

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.

For Combo A, after ~~.;> you have to delay the BT GS @) a little to profit from the damage on landing. At close range, use BT .C. if you didn't go into GS. Combo B only works w ith the quake stun. If you are too far, ~won't launch.

Combo

Starter

Follow-up

Damage

Hits

Cos!

Diffic ulty

~ID

NSS:@ @:@:@ GS@ GS@ Iilli NSS:@ GS@

75 81 69 76 58 67 76 65 66 82 61 88 84 82 101 83 99 63 80 73
72

2
2

*** *

c:l> !::2@c:l> !::2@c:l> WRID c:l>@c::(> ' c:t>@c::(> . c:l>c::(>@ A


~~@c::(> ~~(tip range)

0 0

2
6

2
0

2 2
6
2

GS@~
1::2@ BT GS@ c::(>c:l> .C.+ NSS:@ NSS @+, .C.@+ <?liD <?@ Iilli : <?@liD

2
0 0 0 0 0
0

* ** ***

2
3 3 3
4

.., N3 . , ID
, 'ID
. >'@ <?@

3 3 3
4

2
0

.C. ..C. liD .C. ..C.@


.:: . .C.+ Iilli (mid-range)

<?Iilli:
~IDNSS:@

2
2

3 3
4

. :;<:,: ~~ Iilli
:' (; CHWR ID

c::(>c::(>@ NSS @+, ..C,.@+

2
0 0

'

c:l>ID, NSS @, .C.@+

UKEMITRAPS
Most of the time you w ill need 1:1@ or delayed 1:1@. which can work in many Ukemi situations. However. Nightmare's damage is already good. and because he is relatively slow. you won't have that many combo opportunities in a round. Trying an Ukemi Trap instead of taking guaranteed damage can be risky. Nonetheless. if you really need more damage. they

.. NSS ..(lr~. delay GS @. GS @~. GS@ Iilli Delay 1:1@~ GS @ Iilli


t1@~.GS @

...,

UkemiTrap

Directions

Difficulty

103 116 101 122

Right, Back All Right, Back

2 2
0
2

~~ lml

Delay <?<?(]). NSS @+@ ..(lr@+@

Left. back

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 Starter Follow-up

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~:@ .

<: Damago

Hits

Difficulty

c::>c::>@c::> W! . ; GS @ !mi W!

GS @. :lm:@, W! @@, ~@ <?@@. WI ~fiJ. NSS :@

120 108

0
2

****

10

0
E

' ~(). NSS :@ W!


(AJ:@ W! :@ FC @+@ W! GS @c::>. GS @~. GS @ Imi W!

-!7@+@

109
93

4
5

0
2 0 2

<?@ lml :@
<?@@.WI <?@@. ':>::!@ @@.WI ~ (]). NSS :@

114
178

6
7

CHAP F:H 4 !VS ?LW i NIGHTMARE

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]

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)

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.

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

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

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. You can also use the Critical Edge to make the opponent afraid of attacking you systematically. Even if it's very unsaie, the fear of your C!Ii can make the opponent hesitate and will give you the time to backdash. Because some characters won't try any long range attacks and w ill try to stay very close, you will need these Guard Impacts. Some moves can also push your opponent away. c:t>@ is one of t he best tools you can use at close range to escape. c:t>, @@@ and @+@ also work well, and you can use <?@@ if you need a Mid attack. [~0 1] Nightmare is, however, weak at punishing unsafe attacks. @. c:t>@, and <=l> are often your only options for punishment, but don't inflict much damage. Sometimes it can be better to use the advantage to back dash or to initiate a mix-up. If the m ove is -17 or worse, you can use <?@ till~ : or @:@:@. You shouldn't miss this kind o f opportunity. Against very unsafe attacks, use ~m. Using Just Guard is not very rewa rding for Nightmare. Most of the time you will only be allowed to use c:t>@ or c:t>@ to punish. Against big attacks it can sometimes mean ~@ (;m w ill connect. [ ~o 2]

SPACING & POSITIONING


Nightmare is very strong at spacing, especially from long range. c:t>c:t>@ or c:t>c:t> are excellent tools and probably the best from th is range, because you still have a lot of options even if they're blocked. -&-&, {7{7, and ~~ are also excellent for this purpose, but because all are unsafe, you have to ta ke into consideration the opposing character's punishment capabilities. tZ@ and tZ are your long range Low attacks for applying slow mix-ups at distance. At mid range Nightmare is not excellent but still strong. It's risky to try to hit him from this range because of his fast backdash. @ :@:@, . c:t>. ~. and ~@ are his best tools from here. [ 70 3]

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)

Cf IAPTCI~ 4 ! VS f.\ ...W I NIGHTMARE

Nightmare is a slow and unsafe character. Nonetheless, he is able to inflict a lot of damage, especially by whiff punishing, so you should be extra careful not to whiff. If you have a close combat character, try to stay wi thin your optimal range. Strong punishing

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

Because Nightmare's Brave Edge attacks are very strong, you need to be able to deal with th em. The second hit of ~~ !! can be sidestepped. The second hits of GS @ !! and <?@ !! can be ducked and punished. c ritical Edge . .... ...... ,. ,,,, .. .

. ,,;

.:

This attack w ill guard impact every attack in the game, except throws, unblockables. and other@ attacks. but leaves Nightmare very

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

level

Hit

Standing/@ Slash Cross- Night Side Stance Slash Cross Brutal Cross Triple Grounder Quick Neck Buster Quick Neck Buster Quick Backspin Slash . M ail Crusher Death Grounder Jade Slicer Shadow Slicer Shadow Slicer Jade Crusher Shadow Slicer- Grim Stride Shadow Slicer- Grim Stride Back Blade Standing/@ Mail Splitter Bloody Hilt Bloody HiltNight Side Stance Death Smash Death Smash Night Side Stan ce Shadow Buster Darlt Soul Impact Shadow Breaker Shadow BreakerNight Side Stance Standing/@ Dark High Kick Jade Strike Dark Middle Kick Earth Trample Earth Trample Dark Low Kick Double Death Claw Standing/@+ Soul Wave Soul Wave Soul Smasher

a
@@@
@@<? @.().@@

High SS

16

17

SP

SP
4, 2, KND
4, 2. KND 4, KND. KND
KND KND
4 4, KND 4, KNO -4

High High Mid


High High Mid High Low Low High

16,18,26
16, 18, 48

17
17 17

.(), -8, 16
-6, -8. 10 -6. 16, 16
1-2

8
6
11

16, 22, 32 42 32

llD@ (fast) @@@

16
15 15-16
19 19 18

15

.::>@
~@@

High High Mid M id Mid Low . Low Low Low High-Throw LowSS LowSS High M id Mid High . High SS M id Mid SS M id Low Mid Mid MidMidSS

1-2

2 first hits NC, Opp-FC !Hitl SA. 2 iirst hits NC 2 last hits NC SA. +2 at mid range on block BA, Delayable KNOCH NC NCC - FC

. ~@.().@

26 20, 32 20,26
16

-15
20, 20 . '20 ..18 .
14

12

12

.().@
!:?@ !:?rl l:?rl !:?@

37
52

31

18
7 1

79
?? 31

KND KND AT KNO KND STN

10

BA

60 37
52

7
BA

SP
SP

J::?rlc:>
<?@ @

79
32
20 16 16 21 21

40
18,22

2
10, 8 1 2

8 8
NCC. Opp-FC (block) STN CH STN CH

18
18

2, KNO 4

c:>m
~@
~m

SP
20

SP
LNC SP

36 36 20

....

11

SP
8

11
11
15
TC.-FC NC NC

.().@
!:?@ <? <?0

21
31

2
KND STN, LNC STN, LNC

38 24, 30

16
10, 14 10, SP

35
35

6 6

24,30
14

.::>
~

High
High

13
14

18
16

-8 -8
10 16 -14 14 -6

2 4

KNOCH

Mid Low Low Low Mid l:iigh Mid Mid Mid MidThrow

15
21

2
6
STN UB

.(). .().13
!:?

20 30
16 18 28

56
15

<?
@+ @+ (revenge) .().@+

27
36
20 20

2 2 KND
KND KND KND

- FC NCC Gl Gl

36 46
15

20

enemy on the ground .().@+

16 -16

13 13

Opp-FC (Block)

Shadow Buster Death Hom Charge Dark Low Kick While Rising Attacks Soul Stake Upper Claw Upper ClawNight Side Stance Dark Head Upper Jumping Attacks Fatal Spin Slash Fatat:Bu ster

crouching crouching

crouching~@ crouching
while standing @ while standing @ while standing (lJ while standing

Mid-Throw Low High-Throw Mid MidSS Mid


High

60,30
16

20 22 14 22 16 16
14

14

- FC -FC

18
-14

AT. 2
2
AT LNC LNC
0

11

68
18

5 22

12
15
STNCH STNCH

18
22
2228
26-32

SP
14

15

Mid

28 35

12

KNO KNO

TJ, 7A : Opp-BT (Hit)

12

TJ I t:S.: no KND

38

KND

Mid Mid
MidSS

24,26
24

.a. 16
22
SP

2. KND

NCC

SP

Ether Splitter- Grim Stride Rook Splitter Side Shutter Side ShutterNight Side Sta nee 8-Way Run/@

~~or~~ ~~or ~~(IDS> "li'i' or ~+or t?lt or ~~

.e...

Mid MidSS Mid Mid MidSS

24,8 46 32 32

20
31

29 29

-21 SP -16 -8
SP

LNC LNC KND STN STN

9 9

<?+or

t?lt or ~~0

Shoulder Rush S>o+ or~~ or~~@ Shoulder Rush- Grim Stride S>o+ or~~ or ~~@S> Jade Smasher

Mid MidSS

.e,... or iJ'+
~+ or

22 22 42

15 38

t?lt or ~~@

Soul Devour Doom's Invitation Unholy Terror , Witch Hunt Flap Jack

left side throw right side throw back throw crouching @+@

Turning Leg Slash Turning Sword Buster Turning Shadow Buster

crouching turn around @ turn around @ crouching turn around (ID turn around @ turn around @

Soul Biter Soul Biter :., Night,Side Stance Phantom Impact Skul, Chopper l Skull Chopper

CHA?i'f"{ ;, i VS ?lAY : HEISHIRO MITSURUGI

MITSURUGI

Character Overview

I M itsurugi is a classical samurai in every sense. using his katana to battle opponents with honor and dedication in the hopes of finding a worthy adversary. He is a very versatile character that can either apply zoning and spacing to keep opponents at bay, or rush in and pressure them into mix-up s with his strong Mid and Low attacks. Although he has a stance that can add an additional element to his style, he is still one of the simpler characters to pick up and play, and thus an excellent choice for new players that are still learning the basics of the game.
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~t ls . if you are se. 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 MST@ MST@@@ MST@. liD+ MST@@

O$mag~

Levol
H

28 10,10,10 12,20,16 16,28 38 30 40;20 10,28 45 50

HHH HM LH

NC, STN CH
NC, -MST NC,TC ':;, Revenge: H,M !All) less .\~~ ;;:29 ~am~g~

-tvisr@+@ .r-4sT; ~@ .
MST @~

M
M
M HM

CHAT '
BA.AT

Msrm et . +
MST @+@

' MST @+@

H
M

Trans~ions into Mist

luput

level

Guard

Hit

>@ @(IDS> (IDS> .O.c:t>

H
MM M LM MH M

-2 -10

6 0

-22 -8 5

-10 4 KND

I::? I::? or~~()@


@

~ PRIMARY ATTACKS
Wind Hole Series The S> series is one of Mitsurugi's main poking tools for spacing oppone nts and punishing their mistakes. The combination of speed and range the attacks have, along with g iving good advantage when they hit and being safe when guarded, makes them very difficult for opponents to deal with when used effectively. The similar startup animation also goes a long way to disguising which version you are doing, adding to confusion they can cause. S>"'f is the fastest version, is an excellent interrupt tool, and S> is useful even when guarded due to its incredible pushback. S>:.O. is totally safe and gives a stun combo when it hits, but its slow speed makes it only useful post-GI or in Okizeme.
In pur

, .' ...
S>(ID (ID"'f 24 32 20 36

\;Jfi
lev" I M H L i17 i14 i18 i33 -6 -2 -12 -6 6 6 -2 STN

Oomngo

Heavenly Dance Series This is M itsurugi's primary launching attack, and is most often used for whiff punishing or in m ix-ups when you are at a slight advantage. It's somewhat unsa fe when guarded, but the threat of the fo llow-up will often discourage most attempts at punishment. The @ version is faster than the other versions, but it doesn't launch high enough for anything to be g uaranteed other than the follow-up, so you have to commit to t hat if you wan t good damage and it is very unsa fe. ~~@ launches high enough t hat you can do other attacks after it. such as .O.~c:t>CID, which both increases the combo damage, and lower the risk since you do not have to commit to the very punishable follow-up.

Input

Oomagc

love I

lmpct

Guattl

Hit

S>c:t> or ~ ~ or z;:l z;:l (ID(ID S>S> or ~ ~ or z;:l z;:l @ -

26,34 26,25

MM

i20 i20

-13,-23 13,-23

LNC.LNC

MM

CII!IPTLR 4 ! VS PLAY ! HElSHlRO .Ml'l'SURUGl

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

blocked M !eaction, but it inflicts heavy damage, is a natural


com bo, and knocks down on CH. You also have the option to transition into MST afterwards to either continue pressuring the opponent, or counter any potent ial retaliation. -!}@alone also hits ground opponents and tracks very well, so it's excellent for Okizeme after you have knocked your opponent down.

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.

Step Stone Divide


This is the fastest of Mitsurugi's powerful Mid attacks and it is an excellent punishment tool t hat can also be used from crouch. On hit it leaves you at a small disadvantage, which against most characters m eans you can maintain your offense, but against faster ones you may consider evasive attacks instead. When Guarded. however. the attack is unsafe, reducing its usefulness as an interrupt tool and meaning it should be primarily used inside combos and for punishment. Holding gives you a slower, more powerf ul version of the attack that when guarded, leaves you in the sam e position as the normal version on hit. w hile inflicting heavy Guard Gauge damage. On hit it knocks the opponent down and allows for a quick ground attack.

Input

Damage

level

Guard

Hit

-!}~~

-!Jr~~m -!}~ ~

'

42 62

M M

mEl

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.

Heaven Cannon
This is another staple launching attack for Mitsurugi that gives you speed and slight ly more damage over~ ~. at the loss of range and safety. The boost in speed will make this attack extremely viable in many mix-ups where ~~ will be too slow, and the rewards can more than make up for the risk. You also have the threat of doing the @ version. which can deter some punishment attempts if you are willing to use it liberally. When guarded, the attack also has very little blockstun. which can make it difficult for opponents to punish if th ey do not react fast enough. It's also useful as a combo ender, and dLiring Okizeme since it hits grounded opponents.

!AvoI . M

ln1pnct

18

Gtiald ' -16

..

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(

L~vl! l

Impact

Guard

Jlit

<>

22.40

MM

20

-12,-8

KND,KND

.
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.
Damago
lovol lmpoct Guard Hit

................................. ............................
:>@ 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.

Fiery Air

Input

Damage

Level

Impact

Guard

Hit

:>:>@

52

28

-14

-2

.......... .. .. ...
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.

Reaver

Input

Damage

level

lmpoct

Guard

Hit

Wind Hole Vortex


During <? Mitsurugi takes a huge step backwards before lunging forward with his katana, and it is the back-step that makes this a very useful attack. Anytime you are at a slight disadvan tage and feel your opponent will attack quickly, you can use this att:ack to move out of range of their strike, while simultaneously delivering one of your own in retaliation. You also have the option of using this attack as a feint, and then canceling it into MST to quickly CH any opponents t rying to interrupt, or use a normal MSTmix-up ifthey continue guarding.

Input

Damugo

lovcl

Impact

G~ard

.:. Hl1 .

A lthough Mitsurugi can usually get a lot of opportunities to throw opponents because of his constant mix-up pressure, the actual throws themselves do very average damage and do not leave you in a good position afterwards. Bot h of his normal forward facing throws allow the opponent to Ukemi straight away, which greatly limits your Okizeme options. The @+@ throw does, however, RO forward and also cause a wa ll splat that leads to a full c:t>c:t>(ID(ID combo for very strong damage. His left throw doesn't allow t he opponent to Ukemi afterwards. but it leaves t hem too far away for good Okizeme. His right side throw is by far the best all-around throw, doing good damage, and leaves the opponent right next you for perfect Ok.izeme w ith attacks such as t:?(ID that gives them no other options t han to guard immediately or get hit.

luput

Oali>age

@+@ +@ @ or +@ (Left) @ or +@ (Right} @ or +@ (Back) MST@+@

50 55 65 60 13 13 13

70
45

Input

More so than perhaps any other attack, ..(),@ m3 is what makes Mitsurugi's mix-ups so potent. This attack is extremely fast. has good tracking, knocks down when it hits and deals good damage. Even though it is punishable when guarded, the rewards more than make up for it. The last hit also slams the opponent down and prevents any Ukemi attempt. w hich leaves th em in the perfect position for Okizeme. The ..(Jr~c:t>(ID m3 is mainly used in combos as it slams down the opponent and gives you a guaran teed .quick ground hit. Its combination of speed and knockdown also make it a very good attack for punish ing any of your opponen t's attacks that recover badly enough after guarding them. 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.
~

Dsmone

Lovol

ltnpact

~@@+@+@

32,15 42

.MM

i18 i17 i16 i9

-7

..(),@@+@+@
..(Jr~c:t>(ID @++@

20,15, 1 L.M.NI .5

iv1

Mitsurugi's r!I3 is quite slow compared to many others. which means it is not particu larly well suited for use in punishment or as an interrupt attack. It is best used in combos when you need additional damage, or if you are near a wall or ring edge as it wall splats and rings out very wel l. Because it also picks opponents up off the ground, however. it can be useful in Okizeme situations too as it gives you more damage than any of his other ground hitting options. plus the added bonus of a potential RO or wall splat. Outside of these uses, however. his @lEI has very limited practical applications, and you are much better served saving your meter for his m3 attacks to increase the effectiveness of his mix-ups.

Guard

Hi~

-20

KND

'

After most of Mitsurugi's standard launchers, such as ~ or ~~ . ..O.~c:t> is the only rea l follow-up worth considering. It does more damage than any other normal follow up, and is very easy and reliable, which means you never have to worry about potential axis issues when using it. You can also use the Iilli version of the attack to ground slam the opponent and follow-up with a

ground-hitting attack such as !::? for addi tional damage (Combo Al. In any instance where you can follow-up with !::?,you could also use the ~ for additional damage or to RO/wall splat the opponent. After wall splat ting with the ~ you can do c:t>c:t> for a guaranteed ground hitting attack and huge damage. After attacks that leave the opponent stunned on the ground such as c:t>:..O.

you can use c:t>c:t>@+ as a ground hitting attack instead of !::? for considerably more damage, or the ~ again if the situation is right. During stuns that leave the opponent standing like CH MST @+, ~ is generally a better follow-up than !::? because after some of them it will give a full launch if you are quick enough, and it will still hit grounded if you miss-time it.

Combo

Starter

Follow-up

Damage

Hits

Cost

Difficulty

~
A
~@ ~@

..O.~c:t>
.,().~@ Iilli. !::?
.,().~@ @. ~ ,().~@

,.

92 79 112 57 73 106 103 139 76


72

**

3
4

2
6

~~
- ~~

2
3

***

,().~@ Iilli. !::?

2 6
0
4

~~

.0. ~ (ID Iilli' (i]3


.,().~0. 1::?

4
3
4

"

!::?@ !::?@ @+ @:..(). MST @+@ MST@+@ MST@+@


B

..O.~c:t>m. ~ ~

2 2
3
4

0 0 0

@+
~@ . ..().~@

**

96 106 126 52 46 89 53 89 66 90 98

~ . .,().~@ ~- !::?
~ . ..().~~. ~

2
6

***

CH@
CH~..().@

@.0, !::?
~ ~

2 2
3

0 0
4

** * ** *

. CH~..().@ CH @c:t> CH FC !::?@@ CHMST @@+@


CHMST@ ~

2
3 3
4

0 0
0

..0...0.@+ !::?@
~ .0.~@ ~. ..().~@ ~. ~

2
4

CHMST@ ~

C ii\PTL "! t. !V:> PLI\Y ! HEISHIRO MITSURUGI

UKEMITRAPS
M itsurugi does not have many Ukemi Traps, but thankfully they com e after a number of his most useful attacks so you generally have a lot of opportunities to use them. His strong knockdown attacks such as @+@ and .C.~@ ~ offer the most potential, as opponents may try to Ukemi away from the usual follow-ups in case you miss-time them. .C.~ (ID will catch Ukemi in a lot of directions after these attacks, but you will occasionally have to do a slight dash in beforehand to get into the correct position. There's a similar situation after using t:Z@ to knock the opponent down, but here you can use liD@ to cover most directions, or the {!lg to cover them .all if you have the meter.

Knockdown

Ukemi Trap

Difficulty

l:Z@ l:Z@ l:Z@


~~@+ ~~@+ .c.~~m or ..o-~~(ID ~

. liD@ ; .C.~ (ID

73

Back, Right Left

95 95 104 113 96 104

2
4

** **

, (!Iii

All
All

: .C.~ (ID
i

2
0 0

@+@ <?<?@
.C.~ (ID

Back. Left Back. Righ t Left

..O.~~m or ..0.~~ ~
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 Starter Follow-up

additional damage and continue your combo from there. Mitsurugi is also one of the few characters that can use a throw to wall splat with his @+@ throw, giving you another strong option in mix-ups near a wall. Th is throw, along with .C.~~(ID ~ . gives a low wall splat, after which you can ei ther use a full ~~(ID(ID, or put them back on the wall in the same position by using a {!lg (Combo C).
Damage

Hits

Cost

Difficulty

@+@W!

@13. W! ~~(ID @13. W! ~~(ID


~@. W! ~(ID . .C.~~(ID ~. ~@)

136 121

9 7 7 7

4
6

.C.~~(ID ~ W!

** ***

<?@WI
.C.~~fi)W!

'

89 145

C!l3..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

opponent and fish for a CH w ith moves like FC t:Z(ID, allowing the potential for very strong damage without using any really unsafe at-

tacks. Another way to keep your offense going despite being at a disadvantage is to use <?(ID and its variations to evade backwards out of

reach, and retaliate as you come back in. Even though the attack is safe to use against most characters, if you become too predictable with it it'll be easy for your opponent to hit you during it for a CH combo.

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.

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

Guard Burst
Req.lo Burst Attacks

7 8
9

1:1@-@. MST 1!1+13. '1}@+, >@


-e,.~ (i), @+@, MST @+@

>@@)

10
11
12

<? <?. -e. -e.


-e,@+

15

- -e..e.@

~~. @. ~

Bursts on the first hit of this string

C; li\P fER 1 '\IS f'! f\V I HEISHIRO MITSURUGI

is a very character-specific decision. as some characters may have attacks that are slower and easier to Just Guard. Generally, attacks worth Just Guarding w ith Mitsurugi should guarantee at least a ..O.~S>!ID, if not a ~liD for a launch. [ 7 0 2)

SPACING & POSITIONING


Spacing is one of the strongest parts of Mit surugi's game. Attacks such as S>S>+!ID or ~~@ are a threat to anyone at mid to far range, even for the best long-range spacing characters. His best positioning is again character-specific. as he's highly versatile in this

regard. Obviously you want to keep faster characters such as Natsu away from you and try to maintain a mid-range battle as much as possible, while characters w ith superior spacing, such as Z.W.E.I., should be dealt with up-close and personal. A solid general approach. however. is to try to poke your opponent at mid-range to test how they react when you 're unsure of th e strategy to apply. If they are patient and w illing to wa it for your pokes. you' ll be able to move in for mix-ups, and if they try to counter your poking then you'll be able to apply your spacing game and focus on punishing whiffed attacks. [~0 3]

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]

Although a very simple character to use and understand, Mitsurugi can be very annoying to fight against due to his excellent pokes and his very effective mix-up game. To overcome the pokes, you need to understand that each of them has one or two keys weaknes ses. For example, S>!ID.ofr is a very fast move with good range and is great either when it hits or is guarded. But it's a High-hitting attack. thus

making it vulnerable to TC moves or ducking, and it's also very linear and vulnerable to sidestep. His mix-up game also has one glaring weakness: its complete lack of safety. It's therefore essential to find your cha racter's best punishment tools for these moves and apply them consisten tly to discourage M itsurugi's offense.

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]

be v ery annoying as it allows Mitsurugi to escape fast, short-ranged attacks even at times when you have good frame ad vantage. To prevent this you can either use an attack with good range or an advancing attack. The other way to punish overuse of this attack is to simply sidestep it and punish as it wh iffs, so you'll need to watch ... for the times that the Mitsurugi player uses it.

<? <?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]
~~ ! ~~

This launcher, p robably Mitsurugi's best overall, can be very annoying and hard to punish, as it has a deadly follow-up to watch for. When the first hit is guarded, most charac ters can punish w ith at least@@, but the threat of the second hit can't be ignored. The safest way to deal with it if your opponent only sometimes uses the second hit is to simply sidestep after the first hit to your right. The second hit will always whiff, leaving Mitsurugi open for punishment, and you'll still be able to use a mix-up after if they only used the first hit. If you do guard the second hit, it's very unsafe so you'll be able to punish with a launcher. [ ~o 71

Command List
Nan~o

Input

level

Standing/@ Twin Splinters Reaver High High High Mid SP-Iow Low Mid High High SS liD liD'* liD'* . tiD (counter hit) '*liD '*IID'fr Mid Mid Mid MidSS High Mid MidThrow M id High Low Low Mid Mid Mid Mid

spllttlil!i Gold
Knee Slice Shin Slicer Shin Slicer Feint Drawn Breath Drawn Breath - M ist Standing/@ Forced Prayer Divide Forced Prayer Divide - Mist M ask Feint L Tear Step Wind Hole Wind Hole Upper Wind Hole Lower Wind Hole Lower Heaven Cannon Rust A ir Tale Wind Hole Vortex Wind Hole VorteK - Mist Standing/@ Snap Kick Obedience Wheel Kick Front Kick Stalk Shaver Stalk Shaver - Mist Hem Stitch

12. 14 18 : '22 12 38 42 28 28 16,18 16, 18 , 26 32 48 24

13

-8. 6
2 6 6
-16

2. 6
8

NC STN CH

15

.15
13 34 64 19 19

' 4
8
KND

12
-4

LNC

13 7

TC I -FC TC SA I Clean Hit: A Opp -BT (Hit)

4 6
2, 4

-MST I Opp -BT (Hit)


NC NC 1-MST STN CH AT

15 15 15
19 19 17 14

-a. -6
10

8-9

22
22

0 3 10
KND

14

-6
2 6 12 -16 <; -7
-4

32
36 20 32 ' 18 21 38

6
STN

'*liD~ (fast)
'*..e. ~liD ..e.oo

33 18 18 16

13 15 12
TC

-2 LNC

2
4
KND

- FC
15
7
TS TS I -MST

ti
>@ >@'*

15
33

-12

ss
High Mid Mid High , Mid Low Mid Low Mid SS

liD '* ~ ..e. ..e.'*

li

14 22, 42 23 18 20, 28 20,28 16

13 20

8
16 10
-4

2
KND

15 15
17

26, 26 22

8 6 -10, 16 10
-2

Dividing Thrust Purifying Thrust Full Crouch Attacks Knee Slice Upper Arch Time:Hole Heavenly Stich Hem Stitch While Rising Attacks Silent Slash Wind Divide Front Kick Jumping Attacks Field Reave Shearing Knot Jump Kick Wheel Slash 8-Way Run/@ Acute Gale Drawn Air while jumping while jumping @ while jumping while standing while standing liD while standing +. counter hit > crouching crouching liD crouching ~ @ crouching

Mid-Throw Mid-Throw SPIow Mid High Mid Mid Low Mid Mid Mid High Mid Mid M id High Mid Low Mid

36,20 36,12,18 12 18 30 24,26 16 28 24 18

18 18

17
17

KND KND

12 12

IAT at close range) (only at dose range) TC 1-FC

12 15 16 17 14
17

-6 8 6
12. -8 14 7

8 2 4
LNC, KND

15
10 6

-FC
TC I NCC (NC at max range I against Astaroth and Algol) I Clean Hit: B -FC TC

t:Z liD@

crouching

-2 5 2 6
7 4 0 STN

15
14

-8 6
-3 6 -10 2 6
1 16

15

while jumping @+@

2226 2430 22-28 58


32 26 32 52

27 23 20

6 13

TJ I Opp - BT (hit) TJ TJ STJ I Clean Hit: A

'*+ or ~~ or~ ~@

' True\fa~u.um
Fiery Air 8Way Run/@ Heavenly Dance Hell Flash Blunt Fla.mes

~+ or'frf-@

tilt or~~
>+@

20 33 42 28

6
5 KND

15
15

KNOCH

RO

14

-2

11
13, 7
NCJ RO I ~~ and ~ @ higher LNC TC

+ or ~ ~ or~~@@

Mid Mid Mid Mid High M id

26,32

20
32

13,-24 11 10,9.-12

LNC,LNC STN 2,3, STN

~+ ()('fr +
~:Z it or~~@@

32 23,22.48

10 5

28

1st two hits NC I


Clean Hit: C

CiiA': ;..:.; I I v;.; ': /W HEISHIRO MITSURUGI

Name

L evel

Blunt Flames- Mist Hell Divide

tZit or ~~@@c:l>

Mid High SS Mid

<?+ <?+c:l>

crouching turn around @

Reverse Divide Hidden Divide Reverse Kick Hidden Kick

turn around

crouching turn around @ turn around @

Mist : Full Divide Wind Stitch Wind Grab Wind Grab Wi nd Torture Water Parting Thrust Divi.de Wind Purify Wind Pu~f~
d_ uring Mi~t @ during M ist @@@ during M ist +@ KND

11. '

. ,
~..

-1
STN KND

10

during M i?t @@+(jSJ. coun~r hit during Mist 9uring Jv1is t

during Mist @@+@ (counter hit)

10
10

@@

-12. -6

@+@ .
-1
STN KN D STN:

8
15

Revenge: H,M (All) less than 29 damage


-MST

15 15 6 6

R-0 !At ' . :,


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

Maxi is a character who offers combo potential, mixed with .a'large arsenal of close range normal and stance-based 1 attacks that allow you to play hi in a number of different ways. He has a lot of fast basi strings and pokes such as t?, <?<?. and ~+ tha you can use to put opponents under pressure at close ange while remaining relato these attacks, the threat of em is often enough to keep your opponent guarding long enough for you to continue poking or go for a throw att~r pt, and this is also a good tactic for CH fishing. When,v.ou first start working stances into your playstyle, it's best focus on attacks that transition into stances with quick ollow-ups. Once your opponent is he;Jtant to attack, you can begin expanding your offense even ~ rther through some quick stance looping to try and hit them f"'ith unexpected att acks. Learning to confirm whether or not l our attack hits the opponent, and if it was a CH or not, is a verfj important thing to learn with Maxi to avoid using a potentiqfly very unsafe attack at the wrong time. It's very easy to flo\&< from a basic poking game to a more stance-based style, and witching between the two can make it very difficult for oppo, ent s to read and react to you. [ ->0 1]

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.
:j
[!)

~11
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 @+@.This 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.
PrC)portios

Right Outer (RO)


RO is one of Maxi's most deadly stances. which you can also transition into from some of his best pokes. such as ~ and t?@. RO @ is a very quick High attack that is perfect for catching opponents trying to sidestep, and the @ follow-up is a NC after the @. You can also charge the @ to make it a Break Attack and get a significant amount of advantage if you th ink the opponent will guard. RO liD is a strong Mid attack that is relatively sa fe when guarded and leads to a stun that allows you to connect with RC @@ 1513. Ll @ IE afterwards. thanks to the automatic transition into RC. This attack also has a right sidestep built into the anima tion. which makes it almost impossible to evade in that direction, and quite evasive. 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.

Jnput

RO @ RO@@ RO@I3 RO@ RO@ RO @@ RO@@


'

14 14,26 14,46 14 18 18,30 18,24

H HM HM M M f MM ML

TSR.-BL NC, KND, RO BA, KND, RO TSR, STN, -RC TJ. STN TJ, NC, LNC TJ. NC, KND, -FC

Transiti9ns into RO

Inpur @

...

tevel
H M L L L M Mx9

G mud
-2
-4

Hh
10 12 4 4.4 4.4.4

t?@
FC~@ FC ~@@ FC~@@@

-8 -8,-8 -8,-8,-8 6 -31

>@ +@:@:@:@:@ ..(}@+@

STN LNC

Left Outer {LO)


Evasion is the primary focus of LO, with many TC and sidestepping attacks. Unlike a lot of his other stances, you also have two Low options, both of which come out at different speeds so you can vary the timing of your attacks. LO @ is the slower of the two, but it is also more evasive than LO @and safe, wh ile LO (iS) is slightly punishable. It has a canned follow-up in the form of a Mid (iS), which can be very useful if used sparingly to catch oppo nents t rying to interrupt after the @. Both LO@ and its@ follow-up also give you the advantage on hit, while LO @ leaves you at a small disadvantage so your options can be somewhat limited after it; the fact that LO@ is faster. however. still makes it a useful attack for mix-ups. The main threat from this stance, however. is LO @.which like RO @.can lead to massive combos thanks to the automatic RC transition afterwards. LO @also has a @follow-up, in the form of a High (iS), and while it can be ducked if LO@ is guarded. cannot if it hits. After any transition into LO, if you do not press the attack button straight away to get the LO attack. you will have to go through an automatic RC transition before you can guard. While this is good for using LO and quick RC mix-ups, it means you almost have to attack since guarding takes an extremely long time.

lnpu1

Onmage

lovo!

Proportia~

LO @ LO@@ LO @ LO@@ LO@


Transilions inlo LO
Input

23 23,25 24 24,30

L LM M MH L

TC. TSL TC. NCC TC. TSL. STN on CH.-RC TCrrJ. NCC, KND. RO TC. -FC

16
Lovol

Guard

Hll

@@
~@ ~ or "ll' or~@

MM M M

2 -8 -2

12 17

KND

Ci-'iiPrf.'f) ,; IVS P.AY MAXI

Left Inner (LI)


Ll offers M axi some of his best pressure tools thanks to its combina tion of speed and potential damage. Ll @ is a very quick High kick that has excellent tracking and gives you a combo when it hits. Even if the kick is guarded it still gives you the advantage, so you can use it to set up CH fishing attacks such as I:?. The fastest option from the stance is Ll . and while this can be a good opt ion against opponents trying to interrupt you, it. is extremely unsafe, so it can be risky to use in this way. Its primary use is as a combo finisher after attacks such as S>+ !llil. Ll gives you a good change of pace attack from this stance. and while it is significantly slower than the other two. it is also a lot more evasive thanks to being TC for most the animation and having a built-i n sidestep. On hit it launches the opponent, and since it transitions back into Ll, you can follow-up w ith Ll very easily for b ig damage. You also have the option to charge it so that it becomes a BA; during the charge time the attack remains fullyTC so you can easily evade High strings or slow High attacks w ith it, and if the charged version is guarded, it gives you enough advantage that Ll is guaranteed afterwards. Like LO, you also go through automatic stance shifts after you enter Ll, but here you have to go through both LO and RC before you can guard, so you have an even stronger impetus to attack.

Input

Damage

lvol

u
Ll

lllil

35 60,

u0
u
Transitions into Left Inner
Input

Level

Guiud

llit

M
M

-5

14

c:t>+ j c:t>@<?(@)
{!.{!.or if..fr

MMMMM M

c:t>c:t>

Right Cross (RC)


RC is a bit more of a risky stance, w ith the best and quickest option being the RC string.This is relatively fast, tracks well, and is a NC. You can confirm the hit, and then use the lllil version of the to combo into Ll .The other two attacks from the stance are primarily used for their evasive properties, so you have to try and predict how your opponent is going to react and guess accordingly. RC is TJ very early in the animation so is good for avoiding {!. and Low attacks. plus it knocks the opponent down on hit for a guaranteed follow-up. If guarded it also puts the opponent in FC, which can limit their potential retaliation options. RC@ gives you a TC option that's good for evading quick pokes, but if you r opponent doesn't attack, its slow speed means that it can be guarded on reaction. If you do connect with it, however, the second @ follow-up is guaranteed and can ring opponents out from a considerable distance.

Input

Damage

RC @

15 15,25 . 15,20 30 . 30 30,23

M M M M
M

. Rc
RC @@~

RC@ RC@

Rc
Transitions into RC
Input

LM
o..
-8

rem, r\Jc . .
llh
14

..

L~vl

HH

6
-6
STN

-1.6
11

Behind Lower (BL)


Similar to ll, BL is best described as a pressure stance, especially if your opponent is near the ring edge. BL @ is the weakest option from the stance in terms of offense because it's a High attack that doesn't really allow you to keep attacking afterwa rds. It s primary use is as a defensive tool to escape in situations where you think your opponent is likely to t ry and punish you, such as after~~ which is - 12, but doing BL afterwards wi ll avoid a lot of punishment due to the backstep during the attack. The main t hreat of the stance, however, is the mix-up between BL and BL @@. Both of these strings are a NC, and they give you an almost perfec t Mid/Low mix-up because of how fast bot h of the starting attacks are. BL @@is especially deadly near a ring edge because it is such a good Ring Out attack, and because opponents are more likely to t ry and crouch guard it at that t ime, you can often catch them w ith a lot more Bl . The only downside to t he mix-up is t he fact t hat if the opponent does guard BL , it's very unsafe because the follow-up is High, as long as you are m ixing it up w ell, however, t he reward can be more than worth it .

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

....

Twe Seven

.. Stnrtiug Stance

~uro Seven

BL U RC RO LO RC RO BL Ll , LO

LO BL RO
Ll

RC
ll

RO LO
Ll

RC

BL LO RO

RC BL

BL RC LO RO
Ll

ll

R O RC BL LO

LO BL RO
Ll

RC
Ll

R C

BL LO RO

Restart Loop

Dragon's Brand
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.

Impact

Guard

Hil STN

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 16,24

M MM

i17 i17

8 (-@,25)
2 (-@18)

17 (-@ -16)

8 (-@9)

Ci ;\ PTCR ,: IVS I_;.;y' MAXI

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
!:1 can be used very similarly to <?. but it has a slight advantage in being quicker, plus it gives you a wider array of options because of the RO transition afterwards. !:1, AO @@ is guaranteed if you connect the !:1 on CH which makes it one of his best interrupt and CH fishing options, and the RO @@ will catch opponents if they try to step after !:1. Stopping at RO @also lets you use a quick BL mix-up, with BL @@ being especially effective since opponents have to be th inking about the natural Mid kick follow-up to RO @ .

Input

Oarnago

Level

Impact

Guard

Hit

!:1

18

i16

-4 {-@ -6)

12 {..:@ 3)

........................... ...... ......... ........... .... ....


This is one of Maxi's best approach attacks since not only does it have very good range, but it's also TC for some of the animation and is very safe if guarded. While it does launch the opponen t on hit, there are no guaranteed follow-ups because of the recovery, but since it knocks them dowri'you can quickly go into Okizeme. This is also another area in which this attack is useful because it hits grounded opponents, and they can only evade it by rolling to their right. Because of the range, and how difficult it is to evade, it's also a very useful attack if t he opponent is near the ring edge, since it can ring them out from quite far away.

Dragon Cannon

Input

Damage

level

hnp.,ct

Guonl

Hit

.;>+@

42

i24

-10

LNC

.... ..................................................... ....


.;>@ is one of Maxi's longest ranged attacks, so it can be a very important weapon to help him get back into close range where he's best. especially if your opponent is trying to keep you away. Although it is relatively slow and High-hitting, it has a good animation so opponents can rarely crouch under it on reaction, and if th~y guard it you are left in an almost neut ral position. Between @@ and .;>+ you 11ave an option to beat a lot of retal iation attempts, but quick opponents can sti ll beat them so it's a bit of a risk. It also has very good tracking and can ring opponents out, so it can be useful against opponents that anticipate .;> c:l>+ and step right.

Rolling Sobat

lr.put

Damage

Level

hnpact

Guard

Hrt

28

i25

-2

KND

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.

Mark of the Beast


t:Zt:Z@ is one of Maxi's best w hiff punishing attacks because it does not rely on him to be in any kind of stance or have meter to do good damage. It is relatively fast and has good range so it can punish most attacks, even if you used a backdash to get out of its range. It's also quite safe when guarded considering how much damage it does, and most characters can only get a basic @@ or equivalent on it. When you get the opponent down to low health, however, this attack becomes far less useful due the fact that it's cou nted as a poke because of the low damage of each hit w ithin it.

Illusion Serpent
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.

Level

Impact

Guard

Rope Chorus/Rope Dancer


The FC ~@ series is one of Maxi's best Okizeme attacks because not only does it hit grounded opponents, it also tracks them no matter which direction they t ry to roll. You also get the mix-up between how many attacks you do within the string, and va rying how many you use will allow you to take
FC~@ FC~@@@

Impact

Guard

Hit

B
8,8,8

L LLL

i26 i26

advantage of the transition into RO after each hit. Because


opponents have to take all three hi ts into account when they are guarding it, stopping it early and going into RO@ or RO @ is rarely interrupted, especially if the opponent is still trying to get off the ground.

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
If you are just outside of <?<?@ range, this is Maxi's next best w hiff punishment option, and one of his better advancing Horizontals due t o how far he steps in during the attack. The attack on its own is very good for wall splats and Ring Outs because it has a large hitbox and is difficult to sidestep, and because of the automatic transition into BL afterwards. BL @@ is guaranteed after it hits, increasing the Ring Out range. If you ha ve the meter and can combo with BL@ (;, the ra nge at which you can ring an opponent out or wall splat them is truly scary.

Input

Dmnuoo

love I

ln>l> net

Guurd

~~ or ~~@

36

i27

-5 (- @ 1 2)

Crushing Tidal Cry Although most of Maxi's punishment game revolves around ~@+@. WR can be a very good alternative for punishing blocked Low attacks. or for whiff punishing Highs. especially if you don't have the meter to add the (; to @+ . It can do significantly more damage than a normal @+. and it can also wall splat or ring opponents out from a considerable distance. There are no guaranteed follow-up s, however. because o f how far it knocks the opponent away, but you can quickly close th e gap w ith either ~~(ID or<?@. The main thing to be care ful of w hen using this attack is the fact that it's High, w hich means that it won't punish Low attacks that leave the opponent in FC

Input

lovol

lmpnc:t

Guard

WR @

46

i1 6

18

KND

Input

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. It's Maxi's right-side throw that really stands out. however, thanks to the automatic transition into BL afterwards . Against a large number of cha racters BL @ is guaranteed after the throw. and even those characters that can escape it can only do so by doing a left Ukemi. With the addition of BL @ the damage from the throw starts to reach respectable levels. but if you have enough meter you can use BL @ (; to pick the opponent up off the ground for a full combo. Doing this ups the damag e to almos t 90. and allows you to both w all splat opponents. and ring them out from a throw, which makes it more than worth attempting. :.

Damago

Utj>pe Window

@+@ +@ +@ or +@ (left) +@ or +@ (R ight) @+@ or+@ (Back)

55 52 62 45 70

13 13 13 13

~ BRAVE EDGE ATTACKS


Maxi's ~(!)+@ (; is not only the best (; attack he has, but it is one of the best overall attacks in the game. The main weakness of @+@ is its lack of range. and the (; version alleviates this by greatly increasing the size of the hitbox. It also transitions into Ll and turns it into a BA that gives you enough advantage to either use a Ll mix-up. or quickly loop into another stance. RC @(ID (; basically puts all of the same properties that you got with @+@ (; onto the final of that string, w hich ca n significantly increase the potentia l damage from attacks such as RO @ . Ll @ !; doesn't add quite as many properties to the attack as the others do, but it does increase one important one, damage, by a significa nt amount. Because both ~@+@ (; and RC @(ID (; leave you in Ll. finishing any combo after them with Ll @ !; if you have the meter is the natural thing to do, and can lead to incredibly damaging' combos. BL @ (; al so changes the normal BL @@ quite a lot, as it picks opponents up off the ground properly with the first hit. and then follows-up with a long range kick that is excellent for wall splatting and ringing opponents out.
In pur

.. _..:?j]j[ti';,
Damage

level

~ @+@ ++@

30 60
18.43

i1 6 15

12 (- @ -38) -26
6

STN KND KND STN

U @@+@+@ BL @@+@J+@ RC @@ @+@+@

M
LH

18 19

15,20

MM

14 (-@ 36)

'

\...... CRITICAL EDGE


Although his ~ attacks are usually more worthwhile, Maxi's @lil does still have a number of uses that can fill gaps in his defense. Unlike many @lil attacks. Maxi's does not combo fully after launching the opponent, and neither does it hit opponents in a grounded position. What it does do. however, is enable him to punish a lot of attacks that he would otherwise be unable to. This is due to the fact that it has a lot more range than most of his punishing attacks, even @+@ lm.l, so if the opponent's attack has a lot of pushback, this may be your only option. If you have enough meter, it also gives you a strong guaranteed option after a successful Gl, which can be very handy if it will finish an opponent off in a match.
Input

; fl1l'
DOIIIOG8

lovol

lmpacl

Guard
-23
KND

.(!.~ .(!.~++@

20.15,52

MMM

i12

Most of Maxi's combos involve trying to find ways of either landing @+@ @lil or RC @@ @lil into Ll @ @lil since t hey are by far his most powerful options. If you do not have the meter for both @lil attacks, t hen all of the same combos still work, you just won't have the option of putting the Ll @ @lil on the end so you will get less damage out of them. If you hit an opponent with @+@ it after launching
Combo Stnor

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

Follow-up

Hits

Co$1

Difficulty

~.!}@@

~~@+@

...

66
85 79
77

3
5
2

0
4

~.(J.@@
.(!.~@

@+@ lm.l, >, BL@ @lil !:?@ BL@ @lil Ll ~m.~ Ll@ @lil @+@ fm.l. >. BL@ @lil Ll @ @lil RO @l. RC @@) lillt. Ll @ @lil BT @+@ After successful Gl @)+@ RO @@ RC @@ @lil, L1 @ @lil
/

0 2 2 2
4 4
4

~~ or ~~@

3
2

@ Ll @
~

87 87 95 93 105 76 55 116 61 104

2
4


**

'*+liD it <?@ >@+@ Any stance @+@ CH .(!..(!. or "()>"()>@ CH !:?@ CH LO @ Character specific

2
5

***

2
2 6

0 0
4


* *iHt

Ll @. @+@@. RC @@ fm.l. Ll @ @lil

3
4

0 4

* ...

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 T afrap ter +@ after attacks such as .(!.~@ or ..(7..(70 because it wi ll launch them a ~ they Ukemi, potentially allowing you to ring them out.

Knockdown

U kcmi Trnp

Diroccions

Difficulty

.(!..(!. or "()>"()>(iJ BT IID+


.(!.~@

@+@ ..().@+@ @+@ @)+@

84 87 114 108

Left. Back

0 0 0 0

All All
Front, l eft

I:? I:? or~~@

('H;.\;f[ il '' : V~, PU\''1 MAXI

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.
Damage
Hits

Starter

F ollow-up t?@@. WI. t?(ID@@ @+@. W!, @@. RC @(ID Iilli. Ll @ Iilli
~liD. W!, ~@. c:(>@+@ Iilli. <?. BL @ Iilli, .().@@

Cost 0
4 4 4

D ifficulty

CH t?(ID@@W!
~~ or~~W!
~@W!

142 151 116 174 159

11 10 11 12 11

...
~

****
11 ,_..

CH!:1@@@W! Right Side Throw

@+@. W!, <?. RC @(ID Iilli. Ll@ Iilli BL @ Iilli, W!

***
'JII ... ...

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-

fenseof even th e most seasoned Maxi opponent. The main struggle against this type of player is actually getting close to them, since they often know to keep Maxi out and that he is weak at spacing so you will need to make very good use of his long range attecks like <?<? and~~ . r~o 1]

OKIZEME
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. 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
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.

Guard Burst

IAttacks
6
7,

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.

s'
9

~~or ~~. <?@, RC . ..(),..(),or 'fr'lf@@. ..(),..(),or 11'-friD. WR +@

. 10 11

@, RC @@. WR

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]

SPACING & POSITIONING


Maxi is not particularly strong when it comes to spacing because his long range attacks are either High, like with @ and @, or slow like ..(),..(),@. This can make it very difficult to try and space against charact ers that have better and faster approach attacks . ..(),..(),@ is not to be underestimated, however, since even if you are just out of range and it whiffs. you still have the option of using a Ll attack to interrupt many whiff punishment attempts. At close ra nge, it is very easy for Maxi to control the flow of the fight through attacks such as <?,and strings such as <:=> LO @and 1:1@@. Once you have your opponent focused on these basic t ools that recove r very well , you can take advantage of Maxi's excellent movement and try to step around any retaliation attem pts and punish them heavily w ith <t>@+ 51. ~o 3]

CHAP i H'l .: IVS '' ,:,y : MAXI

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]

Maxi is a character that feeds off offensive momentum, and becomes stronger against opponents that play overly defensive . The best way to shut this down is to not allow the barrage of offense to get started, w hich means either staying outside of his range and trying to space him w ith long range at-

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

This attack can be extremely deadly against players that are unfamiliar with it. so it's important to get familiar enough w ith the animation so that you can crouch guard it on reaction. At that time you just have to wait for the second part of the attack to whiff over your head, and then you can punish it heavily.
";

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
Nam o
Standing/@ Twin SnakesRight Cross Lunging Snake - Right Outer Water Cutter Left Inner Ton gue Splitting Spindle Nunchaku Slap - Behind Lower Standing/ Venom Fangs - . Left Outer Steel Dragon Branding Nunchaku Left Inner Biting Upper Falling Fang Repel SpatterRight Outer @@
~@ ~@

Input

lovol

Damage

Block

Hit

Guord Burst

Properties

High High SS High SS MidSS SP-Iow Low High SS

10,12 18 20 12 20 24

12 17

-8.0 1- -17 -21 - -13 -51 - @ -46 -6 -14 -5 1 -16

2,141 - @ -3 101-@ 1 141--26 8 15

NC 1-RC - RO

19
13 30 23

-U
TC 1-FC TC 11 -BL

,().@ 1:2@ :>@

-3
10 1- -2

~
~@:>

Mid MidSS High MidMidMid Mid Mid SS M id Mid M id SS M id SS

14,16 42 45 26 16 18 16

14 20

-8.2 1- -32 -10 -@: 8 -1<1 ' -8 -4 1- @ -6 -8 1- -25

-2. 12 1-@ -21 KNO KNDI-@ : 10 LNC 2 12 1- 3 17 1- @ -16

NC I - LO

9
12 12

R-0 1Clean Hit: C

21
21 15 16 174 '

R-o 1-u
TC I R-0 TC - RO TC I -LO

,().@
1:2

sSnake Kis Left Outer


Standing/@ Fang Scratch Left Round house Crack Kick Tiger Slaughter Quick Slice Right Roundhouse Hurricane

'
@

High High M id Low Low Low High Mid Mid Mid Mid Mid Mid Mid

14 28 18 16 16 28
20,8,8,8,,.. 8.8.8

13

-8

2
KND
4 13 R-0

20
14 22 16 20

-8
-6 -18,-18 -14 8

~
,().@ @ 1:2@ :>@

-8,8
2 KND 13

NCC I Clean Hit: C TC R-0 TC I NC, -16 if first attack was canceled and blocked

~~~

25

-16 1-15

STN

Standing/@+ Serpent's Pleasure Serpent's @+ @!+@@ M id Mid MidSS Mid Low High Mid Mid Mid 18,31 18 35 20,26 52 20,19 17 17 16 30 42 31 -18 LNC 12 13 12 NCCIRO STNCH 1-RC I Qpp - FC (H it) TC I Clean Hit: C TC I NC I R-0 6 7 TJ I Opp -FC (Bloc!() I Clean Hit: A NCIR.O

PleuureRight Cross

8 1- @ -26

61 - 11 STN KND KND LNG

Dragon's Brand <>+ Guillotine Dance Falling Sky Rage of Pleasure Standing/@+@ Fury Right Outer Right Outer l eft Seven Starsleft InnerPure Seven +@ (just) .().@+ while jumping @ + :>@ +

9
-25
. -10

-16

Mid Mid Mid MidMidMid Mid M id Mid SS

3,3,4, 4,5,5, 6,6,30

20

-31

LNC

NC I R-0 I Clean Hit: C

'It+

ss

TS I - Ll

CHA" i hl ! V~ !'! AY i MAXI

Name

Input

level

Impact

Block

Right Seven StarsRight OuterPure Seven

.,!7+@

ss

Rope Chorus Right Outer Rope Dancer Right Outer

crouching ~@ crouching ~@

LowSS Low Low Low

8 8,8,8
16 16

-8 1-@19 -8 1-8 1-8 1 - l-17


-8

41-l -5 4 14 14 1- l-5
2
-2

ss

Crouching Inner Upper crouching Quick Slice crouching @

Mid Low

14

While Rising Attaci<s Purity Cross Crushing Tidal Cry Dragon Scream Canyon Carve Behind Lower while standing @ while standing (ID while standing @@ while standing+@ Mid High Mid High MidSS

18 46
20,22

19 16 20 26

9 18 0 1 1-l-11

6
KND KND LNC

10
6

RO I Clean Hit: A
.NC I R-0 TC )TS I -BL

38

Jumping Attacks Leaping Snake Cobra Fangs Left Outer Jolt Kick 8-Way Run/@ Striking Snake Northern Lights - Left Inner Northern Blow Dandy Surprise - Behind Lower White Polar Lights 8-Way Run/@ Stampede Wave ~+ -Left Inner Return of Fear Behind Lower
~~or <l4~

while jumping w hile jumping while jumping @

High MidSS Mid

2024 30

22 31 27

:7
2 1-@ 25 10

3
KND

TJ

,:.

11

TJ 1- LO

22-26

TJ
15 15 7

'.'

High MidSS Mid Mid Low low Low LowlowSS Mid

22 20
20,35

19

-7 6 ) -@ -35 35 17 ) - @ -27 -17

11

Op'p -:-BT(Hii) .. STN CH I - Ll

26 26 . 24

14 1-l -35
KND

-9) ~@-18
KND

36

27

;~

13

"

.MidSS MidSS MidSS<;-.

..
40 36

22 27

5 1'-l 50 5 1-@ -12 -16 1- @ -30

LNC LNC

10 9 ' 10
. d

30

33

-61 - l-22

..
MidSS 'Mid-Mid'Mid.. ''Mi.d . Illusion Serpent - Right Outer 8-Way Run/@ RollingSoli<1t' Rear Kick Falling . ragon;. D Dragon Pounce falling ''::>.+@ ' '
~~or <l4~@
,.

40

45

11 1-l-8

STN

8 9 :. 9
.;;
'.;.

22
24

STN

>+

Mid SS

29

61-IID-8

STN

TC I R-0 1-RO

High Mid

'28

2.5 19

.,.2.
-4

KND .

11

TJ I RO

20

8
Kf\JD LNC

..0..+ or '()'f.'@@: .
.,!7+ or '(f-t@@

31
31

. 14 . 9

Hx~r~ :!.. '~.:q.r t11t or t:s ~~

Lynching Dragon Destroyer Leaving t he Dragon Nest Behind Lower Parting t he Waves

@+@ left side throw

right side throw

High-Throw SS

45

- BL
17

back throw

High-Throw

70

R~O

BackTumed Attacks Reverse Snake Reverse Tongue Reverse Snake Bite Reverse Biting Upper Reverse Fang Scratch Reve rse Illusion Kick Reverse Blow Right Outer Right Outer Dragon Bite Dragon Bite Hydra Talons Right Cross Falling Dragon Dragon Pounce Left Outer Left Outer Bloody Cross Wing Sobat Circle Kick Left Inner Left Inner Backflst Blow Ravine Ca rveLeft Inner >@ etc during Left Outer @@ during Left Outer @@ during Lelt Outer @ c:l> etc during Right Outer @@ during Right Outer @ 13 during Right Outer @ during Right Outer @@ during Right Outer @ @ turn around @ crouchi@ turn around A turn around @ crouchi'(ID turn around B turn around @ crouchi@ turn around K turn around @+@ High SP-Iow 14 14 18 14 15 17

-8
~

2 8 2 16 TC 1-FC

-7

Mid Mid
High

-8

20
16 18 40

17..
15 16 18

-6
-8
14 0

3
2

16

TC I-FC

Low

-2
STN 12

TC I -FC BA I Opp -FC (Block)

Mid

ss
High Mid High Mid Mid Mid Low Mid Mid 14,26 14.46 14 18,24 18,30 15 15 18 -10 10 8. - 25 14 KND KND STN KND LNC 10 11 10 8 - LO I BA I RO -RC NC ITJ NC ITJ

,.

30 30

ss
Low Mid 23,25

Mid High Low

24,30 18

32
16 26

-10 -2 1--1 81-2 -11

10 -8 1- -91 KND

TC j -FC INCC

TC 1-RCjTJ I NCC I KND I R-0 I Clean Hit: c TC I -FC

-4

~ etc
during Left Inner @ during Left Inner @

ss
Mid
MidSS

35

15 25

,_
-5.

-35

KND LNC

8
11

KND I R-0 Clean Hit: A TSITC I LNC I-Ll

38

- -66

C-iAPTER .:. !VS PLA'"I MAXI

Name

Input

leYel

Damage

Impact

Block

Hit

Guard Bum

Ravine Carve Left Inner

during Loft Inner Ill

M id SS High

48 20

55
20

15. - 35
4

LNC STN

Skewerin9 Hunt during Left Inner IE) Right Cross Right Cross Dragon's Cross Cobra FangsLeft Outer Dragon Somersault Kick Behind Lower Behind Lower Inverted Moon Transforming SerpentLeft Outer Fury Kicks Neutra l Guard <?@etc during Behind Lower@ during Behind Lower liD during Behind Lower @@ @@ etc during Right Cross @@ during Right Cross liD

ss
Mid Mid Mid SS

15.25 30 30.23

19 30 30

9
0,- @-34

STN KND

TC I NC I STN I Clean Hit: C TJ I STN I -LO I Clean Hit: C TC ITJ I NC

6
8

during Right Cross @@

Low Mid

-7

LNC

ss
High

.:;.

22 20.26 18,28

15 18 18

18

-7

TS

MidMidSS

.0,

- -42
13

-24
KND

10 8

NCI-LO

Low High

NC I KNDI R-0

Neutral Guard

during stances liD+@

auto-GI: M {Horizontal. Verli cal, Stab) Frames 8-191 Clean Hit: A High Clean Hit: A

Neutral Riptide Pure Seven True Seven Brave Edge Hydra's Brand Left Inner Backfist Ceremony Hydra's Cross Left Inner Hydra's Frenzy

during stances liD+@ during stances ~ during stances <?

ss ss
Mid SS Mid

~@+!Dl@+IID+@
during Left Inner Ia)@+@+@
durin~Ri~t Cross @mJA+B+@

30

16

12,

- 38
26

STN KND STN KND

11
7 8 8

BA I TCI-U I Clean Hit: C RO I Clean Hit: A

14, - @ -36 6

Nc 1BA 1- LI I
Clean Hit: C

Twin Serpents Venom Wings Snake Wing Sobat Serpent Fang Biting Kick

@@@@ @@liD@ <?@@@ 1:1@@@ 1:1@@ delay @@ M idMidMid High Mid Mid High Mid High Mid Mid

C-iPPI H

!.

I v-s c'LI'Y YOSHIMITSU

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
Yoshimitsu's offense is ideally suited to m id to close range play. You need to focus on getting in close, as his long range game is very limited. Once he's close, his speed and m ixups can overwhelm the opponent. On the defensive he's very dangerous, as he's got numerous way to evade and instantly counter-attack, as well as one of the fastest attacks in th e game that can counter opponents who think they have the advantage. He also has an auto-GI attack, @+@, that can prove very handy. On the offensive, Yosh im itsu really shines. He's got very many different ways to m ix things up and break a good defense. His m ultiple stances, l:.ows, unblockables, and good throws are more than enough to crush his opponents. He also has probably the best Okizeme in the game; knock-

METER USAGE
Yoshimitsu's Critical Edge can be hard to use in combos and is rarely really worth it, but it can be used in some Ukemi Traps. He only has three Brave Edge attacks, and wh ile they're good, they're not, again, exceptional or essential to his strategy. This means that you can use your meter very freely and take advantage of his powerful post-GI game. Not having a single, super powerful move in m ind that works every t ime also only adds to his unpredictability w hen playing him.

ing an opponent down is often the beginning of the end. [ -'>0 1]

'- STANCES
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. FLEA @ is a rather slow launcher that leads to great damage and is a good choice if you've evaded a Low or throw w hen ent ering the stance. There are also numerous Lows for mix-ups in t his stance. FLEA ~+ is mostly used in mix-ups, because it's unsafe even on hit. FLEA is l)nsate when blocked, but still good to use in mix-ups, and FLEA 13 ends w ith Y shimitsu on the ground, o limiting option s for either him when it hits or the opponent w hen it's blocked. Input

:;=1\ll',ir. .,
'

I..Uvul

8
@

20 30 28
30 18

M M
L

flropn!tlos T J
TJ TC TJ, DGF TC TJ, Flea STJ, Flea TJ, auto-GI TC, Flea TS

13 : + 0 +8 +@ or .(). or 'If .C.+@ T ronsilionsinto Flea Input .C.ri.1+8 +@ @++@ <?:'@+@+@ IND @+@ DGF @+@ SDGF+

L
M M
SM

20
10

20
10, 10, 10

LLL

TJ TC, IND

lov~l

Guur~

'

1111

13

../Jr@

10

STN

Manji Dragonfly (DGF)


0
~

Input

Damage

Level

Propcrtiot:

In th is stance Yoshimitsu floats in the air, using his kataM as a helicopter rotor. As in FLEA, this stance naturally evades all Lows and th rows. Again you can move around, slower than in FLEA, but faster than Indian Stance. You can also main tain + to move around much faster, but at the cost of a bit of your hea lth gauge. Y have a very ou powerful mix-up with DGF . which is a relatively fast Mid attack, and DGF . a Low that's a bit too fast to really react to. DGF . meanwhile, will take care of sidesteppers.

+ or .(). or 'If or > or .(). or 'If or >+ +@ {l:-+@ 'If+ Transitions into Manii Dragonfty Input @+@ 'If++@
~+ 13

24 18
18 10,60

TJ T DGF J, TJ TJ,AT TJ TJ TJ. Flea TC, IND ST SDF J,

H
L

lovol

Guard

Hit

M M

-31 -8

STN LNC

' FLEA @ FLEA '\f@+@ IND'\f@+ SDGF 'If+

(J

,r

,, ~ l\,i ;. ;W i YOSHIMITSU

Super Dragonfly (SDGF)


ooooooo

Input

Dll 1a90

level

Properties

Yoshimitsu floats very high in the air in Super Dragonfly stance. making him very hard to hit. but losing health slowly while up there. He can still move around and use @+ to move faster still, but it doubles the rate of health loss. The real threat in this stance his SDGF . a very fast. Vertical, Mid-hitting unblockable. It recovers veryquicklywhenwhiffed, making ita near perfect move. Use SDGF @ if you expect the opponent to try to sidestep around it. SDGF @ is a special attack that needs another well-timed @ w hen hitting the ground to keep you safe. Y oshimitsu w ill recover health during the landing if it's executed properly. Also. if executed perfectly, he will gain significantly more health, but the timing is extremely hard to master.

@ @@

42 30 30 30 30 40,30 120

M M SM/L SM/L M SM L M

STJ, UB STJ ST Health regeneration J, ST auto-GI, Health regeneration J, TJ, Flea TC, BA.IND ST UB J, ST J ST J

@:@
+ .(!.-+ @+@ or .(!.- or {?- or <? or .(!.- or {?- or <?@+
Transitions into Super Dragonfly Input

Lovnl

Gu11rd

Hit

{?-@ DFG {?-@+@

M,M,M

STN

Indian Stance (IND)


0 0 0. 0 0 0 0 0 0 0 0 0 0 0

Input

Damage

love I

Properties

Yoshimitsu sits down and takes up a meditation-like position. As in FLEA he can move around, but much more slowly. His three main moves in this stance all teleport you next to the opponent before actually hitting, meaning this stance can be used for spacing and mixing things up from very far away. IND @ is a fast but unsafe Low, IND is a moderately fast. Mid-hitting Break Attack that gives good advantage w hen blocked, and IND @ is a slow launcher. similar to J:Z@. IND .(!.-@+ w ill simply teleport you in front of you r opponent w ithout attacking, but you're vuln erable if the opponent expects it. IND <=:>@+ involves Yoshimitsu leaning towards his opponent and the1 launching a vicious Low or just go1 ing back to IND for more confusion. You also have access to an aLt to-GI move in IND @+ that works against everyVertical attack, kicks included. It unleashes an unblockable attack when successfully impacting an attack, but it's only good if you can perfectly time a @ whe.-~ you land 1rom the unblockable, and then another @ after the somersault. or you'll be open to severe punishment.

@ + <? or @+ . .(!.-@+ N!l+l3 11'+ +. @. @+ +. @. + @+ . @+

40

M L M L

TJ, BA TC TC TC, auto-GI TC TP Health regeneration TJ, DGF

28 30 24
'

80,80 80,80,80 80 80,80

MM MMM M MM

TC, UB, TP TC, UB TC, UB,TP TC, UB TC

.t1+13
or .(!.- or {?- or <?
Transitions into Indian Stance Input

luvol

Gu"rd

Hit

.!J.-+ @+-!J.-+ <?<?+ .!J.-+ FLEA.(!.@+@ DGF.!J.-@+@ SDGF -Dt +@

.
SML,M

-20

STN

PRIMARY ATTACKS
[;,put

-:4 ...
24

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.

Level

Impact

Guard

Hit

i17

-14

... .............. ............. .. ............................ .


Knee Cap is a Low-hitting sweep that knocks down on normal hit and leads to a combo. It's only available from a crouching posi tion and cannot be sidestepped. The ra nge is also very good and h ighly deceptive. It dea ls 40 damage w it h t he guaranteed ~@follow-up, and leads to Yoshimitsu's dreaded Okizeme. You can also combo with FC ,(),.,which deals less damage but leaves you in crouching position, making the threat of another immediate Knee Cap very present. It's a great move but very unsafe, and despite the way it looks, Yoshimitsu does not Tech Crouch during the move, making it vulnerable to throws or High attacks. Zig Zag

Knee Cap

Input

Dom~ga

levsf

Impact

Guard

!lit

FC~@

22

i19

-22

KND


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.

'"''"' ~

Onlllngu

level

lmpnt!

Quorrt

Hi!

48

H HM

i15 i15

-20
-16

KND KND

48.42

Samurai Cutte r 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

Impact

Guard

Hit

i28

-17

KND

Manji Carve Fist This little punch to the guts is one of Yoshimitsu's trademarks moves. It's hard to do as it requires a very fast sliding input. It's also a Special Low. meaning it can be blocked at any height and jumped over. It's lightning-fast, however. and leads to at least one quarter life combo on CH that can also Ring Out It's also very good either when it's blocked or hits. allowing more mind games to follow. The abnorma l speed of the move make s it a perfect CH-fishing tool, and it will destroy many usual CH setups used by a lot of characters. The move is not perfect, though, as it has very short range. can be jumped over, and is easily sidestepped.

Input

/'

Oamaoa

level

lmpoct

GuMd

Hit

\_

SECONDARY ATTACKS
Input

.,,,~)Ut. " ;'tr.:illJ


I

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.

Dnn.ngo

Level

Jmpoct

Gunrd

Hit

:+

26

it3

-7

.0

Inner Palm
This is a fast. Mid-hitting attack w ith decent range. It's one of Yoshimitsu 's better spacing moves as it advances quite a way toward the opponent and gives good combo on CH. It's very sl ightly unsafe but the~~ version allows for a follow-up attack and can not be distinguished from c:t>c:t>. making it very hard to punish. c:t>c:t> on CH stuns the opponent, leading to combos . while ~~ launches them. Both versions deal the same damage on CH, but you need to be aware of the differing follow-ups and not miss your combos.

hiJIUI

Damage

levl

lmpoct

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.

<:=>
>@(l) {sl ightly charged) >@(l) {semi charged)

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.

Crying Spirit Sword


Another good spacing move that hits Mid, this one is actually quite a bit slower than c:t>c:t> but advances more and leads to bigger damage. It's safer w hen blocked, too, and always leads to some extra combo damage when it con nect s. You can guard-canc-el it just before it hits, cancel the Mid hit into a Low attack, or cancel in to either FLEA or IND. Ail the.e possibilities make the move very unpredictable for your opponent and can lead to good mind games.

Input

c:t> c:t>+ c:t>~+~


~ -~_,.,..._

TsukaAtemi

c:t> is abnormally fast for a Mid-hitting attack, and is mainly used for interruption purposes when you want to get back on the offensive. The damage it deals is not great, but it's very safe when blocked and gives great advantage on hit, allowing for one o f '(oshimitsu's strong mix-ups. It's one of the fastest Mid attacks in the game so it's a great opt ion against characters that rely on TC attacks to maintain a continuous, fast offensive flow.

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.

Damege

!.evol

Impact

Guoul

!Iii

Fubuki
<=(><=(>@ is yet another great advancing attack that is great for spacing purposes. It's a fast, Mid-hitting kick with good range and it will knock the opponent down when it connects. The reward it gives is less than c:(>c:(>@ on CH, but the knockdown makes it very worthwhile. due to Yosh imitsu's powerful Okizeme mix-ups. It's also safer than c:(>c:(>@ and it's a kick, which is less prone to auto-GI attacks. It can also Ring Out from a good distance away and will wall splat for extremely powerful combos - a very good move. and not to be underestimated.

l~pui

Oomaoo

.Levui

Impact

Giiulrt

Hit

<=(> or ')j ')j or ~~

24

i17

10

KND

.................
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 bette rewards on CH. as r 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.

Circium

Oomuuc

Love I

Impact

Guard

Hit

'


Soul Stealer is an au to-G I attack that will work on every High and Mid Horizontal attack, including kicks. If it successfully Gls and attack s you w ill often get a guaranteed @. but if the autoGI happened early, only a basic @@ will work. Sometimes it can also hit when close enough and stun t he opponent, but nothing will be guaranteed afterwards. Each successful auto-GI with Soul Stealer will counJ -towards getting better moves with the random Iron-Fist Possession command. This count does not reset after each round, but you don't get any further benefits after 4 successful Soul Stealers.

Soul Stealer

laput

Dtuge

Level

IMpact

Guatd

Hit

@+@

10

i8

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

C!-1;\f.'TEFl /: i VS Pl.A i YOSHIMITSU '

Yoshimitsu's throws are very good, not only because they do great damage, but also because they do not allow the opponent to Ukemi. That means Yoshi's Okizeme game is fully applicable after all throws other than the right-side throw. The Rainbow Drop command throw deals very good damage and can also Ring Ou t behind Yoshimi tsu. W hen throwing immediately after canceling a stance. or when you're backturn ed. Yoshimitsu gains access to new throws t hat do more damage than the regulars ones and are harder to escape. Finally, his @+@<? and @+@cl> work differently than most other t hrows. The first deals 30 damage and gives you back those 30 damage towa rds your own heal th, and then a sim ple @ is guaranteed for a tota l of 44 damage. But if the opponent escapes w ith . you take the 30 damage and the opponent gains the health boost, but the @ will still be a guaranteed follow-up. The @+@cl> throw. meanwhile, gives the opponen t 30 health and takes it from you. but if they try to escape with . you'll get t he hea lth.

Input

(A)+@
+@ ..(l.t:Z<?@+@ Stance cancel @+@ Stance cancel @+@ +@<? +@cl> +@ or @)+@) (Left) @+@or +@ (Right)

~@. ++@ is a way to get much better damage from


lllput J)amage

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.

~@@.@+@+@

~++@ ~~or

z:Jt:l or cl>c:C> +:t!ID

Yoshimitsu's Critical Edge hit s Low. but can be blocked after the cut-away animation begins. It can work during some combos but the damage is generally not worth it, adding merely 10 point s of damage to regular combos. Despite the animat ion, there's almost no Tech Crouching during the pre-animat ion, making it quite useless as an interrupting option. The real use is after a Guard Impact, when it's fully guaranteed, or in some Ukemi Traps.

Every time you successfully use@+@ to auto-GI an attack you'll be building your Iron Fist Possession count. Once you've successfully used +!Kl at least once you can press <?+ to access a ran domly selected Tel<ken moves. Increasing your Iron Fist Possession count will give you access to more powerful Tekken moves, and this count will be kept between rounds, allowing you to build it over the course of a match. Lower rank attacks include taunts and evasive rnanoeuvres. such as the Druknen Step (fromTekl<en's Lei), which allows Yoshimitsu to evade into one of his many stances if timed against an opponent's attack. or Heihachi's Shadow Step. Higher ra nked attacks are often unblockable, such as Kazuya's Lightning Screw Uppercut, and these can be very useful. [ ~o 1 and 2]
GwJr~ lm~acts

Low Rank Attacks


Namo

IImpact
i26

Level H

I O~m~go
52

Properties

Failure Leg Lariat Drunken Step Shadow Step . i52 i25 Mid Rank Attacks MM H 25,30 0 TC UB TJ. 'If'@ during animation

Result

0
1

Random Low rank technique Random Low or Mid rank technique Random Low, Mid or High4 or more rank technique Random Mid rank technique Random Mid or High rank technique

Name

Damage

Properties

Double Slap Golden Body Super Fist Bomb Blazin g Kick Steel Battalion

i15 i9 i59
4

MM M M M M

20.25 0
60

NC, @ for second slap UB UB. STJ TC

2
3

4 or more
Drunken Step

i22 i35

22 20

Attack type

Horizontal (H) Horizontal (MJ Horizontal, Vertical, Stab (LJ Vertical, Stab (H) Vertical. Stab (M)

. Dru nken Step to Indian Stance Drunken Step to DGF Drunken Step to FLEA Drunken Step to Spinning Evade Drunken Step to Spinning E vade

High Rank Attacks


Ndfne

l lnl(IOCt

ovel L

I Damaoe
38 45
85

Proponios

TENTON Lightning Uppercut Lightning Screw Uppercut

i57 i42 i62

M M M

UB, STJ UB.TC UB,TC

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

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.

CH;\i'TER 4: VS PlF~ ! YOSHIMITSU

~ ~

c:t>IBJ :+IBJ, c:t>+IBJ (near edge or wal l) c:t>IBJ


~ , <=(>IBl
'

60 66 65 84
111

2
6

0 0 0

****

~~ ~NR1
~~@

2
3
19

0
4 0
0 0

(! c:t>IBJ c:t> c(>(ID, c(>c:t> @+ c:t> c:t>, c:t>+IBJ, ~ (! c:t> c:t>@+ c:t>+IBJ, ~
~. c(>IBJ

CH ~')j(ID . CH ~ :@I<=(>@@+@+@ CH ~ :@I c:t>@ @+@+@ CH ~ :@I c:t>@ @+@+@ CH c:t> c:t>@ CH c:t> c:t>@
'B .

67 67 64 93 66 59 78 57 60 / 66 61 82
52

2
3

****

7
19

4
0 0 0
0

2 6

' DGF@ DGF@ CH FLEA@ I FLEA ID CH FLEA@+@ . FLEA@

3
6
2

c:t>+IBJ. ~ c:t>@ FLEA @. c:t>IBJ DGF@+@ FLEA +OOJ; FLEA ~~ 'lf'@ (enters SDGFI c:t>c:t> @+
~@+@, FLEA c(>c:t>

...

0
0 0

3
4

***

. l FLEA @+@
: IND@ SDGF @ l CH :@+@

5
4

0
0 0 0 0 2

78 75 66 86 90 90 108 65 71 76 82 106 69 78 87

2
5

*****

~:, c:t>c:t>. c:t>+IBJ. ~

8
2 9 21 6
4

@
~ :, c:t>c:t>, <=(> +IBJ, ~ (ID

**** ****

2
6 0

~ :, (!

c(>@+IBJ, ~ <=(>@ <=(>@


;

2
0 0
4

2
8
20 2
4

::;


****
****

:, :, > ;: CH <?<?@ : :.::.':. : CH <?<?@


;.;

~ :, c(>c:t>@, c:t>+. ~
~:,(!

~ :;. ': ... .

: 11@ I IND@ : 11@ I IND 1BJ 11@ I IND 1BJ

@. c:t>IBJ
'lf'@ {enters SDGF)

0 0 0

**

@. @:@+@. ~tl+ID, FLEA c:t>c:t>

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@ Slight delay. ,(). ti> <?@ Slight delay, .().t:L><?@ Slight delay. .().t:L><?@

65
65 67 58

All
All All All

0 0 0 0

*** ** * ***

~+.().
SOGF @

CH ~c::t>@

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

low-ups are~ and.().@+@. s::l leads to a second wall splat. andYoshimi tsu's usual stun combo follow-ups will all apply from t his point, including .().: into either your C!1S or the @into Door Knocker finis her (Combo C).
Damage

Difficully

'(J>-@ W! @ W! c::t>@ WI @ W! @ W! '@ WI

.().@+. . c::t> w!. s::l+. c::t> .().@+@.@.@ WI, .().:@. @. @+@@@@. s::l@

123 163
180

B
13

0 0

*****

15

2
4

.().@+@. @. @ W!, .(). :@. ~ .().@+@. @. @ W!, @ ~. ,(). :@. ~ s::l@ W! .().@+@. @. s::l@. @ s::l@ W! .().@+@. @. ,(). @:@. c::t>c::t>@. c::t>!ID+@@@@. s::l@

186
194 90 100 110

25 27
B

6
0 0 4

*****

*** *

c
D

'@WI '@ WI '@WI '@WI

13 25 15 27

118 128

2
6

*** * ***** *****

c V\P i'l"~ ~ IVS P! 1-\Y ; YOSHIMITSU

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.

Guard Burst
Req. to Burst

I Attocks

6
8

9
10

. c:l>c:l>+@. DGF@. <?@@ ..().@+@@. FLEA IEJ, ~@+@

11

.~ ..()...().@

DEFENSIVE PLAY
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]

OKIZEME
Once the opponent is on the ground, the one tool you should be using to punish rollers is ~@. It tracks every possible roll direction and hits for a very good amount of damage. " It's also fast enough to be impossible to react ;D to when grounded. When it hits, the situation is reset and the Okizeme game continues. The only issue w ith the move is its lack of safety, so you can't throw it out too carelessly against good punishers. ..().@ can be used instead o f ~. but only deals half the damage. It's unusual for an opponent to get up and instantly block Low, though, so it can be a good alternative, especially when ..(]roo: is hard to beat after a ..().@ hits. If the opponent often Ukemis immediately, you can use simply use your knock down mixup again with attacks such as~@. FC ~@. DGF , or DGF @. and they won't be able to interrupt. You can also go t he tricky route and use unblockable setups such as SDGF which are part icularly effective in Okizeme. Yoshimitsu is probably the best character for Okizeme game, so it's essential to take advantage of this and aim to knock your opponent back down every chance you get.

RING OUT
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]

SPACING & POSITIONING


Spacing can be an issue for Yosh imitsu, as his long range game is limited and you 'll need to get in close to apply your best mix-ups. You'll need to use moves like ~~@+. ~~. <?<?+, or ..(7..(7@ to do this, ~ .. .' though they all have their weaknesses. IND teleport moves can also help you to close t he :: gap and surprise the opponent. Yoshimitsu is at his best at close range, so you shouldn't try to space characters that are comfortable at mid range; ~ or semi-aggressive use of ~~ can be effective to annoy them. [-70 1]

.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]

Regardless of the player using him, Yoshimitsu relies on close range combat for offensive pressure. His mix-up abilities are formidable, but most of t he time, they're also ve-ry unsafe. You'll need to know how your character can best punish each of his key mix-up tools in order to fight against him effectively. Also, it's worth remembering

that Yoshimitsu is bad at blocking punishment against moves that leave you crouched, so you can use them w ithou t much fear of heavy punishment. If your character is good at zoning and long range spacing. you'll need to apply this to the maximum and prevent him from getting too close.

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.

Yoshimitsu's trademark interrupting tool, this can quickly become a nightmare if you don't know how to counter it. It's amazingly fast, it Tech Crouches, and it's perfectly safe whe n blocked. But it's also a Special Low, meaning you can jump over it w ith any Tech Jump attack you have. The range is very short too, so backdashing into whiff punishment can work well.
~liD
~ is a formidable w hiff and block punisher. It can lead to some very powerful wall combos, can Ring Out. and deals good damage on its own. But when you block it, it's very unsafe. There's a Mid follow-up after it. but you can interrupt it w ith any attack faster than 18 fra mes.

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
Standing/@ Rapid Gale Parting Thrust Back Hand Spirit Possession High High High High High High-Throw

Input

L evel

Gunrd Burst

Properties

10, 14

12

-8.-6

2. 6

NC STN CH I Clean Hit: C AT I NCC (only Voldo. Astaroth and Z.W.E.I. can escape) AT I NCC (onlyVoldo, Astaroth and Z.W. E.I. can :9.~?apel

26
18 18, 30

1 3

-7
-6

.s
4

15 15 15
17

13

Spirit Siphon Gold Twilight Parting Grass Manji Carve Fist Stone Fist Stone Fist Stone Backhands Stone Backhands Samurai Cutter Standing/@ Rapid Grace Sword Smash Sword Smash Tsuka Atemi Shrine Autumn Drizzle Death Slash Death Slash Spine Divide Moonsault Slayer Standing/@ Side Kick Zig Zag Mid Kick Arc Kick Kangaroo Kick Wood Cutter Wood Cutter Standing/@+@ Polson Breath Sad Stomach Bad Stomach to Backfllp Kick Digging Cyclone Digging Cyclon~ - Flea Deathcopter Deathcopter Attack DeathcopterTrick Deathcopter Attack ~@

High High-Throw M id Mid SP-Iow SP-Iow MidMidMid Mid Mid MidMidMid Mid Mid High High High High High

18. -30 12.18 12 10 12, 10,10, 10,18 12,10,10, 10,18 12,10,10, 10,18 12,10,10, 10,18 24

13
-14,-16
-7
-2. STN

~@
~@@

13
10
17 17

8
6
-4.-4.-4,-4, -4,-4,-4,-4,TC I STN CH I - FC NCC NCCI BA NCC NCC IBA

-3
-14,-14,14,-14,-

tZ@@@@@ tZ@@@@@ (just)

-14,-14,14,-14,-

15 15

-9,-9,-9,-9,-9.-9.-9.-9.-17

2.2.2.2. 2,2,2,2,
KNO

:>@@@@@ !just)
~I:Z>@

High High High High High Low

28
14 15 15 13
17

15

TC

@@ @@
liD@ (counter hit)
~ ~ ~

Mid Mid
Mid Mid-Throw Mid Mid Mid Mid

16,16
12 14,56
14

-8.-6
-10 -10
-6
-14

2,4
4

KND

AT

8
LNC

24 18 22 82 36 60

12 15 15

TCIR-0

15

-8

2
-6
STN STN
~NO

tZ
tZ ilJ

28
93
24
60

-1 6
STN

Mid

UB. Damage: 42 for semi charged

:>@

2
KNO

10

OgP, - FC (Block) TJ I UB

~~
@
High High Mid

..

14

13
15
14

-8

2
KND,KND 4

@@
~@

48,42 16 12 30 22,30 22,82

-20,-16
-6
-14

R-0 I Clean Hit: C

Mid
Low Mid Mid Mid Mid Mid

~@

15 36

-2
LNC KND.KNO KNO,ST, N

TCI-FC

tZ@ :>@
:>@1lJ

-8

TC I Clean Hit: C

20

-12,-9
-1 2,STN

R-01 NC
R-0 I UB, Damage: 42 for semi charged

20

13

30

40

J5
2
-6

STN

a
10

:BA .::

Mid Mid

18,18
18,14

28 23

STN

TJ I Opp - FC (Block) NC -FLEA TJIUB TJIUB TJ I UB

~@+

Mid Mid

12

10

N l +llJ
'\)'@+
'\)'@+~ or @

MidSS
Mid

18
80 40 40

23
113

13
STN
STN

54

92

STN

STN

Door Knocker
Cir~lum

15
32
22
-4

Indian Stance Cyclone Lift

24

23

12

10

STNCH

Name

Manji Jump Kick 8-Way Run/@


26 26 21 36 12 -1 4 while jumping @ 12 KND

TJ

26, 30, 10, 18 26,30, 10,~'L

17 17

-1 2,17. 26,-18 -1 2,-17.26,STN -1 2.-17.26,STN -12,17.-12.-17. 26.-18 -1 2,17.26,STN 12,17.26,STN 12, 17. -14 -16 8,-4, 18,STN 8,-4,18,STN 8.-4.18,LNG 8.-4. 18.STN 8.-4.-18, 5

RO lTC I TJ I LNC CH RO lTC ITJ I UBI


LNCCH

Shark Deathcopter

26,30, 0 ,40

17

RO lTC I T I UBI J
LNCCH

~jh~;k o;~thcopter ' Manji Dragonfly Reverse Shark A ttack Combo 'lj11& or
~~1El+l3@+@@

17 M id M id High Mid Mid M id High Mid 17 17 26,30,1 0.40 26, 30,10 28

RO lTC I T I LNC CH J R-0 lTC I TJ I LNC CH R-0 lTC I TJ I UB I


LNC C H

7
7

Reverse Shark Deat hcopter


.

M id M id High Mi.d

17

R-0 lTC I T I UB I J
LNCCH

Reverse Shark Deathcopter. .., Manji Dragonfly

17 33

R-0 lTC I TJ 1-DGF I


LNCCH

9
11

R-0 lTC
TC I KNOCH UB

2
KND KNDx7

130 . Mid Mid Mid M idMidMid M id 20x7

80 24

KND -14, -1 6. 16,-16, 25,,-5

NC

C'l !\I' rcr:;

,;

v~. f>IJ:'

I YOSHIMITSU

~+ or~~ or ~~
lwatsubute Wood Cutter

~ or ~'t@

High Mid Mid

30 24,30 20

0 -12,-8

STN KND,KND

11

<>

or

t2 11t or!:&~@

NC I R-0 I t2 t2 or !:& !:&: Damage: 20 R-0 I UB I Damage: 42 with semi cha ~e 8 1 t2t2 or!:&!:& K : Damage: 20

Wood Cutter

<> or r:2 11t or 1:&~@0


~ + or~,. or ~ ~ or

Mid Mid

24,82

20

KND

KND

12

8-Way Run/Simultaneous Crying Spirit Sword Crying Spirit Sword to Death Crying Spirit Sword- Flea Crying Spirit SwordIndian Stance Shark Attack Combo Shark Deathcop ter

~ .. or ~'t@+IID

Mid Low

42 20

30 42

-7

STN -2

9
13

Clean Hit: C

~+ or~,. or ~ If or ~+ or~,. or ~ If or
+ or ~,. or ~ If or

~ or ~'t@+~ ~ or ~'t@+IDJ+@

-20

ss ss
Mid High M id Mid High Mid 30, 10, 18 30,10,80 23 23 -17,-26,-18 -17,-26, STN -4,-1 8,LNC -4,18,STN

-FLEA -Indian Stance

~ or ~'t+~+@
~ + or ~ ,. or (;) ~@+@@+

TJ l TC TJ I UB

(;)1f@+@D+0 (;)1f@+@D+0> or ~
or @
+ or ~,. or

+or~,. or

B
8

S>+or~~ or

Shark Deathcop-ter Shark DeathcopterManji Dragonfly Reverse Shark Attack Combo Reverse Shark Deathcopter Reverse Shark Death copter Reverse Shark Deathcopter - M anji Dragonfly Ninja Sun Flare

Mid High Mid

30,10.40

23

-1 7,-26,STN

-4,-18,STN

TJI UB

(;)1f+D+0 +
+ or~,. or

MidHighSS Mid High Mid Mid High Mid

30,10 30, 10,18 30,10,80

23

-17.-17,-26,-18 -17.-26,STN

-4,-18,-4,-18,LNC -4,-18,STN

8 10 10

TJ 1-DGF TJ ITC TJIUB

(;) 1f0+13 +@
+ or~ ,. or

23
23

(;)1f0+13D+0
c:::> + or ~ ,. or ~ 1f0+13D+0:> or ~ or@

Mid High M id

30,10,40

23

-17,-26,STN

-4,-1 8,STN

10

TJ I UB

(;)1f0+13D+0 +00
~+ or r:211t or!:& ~ or .. or~ 't+@
:>+ or

c:::>+ or~ ,. or

Mid High SS

30,10

23

-17.-8

-4.-18.-

10 7

TJ 1-DGF TC I t2t2 ~r !:&!:&+@: Damage: 38

Mid

40

39

KND

Ninja Sun Flare -Flea Ninja Sun Flare Indian Stance Confusion Suicide M anji Blood Dance Double Suicide Running Attacks

~ or ~ 't+ll!l+@ ~ or ~'t+@~@+@

t2rt or !:& ~ or

ss ss
-BT M id Mid Mid M id Mid Mid Mid Mid 110 110,20, 15, 10,5 110,, 60 1 44 44 44 STN STN : sTN STN STN STN,

:>+ or t2rt or !:&~ or +@+@

o+ri1+13 +D+I3@@@@ .c:::>+D+13+@

U B
UB
UB

Throws Jaw Smash Jumping Body Slam Elegant Storm Wheels of Hell Torn ado Drop Sou l Possession

-----@ +@ Higb-Throw High-Throw High-Throw High-Throw High-Throw High-Throw Hi.gh-Jh'row High-Throw High-Tiirow High-Throw 50 55 60 60 70 30 30 17 17 17 17 17 17 17 17 17 17 13 13 Damage only w hen escaped D.amage,.only when not 'es'caped R-0 liD+@ left side .throw right side throw back throw +S>
:
'

Soul Siphon Rainbow Drop Oni Killer Nimbus

': +@'

~t2:>@+@
during stances @@+@ during stances +@

65
60 60

Name Back Turned Attaclts Reverse Splinter Gale Reverse Grass Part Rising Kite Super Dragonfly Reverse Drizzle Reverse Snowflake Reverse Koragashl Reverse Dust B,anlshment Poison Breath Bad Stomach ' Bad Stom ach to Backflip Kick Harakiri Manji Blood Dance Final Harakiri Flea Flea Flea Rolling Spark Skull Splitter Skull Splitter Sakanobori - M anji Dragonfly Tsurubebl Jum ping Flea - Flea Vau ltin g Flea -Flea Jumping Flea- Flea Vaulting Flea - Flea Flea Digger - Flea , M in e Spark- Flea Indian Stance . M a.nJI Dragonfly Flea St ep - Flea Running Flea Flea Dance- Flea Indian Stance Indian Stance Indian Stance Warp Rolling Shark Warp Heaven D ivid e Warp Kangaroo Kick Extermination Indian St ance Divine Truth Divine Truth Raging Kneel Indian St ance Ra ging Kneel H ead

Input

level

Properties

turn around @ crouching turn around @

High SP-Iow M id M id M id SS M id Mid High ., Low .,

12 14 20 18 20 16 14 30

14 15 32 16 17 15 17 40

-6

6
8
KND
4

6
9
-6
-8 -8

TC J-FC

backward ~@
turn around crouching turn arou(1d turn around @ crouching turn arourd @ backward @+ backward

15 15 13

R-0 JTC I TJ 1-SDF

FC

2 2
STN J C 1.:--FC

-14 15

ri.l+l!l

: ;

backward during Bad Stomach @ backward {).@+@ backward {).@+@@ @ @@ backward {).@+@@+@ M id M id M id M id M id Mid M id Mid

18,18 90 90,20,15, 10,5 90,160

28

2
STN STN STN

STN STN STN STN

TJ I Opp - Fe (Block) UB UB UB

30 30 30

+ backward + during Flea @

ss ss
Low Mid Mid MidSS Low MidSS Mid SS MidSS MidSS

"
28 20 30 30 18 20 40 20 40 10 36 16 10 0
-8

TJ TJ

2 6
LNC LNC

13 15 10 13

TC

during Flea
during Flea l!J d uring Flea @ during Flea 13 during Flea @,+ during Flea

...

17 27 22 23 38 57 42
74

TJ I TCI LNC CH
TJJTC TJ 1-DGF TJ

22 12 10 12 10
2

14
STN STN STN STN

8 6 8 6

TJ STJ TJ STJ TC

tl+ID

during Flea <=(> or <?+ during Flea

S> or <?rl+l!l

during Flea {).@+ during Flea + during Flea {). +@ during Flea 1J>+

ss
SP-M id SS

STN

Gl

S> or <? during Flea S>+


during Flea during Flea {). or 1}

ss ss ss ss
ss ss
Low M id
1 -

,.

Low Low Low

10, 10,10

-27

-15

TJ JNC

backward {).+

28 40 30

@)

fac,:rard, on the ground

41 55 45

16

2
STN LNC
I

TC TC TC TJ I BA I Clean Hit: C TC auto-GI: H,M ,L (Vertical. Body, Stab) UBI Clean Hit: A UB STC I - Indian Stance STC I Clean Hit: C

1 -

during Indian Stance @ during Indian Stance during Indian Stance @ d uring Indian Stance @ + during Indian Stance + (impact successful) @ during Indian Stance @ + (impact successful) @ (just) during Indian Stance <=(> or <?@ + . during Indian Stance <? or @ +

11 6
7

Mid

8
-8

1-

ss
-

1 -

- -

-1 -

-35

1 -

ss
Low

24

18

-26

<> />PTCR .: ! VS PL/\Y


Nnmo

YOSHIMITSU

Input
during Indian Stance

Warp Flea Indian Stance Healing Indian Stance M anji Dragonfly No Fear Intrepid Manjl Blood Star- Warp Manjl Blood Star - Intrepid No Fear - Warp M anji Dragonfly Manjl Dragonfly Manji Dragonfly Flag SlapManjf Dragonfly Dragonfly Blade Dragonfly Sweep Spirited Away Dragonfly TurboManjf Dragonfly Flea Indian Stance Super Dragonfly Super Dragonfly Parachute Spin ner Transcendent Dragonfly Acrobatic Bliss Acrobatic BUss Transcendent TurboSuper Dragonfly Spinning Fall - Flea Daruma DropIndian Stance Manjl Dragonfly

{!.@+
during Indian Stance liD+ during Indian Stance

+l?l+l3

during Indian Stance

1/'!ID+
80
during Indian Slance

62 62 62 62 62

STN STN STN STN STN

STN STN STN STN STN

fJ+I3
Mid Mid MidMidMid Mid

80,80 80,80 80.80,80 80

@+K@@+@

durilriD Indian Stance duri@ Indian Stance duri@ Indian Stance

@+K@@+@ @+K@t{ID

TC I UB TCIUB

11'+
backward 1/'+ during Manji Dragonfly @ during Manji Dragonfly liD during Manji Dragonfly enemy mid air during Manji Dragonfly +@ during Manji D@f.onfly S> or <? or {!. or 1/' A + duri@ Manji Dragonfly

ss ss
High SS Mid Low High-Throw

18

18
30

8
-5

STN STN KND

TJ TJ TJI-DGF IBA

24
18 10,60

22
21

.~

-24
-1 6

13
TJ 1-DGF TJ TJ

ss ss
ss ss
Mid Mid SP-Midlow SP-Midlow

---

@+K

during Manji Dragonfly

{!.+
during Manji D<agonfly

30

30 21

-6

...

11'+
during Super Dragonfly @ during Super Dragonfly

-8
STN

KND STN 1STN STN

TC
STJ

STJ ST UB JI

42
30 30

during Super Dragonfly @@ during Super Dragonfly @@ (just) during S'18-er Dra~nf@S> or{lror or<? AtB duri@ Super Dragonfly

69 69

29
-32

6 6
STJ I auto-GI : H,M,L

lAIII
STJ

ss
30 40,30
54

@+K
during Super Dragonfly

10

STN STN

STJ

{!.@+
during Super Dragonfly

56

11'+
120

CHiAPTER 4 I VS PLAY! LORD GEO DAM PIERRE

DAM PIERRE
Character 1 overview 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 ally do. This makes him not an easy character to play with, as you need to keep in attacks acfO 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-

for each of these, and how to situation. For example, ~""rrlhP great attacks, but sometimes randomly when using them. "l'c:,ro. r,,l"nm rru~ho-!Prl to use some of his moves ; i:!:.nrlnr'Y'I effect, especially at times to stay in control of the battle. n,mr,,;,""' fails at doing the intended into Fake Pain stance or his must try to react fast enough tion into these, and make sure hici~r.nt'"'"" in these stances, espehe used to transition into them. timing and fast fingers, as may get Stronger if YOU time buttons during their animation. be played fai rly simply using only attacks, throws and one of his ""'-""'tt'ng attacks, such as -.!}@+. Bu t to effective ly you'll need to learn all of ~~..:ttp r every move. [ -70 1]
mn~PC:

All of Dampierre's Brave Edge attacks can also have different random effects, making them either great or useless. For example. his <?<? (;lEI can change into a different jumping attack wh ich won't combo after the first part of the attack, and Dampierre can ring himself out if this happens near the edge. ~ (;lEI won't often come out as fast as possible and it also can make Dampierre totally unsafe either when it's blocked or hits, because sometimes he just falls to the ground slowly. ~~ (;lEI also has a random component, but this time it will make the attack even stronger. making this a very good and reliable Brave Edge. When it hits,~~~ will launch the opponent which can lead into a nice damaging combo. With the random effect this move is also a Break Attack, thus guaranteeing damage when it's blocked. This, along w ith his useful, au to-G ling (!13, is the best use of meter with Dampierre.

Fake Pain (FP) He will transition into Fake Pain after some moves randomly, such as tl@@ or l:Z@. You will notice this transition because his animation atter these attacks changes, as he holds his leg or arm in pain. Dampierre only remains in this state for a couple of frames before he falls down and enters Poker Bluff. In Fake Pain stance Dampierre has a couple of options to deal with his opponents. FP liD deals high damage, can hit grounded opponents and is a Break Attack, granting frame advantage if blocked. After this attack Dampierre will be in Poker Bluff, and can start a mixup. This can either be used in combos or to interrupt opponents who try to attack during Fake Pain. His throws will only connect if the opponent is in a crouching state and are the same throws he would also to from neutral stance. They will also catch sidestepping to both sides, and are a useful tool for Ukemi Traps. Poker Bluff (FP) Dampierre can enter this stance randomly after some attacks such as <?liD, ~~tliiD or +liD, and always if his ~~@ is blocked, or if he whiffs ~~@. He will also always transition from Fake Pain stance into Poker Bluff if he doesn't attack or is hit during Fake Pain. During this stance Dampierre STCs, making him evade even some Mid-hitting attacks. When entering this stance you have to check in whiCh direction Dampierre's head and feet are in relation to the opponent. Depending on this PB liD and PB @might or might not connect. PB liD will always leave Oampierre in the direction w here his head lays and PB @ always in the direction where his feet are. PB liD is a Mid-hitting attack and will connect into a throw on hit. These throws also can have a random effect, resulting in either more damage or self-damage. Rapidly pressing buttons during the animation w ill make it more likely that Dampierre will not only receive minor damage, but also inflict more damage to the opponent. PB is a Low-hitting attack and will always stun the opponent allowing Dam pierre to combo. PB@ is the only attack that w ill make Dampierre stand up again and will cancel his Poker Bluff stance.

Input

Levol
M

FP liD FP@+@

G.B MT

Can randomly change

Input

0111!19
20,4,4,4,4,8.12* 28 18

level
M

l'roprtios

PB liD PB@ PB@ PB@+@

TJ, AT TC STC"*

H
L
L L

...

12,4,4.4,4,8, 12. 12,4,4,4,4,8, 12.

Can be bufied w ith button mashing Only hits with his feet towards the opponont

PRIMARY ATTACKS
Input

: :;~\f'
Domooo
Level

...................................... ..................... ...


@ is reasonably fast and knod<.s down on normal hit, allowing
Dampierre to combo with l:Z, for example. It has Tech Crouch properties making it very good as an interrupting attad<.. It's also very useful in combos and for punishing blocked attacks. It has poor range though, so be careful when using it as a punisher. It is also a High-hitting attack. making it useless for punishment if the opponent recovers crouching. This attack leaves Dampierre w ith only minor disadvantage when blocked. and because it's fast with shO(t blockstun the opponent will have a hard time to reacting to it and choosing their retaliation. So you can try to attack with fast pokes after ~liD is blocked. Worthy Opponents!

Night at the Carnival

Impact

Guard

Hit

~liD

16

KND

Input

Oarnuge

Level

Impact

Guard

Hit

... ..............
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.

20

i18

-11

CHl\P'fm 4 I VS f-><.AY LORD GEO DAMPIERRE

Asian Art of Karate


~~is one of Dampierre's best moves for whiff punishment and is his most reliable Tech Crouch. Dampierre can also use ~~@ to counter retaliation attempts ~~ is blocked. This can either be a Mid-hitting kick that will knock down the opponent. or a Low sweep that will result in a stun on hit, after which Dampierre will transition into Poker Bluff stance w ith his head towards the opponent. The random effect of this move adds a Break Attack propert y to it. which not only makes it totally safe, but also adds 20 damage and makes both random kicks guaranteed after the opponent blocked the fi rst Break Attack.

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 T ech 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.

Only the first kick

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.

Misty Waters of Laguna


This Low-hitting attack has very good range and is almost impossible to block on reaction, making it a great t ool for use in mix-ups. It will knock the opponent down even on normal hit. but unfortunately cannot ring out t o the front. t? is also very va luable during Dampierre's combos, as it does hit grounded opponents and very often the opponent is left stunned or is knocked down after Dampierre hit them, so you'll have plenty of opportunities to take advantage of this.

Input

Damago

lcvol

hnpt>Ct

Guard

1lit


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.

Nightmare Incident Reenacted

l~pbt

Damage

level

Impact

Guard

Hit

S>S>

30

MM

i22

28

KND

Another Swig ofThrill


oooooooooo0ooo000 ooo 0i o 000 o l i o 0 oo i o l l l oo iolol0oooOOOOOO IOOOI

Input

Damage

level

lmpnct

Guard

Hit

20

i36

STN

tZ@ is a slow but very useful Low-hitting attack. It can hit grounded opponents and can be used to catch sidestep. This move has a very high chance {about 80 par cent} to go into Fake Pain stance. If charged, however, this move on ly has an about 20 per cent chance to go into Fake Pain St ance. The charged version of this attack deals 10 points more damage and becomes a Break Attack, giving you the advantage to continue attacking.

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.

Input

Damage

level

Impact

Guard

Hit

WR@

18

i18

15

STN

Ci-APTER 1 i VS PliW I J.ORD GEO DAM PIERRE

Holy Grail of Caesarea


Although it's quite slow, this can be a very useful defensive option. It will not only jump over Special Low- and Low-hitting attacks, but will also evade throws. It covers good range and will always knock the opponent down. On CH, 1}+@ will launch the opp onent high enough for a combo. It also forces the opponent to crouch, thus limiting their retaliation options. Despite this move being unsafe, the blockstun is short. making it hard for the opponent to react fast enough to punish it. Keep in mind that this attack may jump over a crouching opponent w hen used at very close range, making it whiff.

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.

\._,

THROWS
Input

. ; .. AW;ilJW.1!lli ' ' .~~ "~


@+@ +@ t@ {random} @+@ or +@ (Right} @.j.@ or +@ (Left)

... . '

..

'

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.

@ Iilli is risky to use because of the random unblockable attack cancel, which can make Dampierre unsafe even on hit. But most of the time the random cancel won't happen, so when you're lucky this can be quite a useful Iilli. <?<?@ Iilli ca n be used in some combos, but they are not truly guaranteed, because if Dampierre does the random jumping attack, the combo will end.
~~ Iilli is by far his best Brave Edge attack, so you should save your meter for this one. During the recovery animation you can still attack, Guard Impact or use his 1!13. but you are unable to guard or to sidest ep. This is still not a bad situation, however, because you cannot be punished for guaranteed damage when th~ opponent blocks this attack. Randomly, this move can gain Break Attack properties, allowing for guaranteed damage even when it's blocked. and it will also deal 20 point s more damage. When it hits, Dampierre has lots of combo option s. The most damaging but hardest t o execute would be the ..(7~@ Just Input follow-up. For an easier but still effective combo you can also use@ or liD. and for further Ring Out potential you can go for<?<?@@@@.

,. ,,~
, I

,.,

Cockaigne, the Land of Plenty

input

llanuig~

l<lv~l

lnlpAGI

ouard .

Hit :

..(7~~..(7~~@++

i2-i23

Dam pierre's Critical Edge is basically a strong auto-GI, which is active for a long time. Like the normal Guard Impacts his ~ will parry any move in any direction, except throws and unblockable attacks. After a successful Guard Impact, Dampierre will use a follow-up attack which deals 80 damage even without Clean Hit. This ~ has a lot of recovery frames, however, so you're taking a real risk any time you use it. You should only use this if you can be sure to Guard Impact a string attack with it, making this ~ just like having a much stronger Guard Impact.

~~ ~ and 11'11' are some of the strongest launchers Dampierre has to offer, and after both of them he can combo with the ~..().~@ Just Frame attack. After any combo involving the ~.().~@ Just Frame string, Dampierre can end the combo with <? (such as Combo Band Combo D). This will do a lot of damage, but is not easy to do constantly. For easier combos you can go for

~~@after ~~ @ (Combo C) or for<?<?@ after either 11'11' or@+ for nice damage and better Ring Out potential. In Combo B you have to delay the ~.().~@ string a bit after you hit with ~~ ~. because of the fast recovery of this move. After~.().@ keep in mind that if the first @ after the launcher is<:fandom it will still connect, but if you use .(7.(7@ ~ and the second or the third attack after the launcher is the random jump it will not only connect, but also has the chance to ring out Dam pierre. Use Combo A to combo safely near the edge. Also, after a lot of his stuns Dampierre can also combo with ~..().~. which, if it doesn't fa il, can always lead into further combo possibilities, such as WR , ~.(7~@ (Just) or~..(}.~ again. ..,
Cost DiffiGulty

Combo

Slarler

Follow-up

Damage

Hits

A
B

.(7.(7@
~~@ (;. ~~(ID lE.

.(7@
~.().~@:@:@::@:@:@:@, <?

37
111"

13 3
5

2 2
0 0 0

~~@

59* 55

11'11'@ 11'11'@
~

<?<?@
~.().~@:@:@:@:@:@:@:@, <?

112 32 32
/

13
2

11'

11'@

.(7
1:1 WR@, 1:1@
~..().~@:@:@:@:@:@:@:@, <?

2
2
5
16

0
0

..(7..(7
~.(7~

46 62 113
58

0
0
0

***

@+
~~@

~.(7~. ~..().~@:@:@:@:@:@:@:@, <? ~.(7~@. WR @. 1:1 ~.(7~. ~.().~@:@:@:@:@:@:@:@, <?@


~.(7~@. WR @, 1:1@ ~.().~@:@:@:@:@:@:@:@

3 18
8

~.(7~ ~.(7~

103 76
81 55 120

0
0

***

+@ :, +@

16 6 13

0
0 0

***

' CH '1f+@

* Plus 20 damage if starter is Break Attack

CHAPTER

f.! lfS PLJ\Y! LORD GEO DAMPIERRE

UKEMITRAPS
In neutral stance Dampierre can try to catch Ukemi using ..&+ or t:?@ after the opponent is knocked down. Unfortunately, both can sometimes be Ukemied to the left. After longer stuns like ..&..&, for example, you can nearly fully charge t:?@, forcing the opponent to Ukemi in order to escape the fully-charged version. Release it before it's fully-charged and it will catch the opponent's Ukemi and stun them, allowing for further m ix-ups depending on the possible stance transition. Dampierre can also easily catch Ukemi with his Fake Pain throws, especially after t?@ and s::!@@ when Dampierre transitions random ly into his Fake Pain stance. He can catch any d irection using his throws from this stance. You can input t?@ after t?@, to make Dampierre always combo with FP or w ith t? if he does not go into this stance. You

Ukcmi Trap

Directions

DifficuHv

..&+ FP@+@or+@ FP@+@or+@ t?@, FP @

89
60*

All All All All All All

0 0 0
0

*
*

95 94
37

***
*

<?<?
WR@

t? t?@. FP@

82

At least 60, can be more depending on throw * * Nearly fully charged can also try to do another Ukemi Trap with -&+tiD if t:?@ does not transition into Fake Pain . ..&+though, has to be delayed a little because if used immediately after t?@ it will miss.

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

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

@+@W!
E

s::!@ -&-&liD(; S>-&s::!, S>-&s::!@:@:@:@:@:@:@:@, s::ls::!. W! S>-&s::!IID:@:@:@:@:@:@:@.

60 93

5 8
17

0
2

@+@W! s::!@ W! ' s::! Sj (; , W!

**
** **
***

84
116*

<? <?@

19 19

': ~~CIDw!

~@. W! S>-&~[ID, c;>-&~@:@:@:@:@:@:@:@,

109*

** **

Plus 20 damage if :l:l:l:l is Guard Break

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

From mid to close range you can use~~.~@. ..(} ~@ and ..(}@+, as you r primary offensive tool s, because they will all do decent damage and have potential to Ring Out or allow for some damaging combos. When you're right next to your opponent. @. ..(}@. @ and ~@ can be used as your pokes to both interrupt and prevent the opponent from easily sidestepping. Keep in mind that attacks like c:::>. ..(}~. @ or ..(}..(}@ are very good when blocked. granting you the opportunity to keep on attacking, or coun ter the opponent with either a Guard Impact. t?@ auto-GI or his (!lj. You can also try to use a sidestepping attack to evade fast pokes and punish with moves like !:?!:? or ..(}..(}@. @+@ can be used sometimes at close range; it you're lucky it can be very useful, but don't forget that Dampierre sometimes takes a long time to attack or even cancels it and falls to the ground. which will leave you very vulnerable . [ ~o 1]

Attacks

10
I

'\J'+@ ~~~----------------------------!:?13, ..0...0.. @. ~@)@)


~<;;:!@), ~~ C?.IEJ, ..0...0.

11

....

13

15

----------------------------------..(}@+. t?@. 11
~. ~00.

@)

Only forst attack can break

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.

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 @+@.

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

CHM'1EF<41 VS P ..flY i LORD GEO DAMPIERRE

After Just Guarding, ~ is a very good option. This attack should be fast enough most of the time to hit the opponent duri ng their recovery and Dampierre can combo after it for decent damage. If you know that th e recovery from the opponent is long enough for ~..!J..<J:::l@ to hit, then it wi ll be the best option, because it will deal much more dQmQge Qnd c;Qn ring out. [ 70 2]

again givi~g you th e option to sidestep or backstep. His WR + @cancel includes a backdash which w ill leave Dampierre at midto fa r ra nge depending on t he position it was used from . Keep in mind that th is takes longer th an a norm al backdash, but will cover more range.

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]

To fight against Dampierre you'll need to know his stance transitions, and you shou.ld learn where his random changes can occur in order to counter them appropriately. Don't forget that Dampierre is in a grounded-like state during his Poker Bluff stance. so you'll need to use attacks that wou ld hit grounded opponents against him. A standard ..!}-@or ..().should do the job, but these attacks won't do huge damage. Depending on your character, attacks such as <J:::! or similar

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.

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.

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

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
Standing/@ Resolute Shuffle Planchette's Guidance Heart-Piercing Saber Heart-Piercing Saber- Fake Pain Prearranged Victory End Game @@ t:l>@ High High High Input l evel

10,14

12
14

8,6 -8

2,6
4

NC STN CH

~@@

.. .

MidMid
MidMid SS

18 10,10
10,10 12

17
17
13

-15
-8

0
STN

NC
NCI-FP TCI-FC auto-GI: H. M !Horizontai,Verticall i5i14 Opp - BT (iHit}

~@@ ... (random)

~@

SP-Iow

8
KNO

20

37

18

(ID(ID Night at the Carnival Canal Grande Invisible Afterglow Dampierre Misty Waters of Laguna Rendevous at the Masked Ball Rendevous at the M asked Ball Poker Bluff Azure Nightmare Azure Nightmar e- Poker Bluff Standing/@ Nobleman of the Salon Gaze Upon the Darker Side <=l> ~(ID@ High ' M id Mid M id

16

14
19

TC

~@

tt
<? <? (random)

Low
High High High High High High High HighSS MidMidMid

20,30 18 24
14.10,9,7 14,10,9,7 10,10,10

' 18,,15
8

LNC,KND

10

NC I Clean Hit: C - FC TC BS BS 1-PB TC 1-FC TJ 1-PB

15 24
11

2
KNO STN STN

15

28

11

<=l>~~(ID
<=l>~~(ID !random)

22

-4

STN

ss
High Mid

00
<=l>@
~@

14
12

13

-8 -8

2
4

16

Worthy Opponents!
Rumors of the Salon Another Swig o fThrill Another Swig ofThrill -Fake Pain Another Swig ofThrill Anot her Swig ofThrill- Fake Pain Gondola Dreams Bravo! Encore! Standing/@ r
~ Dazzling El Dorad~ ..

Mid
Low Low LowSS

20 "'
16

18
14

11
1 4

STN
2
STN STN STN STN

15
-FC

-&
t:t@ !:t@ (random) !:tl3 !:tl3 (random) <?@

Low
LowSS High Mid High High High High High High High M idMidMid Mid Mid SS Low Mid

20 20 30 30 18
16,3,2#2, 2,2,11,17

36 36
68 68 17

-6

2
-6

15 15 10 10

-FP

BA BAI-FP
-PB (random if input is failed) I Clean Hit: A

6
LNC

18

25

10

@+ @+ (random)

20
13

19 19

STN
STN KND STN

11

Dazzling El Dorado - Poker Bluff

13

I Shining Clpangu
Standing/+ Rose Quartz of Destruction Rose Quartz of Destruction Poker Bluff Holy Grail of Caesarea Full Crouch Attacks Prearranged Victory Invisible Afterglow Dam pierre Rum ors of the Sa,lon While Rising Attacks

~+
@+@ + (random) il'+@ crouching@ crouching @ crouching@ while standing @

32
10

29
23

18
STN

15

Clean Hit: C UB

ss
Mid SP-Iow M id

-PB
30
12 30

14
6

KNO

LNCCH TCI-FC

18

12 14
14

B
14

2
2

- FC
-FC
12 15
TC UBI Cancel TJ TJ TJ

Low
High High Mid Mid Mid High High Mid

10,10 14

24

4
-6

8
6
STN KND

Soaring Lion Adriatic Pearls Eternal Father's Name J umping Attacks Spice Filled Calicat Killing Time Wish Upon a Rainbow 8-Way Run/@ Koh-lnur Diamond Obvious Outcome , T~murRuby 8Way Run/ Nightmare Incident ReenactedPoker Bluff Nightmare Incident Reenacted Poker Bluff Aslun Art of Karate

while standing @ while standing @ while standing @+ while jumping @ while jumping (ID while jumping @
t:l> o+ or~ ~ or~ ~@

18
40 8,10

15 18

-15
KNO
-4

60
24
20

Mid Mid
High High Mid

24 22 28
18 26,28

10

6 2
4

21 28 18

-8
-4

STN STN 1, STN

13

~+ or il' f'@
'+ or !:ttt or~~@

16 11 ,16

30
22 22
20

NCC

<=l>-+
---

Mid SS MidSS Mid Mid

24
20

28
14,16

KNO

10

- PB -PB
TCI RO

t:l>o+(ID (hit)

~~ ()(till~ (raMont)

LNC,KND

CHAP i l:H 4 I VS PL;W i LORD GEO DAMPIERRE

Name
~~or z:l~@ (random)

Level

Mid Mid MidlowSS

-or z:l~@ (random)


~~ or z:l~@ (random)

;!}+ or 'itt-

Perilous Perfume In Search of Margaret- Jar of Oath in the Moonlight

16 22,16

20

Spotted Arlecch ino Unbridled Columbina

CHAIYJ EH 4 IVS PLAY I VOLVO

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''

'' "'''""''" (!lEI is powerful, but you have many occasions to unless the opponent uses a that you can interrupt It is still one of his so when you have it to stay unpredictat times that you It can also nN,O:O<,:> your COmbo can c:>r::> IEJ3, so available to ensure mage when you land starter should always be .ifriority.

10_028

'-

sTANCEs

.':<Alii :;:r;

........... ............ ..
Blind Stance is Voldo's special back-turned state: he's unique among all characters in being able to move around freely while backturned, and has an entirety different set of attacks i n this state. He can even guard attacks and Gl while back-turned, but doing so will return him to fac ing forward. In Blind Stance Voldo's attacks give him an answer to almost any situation and his throws become powerful evasive tools. He gains incredible knockdown mix-up tools such as BS {\.@ +, BS ..0..@+@. and BS WR and has faster basic attacks at his disposa l. So being in Blind Stance at the right times is very important to Voldo; you'll w ant to make sure that everything you do at least gives you the option to remain in Blind Stance, especially when you're near to the opponent. >@
H

Blind Stance (BS)

1:?13
>@@

M M

-4
-8 -8

KND

-&m

-16

-1

-9
>>@ M
M

STN

2
8

STN
LNC

..0,{1- or 11'11'

M antis Crawl (MC)


Mantis Crawl is Voldo's hit-andrun stance: upon entering it you'll usually have an instant mix-up you can apply, after which you'll often be best served exiting the stance. There are two variations of Mantis Crawl: head towards {MCHTJ and feet towards (MCFT). Wh ich one of these you en t er depends on what you use to transition into Mantis Crawl. The fastest ways to enter MC from standing are through the S>+@ evade (>@+@ in BS) and-&+@. You should aim to use MCHT almost exclusively, because the primary th reat from MC is the S>S> run, which hits Low, and this attack has no effect on sta nding opponents in MCFT. Once MCHT S>S> connects, you can follow up with a MCFT S>S> to run back over your opponent. From BS you can enter MCHT more effectively th rough {\.@+@ and @+@:@, and can continue with a mix-up between the MC S>S> run and MCHT @ even when these are guarded, though you'll need to mix in MCHT @to catch sidesteppers, or flip into DR to evade some fast attacks.

Transitions Into Mantis CrawiiHoad Towards) lnpyt


l evel

Guard

IHt

BS >r.iJ+I3 DR (facing) {I. or 11'

ID+I3
BS {\.@+@ Grounded (facing away) @+@ BS@+@:@
Transitions into M antis Crawi(Feet Towards) Input

M
M

12

KND KND STN

15
-10

SM

level

Guard

Hit

S>t1+13
DR (Facing away) {\. or 11' -&+@

Cl <1\f> i 1-R ,: IV~; f>LAY VOLDO

Death Roll (DR)


Death Roll is a sp ecial grounded state from w hich Voldo has a few unique attacks available. As w ith Mantis Crawl. the attacks Voldo uses are the same w hether you're facing the opponent or not, but there are some differences in the ways they hit. Though Voldo appears to be grounded during DR, he w ill be t reated as standing if the opponent lands an attack. DR is a fast Mid swipe that leads to a stun w hen it hi ts. W hen guarded, t he opponent can punish with ground-hitting attacks, but even many of these can be evaded w ith either DR@ or DR..(!. or 1f into MC, so you always have options to counter your opponent. DR @ is a Low hit that knows dow n and be charged for a 3-hit combo.

Transitions into Death Roll


Input

..(!. or 1f

r.i.1+13

Caliostro Rush (CR)


Input

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.

{!.-~.:::>

BS -.!7 ~.:::> +~

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.

Scorpion Tail I Blind Scorpion


t?@ on its own is a safe combo starter of decent speed, but it's the t?l3 version of the attack t hat makes this one of Voldo's best m oves. !:?13 takes Voldo into BS, leads to a combo w hen it connects. and allows for BS m ix-ups when it's g uarded, making it o ne of your best offense starters uri close. W hen it's guarded, it is im porta nt to pay attention to how t he opponent reacts; do they retaliate, and if so w hat wi th? Or do they sidestep or backdash to gain a better position? Regardless of what they do. you have an option that w ill deal w ith it. See the Applying Offence Offense section for m ore on thi s.

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.

Reverse Evil Bow BS ..&+ is one of Voldo's primary evasive tools, and also happens to be a powerful Low attack that knocks the opponent down when it connects. It can be effective w hen used in mix-ups with BS ~+ or BS <?@, but some opponents w ill be able to react to it and guard. leaving you open to punishment. It's still worth the risk. however, because its range and tracking make it great for hitting opponents as they move around and its evasiveness allows it to easily beat many incoming attacks. Once it con nects, you can use BS CR to advance and force a BS mix-up or wait for Voldo to stand and then enter MC with ..&+. Mantis Crawl Once in BS, this is your best way to enter MC and apply a mix-up, even w hen it's guarded. Though this isn't a fast attack, its animation is deceptive and once it's guarded the opponent can do nothing but guess whether you'll use an instant MCHT c:>c:> or MCHT @ . You can also use ~ or '\)' to flip straight into DR. which forces the opponent to use ground-hitting attacks and the flip will evade linear attacks. MC ID+I3 is another option to evade most High- or Mid-hitting counter attacks in this situation for a combo.

SECONDARY ATTACKS

.. . )LJ~v' -....~-4

Mute Low Kick 1111 gives Voldo a mid-range Low attack that he can use to frustrate the opponent after combos or hitting them with attacks such as ~-!),@. It has great range and gives advantage when it hits, so you'll be in a good position to follow up with ~..&. c:>c:>. or ~. If you're at mid-range and don't want to enter BS then you should use this any time you think the opponent will hesitate. It's quite unsafe when guarded. however, so be careful not to use it too often against opponents that can punish it heavily and always mix it up with .().-.().-@ or .().--!).in order to discourage your opponent from blocking low.

' Input

Damage

Levu!

hnpsct

GuDrd

Hit

i22

-16

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

Death Ensnare I Blind Elbow Rush


In BS you'll need a fast Mid-hitting attack to deal w ith some faster characters that will attempt to poke you out of the stance. as you can't always rely entirely on your evasive options. BS c:> is fast enough to be ideal for this purpose. and can lead to either advantage in hit from @@. or a powerful combo if you use @@. though you'll need a @ (ill~ available to get major damage. These are very linear strings, so you'll be at risk of punishment if they are sidestepped. This is especially true for c::>. so you should try to use it only when you're certain that will hit the opponent.

Input

Damage

level

Impact

Guard

Hit

BS@@)

18.18

MM

i15 i15

-10,-7
-12

l,STN STN

18,10,10,10 MMMM

CH.AI'1 i tR d IV S F!AY i VOLDO

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

Demon Elbow I Satanic Elbow


Voldo has two versions of his elbow attack: @ and @. c:l>@ is a t iny bit faste r, but@ has the advantage of leading to a stun from which you can land a damaging combo, making it the elbow of choice to use as an advancing Mid combo starter or a mix-up tool when you have advant age. Both of these attacks are linear, so they'll be harder to deal with when used at their maximum range, t hough they're safe when guarded so you can use them as part of your mid range offence offense alongside {].{].@ and 1:11:1@.

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::>+@.l 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.

c::>c::>(ID is Voldo's most important Brave Edge attack for a variety of reasons. Firstly, when it connects it leads to a powerful comb o. and it can also be used after other combo starters to increase Voldo's combo damage, so having it available can be very important and will dictate wh ich attacks you should use because there are times (such as after landing CR @@)when it will be the only possible option to combo into. Secondly, it gives you good advantage when guarded, allowing you to mix- up throws with advancing Mid attacks such as c::>c::>c::>(ID, +riD. or -.!}.{1-(ID, but the second hit can be sidestepped when the first is blocked, so you shouldn't use it often when you think the opponent will simply guard. The c::>@ ~gives you another safe way to enter BS, but the second hit can be easily Gled, Just Guarded, or sidestepped when the first is guarded. This means that you should aim to use it only as a punisher due to its speed. unless you're sure the opponent w ill block both hits. When the second hit is blocked, you're left in BS WR. w ith both BS WR and riD being uninterruptable by the opponent. The DR@~ leads to good damage when it hits, so it's worth using if you think your opponent will guard low after you enter the stance. It also gives you advantage when guarded, giving you time for another mix-up or to exit the stance safely.

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.

CHAPIER ,:.I VS PL.AY VOLDO

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

land it after a CH BS <::> or CH BS CR @ (Combos Band D). Voldo's elbow attacks are great combo starters, especially ~@.You'll need the @ ~ to get the most damage from these, however, and can always end the combos with your ~ if you have it. You can use BS ~ to turn around in BS combos, allowing you to follow up with a regular ~ or ~ ~. as in Combo C.

Combo Stnrtor Followut>


@.@ ~
Damage

H its

Cost

Oifliculty

75 58 63 65 102
52

2 0 2
0 6 0
4

**

ttl3
tt@
~~@
~

BS ~@+@, MCHT @
@ ~

3
3

..

BS @. BS @ @ ~. @13. MCHT @ MCHT@


~.MCHT @
:,

3 5
3

, 0 +13
@ c:(>@

..
..

80
55

4
3
3 4

BSWR@ WR@@ ' BS .@, BS c:(>@. BS @ BS c:(>@. BS @


~or "\l' DR@ ~. DR @+@

0 0 0 0

i cH +~
BSWR @ BSWR @ MCHT @+@
DR@ ~
@~

56 81 73 87 70 49
72

***

7
6

2 2 2

DR@+@
BS~@
@ ~

CR @@ CH @
C H~@

4
3
7

2
2 2
4

@
@J3

Iilli

57 70 109 102 123

DR@ ~. DR@+@

...

*** **

CHBSCR @

c
0

CH BS CR@ CH BS .@

BS @. @ ~. ~ . .!}or "\l', MCHT @


~

6 5

6
4

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.

Knockdown

UkomiTrap

Directions

Difficulty

c:?c:?@ <?<? + @+
CR@@

BSWR @ BSWR@ 'l:l@@ 01' ~


~
~

89 67 95 128 139

All All
Left

0 0
0/ 4 4 4

***

**

All 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 ~ available then using it instantly w ill lead to the most reliable damage. You can also go straight into c:(>c:(>@ Iilli after a normal wall splat, and then follow up with either another c::>c::> Iilli or +'l:l, and if the opponent Ukemis after this you'll get a WR guaranteed.

Combo

Star! or

Follcwup

Domogo
~

Hits

Cost

Difficulty

l::?@ Wl -6-..!).@ WI ..(7..(7-@ Wl CHCRWR @. BS@ WI ..(7..(7-@ WI

!::?@. W! @+@'l:l. WR @@ BS <?@.WI BS c:?@@@. @ Iilli BS <?@.WI .:?@@. ~ BS CR @. BS <?@. W! BS <?@. BS .:?.:?@. BS .:?~@ BS WR @ , BS <?@. W! BS CR @. BS <?@. BS .:?@. ~

70 90 92 105 122

5
11

**

2
4
0

9
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 disadvantage and is like ly to wa it. M C c:::>c:::> is your offence offense starter once in the stance, and if that hits you can often run back over the opponent in the opposite direction. At this point you can slowly move forward a little to realign for another MC c:::>c:::>. or flip into DR and use DR or@ to start a mix-up. Many of your best options for whiff punishing and approaching will take you into BS and usually leave you right next to the opponent. This is exactly what you want. as Voldo is at his most threatening when he's w ithin range for the BS throws and BS WR . After having at-

C>-~Ai'TEH

!..I VS PLI\Y! VOLDO

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 @+@.You 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
Req.to Burst

I Attacks
; BS ..!}@+@. c:l>@ ~. . BS ~@@. DR@~
~@@,

5
6

:><?@.

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.

BS >@. BS ~@~@. >@


~~@+@. 9@, DR@+@. DR
~~@, t?. BS @+@. @+@

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.

SPACING & POSITIONING


Voldo, rega rdless of whether he's in BS or not, is very good at spacing, and can give even the longest range characters a hard time. In normal stance,..!}..!}@, t? t?@, ~~@+@,and CR @+@all have great range and w ill evade High attacks and even some Mids. You also have z;1@ to jump over Low attacks for a DR combo, and there's FC ~@+@ for really long distance whiff punishing. In BS, CR @ is your primary threat alongside CR @+@and CR gives you the ability t o move quickly between ranges without worrying about High attacks. ( 7 0 3J

..

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

you, you can safely roll to the right to evade most of his options. Rolling to the right will also ta ke him out of BS if he moves past you. which can ta ke the Voldo player by surprise and cause them to use an attack they weren't expecting.

KEY ATTACKS

...

This attack can be used to wear down your Guard Gauge, so it's a bad idea to simply guard it too often. After guarding th e l irst hit you can Gl the second, but this will leave you open if the Voldo player only uses the first hit of the attack. learning to Just Guard the second hit would solve this problem [ ~0 21

After Voldo enters Mantis Crawl, this will very likely be his instant choice of attack. It's Low and extremely fast, so you won't see it coming. Sidestepping is your best counter for this. and for MC in general, but t his won't be an option if Voldo enters MC after forcing you to guard BS ~+@. [ -70 3]

!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 <?.

Death Roll doesn't lead to great rewards tor Voldo, so if you ca n punish him heavily when he uses it th e Voldo player can be discouraged from using it completely. After blocking DR @ or (ID you should instantly sidestep around to Voldo's side and then use a groundhitting Mid attack. I ~o 4]

Command List
Nome Standing/@ Scissor Claw Grave Digger Dark Shredder Dark Shredder facing away Scorpion Claw Silent Toe Cleav er @@ @@@ c(>@@@ c(>@@B High High Lowlowlow High M id M id High Mid Mid Mid SP-Iow Low 12,14 8,8,8 14,12,16 14,12,16 20 12 14 13 23 17 17 18 13
lnpul level

-8, -6
-12,-12,-12 -8,-10,-14 -8,-10,-10 -16

3,6 -2.-2.-2 4,0,KND 4,0,KND 2 8 -1

~@ ~@

-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

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
'

High Mid Mid Mid Mid Mid SS Mid Mid-Throw Mid High High High High High SS Mid Low Mid Mid Mid Mid MidSS M id Mid Mid Mid Low High Mid MidMidSS Mid;jS

14 24,32 24,27 24 20 20 24,14,16 14 20 20

14 19 18 18 25 25

-12 -12,-14 -10,-10 -8 -16 -16

LNC,STN 0,0 2 -7 10 0,0,10 2 KND KND

8
10

NC I -BS (2nd hit)

-8

~@ ..!}@
1:? 1:?13 >@

16
16 22
2~

2
-2
18 18 19 25 25 18 32 29 43 27 27 -15 0 -14 -14,-14,-14 -18 -10 -4 LNC STN KND STN STN
-4 -4,-4,-4

13
- BS I R-0 TC I - GRD I R-0 I Opp -FC <Guard) TC TC 12

28 24 24 32 32,10,28 34 80

10 13

@+

@+~
c(>@+ S>B +ID

7
14

NC I Clean Hit: C

~@+
>@+ + ID+ I3

KND KND

; ~f~J ~:d
UBI R-0

22
22,18

-16 12

STN
STN,KND

10

~+@
@+@

NC j -MCHT -MCFT Invincible Invincible TC TC 1-MCFT

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- "'~~ r)' ~ or '0:+ rO ute"" 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

ss

ss

SP-low

12 18 26

8
2
15 12

-FC

Frolicking Port de Bras Kick - Death Roll

Mid

ss

22-28 22-28

24

-8

15

during Death Roll @

L SS ow

25

- DR 1- BT

CHAPTE~ 4 VS PLAY I VOLVO

Blind Elbow Ru.sh Blind Asylum Step Treasure Lift Faceless Flap

'

'

\
\

'

while being attacked : A

C'-<,\PIER ,;. ! VS PLM I ASTAROTH

strength to crush his opponen ts with range he can control and push op.,..,.,,,...,, ,.n,r r.-b. i>ror'>tou'\ <mrl once they are at the ring edge he es~l,eC.1 811Y. is deadly throws. His lack of speed, do()dc~incler~;tar~'dit1d<l)f the game so that you can control ntaining a very solid defense. It's p and play, using him effectively

a good defense w ith Astaroth is very ;..,;:,~"''" cause the golem is generally quite slow and h"\ r.tn>o:: have the ability to force his way out of disadvanfa<le quick pokes like many other characters. Defensive 'n ntonrl<: such Gl, Just Guard and well-timed movement are essential against most characters for creating holes i offense big enough to launch a counterattack. Even punishing opponent's' unsafe attacks is not as straig forward w ith Astaroth as it is fo r other characters, uo::1;ou::s"'\ his quick attacks all do very little damage and leave him at a disadvantage. In these situa tions, you are usually better off using a throw mix-up on your opponent to go for big damage; even using the crouch throws to punish attacks that leave the opponent crouched can be very effective. Your ultimate goal should always be to stay within throw range with Astaroth, as once you do gain momentum, the threat of the throws and knockdowns can be frightening when combined with his strong Okizeme and RO pressure. [70 1]

' - PRIMARY ATTACKS


Bull Rush
loput
~~or z:J~ orr::(>~@ ~~or z;Jz;J or ~~13

, ,,l'l
Dnnan

28 36/48 30

Lvol M

i18 i38

-1 0 2 -1 2

10

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. Hades Knee This attack is slightly faster than ~~@and while it does not TC quite as well, it can still be used to evade High attacks and is good to use when you are have a slight advantage since it's one of his fastest Mid attacks. Using it like this also increases the odds that you will CH with it, which allows for a very powerful follow-up such as <?<?.Another benefit of this attack is that it tracks reasonably well to Astaroth's right, and is also faster than most of his other tracking options.

f:c~@

Dama

Lovol

I!Up~tl

Guard

i17

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

Damage

level

hnpoct

Guad

Hit

20 40

M M

i16 i41

-8

I
Onmngc

Lovol

lm110CI

Guard

Hit

40 65

M M

i29 i59

-4

KND KND

CHArTER 1 ! VS f'LIW I ASTAROTH

\..,...

SECONDARY ATTACKS
Input

''"'l~t. ' -~'''t,~ :.


,,tS~Jl

' '
<

Decimation
This is one of t he fastest attacks that Astaroth has access to from a neutral position, and as long as it's used sparingly, it can be very effective for interrupting your opponent. Any t ime you land the second hit, it turns into an attack-throw that allows for a free crouch throw attempt. The second hit is only ever guaranteed on CH, however, and landing the first normally allows the opponent to easily crouch under t he second. Because you cannot confirm the CH on the first attack, this makes it qu ite a risky choice to go for, but because of the speed it can still get you out of situations no other attack he owns could.

Damage
10, 14

level.

'

or:o

Impact

Guard

HH

i13

j~~:ir,;,..:.,.

Dark Tamer
This string is one of the most versatile series of attacks in Astaroth's arsenal, and is a very good choice of attack for when you wa nt to keep offensive momentum. Both pa rts of this string can be charged and released at different points, and charging tlh e second attack changes it from a High to a Mid. If you land eit her the fully- cha rged kick, or non-charged on CH, the High follow-up is guaranteed for good damage and wall splat or Ring Out potent iaL If the kick is guarded, the opponent can crouch underneath the High follow-up but if you alw ays clilarge the for it, you can confirm the hit and re lease in time for the High, or keep charging for the Mid if the kick is guarded.

Input

~@

. ~ oom

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 side) 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.

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 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.

~cvel

lmpnct

i28

-10

LNC

....
Reverse Spiral Ax 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 <?<?.
Damage

Level

Goard

Hil

Ax Side Cannon 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.

lnvot

Damago

level

lmputl

Guord

Hit

22

i20

-10

Hades Div ide Out of all of Astaroth's Mid anti-step attacks, this one is probably the most useful. and also like those other attacks, it's best used at the tip of its range, where you get the benefits of extra damage and guaranteed knockdown. Once you are inside tip range you w ill only get the knockdown on CH, but you are still left at good advan tage on normal hit and are left at good range for a th row mix-up. If the opponent is near the ring edge this attack becomes even more useful w here on top of the RO t hreat of t he normal hit, you can also pressure opponents with t he charged version that leaves you at advantage even when guarded.

lnpul

Damage

Level

Impact

Guard

Hit

<?<? <?<?rJ

22/32 32 /37

M
M

i22 i43

-10 6

6 / KND STN

Cf-> AP!'t R l. ! VS PL M I ASTAROTH

Astaroth's throws are the main thing that opponents fear about him and mixing them up well and trying to get into range to use them should be a big part of any game-plan you have w ith this character. With very few exceptions. you should always try to use Astaroth's command throws instead of the normal ones, since not only do they do more damage, but they are also much harder for your opponent to escape. His big damage all comes via the ~./}l:Z':+@ command throw during wh ich he throws the opponent up in the air, since you can follow up with a number of different attacks. .}}.}}(ID is the st andard follow-up and inflicts good damage, or you can use the Iilli version to re-launch the opponent and then use@+@ air throw. This is an excellent choice any time you are near a wall or ring edge because the air throw can both RO and wall splat for a hugely damaging wall combo. You cannot land the ./}'\J'-(ID+@ air throw if you pick the opponen t up off the ground w ith .}}.}} Iilli because they do not get launched as high, so the only times you can land this throw is if .}}.}} Iilli hit s when they are standing, or if you connect with 13 at close range. If you do land the .}}"lf+@ air throw, however, it can lead to massive damage and has the poten tial to both RO forward, and wall splat. The ~./}l:Z>:@+@ command throw does less damage than the (ID on e, but it leaves you in a much better position for Okizeme, and you have the option of adding a Iilli onto the end for more damage and the ability to RO backwards. You can also often land the@ command throw more often than the (ID one because opponents are more likely to escape w ith (ID due to the damage. Both of the crouch throws are very useful punishment tools against any Low attacks that leave the opponent in FC if you guard them. Both of them can also RO, wi th the @ one being used for forward RO, and the (ID one for backwards. Having the option to RO with so many different throws is one of the primary factors that make him so deadly near the ring edge, because there is no way for opponents to effectively counter all of the options.

@+@ or liD+@ (Left) @+@or+@ (Right) @+@ or +@ (Back)


~./}l:Z@+@

~-.!}l:Z:@+@

~-.!). tZ <?+@
~./}l:Z<?:!ID+@

Opp. in air @+@ Opp. in air -.!}'\J'-+@

The majority of Astaroth's Iilli attacks add an additiona l throw to most of his command throws, making them do slightly more damage. The extra damage on the crouch throws can go a long way towards easing Astaroth's relatively weak punishment options from crouch, especially in situa tions where the extra damage would help to finish an opponent off at the end of a round. The only time you would not want to use a Iilli on one of the crouch throws is if you are going for a backwards RO with the @+@ one, since the e~tension does not have the same RO property. .}}.}} Iilli is the crux of many of Astaroth's most damaging combos and setups, especially near a wall or ring edge, where you can follow- up with the@+@ air throw for RO or a wall splat. Because of the damage potential, this attack is also one of his best whiff punishers to use after stepping an opponent's attack. The Iilli version of ./}./}@ adds a mid-range Low quake effect to the normally close range .}}.}}@, and if the opponent does not guard it, they will be stunned and you get a follow-up such as for a good combo. The differences between @ and the Iilli version are actually quite significant, and t otally change the situations in which you wou ld use the attack. The Iilli version adds a second Bull Rush after the first, and both of them have the ability to hit grounded opponent s, making it excellent in Okizeme situations. The first part of the attack also has the ability to absorb a single attack, and when it does, the second part will take on the properties of c(>(3 and launch your opponent. It's the absorb ability that makes this attack so useful because you ca n use it in situations where you are at a disadvantage to rega in momentum.

Cest emus Doctrine


Astaroth's (!J3 is an extremely long range throw that is unbreakable and leaves the opponent stunned on the ground for a follow-up of your choice. Opponents are unable to crouch under it once the animation has started, but if they were crouching beforehand, or using a TC attack, the (!J3 will whiff over their head. Like his normal command throw, ..(,!,..(,!, or the ~ version are generally the best follow-ups in terms of damage and Okizeme, especially if you are near a wall and ca n ta ke advantage of Astaroth's massive wall damage. Even though it ca n lead to such high damage and is unbreakable, it can still be di fficult to land this (!J3 again st opponents that are used to fighting Astaroth, as they wi ll tend to be crouching and using more TC attacks more often than normal.

COMBOS

= ================>,:hy .
that don't. Any time you can land it, ..(,!,..(), is usually the best follow-up bo th in terms of dam age and ring positioning as it sends the oppon ent far across the ground towards a wall or ring edge .

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

Starter

Followup

Oamago

Hits

Cost

Difficulty

~
>>@)

> >@) ..(!,"lf'+@ Crouch throw (escapable) t1@@ <=l>'* ~ >> ..(,!,..(,!,@

47 80 103 66/76 62

0 0

2
2

** *

'*'*13
CH >@
I

0 0 0

2
3

CH ~@+
CH ~

! CH ~'*
A

73
61 73/83

3
2

2
0

c:l> 'l:l..(!, t1 >@)+@

CHAI'TE!'l ,:, i VS PLAY I ASTAROTH

Starter

Follow-up

Damaoe

Hils

Cos!

Difficulty

@13
~..(!..~>@+@

..(!....(!..@ (;, (8)+@ ..(!.. ..(!..@ (;, c::> c::> ..(!.. ..(!..@ ..().- {\.-@ 1?]3. ~ c:=:> ..(!.. ..(!..@. ..(!....(!.. (;, c::>c::> @@ ..(!...(!.@. ..(!....(!..@ @@ ..(!...(!.@. ..(!....(!.@ (;, c::>c::>

106 90/100 105 94 110 119

12
3 4 4

6
2

**

CH 6T@+@ CH @
B

2
2
0


Damage

<?>rJ >>rJ

5 6

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

Directions

Cost

Difficulty

<?<?
CH c::>

Crouch Throws

85/95 124 140 125 136

All All All All All

0 0 0

. ~ ~13. {!.'If+@ c:=:>~~~<?+@ c::>c::>l3 . ..(!....(!..@ (;, @+@

1
'

~13 . .,. "' ~ c::>c::>l3. @+@


<?+@@
..(!..~<?@

0
0

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.

I
@+@W!

Followup

I
@ ..(),-..(!..@, ..(!....(!..@ @ ..(),-..(!..@. ..(!....(!..@ @, ..(),-..(!..@, ..(!....(!..@ (;, @ ..(!...(7@, ..(!....(!..@ @. ..(!...(7@, ..(!....(!..@ (;, @

Damage

Hils

Cost

Difficulty

~..(!..~>@+@ ..(!....(!..@ (;,

~@@W ! ,

173 191 200 126 135 157

12 19 20 8 9
9

@13 . ..(!....(!..@ (;, @+@ W!

~@@W!,
~@@W! ,

I @13. ..(!...(!. (;, @+@ W! I FC~@WI


FC~@W! CH~@@W!

6
8
0

~@@ W! @.

~@@ W!

2
0

~@@ W! c::>tiD. ..(!...(7@ ..(!....(!..@

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

Attacks

5 6
7

8
9
10

C'iAi>"ff.'.H t. i VS PLAY i ASTAROTH

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] If you need to play defensively, using his spacing tools such as <?<?@and <?<?liD to try and keep opponents away are your best bets, but if they do get close, a more active defense is generally better fo r Astaroth. Since his slow speed makes it difficult to fight out of situations where you are at a disadvantage, you need to make use of other options. More than most other characters. Astaroth players should always keep some meter for a Guard Impact as it's one of the more effective ways to halt an opponent and regain momentum. Using a good step into ../7-&IID can also get around a lot of attacks, and similarly c::>c::>@ is good for going under High attacks. The @ version of c::>c::>@ is especially useful since you can use it to absorb a quick ..(7@ from your opponent and punish them heavily. [ -70 5]

SPACING & POSITIONING


Spacing and controlling ring position is one of the strongest aspects of Astaroth's game thanks to the sheer amount of long range attacks he has. With attacks such as @+liD and <?liD he can out range most characters in the game, and thanks to his very good backstep, he can also make them whiff easily and then punish heavily with attacks such as ../}../}@. Positioning is arguably the most important factor for an Astaroth player to master because he becomes a lot more fearsome once the opponent is near a wall or ring edge. To do this effectively you w ill need to be constantly watching when, and in what direction your opponent tends to step, and then use the correct attack to keep pushing them in the direction you want. @+liD is one of his main tools for this again, since you have the option of pressing ../} first to push them in the opposite direction to normal. [ -70 6]

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

and then close in for punishment whi le he recovers. Similarly, if the Astaroth player is trying to close in to get into throw range, a lot of characters can keep him at bay using Horizontal, Mid-hitting attacks because of the slow speed of his approach attacks. Faster characters can also pressure Astaroth heavily at close range where his lad< of speed is most apparent. as long as they remain cautious of his fa st but risky S>.

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.

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>
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

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)

Com mand List


Nante

CHt,~r::~

' ., "L"-Y: ASTAROTH

Input

~.Alvei

Guard Burst

Properties

Standing/@ Annihilation Annihilation Destruction Decimation Decimation AK Blow Hades Break Double Discus Discus Breaker Hades Control Hades Control Poseidon Tide Poseidon Tide Rush Standing/@ Great Divide Ax Side Divide Ax Side Cannon Ax Volcano AKVolcano Hades Ax Offering Ax Offering Bear Fang Bear Fang Standing/@ M oloch's Vise Valarion Hades Knee Dark Tamer Dark Tamer Dark Coercion Bull low Kick Reverse Tamer Command Kicks Castigate Bluster Standing/@ ' @ rrtanAx

@@ @@ (counter hit) @(ID


~@@

High High High High-Throw High Mid High High-Throw High High-Throw M id Low Low Low Low Mid High High-Throw Mid-Throw MidMidMid MidMidMid

20

-7.-8
-8

3,2
13

8
AT 7 AT
STN CH

24 18, 24 10, 14 12,14 24 18 26, 32 26, 42


18

20 20
13 13
20

-12 -12, -6 -12


-14

0
-2,AT 13 13

c::>@@ (counter hit)


~@

0
-4

.(l.@

21

!:Z@@
t:Z@(ID

36 36
19 19

-18, -24
10

KND
STN
10

NC
BA I Clean Hit: C

5
15

<?@
c::>@@ (counter hit)

0 0
-14

21 30,60 30, 8, 8, 8, 8, 8

13

Opp -FC IHitJ


10

-&!:Z<?@ -&!:Z<?@@ @@@@


(ID(ID
@@~

34 34

AT
- .-12.-12, -6.-6.-6

-14,-22,-22, -16,-16,-16

Opp - BT (Hit)

Mid Mid Mid Mid Mid Mid Mid Mid Mid Mid Mid Mid-Throw Mid M id

20, 38 20, 20 22
32 52

21
21
20

-12.-10

-2, LNC
-2, 10

6 8
13

-12, 2
-10

c::>
~
~rn

25
75

-16
-14

LNC
LNC
-4 -4,-6
2. 13

10

AT! NCC
BA I Clean Hit: C AT STNCH

-&
[:Z(ID(ID t:Z(ID(ID (counter hit)
<)::>@ <)::>(lJ

24 18, 20 21, 21 20 40

21
19 19

11

'-20, -18
-20,-18

16
41

-8

6
STN

14

High High-Throw Mid Mid High Mid High Mid Mid Low Low High Mid M id Mid Mid Mid Mid ~

13

-8

2
KND
2

CJ
c::>@
~@@
~ Ci@ ~@ r.l

54

28

0
- 14

26 19,38 38, 38 19.30


16

17
18

-12, 0

-3, KND
4, KND

NCC NC

46
18

-6. 0

-12. -8
-14

-3. 5

.(l.@

15

-2
0. KND

!:Z@@ <?@@

26, 42 28, 38 28, 40 28, 40

26
19 19

-18, 0
-12, -14 -12 -12

8
10
13 13

NCC

-2.2
KND

Low-Throw
Mid Mid

NC
NC

low-Throw

19

KND

@+@
'fr@+@
~@+

Mid Mid Mid Mid Mid-Throw

29 29
19 26 26, 30
21

-20/-18

-8/ KND -8/ KND

11

Flip Titan Ax
Minotaur Crush Breath of Hades Breath of Hades

-20/-18

-17
-18 KND
KND
11

STN CH

<?@+@
<?r.l+llJ

62

UBj AT

Name

Input

U.vel

Guard Bur$1

Properties

Standing/ +@ Guard
CJ:~;~sher,

,.

20

22

6
12 1 2 18

12

13 13
8
7 6

Opp -BT!Hitl Clean Hit: B Clean Hit: B

Body Splash Body:Splash Ax Grave Flying Divide Flying Divide Ax Lower Cannon

@+liD

26
Mid
Low

19

'

1iJ+I3
~@+@

36
24
42

34
24
44

STN
KND KND

~liD+
~ llJ+ I3

Mid Mid Low Low Low Low Low Low-Throw Mid

Clean Hit: C

52
8,8,8 8,8,8,14

58

13
0
0

BA I Clean Hit : A

=@+@

41
41

12
LNC LNC AT UB

Ax Lower Cannon {Additional attackl =@+@ Demented Moon


~~@+@

120

82

Full Crouch Attacks Hades Break Dark Split Bull Kick Bull Rage crouching @ crouching @ crouching@
crouching~ @

Low

18
24

20 20 15
18

14 14

-4 -4

Mid Low Mid

11

16

14

2
KND

30

-12

13
10
11

TC

While Rising Attacks Reverse Spiral Ax Hades Rising Rising Cyclone Jumping Attacl<s Great Annihilation whilo jumping @
i Greater Divide

while standing @ while standing while standing @@

High Mid Mid Low

34/54

27
20
16

KND

32
18,50

-12
16

2
0
-

NCC

High Mid Mid

2228 2632 2226

27
30

14

KND KND 2

15
13
15

~@: no KND on hit ~@: no KN D on hit

while jumping

12

Great Kick 8-Way Run/@ Tomado Spike Tornado Spike Poseidon Crest Double Discus. Discus Breaker Hades Divide Hades Divide 8-Way Run/@ Ax Crash Ax Volcano Ax Volcano Hades Cannon AzazeiTackle Canyon Creation Canyon Creation 8-Way Run/ Bull R!Js~ Bull Rush Stamp

while jumping @

26

-11

+ ()( ~ 111 ()( ~~@@ + or ~ 111 or ~~@0

Mid Mid Mid Mid Mid Mid Low Low Low Mid Mid Mid

32, 35 32, 85

24 24
16

18, 4

STN, KND
STN. KND

NC I Clean Hit: C UB I NCC I Clean Hit: C

-18,12, 1 2

~+ or'!r i'@@

16,20
26,32

2. 2
KND, KND KND; STN 6/KND

t:? lt or ~~@@
t:? lt or ~~@

36 36

18, -24
-18, 10

NC

26,42
22/32 32/37

BA
BA

=..@

22

10
6

=.-a
+ @
~ 111 or~ ~@ ~111 or ~ ~m

43

STN

10

High Mid Mid Mid Mid Mid Mid Mid

32

16

-14

10 10

CH STN I Clean Hit: C

32 52

25
75
28
31

-1 6 -10 -16, -4
-4

UB

-!),+

or '\}.f'@

55
32,31

6
6
KND

t:?lt or ~~@@
= =.-m

40
65

29

8
UB I Cancel with @ -FC

59
-10 10
LNC STN
KND

+ or ~111 or ~~@ + or ~111 or ~~13

Mid Mid Mid Mid

28

18

15

TC TC

36
30
32

38 35

2-13
-6
-2

of Hades

~ + or '((-t@
=._ or t:? lt or ~~

8
9

Lower Command Kick

32

CH1\PTER 4 i VS PL!\Y I ASTAROTH

Beat Down On Silent Wings Death Crush Cursed Wrath Hades Destroyer Bludgeoning Crush Drop of Lava Brutal Grasp Titan Bomb Titan Bomb Flight of the Wicked Flight of the Wicked Obsidian Drop Obsid ian Drop

left side throw right side throw back throw enemy mid air @+@

High-Throw High-Throw High-Throw Throw High-Throw Mid-Throw M id-Throw Throw High-Throw

60 62 75 30 50 45 55 20 64
17

@+@
enemy crouching ..e-00+@ enemy crouching .e.+@ head to self, enem@on th~round t:2@+ G or

17

t:2 B +@

~~..e.t:2'@+@ ~~{!rt:2'@+@

~~..e.t:2'@+@ ~~..e.t:2~@+@ (fast)

High-Throw

"

enemy mid air ..e.'\J"+@ (fast)

Lower Hades Split Reverse Dark Split Lower Dark Split

G: !i\PT[G 4 i VS PL/\Y I a PATROKLOS

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
Many of a Patroklos's attacks require a precise Just Frame input. Be prepared to spend a lot of time in trai ning mode if you want to use all his attacks, and learn his most powerful combos. It's obviously necessary to have very good execution skills if you want to play with a Patroklos, and you'll need to spend much of your focus on your own inputs during battle. Aim to pressure your opponent as much as possible using tJ.>@:@:@ and -.!}~c:(>~. and using your fastest pokes to link your offense together. You goal should be to force the opponent to hesitate, so that you can apply powerful mix-ups and knock them down for Okizeme. You can also punish them heavily w ith -.!}tJ.>>~:, so knowing when to switch to defensive play can be invaluable. [~0 1]

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.

Dawn Haze /Twilight Haze


These two useful forms of movement are a true specialty of a Patroldos. .().I:?<? allows you to evade High-hitting attacks instantly and t akes you into FC quicker than holding .().@ does. This allows you instant access to your powerful selec tion of FC and WR attacks. Using this inpu t quickly enough grants the possibility to punish moves with .().1::?~@@ that you cou ldn't punish w ith FC ~@@ and makes it possible to use ..U,.t::?<?~@:@ in your combos. .().~~ brings a Patroklos for ward whilst evading underneath High-hitting attacks. and also takes him into 8-Way Run state instantly. This opens much quicker access to a Patrokloss range of 8-Way Run moves. since. as with .().1::?<?. you don't lose any frames when u sing this movement to enter the state. So un less you're already using 8-Way Run then you should always use this command to access moves like ~~@ .

.'l~pul

Oamano

::

' .().I:?<?
..n,.~~

TC.-FC

'- PRIMARY ATTACKS

"::(lTI; ..
Input Damage Level Impact
Guord

........... .. ....... .......... ...............


This is one of the very best punishing attacks in the game. and is also an amazing tool for interrupting the opponent. It's extremely fast. with decent range and deals very good damage. Th ere is a Just Attack version of this move that is even faster and deals a little more damage. Performing it re quires you to leave only a single frame between pressing @ and . and you must release @ before pressing @ . Sakura Twister is a move which you'll use in almost every one of a Patroklos's combos. so mastering the Just Attack version is very worthwhil e. It is, however. very unsafe when blocked. so you shouldn't overuse it as an interrupt attack, even though it's always tempting to use when you're in FC.

Sakura Twister

Kit

.(J.t::?s~l!l ...

36

i1 3

22

KND

Sakura Air Combo

Input

Damno

Level

IJnpact

Guord

Hit


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.

14,14.18

LMH

i22

24,22 13,LNC

Reverse Pheasant Just Attack that you 'll need to practice. Press the second @ the instant after the first hit connects or is blocked to have the second hit occur. This move is com pletely safe when guarded, and the opponent can't Guard Impact the second hit if they block the first, so when on the offense it's an almost perfect tool. When it hits it will stun the opponent. allowing you to combo for good damage. It is quite linear and prone to being sidestepped, so you'll need to mix it w ith Horizontal attacks and throws.

Input

Dornnue

level

lrnpnct

Guar~

Hit

1::?: is another

1::?:

tO, 10

MM

i17

18,8

12.STN

CHN'T:R ~ 'VS i'LAY I a PATROKLOS Input level

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.

~~or l=ll=l or ..(l.~S>~

Sakura Fury Combo/Sakura Moon Combo


Both variations of this 3-hit combo attack deal incredible damage and the ~~@+liD one w ill also Ring Out, so you should make use of this near the edge of the ring if your opponent hesitates. The Sakura Fury and the Sakura Moon Combo are both combos on normal hit, and in fact you are only able to continue w ith the second and third attacks if you've already hit the opponent with +. This makes it a hard attack to punish, since the first hit has very short block stun, so it's a perfect tool for use in powerful mix-ups alongside ~@:@:@.

Input

J)amag&

liD+ c::> ..().liD <?<?liD+

\....

SECONDARY ATTACKS

''

.,,;-.,:F:~. ' ,,~.~A ,


>0

l.:~-'l:"f"'(J

'

, Jt!" """ ,.

'

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 ..(!.@.As 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.

....... ..... .... ......... ..... .......... ..... ..... ... .. .... ... .
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

Horizon Sweeper

..... .......... ................... ..... ... ....


Because of the built-in Tech Jump this move is very useful when the battle is almost decided and your and your opponent's health bar is almost empty, as i1'11 beat fast Low pokes whilst allowing you to attack. It will knock the opponent down on normal and counter hit, giving you an opportunity to use CL Patroklos's powerful Okizeme game. It's also a generally good attack to use as part of your poking game up close. and you can use it to evade and punish slower Low attacks, such as Natsu's ~@+@. Half Moon Slladow

. . o.a~tage

l~val

hllfiOCI

Gu3td

........................... ..... ..... .. .. .......... ........ ....


This Low attack may be very slow, but its animation makes it surprisingly d ifficult to block on reaction and it brings a Patroklos toward the opponent. It stuns the enemy when it hits and you can combo after it with ~1::2'~(!):@ for very good damage, or apply your Okizeme game instead. using ~~@@. ~~c:::>~ and 1::2@:(8):@. It's very linear and easy to sidestep, however, so you can't use it against moving opponents, and should avoid using it when you're very close to the opponent. Wingbeat Slicer
Damage
,

................ ...... .. ............ ................ .. .... ....

Levol

Impact

Guard

Hit

CL Patroklos's @ is slower than that of most close-combat characters, but its range is quite good and the damage is high. When it hits you'll keep the advant age and you can continue with another or mix it with a throw or 1::2@:@:@. This is an attack you'll need to use at times when you need a fast Mid but don't have time to input a more complex command such as ~~ or ~1::2'~ . and as such is extremely useful at the end of a round .

.................
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
Input

M ist Cutter

Damage

level

Imp oct

Guard

Hit

14,18

HH

i17

-14,-5

-2,STN

.................
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.

Damage

Love I

lmpnct

Gunrd

Hit

18,14

MH

i20

-16,-2

LNC,KND

CH.t",F'ER 4 IVS F'L!W i a PATROKLOS

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.

Patroklos's throws deal very good damage and you have the potential t o Ring Out w ith both his @+@ and his -!}t:i><?@+@ command throw if you are able to use Sakura Twister successfully after it. These possibilities make this mix-up very dangerous near the edge. However, the combos after the throws from the front are not so easy to do and it will require lots of practice to master them.

Input

@+@

After -!}t:?<?+@ you have to use Sakura Twister (-!}t::2'~:@) at the perfect moment for maximum damage. The Just Attack version is requ ired here, and if you're successful you can follow-up w ith another -!}t:?<?~@:@ . You should practice t his a lot since it is more than worth it; t he opponent has very little t ime to escape, and the damage is incredibly high. After the@+@ throw you can combo with 'It@+@ @. {!.t:?<?~@. a Patroklos's side throws deal very good damage, too, as well as his back t hrow, which can also Ring Out.

o. Patroklos's Brave Edge attacks are all quite good in different


ways, bu t none of them are completely essential to your success. If you have no trouble inputting -!}t:?'~:@ , then you'll never really have to use his -!}@!mi. There are combos where you can use -!}@ lml as an easy alternative to -!}t:?<?~@. and if such a situation occurs at the end of a match then it's well worth using to avoid any potenti?JI input error. Generally, it's a better idea to keep your meter for the Cri tical Edge and for FC ~@:@ !mi. The range of t his move will be increased if you use the Brave Edge version, and when it hits you can combo with 'It+@@, -!}t:?'~@. His <?'@+@ lml does less damage than the version w ithout lml, but it is possible to land a combo after the lml version (again, 'It+@ into Sakura Twister is t he simplest option).

Transcending Rapture

a Patroklos's Critical Edge is very fast and it is guaranteed any time -!}@or c::>c:> hit the opponent if you react fast enough
to ensure you don't waste it. It's also one of the very fastest attacks in the game, and as such is capable of punishing many moves that would' usually be considered safe when blocked. This alone makes it essential to a Patroklos, and means that you should learn which of your opponent's attacks you can punish in this way. It doesn't deal a great amount of damage, but due to its application after easy to land attacks and its punishing proficiency it is always worth keeping your meter for it.

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

a Clean Hit. a Patroklos's (! is guaranteed after moves like ~@ or ~@ hit the opponent. but you have to input the command for the (! very quickly, especially after ~@. Because of the Just Frames and the complicated commands in the combos, it is very difficult to do some combos successfully and consistently with a Patroklos, but the resul ts are more than worth it. so you s hould practice th em until they feel natural and easy.
Domnyo

Follow up

Difficulty

'l:l@

~@ @. {l.t:1<?'l:l:

85 58 75 67 67
'.

2
0

....
...

*** .....

~'l:l'l:l@ ~~@

tiD@
~

2
5

~@
~@

(!
-G'@+. ~!:1<?'l:l
~!:1<?'l:l: ~I:Z''l:l

5
3
2 2
4

4
0
0 0

c
0

~@+@

54 54
101

***

!:Zl:1
@@(ID

(81:@:@. ~!:1<?'l:l: t:Z: .(!. I::Z;~@::@.

.... ; ' !:Z: !:Z: <?<?+00@ CH ~'l:l~'l:l@ CH ~'l:l~'l:l@ <?<?+@ @ CHWR @


~1:1<?'l:l@@

1}@+. .!J.t:Z<?~:

107

9
6
5

2
0

~I:Z<?'l:l :. {l.t:1<?'l:l: ' {!.!:1<?'l:l:


~I:Z<?'l:l:. {l.t:1<?'l:l: ' {!.!:1<?'l:l: ~@. -G'@+. ~1:1'l:l@@

104 103 74 104 65 63 65 58 89 103

*****
*****

4
6
3

0
2 2

.(l.t?<?'l:I::@Jt. 'lJ"@+. ~t?<?'l:l: -G'@+. ~t?<?'l:l@@ 'll"+. ~1:1<?'l:l@@


..O.tZ<?~:

3 2
2
6
5

0
0

CH 1:11:1@
~1:1<?'l:l@+@

FC 'l:l:@
~I:Z<?'l:l @:@ @. -G'@+. ~1:1<?'l:l@@

2
0

......
*****

.... ....

~1:1<?+@

~t?<?'l:l:' {l.t:1<?'l:l:

UKEMITRAPS
has quite a few Ukemi Traps, but some involve ..C.t?'~:@, which is hard to do and very unsafe when blocked, so you should use these only when you can afford to risk punishment and need the extra damage to finish the opponent off. After ~~@@ you can use 'It+ to catch all directions other t han right at times when you need a more powerful

Knock~ own

Ulcemi Trap

Directions

Difficulty

o. Pa troklos

''@+@
~~@@ ~@+@

{).t?'~:

65
77
71

Back. Right Back, Left Back, Left

0 0 0

****
***

'It+. .C.!::?'~:@ 'It@+, ..C.t?'~:

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~!::?'~@:@ 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.

Starter

Followup

Damage

Hits

Cost

Difficulty

~!::?'~@:@WI

~!::?'~@:@, ..C.t?'~:' ..C.t?'~:@

109 98 100 86 151

0 0 0 0
2

*****

t?@:@:@ W! @WI
~~~@WI

..C.t?'~:' .C.!::?'~:
~~~@@, W! ~@ . .C.!::?'~~:@ +@~@''@+@ ~@. W!

6
7

*****
****

5
11

**** *

@+@~@~~@+@ W!

FC ~@:@:Iilli, 'It@+@, .C.!::?'~:@

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]

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

{!r{!r(ID@, ~ t?(ID
----~------------------------------------------:>(), ~@, @+@, FC ~@:@
~@

13
14

{!r{!r@, S>~@. !::?@. <?<?@+@, :>@, ~@@. W A (), @@

15

--~~------------------------------------------<?<?@. ~~@. .::>@. <?<?@. FC ~@+@

FC~@

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]

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

Patroklos can be very dangerous near the ring edge. He can use both his @+@ and his {!rt?:>@+@ throws for a Ring Out and has many other useful tools, such as {!r~:>~, @, !::?@:@:@. and {!r{!r@, all of which can Ring Out on normal hit. If you have your back to the ring edge, make use of + c::>{!r[ID ~~@+, which again will Ring Out on normal hit, and <?<? can be used to Ring Out to your left. After landing a stun near the edge, such as after ~() or CH ~~()and!::?:, it can be worth changing your combo follow-up to {!r~c:>{!r(ID@ for an easier Ring Out.

Ci-l;',i'' ! ,, H 4 i VS PlAY I a PATROKLOS

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]

SPACING & POSITIONING

Patroklos is not a great spacing character, despite the speed and range of ~~. This is primarily because he lacks a way to approach w hile defea ting sidestep. ~~@ ca n work. but its range is not great and it's High-hitting, so you'll lose to TC attacks often. @ is another tool you can use for spacing, but it's quite unsafe so you won't be able to rely on it too much. All of this makes .(}.(}@ and ~~@ important for this purpose, because they're both safe w ith good ra nge and the ability to track sidestep

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

a Patroklos and try to keep him at bay through mid-range spacing. Many of his moves are very fast and will stun on normal hit, so you should keep this in m ind and avoid letting him apply his mix-ups by moving often and interrupting his slower attacks.

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 move stuns you on normal hit, allowing a Patroklos to follow-up with a combo. Don't underestimate the range of this move. It is perfectly safe w hen blocked. but it is easy to sidestep, so this should be your main defense against players using it often. If you do block it, take the opportunity to apply a mix-up.

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 PrOlCrtics J

Standing/@ Petal Slash Rising Red Moon Rising Red Moon Tou sled Hair Slash Willow Slash Grasscutter @@ High High Mid M id High M id 12,14 30,10 30,10 16,20 20 12 '14,14, 18 12

-8,-8
-13 -23 -8,-16 -6 -4

2.4 LNC LNC 0,4 4

NC TC I R-0 I Clean

@@ (fast}
m!

24
26 22 21 13 22

Hit: C

TCIR-0

8
-13,LNC

Winter Funeral Moonlight Thrust Soa ring Bird Waterfowl Slice Reverse Pheasant Heartening Strike Standing/@ Rising Sun Kick Knee Seduct ion Page Heel Kick Crouching Side Kick Fall Kick Extinguish Keeper Side Kick Standing/@+@ M irror Blade Half M oon Shadow .Rin g of Heaven . facing aw ay, Breaking Wave Island Divide Standing/+ Sakura Fury Combo Silver Moon Combo Crescent Lash Full Crouch Attacks Stal k Chpper Sakura Tw ister Sakura Twister Petal Slicer Shade Thrust Shin Kick Rising Moon Wh ile Rising Attacks Stone Seed Draw Crescent Blade Rising Front Kick Jumping Attacl<s Sh adow Biossom M oon Divide Rising Heel Flam e
-

IE@ .:::>

19 16 24 18 10,10 24 19 17 17 17

-21

KND 6 LNC

13 15 12 13 TC I R-0 -FC NC 12

-6
-10

~
.&
~@@ fjust)

-8
"1 8,-8 -12

2
-12,STN 2

<?

S>OO

High Mid M id Low Mid

14 12 16 16 20 26

13

-8 -13

15 16 15 20 18

2
2 -2 KND 4 13

STNCH

~00
.&00

-8
-14 -14

~00
<?00

TJ

Mid

-8

@+ .&+ 11'+ during standing I +@ Mid @ during standing I+ Mid Low 24 34 -16 STN

auto-GI: M (All) i5-i11

ss
High M id 20 20 20 25 -3 -10 11 LNC

T J T J T J

+ when hit, S>.&<?<?+ + when hit, .&+

Mid-Throw Mid-Throw M id

20,18,44 20,18,33 20

24 24

-14 -14 -2

-4,6,STN -4,6,KNO KNO

12 12 13

NC NCIR-0

.:::>.&~~@+@

crouch1ng@ crouching ~ crouching ~ {fast) crouching

SP~ow

12

12 13 12 17 15
14

-4 -22 -22 -20 -20,-7 -14 -16

a
KNO KN O
-4

M id Mid M id Mid Mid Low Mid

36
42 18 14,18 16 16

14 12

TC I Clean Hit: C TC I Clean Hit B - FC TC -FC

liD

crouching ~ ljust) crouching@ crouching ~@+@

-4,KNO -2 STN 15

22

while standing @ while standing w hile standing @

High Mid Mid

28 18 16

17 17 15

-4

6
6

15 13

Opp-BTCH TC ISTNCH

-8 -8
-5

2
6

w~ile jumping @
while jumping liD while jumping

_,

High Mid Mid

2024 24-28 1620

28 24

13

TJ I Opp -BT TJ TJ

-6

6
2

-8

CliiF'TEI< 4 !VS PuW I a PATROKLOS

Rising Crescent Shade Barrage Crescent Strike

Shadow Descent Vermilion Moon


S~;~owGate

Cf !;\PTCH t, I \IS FVW ! ALGOL

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.
r:l

p~ ~~:
..

1.:1.

10_03 1

Oamar l'klil (01)


In Oamar l 'klil Algol has an attack in every direction, which makes it good for mix-ups from far range . When entering this stance, Algol will jump forward a good distance, so if used when too close to the opponent you'll jump over them and most of your options w ill miss. 0 1 @'s purpose is to catch sidestepping opponents, forcing them to stand still and deal w ith your mix-ups. This move gives Algol slight advantage when guarded, giving you the option to continue attacking. 0 1has two uses: first. you can use it as a strong mix-up together with 01 @. which is a Low-hitting attack, and second, it's very useful in combos as it will catch airborne opponents and will inflict extra damage. 01 @+ will only hit opponents w hen Algol jumps over them, so you should use it from close range only, allowing you to evade attacks and hit the opponent in the back. This attack, and especially its ~ version, is also very good for combo purposes: not only w ill the normal version give Algol very nice Okizeme. but using the ~ version w ill make him teleport to the other side of th e opponent. recovering fast enough to combo for even more damage.

ln~ut

Properties

<?tNH::!~
01@ 01 0 1 (mid-air hit)
30 30
H

Enter Oamar l'klil (01), TJ

BA

M MT L SM SMSM SMSM TJ . TJ TJ, Teleport

22, 18

pi@
0 1@+@ 01@+@@
01 @+@@ ~
Tran.sitlons into Qamar l'klil Input

24
1.5 . 15;25 ' 15,25,30

~,

..,

Guard

f'roperties

<?11~~~
~ ~ ~~ mil
M

-01

-01
- Ql

.............................. ... ............. ............... ..


This attack is reasonably fast. has some Tech Crouch frames, and leaves you at only a small disadvantage w hen blocked, w hich is grea t for such a potentially powerful attack. Near the edge@ can be used for Ring Out or wall splat purposes. At times when you have maximum Critical Gauge this attack is an excellent starter to use his full ~. making it incredibly deadly. @ can also sometimes hit sidestepping opponents. and deals good Guard Gauge damage, so there's no harm in throwing it out when you think your opponent will block.

Oadim Thuban

Input

Damage

IJ>vl

lntp.'lCt

Guard

Hit

~~

30

i18

KDN


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.

Beemin Acubens

Input

Damage

Level

Jm.I8Ct

Guard

Hit

16,16

MM

i15

8.-6

2.4

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

that deals good Guard Gauge damage.

Cl 1 1\?TC:l 4 i V!'> ?LAY ! ALGOL

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.

Martie Eltanin Nath


Opponents can have a hard time reacting fast enough to block this attack due to its speed and animation. It is only slightly unsafe if used with the projectile (ID follow-up, and has some late Tech Crouch frames to avoid High-hitting attacks. If the opponent sidesteps t he Low sweep, using t he (ID follow-up will leave Algol vulnerable to severe punishment. The projectile can also be Gled, sidestepped. or blocked .The projectile sometimes has a very strange effect when it's blocked, either leaving Algol unsafe or giving him frame advant age.This effect varies from character to character, and because of the distance and time it takes the projectile to reach the blocking opponent it can be hard to react to it prope rly. After .(}liD+@ hits and the opponent tries to Ukemi into any direction, the following projectile w ill launch them off t he ground, allowing for very damaging combos.

"- SECONDARY ATTACKS


Adip Saiph

..... " f:',:jtj:!fl


:i. natpag

. . . .... ,,
wvol

22

..(l.-..(7@ is one of Algol's best weapons against opponents who sidestep often . It hits M id, has decent range, and leaves you even w ith th e opponent when blocked, which means that Algol can continue with other offensive or defensive options. After this attack hi ts. A lgol can combo with his (!13 if you have enough meter. The only downside of this move is tha t it's slow and must be used while moving to avoid it being even slower.

Alshain Najm
~..(7~ can be used instead of a normal Guard Impact to counter some sirings or single attacks. and can Gl all M id- and Low-hitting attacks. It also can Tech Crouch 'under High-hitting attacks and throws which gives it even more reason to be used to counter some strings of the opponents. Near the edge it can Ring Out t he opponent and do a wall splat too. which makes it even better in this situation. On block though this attack is ve ry unsafe. and it's also fai rly slow and linear. Make sure to only use this move when you are sure to hit, as a combo ender for example, after a slightly unsafe move of Algol which was blocked, or to interrupt opponents' strings with either the autoGuard Impact or the Tech Crouch. If used right. this move can be rea lly annoying in specific situations for any opponent.

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.

..... ... ....... ..


When you duck under a High-hitting attack or throw, FC '\}@) w ill almost always be fast enough to hit the opponent during their recovery for good damage. Even on normal hit this attack w ill stun the opponent, giving Algol the option to combo further with t?@, for example. You can also try to use Ukemi Traps or start Okizeme mix-ups after it connects, which can be more rewarding and can lead to further mix-ups when successful. This attack Tech Jumps over Low-hitting attacks, and can also be a Clean Hit, which adds nice damage to its already decent total.

Haris Shaula

Input

Damago

Level

lnipftct

Gunrd

Hit

Wazn Nath Tawr


0 0 0 ' . '

1)1>111~9e

'fnlpnct '

Using <?<? will allow Algol to start his highly damaging combos from a safe launcher. Not only is this move safe against most characters when blocked, but Algol also Tech Crouches under High-hitting attacks and throws. This attack also inflicts ve ry good Guard Gauge damage, so use it as often as the opponent allows, especially if their health is flashing red. as you won't care if it hits or is blocked. Keep in mind that this attack is not very fast, however, and is quite linear, so it's best used w hen you either have frame advantage, have successfully G led, or if you anticipate a High-hitting attack.

22

i27


is one of Algol's best tools for spacing and whiff punishing. He will shoot two projectiles, one to the left and one to the right side, thus limiting the opponent's freedom to move around the ring. Each of these projectiles does 10 points of damage and can also bounce off walls. making them hard to predict for the opponent. Having some projectiles active (a maximum of 4 is possible) in the ring will not only limit the opponent's space, but can sometimes make Algol's moves safer when blocked, or even better on hit if the projectiles hit the opponen t during Algol's recovery. Avoid using this attack at close range. however, because both projectiles w ill mi ss the opponent and Algol will take a while to recover, making it easy for the opponent to punish you.

Rastaban Nath (Dual Wings)

Input

Damage

level SM

lmp~ct

Guard

Hit

<?+

<?+

10,10

i24

-13

STN

,.
Input
Damage

Alderamin Lesuth

Level

Impact

Guard

Hit

c:::>c:::> is a relatively fast attack with very good range. It will

30

i17

-12

KND

kill an opponent's attempts to step completely, so it's another of Algol's best spacing tools. It can also Ring Out and it's a good evasive option against other High attacks due to its Tech Crouch frames, but it is still a High-hitting attack. making it risky to use. It's not completely safe when blocked. and can be punished heavily by some characters if they duck it, so you can't overuse it.

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

ORn1ngo

lovol

lmpoct

Gunrd

Hit

16,24

MH

i14

-13,-10

1,KND

Cl it'YUl 41 VS P _IN ! ALGOL

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.

Algol's '*'* it is very useful, as it will not only grant him advantage when it's blocked, but it also gives him a lot of very powerful combo options after it hits. FC "(t it is basica lly the same as the normal version of the attack, but is now entirely safe w hen blocked and it gains an extra hit and higher damage. After it connects, you ca n com bo ~ or ~~. ~and~~ have Brave Edge versions as well, which w ill not only relaunch grounded opponents but w ill let Algol follow-up with his options from his 0 1stance. This can be ve ry useful in combos, or even as a combo starter, because it can lead to longe r, more damaging combos than w ithout the it. 0 1 @+ (; can also be used to lengthen your combos and increase damage. Algol can teleport after the last projectile of this attack, resulting in a very short recovery and a position switch. This w ill allow you to ring the opponent out to the same side he started the combo on. The teleport ca n also hit opponents, but th is w ill rarely happen, as the opponent has to run into it in order to take damage. Last but not least <?@+ has a Brave Edge version, too. Algol will shoot 4 projectiles instead of 2, making it even easier to control the opponent's movement.

\.... CRITICAL EDGE


AI Qam ar Qa hhar I AI Sham s Qahhar Algol's (! has two versions. The regular version has Algol 's throne fall on the opponent. not dealing much damage, but stunning them long enough for you to combo afterwards. This attack will catch standing, grounded, and airborne opponents and has infinite range. When it hits, Algol will automatically teleport near the opponent allowing you to combo afterwards. If you input -&~ @++ fast enough after his @. however. and have another full stock of your Critical Gallge, then Algol will continue his (!, sitting down on his throne and mashing his opponent into the ground. This wi ll do a serious amount of damage, but will consume all of your Critical Gauge. When used in combos, you'll often take away at least half of the opponent's health gauge and can cause even more damage if it hits as a Clean Hit.
~p~ ~ -

:j{~~tt\l,

, ..
Lo~o1 t~J;-~t:~ :GMid M i1B ~ . . -18 . STN

{!.~c:l>~~'* @+ +tRl
-&~<=l>~~ @++ -&~<=l> @++

15,125

MT

i18

KND

COMBOS

=============================================

,;~1f~tr

Algol has many different combo possibilities depending on the ring position. his combo starter, and his Critical Gauge. You can often use I! after a combo starter to lengthen the combo, and the same applies to~ ~.~~ ~. and 0 1@+~. You can chain some of these together, w ith Combo C being a simple example that can be expanded upon by continuing w ith 0 1+ ~ after the ~ ~. taking you into 0 1. At this point you ca n. if you have enough m eter. use <=l:>@ ~ or end the combo with @@.
Combo Statler Follow up

@@ 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.

Damage

Hits

Cost

Difficulty

<?<? <?<?
A

@+@
~@+. <=l>@ ~. <?@

84 101

5
8 7
4

0
2

CH t?@
~@ ~

-& +. @ ~. <?@@ 0 1@

80
63

2
2
0

**

j <?@@ <?@@ WR @ FC1f@


t?@

<=l>~~
~~ ~. 0 1@+ ~. <=l:>@ ~. <? @

55 94
131

11
4

@. ~~ @++
-&

_.

**
*

8
0

54
164

2
3

@. -&~ @++
<?@. ~~~. Ql @+~.@IE.<?@@
(! -&~ @++

8
6

<?1:3
B

114
165

12
3

8 2 8

**

@ Iilli
-&~@

<?
(! -&~ @+ +@
~ ~. 0 1@+liD

76
157

**

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

Knockdown

Ul(ami Trap

Difficulty

~+@

. c::>c::> lllil, @@
~@@

95 67 197 77

All All All All

**

t?@

0
8

*** **

~-~
@@

1:1@*, ~ ~):jc:(> @++@ 1:1@, ~@

* Has 10 be slightly delayed in order to hit during the opponent's Ukemi


the Low-hitting ~+@with ~@can result. if input a little too late, in an unintentional Ukemi. A couple of characters, however. such as Pyrrha or Pyrrha Q , will not be relaunched but will still be hit w ith the proj ecti le if they Ukemi to the ir right side.

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
Combo
Starter

even Ring Out. Near a wa ll, though, comboing wi th Ql @+ can be quite risky, because if the opponent is too close to t he wall, Algol w ill not be able to jump over them, so his projectiles wi ll miss. So using thi s combo follow-up near a wa ll is not recommend ed. Note that Combo D works only from speci fic angles.

Follow-up

Domoge

Hits

Cost

Difficulty

ct>@@W! c::>c::> w ! )::!@W! )::!@W! )::!@W!

c:(>@@W! )::!@ @ 0 1@+@ @ c:(>c:(>@ ~ @@ )::!@@ c:(>@@W! )::!@ @ 0 1@+@ )::!@, W! c:(>c:(>@ @. @@ @@. c::>. ~@

125 65
77

13
4

6
0

***

** **

8 8 8

E.

....

117 88

2
0

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] for th e opponent to just lie on the ground. So whatever the opponent does, if you guess right. you'll always come away with nice damage.

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.

SPACING & POSITIONING


When spacing, Algol can rely heavily on @+or@+ Iilli. You can also mix these with his oth er projectiles to cover even more directions. W ith +@ and <?t?-&~S> Algol can position himself fairly sa fe ly to the back of the opponent. Rem ember. however. that you have to be close enough to be able to swap positions w ith these moves. Algol has really some unique options and ways to control the opponent's movements due to his projectiles even

Ci !N' I ' I'

IVS Pl.i\Y I ALGOL

from far away, thus making him a character that can control the ring like almost no other can as long as you use them at the right times, so don' t hesitate to throw them out any time you think the opponent w ill let you . [~0 2]

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

he w ill very likely try to swap positions. If you anticipate his +@ teleport you can try to hit Algol during his recovery and should have time to land a combo starter. Finally, avoid using too many High-hitting attacks against Algol, since he has a great selection of useful Tech Crouching moves.

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.

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.

. ~~-() : ' :
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

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
Standing/@ Chertan Aladfar Alnilam Wezen Theemin Lesut:h Hadar Salph Qamar Aladfar Alaraph Nihayah Standing/@ Beemln Acubens Sham Algleba Talitha Elt:anln Nath RasAigethi M ata r Acubens AwwaiOa rn . M et allah Mufri d Alshain N afm Standing/@ Menkar Pherkad Theemin Dhanab : M erikar Scheat Fil Qadam TawrRigil Nimr Marfic Nimr Marflc Standing/+ Eltanln Nath (Menacing Eye) Shams N ath (Condensing World) Eltanin Nath (Water M irror) Eltanin Nath (Heavenly Gaze) Rastaban Nath (Dual Wings) A lphecca l'klil Nat h Standing /@+@ Sabik Sheratan Sadalsuud Markab Martie Eltanln Nath Alaraph Anchentenar Thuban Duhr Thuban Kalb Nath
1 Shams '

'"' "'
@@

Lovol

Properties

High High High High M id Mid Mid SP-Iow

13

c:(>@@OO
~@@
..(!.@ 1:2@ <?@00

18

-8,-2 -18,-12,16

2.6
LNC O,STN

NC NCC ( LN C (Behind) NC TC 1- FC

16,20
12 28

22
13 31

-14,14
-6 . -16
-1 2,-14

8
KND O.KND

Low
High Mid

15 13

TC I R-0 NCI R-0

16,30 16,16 20 16,20.20 20,22 16 20


~6.10

21
15 15 14
19

Mid M id High High High SPM id

-8. -6
-6
-S,-14 -16,-14

2.4 4
STN LNC. KND

NC 16 Clean Hit: A 1st two ilits NCC

~0000
..(!.00 1::200 <?00@
<=(>..(!.~@

Mid Mid

TCINC - FC

Mid
Mid M id Mid Mid

16
21
16

-8
-1 3

2
4
STN,KND

12
8

TCI STN CH NC .I R-0 TC I R-0 I auto-GI: M, L !All) i 4-i14

30

30

-22

LNC

High Mid High Mid Low Low High High

14

13

-8

2
1,KND NCI R-0

c:(>@@
~@
..(!.@ 1::2@ <?@ <?13

16,24

14
17

-1 3.-10 -10

18
14,

15
18 19

20
22

-1 4 -18
-13 -2

2 -2
0

15

- FC
15

22

38

5 STN

SP M id

20 20 20 20
10, 10

21
53 21

-13
-15
-18

STN KND STN STN STN KND TJI UB

c:(>@+OO
..(!.@+@ '11'@+ 00 <?@+@ ..(!.1:2<?@+00

Mid SP-Mid SPMid SP-Mid SP-Mid

21
24

-13

,.

-13
KND

Mid

60

73

00+@ enemy going back <? 00+@ ..(!.@+ hit or guard @ <=(>00+@ '11'00+@ during Hadar Saiph @@@@ during Hadar Saiph

ss
M id-Throw Low SP-Mid Mid Mid

TP

35

LNC

Clean Hit: C 1st hit -FC

20,20
16,18

28
18

-14,-14 -10

KND,STN KND

13

MidSS
SP-M id Mid

30 10,10,
10. 10

STJ

52
60

6
-4
KND

STJ STJ I Clean Hit: A

Qadam

50
12

Full Crouch Attacks Hadar Sal ph Hadar Acubens Qadi m Sulafat Cursa Scheat ,. A lruccaba Vega Elta n in Nath (Call of E.a rth) While Rising Attacks AKrab Saiph Haris Shaula DhihTarf DhihTarf Jumping Attacks Alrakls Salph Alrakis Vega ; Algorab Skat while jumping @ while jumping @ ' while jumping while standing @ w hile st~nding @ while standing @@ High M id Mid Mid M id Mid cro uching @ crouching @ crouching ~00 crouching crouching '11'00 crouching @+00

SP-Iow
M id M id Low Mid SP-Mid

12
15 15

-6

TC I -FC -FC

16
22
14 40

8 8
-1 4

2
6
13

TCI-FC

14
16

-2
STN STN

-FC

-15

13

TC I TJ 1 Clean Hit: C TC 1- FC

20

21

-16

20 26
14,20

18

-6 -14 -1 4,-16 -14,-2

16
LNC
4,4

Opp -BT (Hit)


TC NC I Opp -FC (Hi I)

20
15 15

11

w hile standing @13

14,20 22-26 19-25 l- 1925

4,STN

NCIBA

- 1-

High Mid Mid

24 23 28

-7

5
4 KND

15

TJ TJ I Opp -FC (Hit) TJ ) ~@ : No KND

8
-10

Suhail Sheratan
Adib Saiph Alya Gienah

Murzim Sinn Thaniah Oarn

left side throw right side throw back throw


~+@+@

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 Pyrrha Q is Pyrrha taken to an extreme of risk and reward. Her style is of her mother. specializing in dealing high damage wi th fast attacks and heavily n 11r u sninntho opponent's m istakes. Pyrrha Q w ill give you the range and power to stand up to the r---~tr.*;";:."t characters, and she'll do so with her own style and ferocity that leaves little room for error on either your part or your opponent's.

~ 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\ t<Y-GI being so useful. u I!I~~I!J

She has plenty of strong Gauge damage, and her c:::>:::>te cover enough range to pressure. Pyrrha Q, hOINever. really strong This means you can't and m ust instead ful spacing. Learni

that deal a lot of Guard Double Nemesis Step can always maintain ffer in having neither threatening throws. e Mid and Low m ix-ups ~'"~!,!" pressure and careand DNS attacks as ld be your first goal.

,,

~.'~ . ~;'')r-...l!:il?'M

--- ~........--..,__

' . , .' '.' ,


:

-:

;
. ~/

1 0_~~ ~4 1iF
~:....

Nemesis Step (NS) I Double Nemesis Step (DNS) This gives you access to some of Pyrrha Q's best attacks. All three attacks from Nemesis Step are unsafe when blocked but relatively fast. -&~S> is one of your best options against sidestepping opponents, as it wi ll always stun the opponent when i t hits and has a Tech Crouch that starts from the 2nd frame so you w ill easily evade High-hitting attacks. You can w ait just a bit after using Nemesis Step, making WR attacks and throws possible. Input -&~S> while in Nemesis Step to enter Double Nemesis Step. From here you can execute DNS . you r most devastating single attack. While using DNS, you will move low enough to duck under many Midlevel attacks, making it one of the most powerful approach moves in the game. Practice inputting -&~c::>-&~S> as fast as possible. so that you can buffer DNS (ID for use in massive combos.

Input

Damage

lvl

-&~S>
-&~S>(ID:

16 30.35 20 16 42,30

H M (AT) H H M (AT)

TC RO TC TC

-&~S> {!r~S>-&~S>

-&~S>-&~ S>
{!.~-&~ ~

TC, RO

PRIMARY ATTACKS
liput

.
@ (ID(ID

. "'"'ll'ffi1
Damag~

A>lill'

....................... ........ ............ .............


The @@ Series is Pyrrha Q's simplest but most effective poking tool. The range is very good for a standard liD and it can hit opponents who try sidestepping to the right. Using only the first @ sometimes is a good idea to change your attacking rhythm. Doing so will often make the opponent wait for the second hit. and you can easily buffer NS or DNS during the animation. Also at times when you need to finish off your opponent. mixing up liD and -& is a fairly safe tactic, as these are fast enough to beat incoming attacks and hard to punish unless predicted. liD is the same speed as NS . so every attack you can puni sh w ith that can theoretically be punished with liD. which makes it a good option when you aren't able to react to a surprise attack with NS .

Descend Splash

..

lvl.

ltn11nct

Gunrd

Hit

14
14,16

M
MM

i1 4 1 14

8
6

2
4

........................................ ............. ......... .


DNS can rival your C!I3 for its power as a single. fast attack. Using this attack in combos is a must to get the most damage out of them. It can also be used to interrupt slower attacks and to punish unsafe attacks or whiffs. Delaying this move or even adding one or two extra -&~S> inputs will make it hit sidestepping opponents even better. Many op ponents w ill stop sidestepping or 8-Way Running if they see the Nemesis Step animation. so this move will rarely whiff if used correctly. It is unsafe w hen guarded, however, but it has a huge pushback so most characters won't be able to pun ish it effectively. Against those that can. such as Leixia w ith or Mitsurugi with c::>. you'll need to be much more sparing in its use. Nemesis Strike

Apollyon Strike

lnp ~l

Damage

LVI.

Impact

Guard

I! it

..C.~c::>-&~c::>IID
{!.~{!.~
{!.~{!.~ @:

42 42,30 42,40

M M!ATI M!An

i15 i15 i15

-14 -14 -14

STN KND KND

Input

Damage

lvl.

lrnpet

Guard

Hit


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 @+@.

-&~S> -&~S>
-&~@:

30

M M(ATI M(ATI

i14 i14 i14

-16 16 -16

STN I -2 (Tip range) KND KND

30,25 30,35

Styx Cannon

Input

Damage

c:(>c:(>(ID 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 .
Input
..e.~c:(>@

32

L vl. M

lrnpllct

Gunrd

i26

-2

JG

Damage

LVI.

Impact

Guard

16
26

H
H

i1 8 118

-16 -16

.Hit STN
STN

..e.~c:(>..e.~c:(>@

.................
~c:(>@ is an advancing horizontal attack that can TC under

Demonic Exaltation

Input

' ~ ~ or z;J z;J or c:(> c:(>@

Damage

lvl.

Impact

Guard

liit

28

i18

-11

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
Input

Damage

LYI.
M

Imp ct

Guard

Hit

~~ is best used to punish after sidestepping a linear at-

c:(>c:(>@

30

i15

-15

LNC

tack. In this situation its speed can allow it to punish attacks that 1::11::1 co uld not, and it's also a safer option at times when the opponent manages to recover before it connects. c:(>c:(>@ and~~ are actually the same attack, but ~ ~ must be used from a sidestep or 8-Way Run, and is a little sa fer when guarded. Generally, c:(>c:(>(ID is the better choice of launcher, but the speed of ~~ can make it invaluable against faster characters that force you to fight up close.

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

Input

l)amo g~

lv!

Imp ct

Guard

Hit

>@)

28

i27

STN 13

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
is a TC launcher that's not safe when blocked. but most cha racters can't punish it severely and m any can't punish at all if used at its maximum range. Its range is deceptively good, and it can be used easily after retreating due to the command. The !:?!:?version allow s you to choose between retrea ting or sidestepping into t he attack depending on the kind of attacks your opponent is using to space you, so this can be highly versatile in its application.

<?<?

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.
LM

hupijet

Guard

Hit
2

i28 i28

-10 -16

KND

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.

Lvl.

lh,patt

Guard

Hit

i20

-6

KND

Erinyies
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. Y can, for example, always ou 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 .

Input

Damage

lv1.

l.npact

Guard

@+

i4-i8

CC,/,f>-F.:R 4 ! VS f>LAY! PYRRHA 0

Styx Shower
As Pyrrha Q's most powerful ground-hitting attack, this is a vital part of your Okizeme game. It's the best option you have to prevent the opponent rolling to the left after being knocked down, causing '*<> to miss them. You'll need to mix these two attacks up well against grounded opponents to force them tO stand. Because both c::>c::> and <?<?+@ do a great job in breaking the Guard Gauge it is still a minor victory for Pyrrha Q when these attacks are blocked. Unlike <>c::>. however, this attack is unsafe against fast pokes or C!!i!s. so having it guarded effectively stops your offensive flow .

llamago

l vl.

Pyrrha Q's throw range is fairly bad, bu t her t hrows can be used after Nemesis Steps to surprise opponents. Her @+@ throw inflicts average damage and can't Ring Out. It does allow for a better Okizeme situation than c::>c::>@+@. however. The +@ throw can be followed up with either ~@ or ~; the opponent has to make a second choice of which throw extension to escape. If this second part is escaped, you'll recover as fast as your opponent does, leaving you both in a neutral position. This throw escape also does 2 extra points of damage, mean ing +@~@ or~ alw ays does at least 42 damage. You can also decide not to use the follow -up at all and maintain your advantage. After the+@ on its own, only the opponent will fall to the ground, leaving you in a very good position. c:>c::>@ +@ has a small escape w indow but it leaves you in a disadvantageous back-turned position. Following up with ~@ if the opponent doesn't roll is an option, as is BT +@ if they try to attack. You can also press@ to cancel the BT state and tty to pressure again with throws or c::> . Besides her normal throws, Pyrrha Q's right throw deals 70 damage and can easily be mixed with sidestep into~~@ or 1:11:1. Normally opponents won't be afraid of Pyrrha Q's throw s, so they'll be unlikely to duck in order to escape t hem, but 70 damage can be enough to make them change their minds.

Input

Damago

@+@
+@~@or ~

25 40,25 55 62

13 13

c::><>@+@ @+@or+@ (Left) @+@ or +@ (Right) @+@ or +@ (Back)

9
13 13 13 (Voldo I Astaroth I Z.W.E.I.)

70
65

BRAVE EDGE ATTACKS


Input

'k
Damage

::;;,\l}j.
lvl.

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.

Guard

~@++@
FC~@+@+@

25,20,30 25,20.30 25,30

<> + +

MM MM HM

i16 i16 i13

-14

KND KND KND

-14

11

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

Input

O..mage

lvl.

Impact

Guard

Hit

~~c::>~s::!c::>@++

42.48

MM

i10

-21

reQuires vou to judge vour opponent's actions extremely well.

After standard launchers, you can use Pyrrha Q's @lEI followed by DNS for considerable damage if you have it available. Comboing after @ gives a few different possibilities due to the height of the launch; you can use <?@ slightly charged followed by your @lEI. and then. during the freeze as the @lEI begins, you can actually confirm the Air Control direction the opponent uses and judge the type of g round slam that w ill occur. If the opponent Air Con trols to th e front, back, back-right, left or back-left you w ill have to combo with DNS as in Combo B, but if they AC to t he right, front-right or front-left

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.

Slarre r

Follow up

Darnaoa

H ils
4
4

CosI

D iHicully

<?t.l <?t.l@
~~@or @

DNS@:<?
@lEI

104 ,. 124 51* 55 59 110

0
4

DNS@ DNS @ DNS @


@lEI

2
2

***

<?<? <? <? @


B

0
0

2
3

**

DNS@

63
96 75** 98*69 42 57 62 74 57
83 73

2
3 3 3

0
4
0

"*
** *

, @ NS @ NS @ {).{). {1.{7@
WR@

@lEI. DNS (ID


NS:@:<?
@lEI

DNS@ <?<?@ ONS @ t!J,DNS@ DNS @:<? DNS@ DNS @ DNS @ DNS@

2
2

0
4

2
3

***

~~

0 0
0 0

"il'+@ (stun only) CH@ CH<?@ CH @ (illl CH<?<?@ CH @+@@@ CH t:Z@


WR

3
2

3 3 5 5

2 0
0 0

60 96 57

@. DNS @
DNS @ DNS@

2 2

D +I!J

61

49 damage for cl>~ -add 10 damag e using DNS@ as a staner

CHA'' I f-'1 .; i '/;, ':1 AY i PYRRHA 0

UKEMITRAPS
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.
CHNS@ (tip)

Ukemi Twp

Directions

Difficulty

@ {\.-@

55 56
58

Right, Back Right, Back Right, Back


Back

0 0 0 0

DNS@(tip) ' {!.-@ DNS@(tip)

DNS@:<?

126

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
Starter

with @, or go for more damage with @+@@@. Just as in regular combos, you can add a ~ after your launcher to get some extra damage. This is generally not worth wasting meter on unless you need to do just a tiny bit more damage in order to w in. Keep in mind that missing an Attack Throw after NS when you 've already hit with NS :<?won't give Pyrrha Q a stun, so she can be punished for attempting it. which can effect Combo C, for example. You can just use a single NS in order to eliminate any risk, but will sacrifice your potential wall combo damage.
Dornage

Followup

Hils

CosI

Oifficully

<?D. NS :@:<?WI
NS:@:'W!

NS :@:', W! @+@@@. e . DNS@ NS :@:<?, W! @. DNS@ NS :@:', W! @. ~. DNS@ NS :@:', W! @+@@@,e. DNS@

166 129

9
6

0
0

*** *

c
D

DNS @. NS :@:> W! !:1!:1Dw!

163 143 197

8
7
10

2
0

****

, <?@+@ NS :@:<? W! NS :@:', W! @+@@@. e. ~. DNS@


'damage including second hit only

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 getting punished a few times after using NS @ or DNS is an acceptable risk, because if you land an attack the damage you deal is likely to be much higher than you can receive as punishment. Use of the 1:1!:1@ series is

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.

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.

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
Guard Burst
Roq.to Burst

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.

Attacks

5
6
:7

<?fJ <?fJ@
@+@. 'll'+@ {Jr mEl. <?@. <?@@ . <?'. <?<?+S:!@

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

:8
9

10 13

@ mEl
~.@+

CHAP i t=-~l

.-:.! VS ~;.u~. .y i PYRRHA H

for example, should be countered w ith @+ . consisten tly. [ -7f.J 2] After Just Guarding successfully, you can use the obvious NS or attempt a quick DNS @, or follow-up with a simple @@ or @@ if you're unsure about the attack's recovery and need to be safe. Using Just Guard needs a lot of training and character knowledge, so focusing on Just Guard punishment shouldn't be one of your primary goals until you're very familiar with your opponent's character and the attacks they use most often. [70 3} 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

SPACING & POSITIONING

this range. You also have ~~@ and <?@ and its follow-ups to prevent siclestep w ithout risking punishment. [ -)CJ 4)

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.

While fighting Pyrrha Q you should always be aware that she doesn't have any threatening, fast Lows and that her throws deal average damage and can't ring you out. This means that playing de fensively against Pyrrha Q is often the key to victory. Faster characters can have success playing offensively, but you

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.

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 Dark Nova Standing/@ High M id TC I NCC [ 1st h it -FC

z
-&liD w hen hit, :' (just)
!::?@

. ik e r R L1:st .hit ;. FC :o
9
15 TC I NCC I R-0 [1 st hit -FC -FC

"@
14 22 18
1622 10
13 16 14 15 25 20

-s -s
-6
-14 -16 -1 4

2 6 4 -2 2 2

-.
15 STNCH TC 1- FC . TJ I STN CH 13 TC I auto-G I: L {All) i3i11 auto-GI: lVI (Honzontal. VertiCal, Body) i5-i9

Depi~ved ~~el
Flame Under Kick Envy Heel Evil Temple Kick Standing/@+@

Mid
Low Low High

Megaira Hilt '

STN KND KND

Jtiekt~.jud9~e~t

16,25,25
Phobos Strike :..: >A.rch Predation Lust Impale Low Low Low Low SP-I'vlid Low

26 26 20

-12,-20 -12,20 -15.-15, -1 5,-1 5

-2.KND -2.KND

7 7

TJ ITS I NCC I RO TJ ITS I NCC I R-0 NCC I KNOCH

16,25,25 10,8,8,8 30 30

-5,-5,-5,-5
7

TC [TJ TC [TSI UB TC

crouching@
crouching Deimos Strike - Arch Predation 'P~I~os $trike .:. . Arc!> Predation ' Spring Under Kii ck While Rising Attacks

liD
:'

crouching !::?@@ crouching !::?@@ when hit.

18 12,25 12,25,25 12,25,25


Low M id lvlid M id l'vlid lvlid l'vlid

14 16 16 16 14 17 18 18 18 68 22

-8 -10,-20 -10,-20 -10,-20 -1 4 -8 -12 -2 -12 -12 - 12

2 O,STN O,KND O. KND -2 6 STN LNC 0 STN LNC

- FC

9
9

NCC [ 1st hit -i':C NCC 1R-0 11st hi t -FC NCC I RO [1 st hit -FC -FC TC

crouching !::?@@ w hen hit, " fjus t) crouching @ while standing @ while standing @ w hile

16 18 26 18 20 20 26 22-28

FuiiT~rn Blade
Greed Escutcheon Gaia Kick Gluttony Satellite Gluttony Satellite Erebos Edge Jumping Attacks Jumping M jrli'g"e .,. " s atellite.' '''..':' ;:: '::

12 15

standi~g@

-rc
TC TC I UB TC

TC

while standing @+@ w hile standing f!+ lil while standing @+@

- /
9

High

24 23

-9 -6

KN D

TJ I R-0 I !:S@: -S, KN D

13
: Inverse Shieli(Rush Pride Stream 13 R-0 TC R-0

C'iAP~E'~

.: i VS PL4'r PYRRHA n

Nttme

Pride Stream

+ @ Desce nt Wayward St ar St rike Erebos Edge 8-Way Run/@ Pla sm a Blade


+ or~ ~ or z:llll@

TC I R-0 Mid High M id 21,7 40 26 27 -14 TC I R-0 I LNC (Behind) KND LNC

~ ~ or z:l lll -17 .. or "\l'-t <?+ or t21t or ~ ~

19
22

-8
-12

9 9

TC I R-0 TC

Mid

18

15 13

-15

LNC

-17 .. or "\l'-t@

-6

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 Fllpslde Hig h Kick Fllp slde Sprin g Under Kick

left side throw right side throw back throw +@-IJ.@ or -17 + @+@ turn around @ crouching turn around @ turn around crouching turn around turn around @

High-Throw High-Throw High-Throw High-Throw High-Throw High-Throw High SP-Iow Mid M id High Low

62 70 65 40,25 55 12 ' 14

17 17 17 17 14 15 16 17 15 17 -6 6 6

8
4 TC I -FC

16
14

6 -8

16
18

-8
-14

2 2 -2

N em esis Zapper N em esis St rike N em esis St rike Arch Predation Arch Predation Evil A rrow Kick Nemesis Side Step Nemesis Zapper Jet Stream Rush

during Angel Step@ during Angel Step during Angel Step (fast) during Angel Step when hit.

16 M id Mid Mid-Throw Mid-Throw High

<?

during Angel Step w hen hit. <? (just) during Angel Step @ during Angel Step 1:12 or during Nemesis Side Step @

..

30 30 30,25 30,25 20

18 14 14 14 14 15 18

-16 -16 -16 -16 -16 -14 -16

STN 14 STN STN KND KND KND STN

15 Clean Hit: C R-0 15 R-0 I Clean Hit: R-0 TC 8 TC. NC~NC I ~~ or z:lz:l K : Damage: 22 TJ

"ll'*

ss
High Mid High Mid

16
20,10,21,7

during Nemesis Side Step @

Nemesis Zappe r Apollyon St rike Lust of Babylon Lust of Babylo n

during Double Nemesis Step @ during Double Nemesis Step during Double Nemesis Step when hit,<? during Double Nemesis Step when hit, . <? (jt.ISt)

High Mid M id-Throw M id-Throw

16 42 42,30 42,30

18 15 15 15

-16 -14 -14 -14

STN 14 STN KND KND

15

TC

IAlastor Strike

Alastor Strike Alastor Strike L~st C?f Babyl!ln Alastor StrikeLust of Babylon Alasto r StrikeLust of Babylo n Alastor Strike l ust of Babylo n

12,42,30 12.42 ' 12,42,30

16 16 16

-10.-14 . -10,-14 10,-14 O,STN O,KND

12.42.30

There are SQmQ cllaracters thatamn't selectable until you've unloc~eO


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. Th01 oro a fow others, ho+Never. that either don't have 0

their own unique style. or. in the case of Devil J n. ore a style only.
and can't be sctected as a preexisting character. Everything obout these extra f8\'' characters w i!l be tovereod on tho following pages.

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 E dge 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

to be allotted tho same style twice or more in success1 on1.


Thera nro nodiscorn'l>lc differences bet.veen Edge Master and tho other characters when lighting with ft particular style. When imitating Xiba he does goin &ecess to the classic ~.0.1!1 s1rlng, ho.....-aver. Booause he can use the styies oi nil the main mate and lemate cast. playing eUectively vvi th Edge t:1aster requires you to leoma hugo amount of intormruion, oot only in knov,ing how to use each characters' &nacks and obilit as, but also how to plev onch rrnnchup ogoinst cve:rv other fighting style. As such ho is tho true ex-pelfS character: on9 that enables you to demonstlate your d&ep knowtcdge of the game. and .anl)in vietorv BVen in the face of d'minished odds. There ar& some advantages to usil\g Edge Maslet in a f.ght. It can be hard for your oppo. ncnt to teep tracl:. ot the different opttoos you11 hallS in each fight. and they won't be able 10 g&taleel fO< prek!<ences or app:oadl. Tney wil wuggto to 1111 k\10 alflythm. and env eff8ctMt smttegie:s they dov91op il one round .... tnOfe often than not boc:ome redun. cbnt 1 the noxt. 'bu wil atso be~ to oonsur~ shih yos ONn pauoms and tactics bv n necessity, malong -;ou oop<ediclallle and <0011> to shut down . Thos moy ""'" help you to stov etNM and miJ<up woll. E..., EdQe Moster's appeatallCG can coun1 ., your lavo<, as wh1f4 you know exaccJy what a3:atks yool re performing. your ~nt may f nd tt hard . to reeoonte the telltate a.n.mauon of some slower anacli:s. slc....ing hi:s.1"1er reac-t10M and prompting mlst8\es. 121

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 1 use random styles: this cou'O cause vou to become complacent. or evM fr'USlftlted if 0 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

basic poKe3 like (!!)@aM

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 mo1 about any e

<J.. :Spacing can lle useful if tho E!lge MoSior player hasn'l

given match-up than your opponent. as your character rerna:ns constant. so trv to abuse basi:; tact cs that are hard to overcome for the normal chlmcter.

To maste1 Edge Master would be to master the entiregame. and given that even the very best playefs au~ COr'ISH'u'\tl-t imr.roving using . only theit CN,n charactar, this fa-at is probably impossibb.

: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

O\ ly ~If the etyloc ~ilob!o to him , co i c not quito

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

Tho rollowu"!Q ouocks change si-G when Etvsium mimics Py~rha 0 . htly

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.

.....

......

..........................

........... ,, "'
IG IG

01111' '

l'fYPI

lmflll I

Hll

{i.tlo?@
{i.tl~(jj) {).~~@ :>

38 38,30

iM
IH

SI'N KND

A.pollyon Striko
. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . .. . . . . 0 0 0 0 0 0 . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

....,. S<nte M<f coo o1so bo Ctcon Itt 1o< bOll> thO normol .oted< OliS (I!) aod 1o< ""'normal <:> fdlov.'<JII.The ..IJst Aaac:t< :o f-.n> wol """'Rono 0.1 noat t'-> ocgo. ' - ' ~ICh is not thO casotor """'"" Q's Also. bocluso ot tho
ecbh ONI dafNooo lot Ol (;l(lf'nbM t.an be much Slfonotf th.ln Pyftho 0 '$ 1.'1610M.

lllis anacl< OCMs """ dJmage thoro "'""" os _

6~<:>6~(!jj o(>~.Po(>ti.P!!B> .(>~.&~~:

50

50.30 !50, 10.30

.I ...
M MM MM
MM

o l5
115
i1S

STN
~NO

.,.
20

KNO

Phobos Strike
. . .. . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . o . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . .

(!!h@ ilD ,(E)(jj) <:>


(lih00101:o

1tl.3<1

16.34.30
16.34,40

126 126 1 20

STN
KND ( NO

20

20

Oelmos Strtka .....,,,,,,,, .......................................................................... .


S!mllllf to NS IE. lhc :"~o twooi{8C~.s danl mello da.moge th~" Pvt1 ~.-rs and tho natWu:n AU4<k ' ha foi!O\o...upcon boCioon H1t,A$ with PhoboS Suiko. the nnoek thtovJCOIVIOI F Ovt Of'W'l)II 8PilU. lin{l
011111

lo!Y~I

"''!j!n~l

01 11\!dl

{).(D)@
{1-@llll
{1-@[iil:~>

1 2.33 1 2,33.30 1 2,33.40

MM MM
MM

110

110
i lO

20 20 20

LNC
KNI) KND

"'

BRAVE EDGE ATTACKS


lnJltll

, ~.:;;,
' -& ++1111 FC 1:1'@ @+liJ+I&J

As with Ap:>llyon Suike. these <tnacks do more damage than PyHhal ns Bfaw Cdt;e anad~s and can even ring thG oppo. nant out neor tho G<:lgo if exocvted with the Just Attack :

12,50 12,50

MM
~1 M

i lG

"""'
-
lmplllll

"' STN
SlN

anad< throw.
~

116-

CRITICAL EDGE

;;:s.

--

_
22

Royal Vexation
Allhovgh El-tsium is a mimic ch~Hb~tOf. she not only has 3 couple of slightlV changed anack.s when she mimics ~Yrha

i19

"''

KND

fi. bul has het own Critical E regardles-s of who she m'm dge
ics. This ~ has iniinite range and

w alwavs ful~t connect m

n o matter il t11e opponent is standing. grour!ded, ot .ailbcrne.

Elysium ;:~tso does o slight ~odtst~P before the tim imp<lcts. Her(!!} is not one o f the faster Ofles though, so it ;s not rea II; vseiul for interruption or punishment. it is great in combos thovgh. Keep in mind that.. OOCOuse of the damage scalinQ. ;his C!m i s no; uselvl in mar.y stvn combos and wi1J then of ten do 19ss damag9 ::han a normal combo would. FOf example il usOO a!tQf Pyrrha Q's NS @ th9 @la dOGS IGSS d::maga Ulan NS @:' woukl'w dona OOcausa of tha damaga sca:ling.
4

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

the damage or the combo. When mimicking Pyrrha Q, all of the DNS @ an<l NS 1m combos wiiJ do more domagQ, but the NS (ID combos 'WOn't Aing Out or wall splat anymore it fol ~o-.ved4 up with the ' attack throw. DNS @:.. how evet. w111 Ring Ovt.. but as mentioned only with i1s Just Att~ version.
4

C!lmt;.:,

Su11er

Fn!!IW(IIP

Oitlit~~!tJ

(P;rtha QJ @
l)'ynha QJ DNS @

<?@. ~
NS ;@:>

"116
97 79

"
3
3 20 25

0
2
4

IPvnnoll) Ct< @ Iilli

DNS@
(iJij

llvyi00
ll irt'11 GS t1

86 142
132

~ .

l !V<Obi <?<?@ Iilli


A

I ILO;,,.; <l=<?Q
(NtttSvll!J:

>liD. <?@. J S @ Iilli, I1T !il+OO. ~ ~~ Ill. @@Ciil. "@+@, <).@]<@ Iilli. . @. .. flSJ. ~ Iilli, ~. <?@. Iilli
~ ~ ~

3S

8 6

116 106 91
112

28
22

(Pyrfhol CH 111111

zo
21

(H;Id<)C3 @

' 4

'

..

, UI!\'II.(IS ('mt.:KF.N)

DEVIL JIN (TEKKEN)

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 Q uickly rvsh his oppo1 '8nts down, s:>re~ S1..uirrg thGm with bis faslt!r anack:?. Md launchino and puni.shino them wilh his famed 'Wind God l Fisr N.JGF), Devil Jin's style favors players with quick 1 eactions .vho base their personal sty1c around hav1 flow!ess oxecvOOn. This revolves .around mastev of the WGF. a WJiy fast ltn.t'Cher 0{1 that Qi\'OS tldvanHl96 V\,ohen blocked. It'S & uni<ruo fast dGfGnsive ar'ld Off91lS lOOI prefect for iVG 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

11/111111
111111~111

Punishment Safety
Armor Brook

Ring Out
Okl:t:cmo
MhcUPif
RMQO

I,,,,,,, I
IIIII
II

,,,,,, I,,,,,
! ,,,,,,

Movornont
Comple-xity

I,,,,,,
I

! IIIII

PLAYSTYLE FOCUS
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 1 emllining Tech Croud'IC<I in O fdor to t) rGssure his opponents with attacks sud\ as WGF. WR (Kl, WR Oil. and
~ .0.~ . [->0 1)

METER USAGE
Building up meter shouldn"! bo a problem with Devil Jin as his metagame revolves a1ound him maimainino a constant of1 ense.

so much damage and RO potential. sav1 vour merct in otdcr to ng

Because his sli:lplt:~ combos yield

lond a launch combo into yout (!IS ts worth doin!), Yov can also pri
orittle using Gl lnlo WGF co1 1"1bOS and his strong Brave Edgo game with Q\ (Q) fi1) for Okizon"'G <m h boo, fiilflll (llll tor a damaging

throw, and

~ol).~tl [!]J tor a

RO cornbo hom \VGF.

..

FLY/Crouch Daah ICDI


Oev1l Jn's Actvt~nood MoV'(!mont. or croucll Oa~h' (CD), reQuires tho plt~vor ;o ln.pul -!} t!to advanco while crouching.
From hoo you hii\IG ;he ophon to nput CW 1 WGF. l!l1or a or SIOV.'O! UI)I)Or<Cut et10Ck. IKIOO tor hi$ Spinning Demon swoops or vou can cencol the movement wth ecthe: r:2 oc .0. 0< 1::1 into hsWR OJ)11()ns Advanced MOYement rs best used during Okizema"' oc~ to disguise VOUf ll"'oo(.Uf) fflPULS wttn tho CD aNnatCn 1111\d tOtco y0u1 ooPQnent -c'l\0 guos~ OJMOS.. " lhey wl not bo fl a PQSitiiC)n to ohysic.aly reta"kote .-.pu:~.~ng mu- crOUCh d6$he$. well 9~~9~~9-&~ and so on. WIII11N yOu tO 'VWve Oesh' (WOf \JP to )'OlM' ~t. al~ you 10 enkNce his Tee. C1oueh CO tn.uPS mofe

<0'@ 1
~~IISJ[Jl)ii!I-(J

'" TC!fJ
TC!fJJf1.0

20. 12,10,20

MM

~.c.~

TC

<lUd<lv Anochtr nec hOd of WO "


COfiJ'IOCN'IO

to r>e<kJrm <:>~~ and thentnput .0. t1Q ropidtymu'tiple umes toc.ontJnuevourWD. 'FlY' Stanco CQn bo onttred m.:Jnually from -9>+@ or from

t$ or the: las t hit of ~@@@1}. When ttwlso

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.

...._ PRIMAI{Y ATTACKS

:';.,.
~~~(1!)

........... ' ............................................


Rlslnw Upparcut /Wind God Fist \1\t-on ploy~1g Dovll Jl1\ you $1"'.ov1d be satisftOd wth noth .no toss than teno~no the 'A'Gf C Fas:test fnpu;> ve~ ot this anlde oYOtv SllnQft lme. OV\W' the sla.e tUs.1g Uppercut. SiMJ)Iv w torm tiS q,u1 n fast as posstie. nak-ng suro 10 pro" lho t') Mel l)le tt at the ~ ,mo. Tho WGF as wry fast. gwos ldv'ln~ ~ blockOO. and has a Wge hill box lor a H~h anoc~...... _ it to boot o<her ...,.... WGF ..,.,.,.., alwavo bo In lho bock of )'OIJt ..,;nd when ptay;ng DeW J nas yOur' wt1,1f puthsher from mid-range. '?WI primery prn sutno 1001 ond VOUI' beSt block punisher at clo3EH'~mge. It$ on~ down.sde i.s lhAt it's highly vulnerable to Tech C1ooch nl taQ(s, stonoa3, ond mcwement:;. In oombos it catl't be A!r Comrollod, so vou can l~nd up 10 <1 ol tham in o ffl't/, f lt'lsh Punch Com bo ........................................................... Wh01 Dev11Jln lacks .n anga W'l SOULCAUBUA V, llQ fllOIO than mnkos tfP tor!nspoe::l with his i tO@@@.lhis 'jab string' aiiO\vs hm to poto foGtOI than:yoryolh91 &.Drbctorin tho go mo. @@(W 61SO WOIK$ O VOIY darn&gln.g punisher w ith the t'lbil:J;) ity to puncs.n biOCI:.Od 10 anacr.s. svchas Leixia's: ~''. tlla t no ono ols.o OthOt than Natsv can punis:l"l It can also wa'l splat 1/ld Rino Out . ~. as (!J@@ is laun::hpurwshabte by 1.he entire~JI 'Nhlnblod..OCI. you shoukloriyCYOr poko 14th on 115 own, a-,cJ U'f 10 hlt-ccnL,m the if'Wd ~L

,,
30
35

"' H
H
i14

l(jj

.a
6

LNC

~-&~ID) (F',.""" '"""'

I.NC

tnp"

16JIl!l

,,,

r,
110

6.-G.IS <1,ot,KNO

"' "'

Twin Lene-r
Thi:s is Owl Jin's '(iXW oq1.11vaklnt. ~@@ at 15. giv~ very

good frnmo odvom~oo whon it hits and puts your opponent into fC. Th s i!llows you to tolow-uo with a mixup of 18J(!XID,

anothot ~tOilE. or u:)CKifiD't11ID to tract. sides;ep. ttuows, or f.n&lly -G~il Although a very good clos~range pok lng toot, ti[6Jffi) is very line&r making its libe!ill use vet y 1isk.y UQalmu s!dostplng opponents. Note !hat ~@(ID has a
~IU'I tlii will IWI vou guoramocoWGF.

hiddon Bravo Ed'oo n01 liG:uK.I in his cornrmnlllisl. lni)Jtting


al 14 upon INL.ng, al owing foc a

Laser Scraper/laser Cannon {LS) (LC)

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 ~

~"I":

...,

DEVIl JlN (i'EKKf:N)


!lit

Ot... 8!1"'

l<"lt>l

'~@@~
'~@@@

10,10. t4

MMM

'"""' i17

Gurli

14.18_.18
14. i4,6

4 , 6.LNC

10, 10.23

MMM ili

-4,--Q,l<ND

Spinning Demon
Spinning Demon i$ a very u selul Lov:-hitting sweep. It's too fast for 1 opponent to react to, it's highly da m<:~ging , and he will !(noel< me oppor..ant eovvn tor an Old~me mix-up. us <lnlvweal<ness is that both hits 8re severely punishable .vh<:n blocked, and its tracking is a little weak \O the left. Mix i< up

O~m.1ge

J.e1t.t

Imp.

G~d

H1

12, 15

LM

12.1

lfl,1i3

KNO,KNO

w ith WR . V\1R @. and \+VGF 01..<! of Advanced M<J~ment/ CO wher. pressuring ;:x.u opponMt, fo:cing tMm to keep s till <lnd gu~ss batw~era bei ~ knocked down. lauru::hed' with \IVtl @. poi<Cd wiU\ WR . or launchOO with V.JGF if lhO)' panic anc11r'r' to attack.

~ SECONDARY ATTACKS
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.

, :"'7~,

.,,...
2G

bllll

111!1'111'1

GIONII

1!41

i"15

K D N

Demon Steel Pedal


>@ is <:roe of Devil Jin's besi Okizeme \ools. A quick, IAid hitting lUck that hits gro.<Jnc!ad, ! is ~st usf'd when you1 oppoMnt is w r; clos.e or righ1 t~ t your foet. Aft9< landing OM Jin's 9@+@ thrO'w. <?I!J is guaranteed if you do not ha..-e enough m eter for liD+ On CH <? wit al

l~p!!l

llrtr.l

Cu;!nl

Hlt

Iii

i3

LNC

low yov iOcombo into lS for a guaranteed launch and p.o:en tia1 w~U com:Oo or Ring Out. @ is unsaie w hen b&oc!<ed
at dOseraoge. but if spaced correctly w :n be un-punishable at tip range.

am.

Uppercut This fast. Tt!C:::h C!outhil'lg laur\Cher is a big part of Devil Jifs WR punlshm~nt and tnb<"\11> oame. and c~ull)~ one of his tlet ter CO options. Because Oe-vr Jin's punishment is OJery sim1 ple, his WR punishment w::;l usua!lt just mean using \1\'R @ t'or a guiHMtMd lau r"'ctH~r aMr bloCking a Lov.. attaCk. \t\'Mn oo the offensi'l(l w ith WR ~l because it is ao unsafe mo..e to just throv; out on its own, mi:< it up Nil:h {!.~@ aro<t \f>JR@ out oi Detil Jin's CO. When it hi1s you can dash a ht1le and then combo into <>-&t1~ Of c:>-6-~IAI~ with th<t possit l, ty for a Ring Out.

hllJ.t

Gu.mi

Jlit

\tVR@

i15

11

LNC

T1unotnl Kick .............................................................


WR

I,,..

On~~

Lirl~l

XI

t ii

th.a s:arr.,g ~poed o~ \.VR (ii) fol'ui

WR @@

12.16

MM

"''I'' 1 ' '


liS

Ill

12 .:1

2,.tl

t:.llft> whA I'\

blocked. making it moro su!lable as 3 DOIJng opdo' It can 11110 be usod as 3 sate M'<thitllng attact trom hh~ CD. 3ddiOO to '(OtJt mit~ps. WR on it$ ov.-n htt.s grour'CS9d ~enos.
I'Tltles c. a usehA Oblemc aod ''VhOn en~ \ '\'0 ~ tx.c. stdt to us.'1Q Wft 1D1lD more chen. as h fist ICioc:'lton ltSOV"'"' is 12\'llhenblocted.. end N';;l'fput~ by
~

fot dt3C"lOfS

Dragon Uppercut/Heaven's Door .........................................................

Q~~@ i$ beM used when pu,)$$UfU''I0 w; th CD m ix-ups. 'v\'1'\.on it hit;, c>.C,~~ filJ ha.s tho t~bilily to Ring Ou; an opponem from up to three charoc1 spoee::; tJt.;:Jy from e1 tho Odoe of the ring. =:>.n.~ ts &90 Sl C making it often 1 . worth the ri$1:. M astery cf the pefioet WGF 1$ a necessity, II o;-{}o~~ mJ vo:sion C8lfl be combo"'d l her i~ in ord9f 10 ltklg Ovt yovr cpponent from 1he stan.ng poSitQn on the l maltf $toge5. 1: is ........ beUOf 10 lt\OUI cl> ~~ZI. .OS lhe
AT e'Sion doe~ I'TO'e datr.ago. lMds t.O bea.er ObierM, and' can Ring Out fOf t~c Sbo"''O tcSk as 1he reoutar ver&IOR.

c:>{J.~IA: {J.~IAQ1

28 G l

2
M
1 24

10
\ 6

KO "

AT

Htll Cy-ctono .............................................................


Spir:~I/Oomon

I'

,,
14. 12,2d
14,1?., 14

he's more geared tQ'.vards prOSSIKO. Oovll Jin locks strOilg, safe traclYig oplions. c:>c::> io hi$ bo.sl M id OPtion
O~ use

c:><:>IDI!!I c:>c:>r&l!!.HH!O

M HM
MHL

117

14,ld.-8

2,-'I.KNO

117

. td,. lt 20 2.4,KND

tOt uacking sidestep at mlckange. or when dosing th~ Ql:IJ) on :on ng oppononts. However, o-co(>lBJ ,, unsofo w hon btocl..ed. so use the ~ or {!.(Kl sof.os 1 keep them guess 0 lng , MOI'e 9ll.petienced pliJYeiS will CI"Ouctll.llder the . CIS it a H.o'\ maklng ue @ aM -.& follow1Jos ~neuuptble with quOcl: ~ 0< ~. wllich os why c:>o .,_ be used b sldeslep pre-l(!fltion ody and not os n a~ $"\flf'IO.

Ofteepitating Sword .........................................................


is a much safer opLon for C hlng sdesteppi."''g \IIC 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<! upt you with lMil fasl n ttt.oe:U. ond you'll have the chanoe to 11te dlon:;.ivc rnoa sures d 1 bloc\ed 1's
opponc;,nts th~ n @. and it w l!l ttlv.D lo~d yl

Aratama Strike

-6-(i) 15 one ot Devil Jin's kN1 docont Guard Bvrst rt'IO'Ies. t It's M1dhir.ing and rs pefecll sal& whon blOCked. but it a~ nuts both .,'Ou < .mdVOuf oppooont into FC. When 1 h ts h does 1 tho wmo: It ._von't lead to much den1 ooo. but h 1 91M)S you tit {IOOtl f1 ame ad'lantage, allow ing you to onfotoo a P0\'1mful FC miJ~<"up with WA @@. WR (ID, t hrows. WGF. and
..:><!<~.

Double UIIIUdc

to ood a round. Again, li\:e m~ny ol Ow 1 Jin's I'I"''IVeS. 1 ./.HIJI{ ID i-s verv unsafe when blocl\ed, moo11lng that they should be reserved strictly fo f eithor oOGy b!OCk ptmishme nt or for launctling you1 cpporlQflt's slov.-or LO'o'JohitM g attacks.
damt~go

.. O.W J., tO be.Jt lo.v ittfacks while leacing Into ~00 combo$ w uh WGF Because of 1 speed, rt c:on bo used m place of ts WGF as an easier. t-ess exeaJ1ion dOO Gt!den1 OPtion tor !joCk. p unl'-'\mAnl, rn:.klno i 1 :-. M fM h 01 w hnn you nH:d ouar anteed

{J.@o@) "' o'*l<. lJ launch no IMiedt """ -

II

1n1

Thl,.. quitk. Tocn Jvmp L .. h1 V!. Wno ~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 L cround6d tor !X'OcJ S dfl.mao& ,, .o1.so mJI<osior vtX; good 0 izemg. L r~~tllr s.ucool cossfu1 11- row::; and othor knockdown InC\' O 5uch ~$ fBl(&IIID S. al"lcl ~(;_), ~ ~ i$ ~ro v..ttan blod<ad. and s ~9 s,ood ramll' 9d...antao.a whoon it hi1 mill~ rflQ 11 IJi :nrong miUfJ Loot r !l.

26

11

00\lii.J n"$ lh rr)'N op~ioM eonl~Od 1 olOt of dQJTIQ9Q 'w'it!On l'lu 0 has li1G noco~o..~ry rnoL{Ir. +[OJ lml. LhrJ 'Obht~r 1LIO'"I' Uuc.v

duels 70 dl!ms(lo Md ce bo aa:>ily set up. as. ~,, J""' i:; on m 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..

(!lt(1!) [i]Jo@
~~ ' + ~
IE+~. m1+1E+

13

13

10 1l

I!J._(m or rnl+~ IRIOI'tl


~'f ~ or tiih1911Lofl} lil~ or @ i&d<l

13
'3

'' - BHAVl IUJGE ATTACKS

--- ---~

'':':\:~

. r
II

IL ll~Wlr)t'IJ worth ~vlfiCJ motor for I!() .ij. ~lil]~ m:BI I~ ~'OV ''!l 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 OlJ opptiur"1ilv. ;hfl ox1 dn mr~oG m~l<o ::. 11 ju~~ .:1~ 9=10d t r:r an. l111nd1R{I VVGF. l[U, but for hoi f thO r'Y'ID1()t CC$~ Pr C I'( tiCltl SQS@k;ing, tii+IID ID wiiii.Xl ~'Our mostu:;act 1!1! mo'r'O with ( OwlI Jln. o:. It w1ll bQ_)fOIJr most o.:JMI:!Qing thr0\"1 OP'I.ton v.lhan rni>:II'XJ up ...~ lh hi$ 1Jl 111 throv...!l . ThtHlamaoa- and O tlz~,~omQo U tM LIIIS-Gr Throh' (JWO!l you rr.al<o!l 1 woll worc lh ~lur 1a1 L h 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 dBffiDrJ O af1or lel')dln.g It on .:1 erounduo O Otrun l. 'tl ~;riD tml is n0"1 lla.tsd In D()"vll Jrn's commond list lxJt is poton[iD r' Ll vory II' 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 h1 e wau splllil ond o Arf\{'1 Ot~t opporw. m nity rrcm ll sDro. MIO.hirtting PQko. WR IECil @IJ i~ O~il Jln's 1-eo,t lrnp01 t& Gm tool. .AJthOIJQh iL gi';'Oil odo,ootJQO ..-.tflton n1 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

ct>.{\.tl@&l [8] '"

?1 ?0

M
liT

2'4
1 i' 1
16

6
4
J~

KNO

00"111 t~Jo~IIJ
tiiAI

(KI
I I!)

C8lic

12
Z(J

MM
l.

~ ... liJ~+ml~li:l

W'S 18J~r8J+lm+J

10, 10,36

MM

.,.,

i). }

11 STN
L.NC

Ou1. yOIJr

mol~;~r' will

br.;

~ttor

S.pOr'l t el

.awht~re.

..
~

CIHTI <.;A L EDGE


Damon Losor Cannon

- - ----~---------

,,,
.

--

. :. ?~. . _. -lq I

'rl

~ I

i t t lltl i!t !' t l l r i 1 1 -~ i ' " il'- 1''" " .. '- "

,JJ.tJet>-&tJ91!J+~

KNO

Oa.11 .,.hnts. t!m oniOl:; tho m.1n.y oonorit ... ol '::loll"i{l ic~t. <lD nl C[JII"ri:J, 003Y ll) o:Jrnba ln'.o. Md hlghl~ 0'1.3:Sivo, txting :91 ul11 m 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. AnoL I'Ior bO'iu::.

Is that It's lOU.I~ s.a1e whe-n guardGd. m.o~~tir~ i1 U S9ftr~l 10 !"1 1 glltml], .or.d tyOIJ can M tJ\ton com nuo vour ofron... u n1torNnrd~ 1 ha.nks L Oevi J 1n'$ speed. Ul"l le~~ tOY ,;~re r.t c tht.~ <XiQO of lhO rina. whGro WGF or et>-&~I]J.Ja will !line Out. launching in tc oa. . il J n~
@II 'w1ll Ql'o'(l 'y'OIJ {I t/f Jr)' gJ.,y, MlfJhly lloJtT'il.IS)iOIJI COr'rlbO O'ft My L!Jun(t.Or.

WGF IS Devil Jin's pnmary combo anack, and

a~er

you land one,

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 O (IthOt (JOOd combo starter. and hom thiS you .01) oitll(lr O fol!ow up with o &mall dash into a WGF. 01, if you hava tho n'otor, uso

~~~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).

di!IIIW
WGF WGF

h i!OW1!fl

o....*
8S

.,.
3 3
4

\tV'CF.WGF
O@;.@.WGf

'"' 0
0 0

OJ!IIc!!lty

...

WGF WGF WGF

'ft"GF. Y.'GF, WGf


~-&~ lllJ

... ..
n
109

2
2
2 2 2

2
4

!!Iii
~.WGF

WR III WR IIIJ

40

~.()~@tl !llll <!-<!-@~

75 71 78

2
0 0

1}-.l)oQll
8

{1../Jo(!!J

l1@+@. WGF, WGF

\\--1>\lll
{1../Jo(ID
<~<!>(!)

C!D
WGF.WGF, \'VGF.
WGF

o
44
32

2
2 2

... .. ..

0 0 0 2
0 0

~fill
0

[51
WGF

<l><l>ll!J <l><l>Wl+
(!)..@ lllJ
CH ?o@

llJ+UiJ !illl. ~~. W ()F


<l>~.WGf

..
SG
G3

3
2

..

LS.WGF

5
2 2

ous
CH tl(JJ

!!Iii
WGF

...

80

. !.

<;.j_ Tk'

Dt:YI.L JIN(TJ:.K.KEN)

UKEMI TRAPS
Oevil Ji1 has a ooup!e of \'ery useh.l Ukemi T \ raps:, 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. Y also hate the option of us ou 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.

Kncelolcwn

Uk$1 iltp 1oi

Dl.!f.cu111

c:>c:>@ c:>c:>@ CH <;o<;o@ CH <;o@ ' @+@ Iilli

Oeloy, c:> ~~Ol Oel;y, .;>~~


' ~

84
49

All All
L9t;, Right

0 0 0 0

..
.

n
GO

I:? I:?
1:?@

All

35

Lsf., Rl9ht

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
Sltt11tr
fWIIIVJ'Ul)

!hen sidestep and @@ aqain. satti'9 up o w.:~ll splat by pressing @ if the @ @ connects. Because o f this. Devil Jin's wall pressure is fast. simple, re!iab!e, and very eftective. After any wall splat ~or @ will resplat. realigning you f01 your wall oombo. For the most damage, try to vse LS into yovr ~ tO finish yovf oombo (Combo El.

U!etlljJC

VlGF 1N!

<:o. <;o<;>@@~ @. W! ,0. ~@0' ll


c;>@, W! ,0. ~@0' ll c;>@, W! <;>@@. ~@+@ <;>@, W! @ . @'!3@. (iJiJ @, <;oc;>@@XID. W! WGF. (iJiJ

104 81 100 115 120

""' 2
2 0
4
4

Oil!lr.u!ly

CH <;o @@)~ @) WI C" <;>@@@WI

8
11

@ @@ WI
@WI

16

,.

"

....
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 ~ 1 slop the oppcnem from ducking. If you land~@ ll, 0 'NGF is guaranleed. or you can exchange it for another CD mix-uP . utilizing WR :ID and c:>.C. ~!ID.

"""actor OPOOG$ from 0<190 of the '"'0 both .(}~@Zl ond .(}~(Alp 1l1l1 wilt R'ng Out. and con do so from even futthOr oway if you IOYn<i1 withWGF ond fouow-uo with ~.(}~Z! lim. ThiS CM bo odhio"'ld by IM<hng WGF Ot the start ol e rcxmd on tho ~mn!lor stogos.

GUARD BURST
To bolonco out hi~ incrodlblo rus.h down po tenM I. O<lvil J1n is verv wook when h comos to Guard BurstillQ hls opponent:; I IGltld<.Sany real WOfk8ble tools that can offocwclv woor dQ>.vn 1he opponom'9 Guard Gauoo that 1\o can work into h1:1 ouodc How. Tho OI\CS tNn can be usod won. sucnao ~ ID>and <:> <:>m.,.,. qu.-e senino up. Oov" ~n doos hcr.'o"'YBf have scme_y..,od post Guard 8urot GPIons. As With"" post Gl game. Dovll J" """ ~ orthe< go for mur:.pte WGf combos 0t tDte 1113< Rtng Out CllPOflut>ly wl\en rougNy,.,..,. tho odOO wlthWG~ ~~~!!Ill ID as long th0101S ono.rgll meter fe< otiNsta slnglo lllJ. Altarnorolv. WGF Into IIIli wlth o fur sncte s1ock Wt!l also tood to masslvo, OO!ly domage.
Gu11rd Burst
Ritq IO!III'll

~~~~ os 1 ros~y ~down Low. but tt .s r<UtNCiv rost. advances and uacts wolto den! W'lth sldostcppors As OM Jln \....JI bo on the consuw oftonso. mote< con be bul< up YOIY quid<tv to omJ)Iov h s iD dYow gamo Wllh the t.g~~lv d.'lmlgtng 'Obllte<auon +ml I!IJ dYow mO<Od up wlh (iilt$ lf\IO ouamnteecJ +OIHl!ll lind Ito fynher guar;1n:ood followups. Ths matos l1os throw oamo '""Y """'Y for the opponont, nd can fuflher eriClOUtege them to~ often 1

d111C0Ufogt opponontsloo~ing ;oduei: <.rodor yourWGF.

<>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 1 move, allowing y<11.1 10 lunher prossuro thom with LS or 0 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.

IAII ~h
(M)r&l

8
9

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

RING OUT l)ovl Jtn has o vfJ!Y SlfOI\0 Ring Out game. with pato and puniShment tools such as tl\-9 hit

o<:>m <:><:>00
<J@
~~

10

""''"lC"O

R>o

12 13

1111D. ~00
~

DEFENSIVE PLAY
Oov,l J n 'Wih bo n croub!e ..,.etsus opponents w1 good spo~ng who kn<J~N how to kcop him th 01bay wth consttnt pressure at thft 1 renge of thoir woapon, Howovor. thilnks to mQ\I(!S like ip 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

This atso mokoe~ t t1 gron1 kcop out tool, au opponents onocklng with anything but TC

mOVG will be bonton. and h'o not on c~sv &l 1 to whltl pun1r.h. Oovil Jln oun otso punish ack
blockod Low attacks lron 1 upwmds wnh 6 WA rw Into a launch, FOI lono ...ange whiff punishment. WGr 01 iii) wdl work QuitO nicely, As you CM set. htS llll\blO $PGOd ma1ces h'l'n t>olh on oHoct1'0 offons.....e and defe<lsl>e cnaracte< I l Jl

SPACING & POSITIONING


5fll(lng f0< Devl Jtn .n tile SOUlCALJBUR ~nY<~tSOrS QOing to be a lot hotde<. ThiS IS beCliUSO whiff pun1sf'lit'lg d'UY.CtOfS Wllh klnge,, ro:nged \Y(I.:tpons hiJ Astoroth and Ivy con apo p:y their s.oocing gamo so much oasior thM he can. WGF Is not oolng to work as well <fve tO 1ho dispmhy 1 ronoo botwoon WOF n ver&u::; wonpon:~ such os ~ toroth':~ Ax&. This forcos Cavil .J.n to ctoso tho gop very co1uotut ly. ond uso odvanclno ouoclcs such us ol>..:>(ij) to :roi'\O your ww Mklo tholr :mocillQ gomos. Do not tor{l(lt t!Hit Oovll .Jiu llM voty woal:.

Of.VrL JlN (111l<t.":f.. () ;l

Htldong options. so your srmcing and etdvl'mc lng ol1cnso will have to bo Ci.'lfOiu 11 planned, y using LS and LC well to compenso10 for the linoanw of his other auneks. {.,. 14

Po$t.OI 0&.11 J,n has a WlfY eaw time. as al his options w-. come from 811her WGf .nto ..thor_WGf_OI<:>~I:I~ (!IJ 101 Aong Out. The od!f catch hefo 10 that your 0)(0CU l~ w ill have to bG <>" f)Ointf you wane to scoro s.g.nitk ant damogo. ~thOugh o sanglo otock of mott~fwill moko up for 1 with WGF h10 Into CE lOf' ensv dJmage. You can uMI o shon WO Into a WGF tOCOtCil players whO mlglll at tompt to roGI, Of 1me o CO to catch thorn. 1

POSTGI

Oe-.<1 Jn's ottcn5e os based 11(0\rrd tl gh


Nttng ottaclc3. $0 ho'$ "''""' &g3>n$t ''"~ Ted> CrO<Jcll attad<s. stan<:u. and speoal TC m<M~mont. Oev~ J n also lUIS o hord tlmo goulng closo, as his fists do not have tho

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

Jus1 r&membor that WGF 1$ a t-hghohin.ng

anode My klnd ol f&sl sale TC attodc W1il droco<rago 0&.11 Jn plo)<Jts from or;orus"' lhl' mcwc_The same goos lot c:hati)CIOfS

u
p

w.th TC SlenteS and $p&Cial tnOemenl such Pyrrha und Pauoklos: use tnt$() ohcn to

Both hits ot <:>~~ ore VO<V unsafe vhen l>lod<tld. aAo-o mnv characters 1 !Jnd . 0 combo SlartOfs. Colrectly ~nrsh c>pponents being too J)(Odt tablo with ths Low to s1op t.hom e 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.

elmlntue laroo d'lunks or 0\lvil Jn's ot1en59. I,)


~@

Oovil J n's big weal:ness is lf&Cking ond os peci&Uy lr&e:J;.I'l!Q sidesteppers withoul usil\9 uMnfc auad:.s. As his taswst Midhinii\Q pole option. he mus1 rely on ~:!Iii. bul it's ncrtldj)jy 11001. f\Jrish lho ll<>v<l 101 g<>lting too prtldictoble and Slop l:lt!Xi!) .n oilho dO. focto()n 10 launch him.

no

II

1mlt!(j) ILSl I >1.MJWltLCl


1..5 Is Dovll J..n's best uacldno and CH lru nch

option agtllnst $idestepping opponents lllo


fit3lt.vo httS O 14 when blocked, whh the fG
lllud lo ~ nclling hil baing 16, which l'neun:l most dlnfacrors can punish It with a oombo stoftOt. Tho tnol hit of both LC Dr'ld LS can bo sdostopped ;o 1he tight. m&king tl\i~ tho $lm plor option for oul\fSIHng this StMg.

II

The best W3'f to deal With Qre-..iJ J1 qu-ICkest n's g01p cto3<1r ts to smply side stop t In e tl'lcr dt-

<:><:>W <:><:>@ Is sale wtlen blod:ed, but -v lno"'

t&etlon. ~ hs anima lion IS vory rooognl:nblo, <:><:>ll!J is olso very eosv 10 Gl and JG wth o llttlo proctlco.

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 ...

SINGLE PLAYER PROGRESSION ACHIEVEMENTS/TROPHIES


These AchiGIBmeots/Trophies can on;v be attained thro~h SOULCALIBUR V's single player. offline modes. All of them are ptogressive and simply reQuire you to either complete a mode. reach cenain milestooos w ithin it. 0( defeat specific op;:l<)nents. Of 0\ltSQ, actually defeating thQ oppOiletltS in tho various modes can range drastically in drtticult;; if you are having trouble against a specii1 character then please tefer to theVs c Play dl<~p l er lata r in the guid-e for tnctics on ho-w to defeat 1hat <:hatacte(. (~0 1)

STORY MODE ACHIEVEMENT/ TROPHIES


All oi the Achie\o-emem:Trophies associated with the main stor)' will unlock as soo.n as you finish the t&.quited episodes. If y u are o havif't9 ~ll\y uouble clearing a1 of these w stages. please refer to the Game Modes Chapter earlier in the guide tor some useful hints and suategies.

Single Play-er Progres:slon Achlavcmcnts/Trophies


1/1111!0

XbiiY l&l

., IDM~riptinn
B< onre B<onze
Sil ~r

Purge of tho Holy Shields Come Together


RC:1'urrtt.:.tiOI'I qf Ord(H

lO G

S1 lear episode 1. 0ty: StCf'y: ctea episcde a . Stocy: dear episcd'e 16. SIOt'y: d ear fiMI episode.
Ouick O~ttfo: dofeat so wafrioc's. Quick Batt!o: dOfat t50 warriors. Quick Sante: defe-at all warriors, Arcade: clear Asii.l route.

200

JOG
75G
lO G

Hom i& Fantw~y


Path to Glory
Road to the Duel
SuddM Tdmptl!ltion
Po rfcctTr.:~incc

Gold
Brcnlc

QUICK BATILE ACHIEVEMENTS! TROPHIES Th& best way to start wotlcing towards this
g roup of Ac:hievementsrrrophies is to use the Seatch Criteria function in the Ouick. Bat

200

B<crue
$!IV(:(

"00 200
400 200
15G

8rC<U<>
Si!t~er

tie menu and search by opponent stength. star1ing from Beninner. Every time you ciGa( out the four rows of available opponanls, refresh !lle list so vov ca.n find opponems ~ou haven't beaten ~~ec The names of u1 t-fought ::~dvc tsaries will be highlighted in green end defeated ones in white. ( 40 21
Onca you have beate n everyone in Beginner, moi& up a difficulw aftd clear out fW Af~l()ne in Intermediate and so M, vvol'!<in.g you( way up the (anl<:s to Advanced. Using this method will alfC\"' you to got used to the tactics that the differeot CPU oppooents employ at the d iffe~ent difficulties. and also develop gradually as a player by buildin9 your skills up on each diHicultY before go-

WarVeteran

A1tatlo: cle3f a roole without continuing on


hi!rd diific:ul1y.

Usurped T rue Name


Pursuit of Obsoulon SkUI9 for Duel&

Bronze

Quid< 6a0l~; w1n eoainst 1 (lla>Nrs with tittes 0 tilld us-e the cblained tide on tt~ plwer lloonse. Quid< 8an!e: def~at Harad:l TEKKEN.
L~Mdafy souls; w1n

6r()(lre
Sil'ler

200

t.-ith Suwe Edge.

USURPED TRUE NAME You can easily get this .A.d'lievement,ITrophy while you a(e in the eatly stages of working towards the Path to Glort Achievement/Trophy. VVhile vou are dele.a!ing the Beginner group of
opponents. simply pi~ ones first that have a Tide vou do not have. and then once you defeat them, exit 'bac" out to the Astral Home and go to y OU( Player LicCf\Ses. Locate the title of 1he warrio1 you just defeated from th.&lisl of available Titles and then set it as your active ona. Once that is c'on&. rep&at th& same process a iunher 9 more times to Quickly unlOCk this 1\chievement/Trophy. [ ~o 3}

ing <>~' to the next. Each A(hievemeni/Troplw will unlock autOff'\!HicaU; aher the defeat of
the wt~rtior at ench t&Q uired milestone.

PURSUIT OF OBSESSION You- will naturally unlocl( this Achievement/Trophy 0\lll!( the coutse of time if you are \\'Orking
wwards the Sudden T emptation 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 func1 ftom the Quick Banle menu set the ion 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.

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..

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 1rst concen1 uat9 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.

SKILLS FOR DUELS

CUSTOM IZATION ACHIEVEMENTSrTROPH I5


Not all Ach~vemontS/Tro-phios ere ior d01r19 tattle m SCV: and tl'll$ small gfoup rewards your ceotive t:.lents rather than your skills on the battlefield.
ll~m

Xbox3C~ I
!)()

A Soul Conl o11c:cs PflS-IOIHitO At11S I Colol'fullllut l on

6!0!'It0'

"'

OtniiftlOII

Edi! a pl ayer k enlt.

20G lOG
!)()

Bronze Bron;;o

CrootiQr"': create a ChWIOIO with IUII>QI\ c;oo1 I di nation (us.ed SWMhing oxcopt 1 heohl,), 01 CrootiQt"'': tale a thumbniUtw m~nueltv Stilting a decor~liOfl frame an(IIXI~rouno.

II

Livf,ly Pub

eronze Change lhe BGM in OQtl()nS

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.

A SOUL COALESCES

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-

tho Photo function in charaet~l' creation mQnu. s-et a Oecoratlon M-~me n e1 thef the ba0<9rovnd o foeg1ound in your I)(OViow vvindow and then sot t background from tl'te hStS availat> to vou. Once you have selected vov perfect pos1 and scn1og for le your chO(CCIO(, tako a ! napshot to unlock the Ach 1evemoni/Troptly.

phy, you shoold also atteMOl this OM to get bom ol them Quickly and eas1 Using l'l

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

ONLINE VERSUS PROGRESSION ACHIEVEMENTSrTROPHIES


These Acnlovem&nts{Tiophies can only be attained b't playing SOUI..CAI..IBUR Vonline. While ell of these ato l)(ogt&ssive. some of tnat pte>gresstOOequlras y<l"J LO w1n so if yooJ l'r&strvgghng against the onrne competrtion. do not hesi1&1Q 10 refer to the (:h~racHu dusplers in Ihis guide to level u-p your charac1er Dnd lo.Dm n'IO(O about voor
m&l(h.UI)O.

11

..

tfUIII

:,

Boglnnlng of Dettlny

Proof of tt Fighter

"'

Xllon; )1;0

w
150 20G 26G 70G lOG 26G IO oG

,.., IOo:~ct~r~'lioll
6 10I'IZ(:

f\e.ohH et' 3 Ri'f(lll

O romo
BrOtl%0

Win COtlSOCllliv'o r'nbt<:het On ):box LIVE.

Morconnry ofWnr
Strotog1st ofWor Hero C4tvod In History

Si!Y'(:r SINtrr
Bt01"120

Fioht 30 limos on Xbox UV E. FiOht 751il'tlots on Xbox uve. Fioht 100 tlfnO~ ~ Xbox LIVE.
Win 5tim:s In Qof'lO:::l'('St Ot"' Xbox LIVE.

C.tmy OutVour B4ll&re


Courogcou11 W11nlor

Sd'J\1r
GOld
BIOf'IZ(t

Win 20 t~s 0 1'1 Xbox LIVE:.


\"'iin 50 t"mos or. Xbox LIVE.

Conqueror of tho Arona


Synehronlto DNA
EUifllfll Sloop
Awt~k~ nad to Vlolonco

w
3GG

uso E in o~'(Ot nlmc:h. :lo


~nkocl

Sitvor

Matth: vhfl 10 1 im.os wilh Ezlo.

Reason to Aght For


First St op of t1 Logond Sing'& own
N ot~ P~al so

lOG 20G 30G lOG

Bromo
Br01"1 ~6

!Wllch E4 rnn\l.ln rbnk6d matCh. !leaCh E1 ronk irt tllnked m.otdl.


R o.(JO'I 01 rank In ronkod m~tdl .
Upl~d !I ropl oy o f yur wilt

Silvt!r

Bronzo
8 1002(1

Ofl Rlvols

6G
lOG

P !){lei: -'fiOth<t! pl(fy'Or'l'l IOJ)Ill)' loy


AICO CIOilr O. IOodOibO& r'OviOwl\1' (I dO: fd ICCOC'd bOilOI lhM your rival.

M aakAnothor't M omorv

BroMo

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/T rophy, so it docs no1 mouoc which you prolor to ploy, 4nd it dooso't even moltO if )'Ou ,,._,i,, or loso tho::;o matchos. f 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 the you novcr switch chc n uactGr. 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.

CARRY OUT YOUR BELIEFS

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 R01 1kcd Match. slthcugh this wi 1sovoroly d1 minish 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.

COURAGEOUS WARRIOR

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 ''' OfdG ~o unlock thisAehie"omom/ffophy aro cumulativo, so you r
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 Conc1 uoror 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. Y will be rewarded wi1h mote ou experience points ror dofcatinO enemies of GQu& rank 10 vou so you eann01 prev on \>vGOker. l l()'vV$r renked' opponents. U you 3(0 suugg'i"9 ;,, your mmcl'los, refer to 1ho c:laracter ehoptor for your chosen chorac1or for (l$S istonco. Md as sooo as vot hove dofoatod enot.gh OJ>PM C nts, ~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.

. ACliiF.VJIMF & TROPH\' GUII)E . .NT

SING'S OWN PRAISE! NOTES ON RIVALS

Once vou have vvon your firs1 Online match


~'Ou can return t o the Online menu a.nd upload your replay from !h er~ to oosily unlock

a rep!a; of llle opponent that just bested ;'ou and download a replay irom one of their mau:nes to study their tactics. :

M ASK A NOTHER'S MEMORY


Unfortu-nately, to unlc.;;k this Achievement/

the Sing's Own Praise Act.ievemem/Trophy.

the Arcade mode.You can stan by registering a group of new. or lov~ ranked players as Ri vals, and then examine their Plaver licenses to see if they have plaved through Arcade mode. Once you lind someone wi!h a tim-e that yOU feel COIYlfOHable beating, aiJ you

Similall'/, aher suffering your first Online de

Trophy you will need to take advamage of


the fact that another player is suvggling
i1 \

have to do man is go mrough Arcade mooo


and bener their time.

teat. rettm to that same menu and dcwmload

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/T rophies.

SOUL FULFILLED
Progressing through th& Ft:>tal Soul ond

Throbbing Soul

Achievtlm~Us/Trophies

on

\'Our quest to reach tOO highest possible laval (99) and unlocking this final level related milestone will require a significant amount of

~ History

Xiltll MO
Repo <~t&

PS3

n.ae,i(ll!on

5G

OrCf'\ll)

Btutle in $ 0ULCALIBUR V fo: 1he frSll1me (excludlf\9 training andVS OOtCe).


F1a~r level reaches S.

F<:tol Soul

.SG
15G 30G 100 1 00 tOG ISG lOG 100 20G 100 100 200 tOG

Brcoza Bronre
Silver

time and XP. For Offline modes. Quick Battle offers y-ou the best XP rev.ards. and vflil& . vou are battling in there vou can alro ..vo:k to wards the Suclden Temptation Athi<WamMt/ Trophy. The XP tewards from this mode do, hov,evet, diminish as your level increases. es pecially once you aro O\cr lovol 50. so if you are COI'Itemplating doing it, it is best to st.tu t earl;: Online Ranked Matches give V(l.1 significontly more XP. so if you are able, thtough that is how )'<>'. can un1 this AchiBW;mMV cx:k
Trophy the fastest. ( .,0 1]

Throbbing Soul
Soul Fulfilled Stalwtlrt Barbtulan Adorod b V Hc:.vcn

P1avtr le'Od reeches 50.

Bronze
Brooze Bronze Bronze Bronz<(l
B10m ~C

PIJ.,rer level l eaches maximum. Perform a wall hi150 times.


Perform 20 ~pple breal:'s.

U ke a Flow i ng Stream
Momen tarv Pl easure

Sucoossfol!f petfOl'm a just {l ~rd 5 times, Sucoossioll; perfOl'm an impact 100 limes.

Blade Sword of OeaU1


Han ds of t h e AbV$$

!CO. v.ith critical

edge~

lime--s.

VJin b') fin!) Ovl 50 tim es.

Panler of Sw ords
Win d of Bnt1h:

Bronze
6f00 2..;'l

P .erfect v.-in 50 times.


Reach oVI:'!r 87,600 m in toU!I m:)Veme.'ll
diSitlnC 10 baltle.

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/Tropho '.'.'ill come nnt es uraUy over time. bvt if you wa01 to get some of them faster, you can tt, a fQv.. things to speed the process up.

Allt,ufng Kaleidoscope
Gale Forco5
Never Ending Effort Footprint$ of Soldiers

Bronze

Land a Bravo Edge 100 Lmes.


~.0.

scvs

Bronze
Bronze
B fOnle

11'1e opponent 251imes wi1h an anad:

~fte b

quick. mo.-e.

land an utwck 20,000 limes. Defee! 100 !"113!e ch&rac1ers.

lOG
tOG 15G

Give in to T emptation

Bronto
Bonze
Pll!ti~m

Dcfe&l 1 temate ( h&racters. 00


Go.,d bufSI 30 times. Un!ocl:ed autcmaticatty onoo a.t otMr 1f()flhi~ l)eeo &()ok~ on 1he P$3 ver$lon <>11he g<>me
fl~;e

Fancy of a Mad King


Unwritten Hi.;tory

Fot OO<afnple. if vou are v10rking t ov.ard s Hands of t he Abyss. then playing on snwll s1ages such as Cavern of Ll'!)ht (lll<l Oafkn&ss

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

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 ,

vs

'

Story I i'<~ lrcki~$'S f.)th(lf. 3 bla~ksmi;h . '\SmedRo;hion, often $;>01:: of the l{s mi$~ing mothe:. Sophiti;~. he ~id. \~S ~ faira$~he wa$ :s;rcng. ar.dwisea~she ..... .,:; iuSt He f~.aleel

been poisorMXi b'i Soul Edge. Furthermore, Palrol:los had 3 sister. PyttM, v.no had been abducted by o mtH!cttecJ woman wie!diC".g a ring b:<ide.

young PatrotJoo 'Nith to!c:.-of her <.fvino MIS!ibn to se"te the


VI'Orfd ircm chaos b)rd&St:O'tin;) !.he cursed sword Soul EC~. Pauokf.os du.wmW o! $Ctnd..lf becoming a hotvwarrior ftim' $ell .:~nc olltt\!lll; metoting hls(l"'Ither.
Bu l at the cgeo of 15, on the very night he wQ!l hiS lif$1

\b\ling to frd his siste1 <~nd <r~ng~ i\11$ mother P<ttrol:fos . studied unde1 scvcrol mt!:;tc5 or \he f.ghllr.g arts. \\'itli
ha'l oonvietoo and false conf,(lenoo. he IY.:IM'd hims.e!f into
" ....JO~t\ of vengeance. Finally. aft~r yeers of trainif'l9. P<:~

tfQklcs leamed that Graf Dumas of Hung~ry w<.~s

r ccruitir~

sword.figh;ing tourn;ment ?atrokloss. rrfu would Change iorew:. His <iather. in the lluocsof {I touil)l(l illness, rewaled the tllrth 01 the family's uag'c past: Sophiti:t !;ad fallen in balUe: ~o a gfOt.lp o1 malfested - these whose souls had

warnots to hunt doNnartd desuoy tha maMastOO.He <!<iCily bid farewell to his homcl~nd . "I' m corning fOt' oo, mal:est 1 ed. n..e swotd c4 jt:Stioo shows oo mercy!"

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

Story 1 No one kne\v his r:N~1 name; a suange ali;;s a nd

Bvt Z.W.E r s. lile wbs t~vt to change. He rescued a for


tvr:t1lf oa.me(J Viola .... possess-ed inhuman pcwa1:; !ike his CYN"'. antl the p:~i r becama ti<IVdi r~ comfA'I1iOns. CCc"otinuing hfs journevwhi!e protactin!)V'IO I~ hom Domas's assassins proved diffictlt. but Si9;#od fo~.Jfld the two ft.'9ili\'asantl tool: them in u1'der hi$ protection. Out of grntil\.de. Z.V".E.I. ag-eed to SiegMtxrs re<;vest: he v100!d find a soc cc:.;sor v.'Qfthy of Sou! Ca~ttr. Woukl Z.W.EJ., too, find hi:; <lestn,~Mged by iMc!ash of the tv.'O gra~ t swo.rd:;?
Relationships I He dOe$ not talk about them,

\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 f1 bv his ei<$e. Others 9ht
<;l('imod corp$0$ 'A'Cfe fou nd l1 ev ry city he left ~hind ... l e

mo

In tn;~h. Z.W.E.I. w.as a hunt-ed m.an, 0<1 the n.m hom ss sassins sent by Graf Dumas of Hungary. He Nd dared to interfef$wiih Ou m.,~s PJf{leOf the mafleste<l.o witCh ht...l"'t IM t fols~ty aocusoel a!XI ox:ocuiod Innocent people.

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 :;";(<$ figh1 in anticipei09 tiOC' 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

with a blue stone; when Xlon ghus grew frantic and immediately ron to hc;r J;vt:b~u'ld . "I dcn't want Ler.xin $>!POSed tO the C\ltslde VI'Qrtd. I w.ant her to becon-.e one of tho cmpo:or's v.-i\'esl" Leixi3was. sure it was tho si~ht of the pendanllha1flad catned this drama lie chMge in her rno!her. She escaped the famlym<~nsiQn ;:.'td ~tou t oo discover why.
t don'; tra.,re much ;o go on. but I'll ~Ji,lu c i t out; $hO re rotved i Oherse't. ':After all. this is my 6eStinvr At last. the time h9d come to venture out in;o tho wotl<l oi clashing swords and swe:eping fmtmce th3t she'd dreamed cOOut fo1 so IOI'IIJ...

Relationships I Hor fM hor Is Genera.I Van Wujin of t h e M ing Empire. Her mother Is Chai Xianghua and she hus a younger bro1hor ''amcd Lelxln.

Story I Natsu was a n\Eimber of the demof.,fighting Fu Ma clan. ShQ grew up undGr th~ Mrsh glares of hOI fol low ninja. who feared the great demon Aratlal)aki that

It was then that a gill named Leixia app~an:~d at tM gatos ol the Fu-M-.1 village. She explained she vas oo an "adventure'" ;o unC'O'.fel tht~ secriJtS oft~ mysterious

was

~aled

within her.

SoM~ ~ven

made ant?mpts on

P!ln<iant. Whon LQixia learned of tile demon dwel ~


ing within Na1su. not only did she shCh'l no fear. bui sh;) was actually Gt iVIOus cf Natsu. Orawn to the girt's cMorful innocence. Nal.su offered to serve as her bcdyguard. After all. the irip might plo\'ida an oppo.toni ty to find her missing master ~$ welL And so it was the two girls b.agan tl'le.r long journey

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.1 aster s:aid her jouroey woold last no Ienger than tNo w eks.. :" e

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.

Story 1According to hlstorlaf"' Shaun Has!if"'QS. 1horo is a gap In Etio's l im~lino . lhough d~ta froM tho AniMus is sparso. 1 would s~em E~io disoo~f6d o SH&ngo ani l f&et lr"' i506. .vhil.aon lliS WIJ'liONovcmo to riQht Cosnre

Tho Animus rcadlnos oro vory orratic oflor thot T o avoto Shac.m: "Bvggoril l know how ONA nnd nn cnrthQuake &l'O rolatad. but this IO<)kS liko roDdoots from tho R1chter Scale!''
AccOidino to our data. Ezlo's tirr.elloo sooms 10 j~JmJ) U ) tho end of tM 1 centvty- with him nohti.ng against 6th sovorat wango, poworfut tees. Tilts c~ nnot be possible. lmmo<tiatotv 3ftOfwarcts, l!tio oppG.'lrs. in 1507. s.&1ir'{J 1 for Navarre.

Borgia.
TllOorhf&et ir"' QUOOtion W held twa group ofTocT'lpliHS llS plotting to ovonhrov, Ovoon CoH1Iino, oli tho Spru'IISh ooor.ot. During tho nlghl. E:lo bocudud tho ~hip, over came thO Tompl(u:.. and .set tho vosscl Oblate. He thCt'l StOle tho C llOSt holding U'IO artifoct Mel. onco in a saro p!nco. cponod rt.

I guos.s. tho U will tomoin J !'nf'$ley. '\lth

Relationships I M ember of tho Audltoro fnmily nnd Mns,tor of tho ltnllnn Ronnls.s.DneoAfUiassln Brotherhood.
'l,;2CI?l,
'lllil lltll"thl"l /II '\;I JI'I:~:-'-'>':"I,.A~ .. til' lrir1:,1,

".Cto, UI,Jv!!,

Jd;l

IJ1

~~ "\llll

tilt' U.S. /11' 1,1.~ r, I ill :

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... Fron.cc hl:ld been dtNliSlated bl(wor. t~ nd Aaphool. head of tho onco-prood So101 !og&ey, was de'13SI&tcd by o bouoyar th&t cos1 hifn everytllif'IQ. But thon ho m01 someone. someone who tooi< him in and sh~terod him 11"1 h\S hou1 of need. &nd 3uddentv nono ol it mouor<Jcl. !-tor oomo wos''AtYrvl"

no momory of hw hO 1\&d gouen ti\Oro. but ti\Ol w asn't im(X)I"IMI .. he had tO finO' Amy.

Whon Raph8ol burst ou1of the PJison. O'lll<Villing out


siOO looked diffotom !han ho remomber&d ...but no rr.at 1 1. Thi' v.'Or!d wos but D flooling d100m, dostinod to e be uonstounod into a n-ow and bOtiOf 1)1(100- a wOfld twlstod to tho neods of he and IM bolovod.
"Don't worfy, Amy... J'll bo w iUl ~ou SOOI"'.'' A for<:O Of I'MCIM:SS W 1 I)$ 0090 \l(X)O lhO world, D ll\DO

1'-4

Ho ov.'Oko wilh a st~t to find himself in a datk Cungoon coli. thick wUh g1 lmc and tile stonel'l of death. llo had

whO WOuld Sl()p 01OOihinQ 10 find hiS

OO~=t~nshlps( ~

Ho hns n foster dnughtor nnmod Amy.

Story lin the hean of a bustling cily, Viola qulotl~ pllod hGf tf!ldO. Sl..,o ..vouldn't &lOY thoro looo- shodldo't smt MVW ilOIO 1ono: fonunoJelling e-M boa dangorous OC cupal()n whon you actuolly tOUtil& tuth.

to hear. Her own memoriles woro so bruren 1 she hat cou'dn'l omr,Ntthlzo w1th o1hor rxx.:plo- thov didn't oven leo! roe! to M:r. Tl\e one oxcoption wJJs Z.W.E.I. Thoy wore 1{1ndroe1 sp:r 11s. ho said. both of them ~sscd and burdonod with inhumo.n 1)0\J(lf!l 1h~ l torccd 1 hom to journey through 1 o alono. if
As ~ravollno oompanlons. tlley mode to 6f1 odd pau: a

Bv pooring into her C VStal ball. Viola could se-e dcop within ~ IXHson's ~oul. But of hOrsoll, SilO ~n &'W noth

Ingot au.
" WIW am I hOro?Whotls rny purposo?"

The horsh tt\lths of Viola's prOdiChOn$ alw ays led to he 1100 and re3entmon1 ~o sho livOd&s a oom&d, truvGMg . 11om one city to tile Mxt. SilOtofusOd to follow custom Md StMt>ly tOll h(:t P~WOM Wl\t.lt Sh() lmaw th<i'V W llnted

vl6f&vl011 Mel & (Qf'IVI\C t~Uor, bOth whh P3stS SllfOud

od in mvs1 Thoir ioumov would oominuo fOf somo ory. time. until Viola's lost momoios rotutnod ..

Relationships I Docs not romombor, but trttvolllnu with z.w.E for now. .I.

Story 1PyrfM nevor know hor uuo family, w'ld those w llO CDtOIJ for hor sho nOV<lr know for fong. Liko h<tf fritnds, or tho elderly coup!o w ho carod for hOr- <1VefY ono closo to hor diad mysteriously. A!J S was possod ilO hom one famrly ~o anothor. sho loame<l wolf hovv to {JVO!tl conflict. Evon whO!\ thOso around hor ltlmod tholr boct:J on tho ~bflf"'gGr o l woe." on sho would do

Wher.thG dOt/ come !flat Jufgis pr~sed to hor, Pyrrho


thouQ that she must bo the h.oppiost woman o!i\'o, ht ...But thoo h hOJ Jpened ogaln. Tho: vo:y night. Jurg!s wlls found dood. his oorps.o brutt~tly disfigu(Od. Pyrrho wos immodioto{y
irr.pr'~SOIHKI

for the Mufd<H.

anti tt(lr too! ful <loniols foil on doaf oars.


..Why doos this l:.oop hepponino 1 fno?l 11 wa!ln't mo. 0

s apologize.
Drl\'en from thtl cltv. SM was eapMed by ~/.Dvors ond sold 1 a nob!emM's son tulmoc:l Jurgis. Ho took her in 0 ns & smvan1, but for the rifSt time in hor lifo sho lolt hor mlt'ld end Man were- ot easo. It was no surpri:s.o ti\Ol tl\0 1\o\' 0 fOIIll'l !ovo.

11 wasn't me.. :
And so it wos th.!lt, whon lira appoau'}d 1 seduce her. 0 I'Yfrha's h<Nltl w &$ M 1 lfagl!o 1 rosist. .. t 00 0

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.

Story I Siegfrted htd ptayed hC$1 10 Soul Cohbur tlr'.CI. ultimately. de,troyed Soul Edgo. Aftor lhJt opc OOtt e. the knig.h1 1eturned home au<l Of'lJOtOd 0 btOl period of p~. But deep dOwn llGknew his v1t01 was not over; k :he cursed :.word'~mlt'lions - tho moii<OSied- remaned a se1 iouz thrcot nonli.dng t'IO couldn't atop tMm ~lone. Sf69food gathered his staunchost allies to (Ghxm his otd m~rconary QtOV$), S<:hwo1rzwind. One dw. i!>fter more th11n a di<:OdO of SOfVICO protect ing h umani~y 1rom lllG mtllfo:ttCd, SOQhiOd d t:9CCMHed that Soul Cahbur had ;rMsformecl into ;:~ new ono

honded sWOtd -a clear harbngor ol Soul EdQo'$ return.


A new champion to w1Qid So...C C.llbvt woukl need to be found; s,ogffl(ld osslgned thG llsk to Z.W.E.I.. ~

wandering swordsman who had Joined hts morconilrv


group,

"So... Tho 1me has como.. :" 1

Soul Ctlhb ur, ll;.e Soi.A EdQ possosse<l dMoarous O. pov.-er. Sieghied qu'utlv t~w.,tod tho O who would be ll8
worthy to wiald it. .

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.

Story I UntkN Constent ttu~t hom~ Edge's fCW'QeS in noogtob(lrong Os~-.tl$bufg, The ""'odom ofWdltrooo teetOtt on tho bril'lt: ol deSirUCt;On. Ptln08$S t-ktde led hef fllrt'IV 10 YICWfY egaint tho eutsod svqtf. but the banlo poosonoed tho l.:.nd ::~n<l robbod t of ~r'f'/ decent lutut. At10t P\1 n1UI tlohber'IJIIOn. Hilde ordered an exodus fromllOf lungdom. As she ioume;ed :rom na1lQn to
her people, :>ho ~ ISO Hfl(tlij~ fQt m(l(ln~ tO p uf1fy VYollkrone. Tne waf

unMown party. Intended to &rt dilim to her befoukKJ


kingdom.

Hilde rctauemb&od hOr a1ny a:'ld prcp;;wed to fighc alongSide Sloglrt~~d: s"'o wou'd never sorrendet the land lhet was hor QOOple's birthrigh;. Hdde kne-w $he mav not hvo 10 SOO h(lr subjects' safe return tc Wolf
krono. but her two thtldren might.

nolion. nooo13l11'19 tor- land ~0 resettle

etoain'll Soul 'F.dge nmy h{l\'Q oodad. but tho bilttlo to ros1o1 ho1homol.unrJ contlnuod. o

Ono doy, ~ho roocivod a messttge from he' swotn friend Sleglriod: M ormv ol ma' fested, organized bv an

"I am not alone. Bohind mo swnd U IXtwe peoplo of le \NOI!krono, 111d 1he ch1ldron who will succeed us!'" And so it ..vas ti\Dt. with hopo In h or ho.'.ln. Hilde raised her swo1d und SD04f c sot to her cavs.e... uld

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.

Story

wastes ol tl\e nonl. oast ~ Etnp~re The w< llOy ~1>3. on o QUilOt to _ , , the Koll-Ytrga.

IF<M u-s -

ll'orO\lgh 1:1>0 ,...t deser1

"'\~

catn,.,. and nrl f-ed lho ~no_, ,..;


lObo." I!<! said

just ~te .. :;hOutOd LC1003. buc. Maxi gave h9f a

'"I hear lhov Nwe great stNm buns 11'1 UlO ncxl \Offl.

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,"

As Le(l(ia btushed. Xtba l~pc up. S:uddOnty reuwigoraC and raring to go. Nat'5U could 01'\fy Sh~\:0 hOr head and sigh. Wha< dostiny would owaic thl:s l'nfsft ctew a< the end of th9'1f gruahnp joumov?lt dt(ln't mai1Gr to Xiba- !lOt ncr. anywot. All ho cart<J about wa:~ getting ' to tho next town and tho3e ~tcDm bun:i.. ~

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.

Ivy had rvsh<KS to Os-tthotnsbvtg in order to ~ltOY ~ EdQO: nstead "'" 'oc:ed her lathe< c.r-tes She or-. """O$Siv cispoiChng her fecMt 11'1 cNJrr final. lneh.l cb'!l But bebe she cotid move Of' 10 hot uuo quorry. ct1e sky tore apart..
Story I

dimonsJon.

~!\I "'Q

tho W'(

OUT WOtkS. nta 1Yri'Ofd t!.$e.l

mav be beyond hE!f reacl'\

It CQUI(S

be IJom "93in in

ShO ,..sonocl. but what~ she CIOUIIJ rob it of its relu;JGI Wl>M ~ .... ~ llosOOV Ihe wcrid b<>nrf lhe nltl

Soul EOOt. ltl phyatcal fOtm WHOred. Cfsappcared tntO lho fltt obcJo
Othe11 collud thl1 v1ctory.

Fot <NOt 0 ()OCtdO fy rose.arched t~ s-.,1)Cd"stne. a pf.oce sho c.erne lO cal .. Asual 0\aos: Her body. .....;o.h the blood cf 1ho ~urGGd sword fk>orMng '" tts ve;ns..
seemed to hl'vo forgotten to oge
It wn Soul Edgo lti.Jt t-{1(1 thrust this destiny upon her. and Ivy would not lOSt t~n hl tt.e Cufsed sw'OICI .vas

bu, l'ly know t::ener.

Hilvh,g spont. o IIIOt1me studyr.g !he C'Ursed swo1os eve e ot desuuctlon &nd (ebfrth. Ivy w01s convtnce-J that Soul Edco w as mt!rely btding i1s Mle s another n

pu(QOd ltom ol exis.tonce.

Rolatlon:;hlp::sl Her adoptive pArentlt, Elul tud CountO&$ Vlllcmtinc ~rc d~ea:~ed . Hor roal rather Is Cervantes.

t JL\RA(:Tf.R PROFilfS :

Story 1Cer.antes traveled to Ostrheinsburg in order to

reclaim Soul Edge and dev'Our the sweet soul o f his d.aughrr;:r, Ivy, but il was Ivy hersell who foiled his plan.
His t:o::ly t:~te!l and his mi nd shattered. Cervantes was swallOwed by a din"~oensiona! rift o;:~oood by Soul

oourse -IT'Ore 1han hall a century had passed since the graat pirate last stal ked the Adamic.
Vv'hat tMy cftdl\'1know- what thGy couldn't Mve b lown - was that C&rvam os had broken ffoo of Soul Edge's oonuol. and escaped from the other dimension. He had returned to his wof1cl at the height of his powers.

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 Rel ationships I Antonio is his second in command. We c:ommand~ his erew with fear. Ivy is his daughter.

.. ,.II mal:'e dam n sure those iools remember tha name oi Cervantes, l ord of the Seven Seas! "'
O f ths world once mote but no lonGar boond bi' its tules. CorvaotGS set sail once agai n ...

Storv l lha Spanan swo16.Sman Aeon heee!ed the divine calling to become a holy warrior- a soldier tasked w i th destroy:t.g Soul Edge. But his mi ssion ended when he was captured by a cult know n as Fygul Cestemvs. and tran$iorm00 into a hideous monstel.
~why?" ha pleaded.
rrt{ time of need?!"

" 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

"'vVhy has my god fofsak~n mo if'l

memory...
"How can I regain th&t which I have lost?" he won dered.
But he knew th$i!tnswe: He mus1feed on newvic1ims. He m u st consume the flesh o f ho!y wan iO!S...

In despait a t !h G kiss of his humaoit'/. Aeon eventual ly surref'lderOd to llis Masuv nsdncts: H& wall\1.. on all ~

ioors. Md devoured anything-or anvone - who(:ros.sad his 1 >ath. M.env years passed. until one OW Aeon heard
an inhuman voice speaking to him inside a ca~e .

! I '

Relationshi ps I The memories of hi s family in hi s homel and has m i xed with t he memori e~ o f his prey. He can no longer reco-gnize them.

$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.

favor vitll human nations, sduami f'lg i n se<:tet andga!h . crif'lg souls from the shMows. Tiia could 00(cl-, stand to look upon this oowardty Niglumafe.
"He's an imposter! I will never accept him! "

I.

'

The t\'\J pe:sonalities w ithi n her lamented as one. and hov..!ed tog-ether i n a chorus of ra ge. B ut Tira fo-.md some solac;:e in her plans for a certai n young girl, and in 1he evei-9TO'.vi ng strength of tM ShatterM sword's fragments. Ae\-italized by Mr ho;:os: to tcvivc Sout E<lg&, 1'1ra dedicated hetsel f to a llu-nt i cx the !>Nord's SC<~ ttere<l pieces.
But aiter waiting so m.my years. the rebom Azure Knight was not at all what l ira had hoped fos. He curned Rel ati onships I New fl ocks of Wat<h.ers raised by her.

" In that case ..." began the dark h<.ilf of her perscoali tv. :..1 shall prepare an app1cp1iate vessel for Soul Edge m; self!" fin1- hed hQf 'brighter half. l ira c<ut<MI; had au S

the ingredients; she'd been carefullypn:paf'ing- tMm for' 17 yee:s. It was the petfec:t plan.
And so Tila disappeared into the nigh t once m()(e, on

her way to visi< tha t .. cer'tain young girt.~ ?vuha ...

St ory 1 Defeated in b anle b; Soul CaJibur. Soul Edge shanered, its f 1agments passing thfO'.JQh a difMnsional ri h th at scatlared them all owr the world. But thO cu-rsod sword':> mi nions tracked dOwn tile sl\ere!s, 81ld r eas sem~d as much oi the sword as they oou'd . Eventu al!t. it re{Jained! consciousness : ~~sing a sparebod't it had hidden beneath Ostrheinsburg, Sool Edge was rebom.
Soul Edge's new ho-st assumed me nama " Dumas," and worked its way imo the i MQr circ-IG cl EmpCior RudOlf II o f tho 1-r.oly Aoman Empire. U ndefeate<t in battle end brimmin{l wi1h knov:ledge from all c::omer s of the world, Ovm.11s quic~ly won the Em p eror's favor. an d was granted dominion c..er the Ki r)Qdoll\ of Hungary.

Hunga(y was oo the front liflCS o f tllO wa( with tile Onomar"' Empire, and in a perfect position to advance Soul EC'9e's soals E>:ploitino naticf'IIJiistic ten dencies an- religious differ-enc::es to fan the flames o f hatred d
and suspicion. Dumas initiaied a w3despre-ad hun t and mass~re of the mal fested. O f course. the pu1ge was merely a covor for Dumas tfue intent collecting tle remaining fragments ot Soul Ed\le ancl harvest i nn count!ess human souls . And so. under b.'!nners of uni'!y and purity, Soul Edge's new "nightmare" began to sweep through Eu(Ope...

t~s

RclatiOn$hips l tngratlated hh".ulf to Rudol f II, t h e Holy Roman Emperor. Graf Dumas. He l ords over t h e malfested minions o f t he cursed sword as his perso nal soldiers.

Story 1 Ever-scarctllng fOf' 1 WOtthy odvers;;~ry to tes-t skiU Heishiro MitsiJ.lug journoyld to Osvhejns s. there he entered 1 chaotic alternate dimension Mel faced the hero Xing. Algol. high eto.o a colossal tO'Ner. The t\VO \..,iu.SOrs c:l&shed whe-n $Uddenly Algol disi'lppearf:td. along with Ult tower lind an !heir sur roundings - a dlMOMiof'\81 convargonco had Wilrpcd Mitsurugi back to reality !)(;fore tht duG could bo de I cidod. " Some 1.ime later. ru mo11~ of o g1 confliCt b&ek oat in Japan reached the \vandodng 1\"'Ird~man - & pO\..-er struggle that would dGIG rtnine who v;oukl ru'e 1he entire oountry. Mitsui\JQI raood beCk 1 his homeland, but 0 i: was 100 late. 'Th6 b6tt efttld at Se~ahara w~s de senea. The war \'t.JS over. Wh11& most ol Jap~~n wou\tl

(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 tr t~vols, Mtsvrugi 1 esigned himsolf to a QUiet life as n Iormor:

' Then. ono day, he happened 10 encounter a group of


.soldiefs, freshtv retvmed from t1 tovr of dutv abro~ . The men spoke of a gron1 sword. so m;ohty that even now they onlv dared wlf,pot i1s name: Soul Ca!ibur. One mention of tho Hero King's sword is an it took. Mit surugi's lust for b&ttle rewmod m Ml instant. suonoer tMn ever." ':A.!go1! I'm com10g for vou ... The samurai " sold his entire h&rvest and soeured trensport on the first boa~ to the c:ontlr.ent s.oo~ino an end to the duel the.t had beg!Jil 17 ..aars f)(ior..

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.

Stoty I Maxi OriJW power from Ule fragment of tl'le curSOd S'WOf'd So\11 Edge still lodged 1 his body. but 1t n camo wl!h t1 Pf!Ce Even after defeating Asuuoth and

aveno!no hs aowmates. he (ema!ned oonsumed w!th


an inS..1!l8ble lust fo1 revenga. No1 wt nl' ng 1 dmg his ffionds dovm with him. MaJO 0 left Kilik {lncl Xla..ghua to watk a dark and lonely path. Llvii'\O 11'l tl\e S h(l(lows. his hull'lSnity graduallr Slipped awav - unll 1 lcund salvation at the IKIOO!I of Edoa \G M nwr. Kilik't roflnor taao!Ult. Tho old man 1auoht Maxi how 1 livo with tho shard of the} C\lrse<l sword he car 0 riad W1thll'l lllm. ~nd in tlmo, Maxi managed 10 sup PItiS liS IOUIInfluenoe

ot the next e:ght years. MaXI's jovial toml)orament retumed. He e..on started to iol<e about ttl& unusually alow rilt<) at ...micl'l his body wss ag:ng. and how e&sv rt was 1 pass as a voung man. 0
~r lhe course
Perht~l)$ sensing the tim e h&d come. Edge Ma- ter bl)(Je s Maxi to listen woell Kilik's life ~\ltls in da.nger. he said,

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 1 mentor Xlba, and led his YO' mg disc1pte ,-..est. 0 . on a QUOS I to S3\0 a dea1 friend...

Relationships I The past remains in the past.

Stort I Ptamed fO'ri( on IN ..m .,.we lhe wo'lio< stOOd a bn""':"""""ftamtsn-onddancod.CO..t ;,_ Tne .sword Net a name:'ttWIIm&su. It was 1 dcMooiC blade. steeped in the &iff of Soul EdG"Q and 8\'&r thusty
foe blood. The sword's last awnet. too. h.3d been called Yoshlm iiSu - b'l bestowing h1$ Owl'\ n&me vpon the b!ada, he htld soo!od 1 evil O IS O'W6t. But h8 hat! bElen cut <!own

-The
f'IOl ~r
~I

as he ca1led out

r...... -

ot Ns- but""-.. dod

am \bshimitsu thO SocMdl Qttm cnyse f!

The f'..ame~ substded The 3W'Ord heel cc~J)tO<I him as the newYost\iiYlltSu.

_ moments earlier b1 hl.s dolu&!U disciple, a youno just warrior we!l ver~ed in tho ans of Munji Ninjitsu.The dis cip!e made a Vt:J.!J; He wt~uld S(IO tiHOuQh the mission Yosltimitsu had begun. He IC4Chc<l out ond gripped 1he

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 agolflS O'Yi1. \t)Shim!tSu, leadar o f the I 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.

Relatlons.hlps l He wu r&lltd byYa-nhhnlts" the First. Ukon and Sokon are his confidants.. Ho l oud.~~: tho cla10 of hivalrous thieves of the M~tnji Clan.

S1ory I E~ in h;~t(s tr.aocial world had he3fd cf lofd Geo ~erre and his fWm.. the Oaq,ie~ra Cc:wno J)IA"f -The Magrutcena: as he caled hltr'.sd, eo,IO'Ved sucr:ess rn 1 variety of venturers centered atouno me citv of Ve.,IOI. 111 dtJQ to his. sl'lra...'d business dea~ngs and 1itvclr 10nguo ... or so poopl& bGiieved.

In 1tUth, Oilmpiorto W33 3 con man and a scoundrel (1, who wovl~ 1 cheat. and steal as it suited him. T(ad I no staves. lOOting troubled covfl1(ies of thett nat'c()()81 troaauros- flothing was bena.t~ lh him

"OM ll'<ltring, l'os loyal loeutooant ~ had new.: G!af Oumos. rul&l olthe ~ ol tl.-fV w. r><&, P~Mo fOf war ~was o:xcited; he saw conflic:l M en OQPOflUnltY, M ttNOSUnOOl - 8 7e"o'l e.atty iavots could eas..tv nat e fonUllc once the dust ser.fed. He Y.'Ould atrango te> moot the king, t::ea.ring git s cf hi$ fin. . est cannon$ nod a rogrnent of elaphant ca'lalry.
And so tt wos that Oampene s~t off for Hung-al"l/, his mind, as ever. on thO ric:htils to come..."'

Rotntlonshlps I Three dovotod follower~; carry out the bu~in ess: L'dovlgo of the Brokon Oomonic Sword, Alphard tho OMEyed Bornbl h(lll, Md Gls.ele the Lady Bandit.

I : CliARACf.E.R I1ROHLES

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-

determined to tocovor every l:~st l)}eco o f VQICci's ste>lon u~asurto. f\.1any years later the fine! bi t of trea,suro was back 10 piace, and the Money Pit was restore(!' t o its hxmer g:Ory. But \tlld;, couldn't escape a gnawing sense that something was missing. Something that had only bare ly slipped through hi s gmsp 17 years ago... Ho !l4:l'a!OO his naswf's t<t.1Sul 9 tiOV'G once again. and returned to the s.urface world. He must fnld his m;:,s.
ter... His trve master. He must find Soul The curse-d sword's lie

cepiion was shatiefed by a purifying ~low from Ki1t~'s


KaliYuga staff.
B.ad~ in his right mind- il ono can ct~n h that- Voldo de cid'e<f to fOlum to his du tv as the guardian ot the Money Pi t. tho socrot undctground cham bar v.hor& Vorcti h&d hidden his fortvne. Sut VOido aniV<Y.! to find that the storehouse hOO been r{lnsacketl bv thieves. Using the keen ~ens.e ot sme:1 he had de.-eloped li'Ying in darkness, Vo5do painstaki~!y tlaci:OO and killed the cutpfits.

.....

Edge.

had become Vo!do"s reality...

ReiMiom1hlps I His parents and brot hers all died in war.


Hi $ ma$ter i s Varcci who should be r.ong dead.

Storv

I Fygul Cosoomvs. a cult that WOishipped the twi$:tcd god Po:llg3<la. was proparing to effect its grt'lnd revival. " Pain... The Pain! UAARARGHI"

From the dep~hs of a sub tenanoon ternple. rl(l,vbOm lung$ screamed in tOilll(,mt. Th~ cult'S man-made giant, AslC!IO!h, had a:ways ftHiowed his mo:;ter~ biclding. until one day 17 .,ears ago tile CfG\Itu1 <IGWiop9f.f a e will of hi:; O'iV11l and rGboi!Gd: both Astorotll ond fVQul Cestomvs v10re cfcstr~ed. Bv t i1 wasn' t long before tho priests ol r-.1 and Venus Cltlfted il mechanicol ars woman to retrieve Astaro-th's core and re:um it lo the cult. whiCh hoc! alreodv begun to retorm.

w ho had cl!lv.-ed h is w ay back from the brink of death. If Astaroth's core had been a gift l:om the oods. J<un paelku reasoned. unr{l'leling i ts secreis would g1ant him tM power to eteal<? lile ol his own. He eould surpass the goOO th<3msel'lf.lS! Finally, his 1 esearch toe f1ui1. Booming with ttium ph. tht> high pfi<t- I QilNd upon S the now Astarolh .?S he rooted and tOfe at hls cMlns.

"Yos. Astaroth, rag~! knew /cur wrath ..."

Allgol Vory soon tM world will

That w9s only the fitst of manv sueh monster s he creat ed. Released from their underground lair, a host ott hem h.Jmba1od wost. lured by the PO'VV3l c f n dbtont soul.. .. Relationships I Crot'tod by Hi gh Priest Kunpaotku. M any more "Astaroth" aro bolng cro<~tcxl.

FactiOilS b\lni{)Citor oootroJ olthO ptecious arhfact. but it wound up in tho har.ds ot High Pnost Kunpaot:.u, l

'

Story I Pntfokl~X: mot hof ;:,t " OOzoor in l~ton~ul. Her name was Setsuka, and she W'DS a mastet of battoh styiG sheath-based sword atiacks. Known as "Neve" to thoso around her. Setsvka had been taki ng in orphans lind tellching them to (lefend themsei!J'(Is. UPOn seeing her lightning-las: swo1d tedmiques. PCI!Ioklos begged her 10 ;ooch lli.'n. St-.e ag1GOd. ~nd ~U()'IAed him to !(lin the orphans in lheir trainill{l.

l)f0$$0d liulo joy ot hi; progc:;G. SotsuRo hod once li:ed for revenge herself. and she admonished hfm not to lose his heart to such dark de-sires Young anc' brash. Patroklos took umbrage at her word$ and turned his bacl: on his teacher. Look.ing back co it now. Patroklo$ nmlizes l hatlhew~man he spurned may ha'.'e been I he CIOSOSithng he'd GWf htld tO a rYlOtMr; what M 'd run aww frOf'O WbS not Setsuk~. but his own heart.

Driven by hi s single-minded l ~ t lor revenSlfJ. PaVoklos learned at a surprising'y fas; paoe. Bu1 his teacher ex

Clenching the translormed spiri1 sword tight!(, Patroklos swears a solem n vo.v: "I shall run no mo1e 1

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.

Story I .Aitostoo' lor tho m\Jrder of hef master Jurgis, Pyuha sat quietly in the cold s tone pri!>On. She assvmed the ~pproad'ling foots teps belonged to her executbnm, but instead a gitl named'Tira appeared bGtorE:> Mr. Witll :skillful wod5, Tira wormod h(n ww into Pyttha's heart whon tho young woman har<led her a S\VOrd and shield, Pynha never thought to refuse her poisoned gift.
ThenTi1 pull&d out .a red rnotol fogn'!Oilt,. nnd o~ ~n <1 as Ptffha saw 11. sho lelt something ooep within begin to throb i n umson wiih tho fragmen t's pulsating gtow.

The two ftegment s ol Soul F.dge were resonating as one. Seven;een yeous ago. Pynl\a's rr.other Sophitia N, had embedded a sllard ol Soul Edge within hef. N.o in tho p:osonco o ~ lira's frogmcnt. tho dormor.t sh.?td awt'lkoncd. It sot loooc the d3rk cnotions th3t P'yrtha had s~led deep w i lhin her he.ert. and began to gnaw away at her sanity. Ao i nhuman w<li1 s houorod tho still night. marking tl'.o violent birth of lhc being who would succcod - or.d per haps e:en SUIIXISS - lhe Alure NightmaJe.lhev VIOUid como to call hef the ~Cri mson Despair':..

Relation~ hips I P.ntroklos Is her younger hrother.


Sophiti a is her mother and her father is Roth i on.

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 Nv1 to :;witch bet\.-een ng dilfOfent chap:ers. These tableS ocwor a~ Characters. stages. Items. and tttkl's 1 can be un 1\at loci e<lon SOULCALISUR V ond dot... ' - to uoloclt each of thom.
Unlock Overview
.;;:'":::::!._ __ _ ' :: ' " 'I

..JIL.:-.= ~olliCnl
l egend ary Soul'

I U.locl.cumlilioll
- - - -- - - - -- - - - - - : .;;:;;.;; F:::I i::'lh Siory modo or P n lovec :__ _ __ _ _ _ __ _ ;'EN' l2:;0
P\W(N lavt!l 1 7

Gumo Modea

E)(lft' Ao,H.l '" Ncftdt

PoliOk.'Jo:;
Pynho 0
E~urn

Finish episode 12 in Story n'OdO or PltyyOI IIYVOI 1S

Finish e-oisode 19 in Story mod9 :-::- IO\'"-:;; "':;"'::.: :.:.c P:: '..: c ' 2::3:__ __ _ _ _ Finish S~ory mode or Plsye:le....l27

AIOOI [ ~ -' 3)
OOYil Jin
t !Jldanl Citadel: Pooc<ttlrno

PlayOr levelS

F~1Sh ol)hl<XIo ll in SIOI)' modo Of PID IOVOI..;_ __ __ _ __ )'OI = 7 - - - - -- - -- - - - ::'': -1 1.111i~~ 7 in Story modo or PIDyor lcwol ~ 1 Fn i.::l Unknown Fo:tsl: Dati: NIQ~ t

Fll"'iah epiootle 18 in Story mcxto or F>a.,..t 1 9'19119

Oonovr6r C.nlle: Eve ot Chaos


Last R~eson lhe Bl...ld_ _ _ _ _ _ _ __ _ ,;::;;::: AstniiO'aos: Pit~
Towet ol Glcwy W.ostliofy Olc!"otomt

Tower of Glofy SCIII'al ot Cood and Evil

ConQuerOfs Coliseum: Underground Fight Ulopk1 of tho BIOS'Sid


Peni~en~t'fV ot Oe!l11ny

--25 -Ft.1vor level t3 Unlock. K .m:

UniCKA P'(rrtu 0

f"""' ""'50/le 18

il SIO<'f , _ 01 P11"" '"''"' 00 _ _ __ _ '-':.:= :.:= :..._

Unlock Edge Master

OGM Tltltt
Achi Dvoments/

Chi!liiCtOI $1)0C+f!C OGM

Unlock 8f't/ d'laracter (8 in total!

Un'o:kablo Til'tl 50 AchW!',.ementtJ01 Trophiet


Specit1 woepon f<w Poudd~n., ~,.._ Natst4 XbJ .nd ~
t. at'.emace ~for

ooo lhlos over'.'ie>.., on page 478


a..Ad'nevem~mtsllrophics Ov<IO on PIQt

Trophlot

aao

Wttpont

Hn!;.h cor-.a'n Epcsodes in StorY mocto (1M 10t 77)

ol dle."actect

-'""""' ~ l...-els bet- <1611

Ftc.t Ptlntt
Pfl ttom s

Unlotkablo Q.,lgnt

Bnckgrounch &
flrllniO!I

Unlodwblo Thumbnoil11

Unlock respoctive character

Oulck Battle NPC

r nsh Stet'( mode or when other c:haroctcr; OJO ~,;nlocked a1 a ceruin Pl.,-ef Le'ol"!'l

EQUIPMENT
Hood
(1 !1111""' 'l't!tl
Vn!nllkCondlllon~

Artlst'G Beret

Turban

Lourol Crowl'l

Uldy'- Hilt
tFom~ti D Ontvt

Kongli& n
lht!IU1fJMh0

Chli'IO!IO HM (Brimmcdt

Chln4H!O Hot

Nlnjo MMk

Nltlja Hllt

M~twttri

111.\Chi!JDMO

S.Oreorest'
Hnt

At hlgoru HoDdbo,nd

H&ud Dross

Honnln
R<t:Y.:h
PI~Yyor

Lo~2

Rubbor M:.sk

Jostor'" Hut

Sodgo Shnd&

Blind Hehnttt

Kol!ktm

Knitted Cnp

Aooch Pl&yor l O'IOI 18

Priest's Hood

Cllt Ear Hat

PlrtltO Hot

War Bonnet

Straw Hat Rood' Pl!o~yo LWOI 2:


FltldWork

Hot Rench Pl~~r


Le<.O 18 I

..,
Monk'" Hood
lt~pl n

Tyrolo:m Hllt

Soft Borot

Avlutor't Ca,,

Choponu

Roud'l Pl!lve:
Level2

Krk\1

Mttbluthl

.
(i\\ -

Olng Dou

Sitn's Helm

Reacll ""''" l~ol34


Menghu Huhn Aeach Pla-.~N

><;
' I'

Pr&Ytt Hofm R~Cil PI'YC'


Le....l2

Close Hfllm

' ' (,(,.

Koudtu
K_,bt.~tO

l.ovol 18
HNd Hohnet

"

Euphoric Holm

WlrtOrd'5 Lur~g Helmet Reach Pl~r

, r '

-e.'
'

-......
Butterfly

Reach Platef l tw912

lM3118

VaneM~$ k

Tlgc.tr Uly

P~guu s

Grut Holm

Kabuto

S;~llot

1\Nctl Player

Reach Pla-,<Of

L_,50
I

(t;!,
~ -

Ol!!monic
VIking Holm
M 3fl

-~.th.,.

ls~'Ci 34

8u:r5'0ott

level34

WarUlOQ

Roach Player
Corinthian

BaKintt RQaell Pill~

\S,

J )

Helmet

-APhoo.nbc Kabuto l.tYol 18 Horut Vban:l


ltu!pm~nt l'IP

l.ovol 50

l evol 34
Gotgon Anne!

Dttr Hoad Rooch l'ltyyo U:vo12


lior H..d Ae,Jd't l'llygt

Reach Pler'f4
L~J

....u

But gonot

lu$UArmott

Reach Player
le'>'Q) 34

Kendo Mut

Voodoo
Crown

l:<lllymeow

tlcod
Rench Plovo

fleach PIEtyof leoe118 .

LCNOI 50

Face Equipment
l l"ltllnlll 1';111

V!!lvuk Cvm!llhn

Ut1loot &olllllllo1u

""'''"'uC.diti., mt Type u,aodl


Aviator
GI~SI):!J

Eve Potch

Reach Pla~<ef
= =- L;;..;;I .;.- ; """ 9
Mad Eye Patd'l

BuleGllis.scs

OJ11.gon M..k

Japo" Evt
P~tth

Alml~s

Oleea.os

Oporu Mask

Battle M u lt

MotlOCllt
(Right Eye I

Square

Glon"
lnttligent

Thlet's Mnk

Ml!lglcltr~'t

M11 k
Phantom
Matk

Monocfe
(Le ft Eyt)

Gl..... Reach Playef Level 50


Dig Fr:uncs AO&ch Player
Band for tho Mind't Eyft

ReOCil..._ Level 10

Plnctnt:e

.Anclont Mnt k

Lovo1 1 0

'
Equipn:.ent Type
Unl ~ckCon#JIIont

-n

QUICI\ RF.FF.RI!N(:I! UNl.OCI-: T,\RU:S

[quipm ~u! T \>;::

Unlocl: Condititnt
Fox Mask

Mask of an Anciont Tribo


Aoah Player Le:<:19

Hannya M s3k

Reach Plar\lr LOV'al 34

Roach Player Lewl 3<1

Chlnes.e Oporoa M.a$k


R6&h Pl&')'&f te 9 l(!-1

Tengu Mask
Ae~d

Player Level 18

Serial Killer's Mask Aoi.\th Player L<Wel SO

Male Undergarments

Otlfault

LongSiccvcdTop

Lolntloth

Roo<h Pltl~~ LeV\9:1 26

'

'

Chain Mail

Slecvcl~:s Top

Executioner'$ Fauld

'

'
Mummified
Rc~ch Pl~f Lt

Cotton -.0122

Bt~ndtlge:

Hip

Boom erang Brief

Reach Pl;r~r Le'llel 1 0

Rubbc:r Unitllrd

Caprls

Silk Wrp Reach Player L~\'el lO

Slee:veh::-:~s

Unilbrd

Full Leggin gs

Body Hair

Roach Pla')er le\'el 22

Female Undergannent$
G f}l!i!l'!l<:nl Tvpe
IJr.lod. C4Gcli.11 nnt

llni!Kl Cr..dilio"'
MJnl Dress
R~!lch Pla;er

C quiPQellt Tvp ~

l:Quipll'. ntt f>1pt

G1111ipmeM 'frpu
Un!otk Cntdl!lllllt

Unlock Co.ndlliolll

Basic Clothes

Triangle Blillnl

~el 6

Roocil Pl!l't'OI
Lwei 52
Bustier
llea(h Plil')'Cf

Ring Trousers

Chain Mail

Cotton Bl!ll'ldtlge: All

C:tprb:

Le...el 22

,,

"

~ I'

"

'

Mummified Rc~ch Player Leval 22 Rubber

1\
J

Sailed Suit

Sleeveless Top

Under:~ hnrh

Unitard

J\

Tanned

Sleeveless

Cotton
Band;~gc;

Le-ather Annor

Shirt

Hip

'

'

. .

Unitard

Corset

Tube Top

Loincloth !Wach PI<Jyor Le.el26


Black Tights

S leeveless
Unitard

Tear Leotard

Dancer's
a,eaS1plate Reoch Plovo:r
Le~ 6

Robch Player

Leil\':138
Te ~tr Uni~rd

ReaCh PISVCf U wel 1 0

Reach Plsyer LOVOI '22

Hunter's Suit

Full Leggings

-~

Tiger Ul y Sto.tklnga flead'l Player


Le..~l 42

Male Upper. Body

SlmploTop

_ ~:....

......... 1-~
Congrat"IIIIIOry Slllrl Frilled Shirt

.....
Changbao Merchant'$ Kimono

l.lnon Shirt

,...\
.
~

Wonder .bcb1

K"nv Fu Jacket

' l

. )

Cloth Surc:o:lt

Sealed Armor

Noble G&mumt

Hau~tk

New Centurion

Reae. Pl:tyar LIJYel G

Cotton Sh irt

Fril edTop

Fem ale

l.eatht r Shirt

Baihu Coot

Rooch Pl~er -.e-.~1 62

Klvmeow Suh

f quiPf!K!III Typo

[.qlliJID<:nl T ype

Uul!ll!ll Ccn ~l!!cn!

lm~~ ====~~l~~~~~GM<~ ~ ~ttio~Me_


Town Girl

Wondor Jacket

Kimono

.
I

\
Cloth SutclOat
Spy Robe

.>
Hauberk

....... 2:2
GlonvT p o Reach P!aver
Le.~l 52

-""""

ROCI51fl Suit

-.

'

'
' '

Kung Fu Jackt t

Off the Shoul

der Oren
Re.ct\ Plii)-et Lew:l6

S~al~d Artnor

Sleovclen
l(lmono

. )

No~

GlnnOftt

Cotton Shirt

Chiton

-New
CenturiOn

Frilled Apron
5~

Rruch PlafGt
L-ovol

Noblt't OtU I

Ltlt hct Shirt

8 11ih u Coat

Jester's
Clothes

F1llledTun lc

Congntul.a

t ory Shirt

Cha.ngbao

Frilled S hirt

Ch in Me Dress

' I

...

Leather Tunic

Country Tu nic

Tight Shirt

QU I~

IUWiiRF.NCF. UNI..OCI< 'I'AIU,r;S

EQulto ..I!C 'Jitllfl

( qulpenmll T)JII

IJIIIOe.. Con&dGIII

tlalluck CumlllllOII:

Partor BIOU30

1$.
( lllllltnlnnl TJjlc

K1ttymeow Suit

AMCh Pllrvof L CVUI 52

Male Upper Body Covering


(otllljUII~III 'F,11 11

""'"
fi.1r Coot
Ro~l'

U11IB C11111lbl411 ~ r.k


MAO US

Unlor.l! r.11ullldllu:1

Br01uc tploto

f)!rtv'O:'

Go Jln

,. r .' .;

, . . ... 38
Gorgon

Wanhog Cuinus Aooch Pl&~oor

I.OW)I 6
Wfmfor's Vost

CullAU Aooch Plcy01


Lo~~

38

ARhlgllru'tl
Atnlor

Gct1r
Ro&eh PI3')'Vf

Lovol G2
,.:, .~

Lonthor VOIIt

Blue Sur-eoat

I
I

Wurrior'"

DrcwstpllUO

LovlathM Culrou Rooch PIU'i'CC

LOV(ll 38

FurVe!lt no~ch PI(M)r


lilWll 0

Worker' Apron

,.

Gen&ml'~

Armor Rotch Plll ~'Yr Lovol 22

Snmurol'a Httorl

8tf.35tplato

Fomalo Uppor Body

Thiel'&Belt

Blue Surcoot

Holster (Dod vi

' .,
J,

Loothor V<Itt

Lucno Culmt141
Rona. Pln~r

LMI36
FurVOif

Worthoo
Culrnn
~d\P!&ter

Rooch P1 3YOI

LOVO 0 I
Coiled SAmurnl 't Hnorl
M119UII

L"'ol !ltl
llrCltl" f)IOtCO

8re.n31r,tate
Tiger Lily

Long

Lc~ thtlr

Brcustplllt<Os
Re!ldl Plll)'Or Lovol 5:: : 2'---VoOOoo
Bron &tplftt~ AM<t. Pl!l~'<ll'

Coot Roach Plore


~.&vo1 6

Lovol 22

Fur Cbnt ROlll lt Plll','Of : LB.<ol 6

Croppod
Jocttot

Wtmlbr'e Vost

Ar.nor

Roncn Plntor
Lt'>l~;l 22

Male & Female Lower Body Equlp~m..;.;. - - - - - - - ".;.'

' *" :r.,.

Mo<thnn Skirt

noht Skirt IFonu11e Only)

SlhSOI<t

Ronum lolnclath
Plentod Skl11 Rotwoh Playor

Le~thtr Pantt

Arablnn

Sltckt

Hot Pantt

.._.20
Ch&tfon Skirt -Pioytr

Slackt

Samur&i"t H1bmo J 4tlltor't D1aochGt l ~n1 n lo OniV)

LO'o'OilO
Oollb~uorn

Long Skirt I Fe m t~lo Onlyt

Flt'Nid Mlnl S kirt Rotlch fllnyo 1.0'/0t ..~2

Cowboy PDntt

Knlc:ko...
bocbrs

Rococo Skll1

(kmalo Only)

Malo & Fomnlo Hlp Eqult:>mant


fllii!IMt l 'II/ po 1.1111_. C.fllon

Co-lp...nt 1'11''
I.WIIdl c..6!lon1

Marqult' Otlt

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

Blrbtrln..

(Ffont &

Kusuurl

W..p
....... 10

Bock)

-hPlov<r

Chnlnt lH ipl not~Cil PMvor t.fiWIIIO


D1nctt"t Belt (Female

LoatherWrop

onv

Holt~cr (Hlp)

ShortAp1on Ao~ Pt~o

I.OVOI2B
War!Ofd't Btfl

Rtdeh PIIJvor Level 10

Wmfor't 8th

Magut Fa'-"d (Fml Only)


~PIJ.,..,

Levol 2G

r; r-;-n

Male & Female Neck & Bnck Equipm,;..;.;n.;t_ _ _...,_ _ _ __


EqlllplfAnll'fPO

U.loclt Confitio r~J

Uliloci: C:ut.liliom

EQSI~tT 'Ip$:

Efllllf'twnt l'fpe I.Atlo~l. C*ilitms

Silver
Ncclti3CO

Ruby Necklace

Ribbon

G-othic
.Jeweolry [Female Only)

Wild Necklace

lord's Mantle

Cordierite
Nctkl3CC

Bmss Choker

Dagger
N~kl~~ote

wesekh Re:ach P iaye; lG'>'G I6


RuH
Coll:~r

Cr'imson Scorf

Ethnic
Jewelry

Wor Cloak.

Wltch Doctor's

Neckloce

. ' ...

Aeach Prayer le,-.;16


l:irge Stone
NcckliittO Re&eh Player

Snake Collar Reach Flayer


1 l 1 22

Red Ho.od Reach Pla .,..er level 22 Training Scarf


Hermit's

Se:lrf

Hood

le'IE!I 6 Large Prayer

Beads

Ribbon Tie

Flight Ne-cktie

Crimson Wlngt

Reach P/.ayer
l.e'.'el36

D(!mon's l aeen e
Cloak IShortl
li~Ch

Angel Wings

Pr.:tter

le--.el 22
String Necklace

FIGach PIJVI3r V:wel 52

Ashigaru Rag
nc~ch

Pl<ryoer

le'le4 S2

Male & Female Ann Equipment

----r--l:q11iptut Typ1:1 Unl td; Cof.t.'!!11 n~

.qlii;!ll~llll\'p~

U~cb t.anditi~

C iju!p*lltl'tpc Un!ort C:odiliunl


Pri nCe$$

Ro:;.:.ry

Leather
Gl ove:.

Bracelet

Gloves

Atm Bandt
Re~<:h ?l t~',er

Rocker's
Gloves

t.evel $2
Dtmce.r':;

Rood'l Pia~r
l eo.el 52
M'dium
Snake

Armlets &
Bandaa~.s

Bracelets Studded
Brac:ohtts R<tad'l P13Y9r

Bandages

Armlets

ClothArmlots

l e\'el 22
Silk Gloves

UlyArmlets Reach Player levtr 6


Succubus
Ga unt~ets

longpao
Huolin

Roman
Armlet:;

Venatic
Olovt.ll

Rea.ch Player

Levtl 22

,............,.
Luse~

tMMII Ott11hliloM

G IOV!tl

Mnnk:.s

GII,Jnllttll

Re-acil PIDVtr l vvol6


AriQ(It'll
S ltHtvOil

Ro.'lch Pl3yer

Itl>beh Pill.,..,

'..
~

Sllvor
G~u n tl eb

I' ~

'

Voodoo Atmlts

- ......
L-'22
Cqllljo/MIII

Malo & Fomnlo Shoulder Equipment


l jllljiiiUtnl T,.,..,

1\opt

Unltlck Cuml!d.tn~

W1uTic1r't S houldor

~O:tCh PI,'Jyor LG'VOI 6

,,

U~\ ()..,._10111

Shouldor PlotcHI

.1

LoviAthtn~ P41uldronll Rooh P!B'f*l Lovot 38

Ep&ulottos
~Ch

I. -

PQVO'I' l (WOI 6

Domonlc Pauldron.t Rnac:h PID'!'CH Lov+$ 52


Viking ShoUlders

W.t;rthog Ptukffotlt

Roach Pt<Htr l.owl38


~non Ki n g' Pllu ldron~ A~ Pluyer lovel 22

PIBo

lutea S1nuldcrt Rooch PIOVOI l..o'01:!8

St ool P11uldcu'1s

Tlgnr Lily Pauldront

Tlgtr
PAUidiOI1f

floocl\ Plo-yor ~&I S2:

Fur PAuldrol1t

Sodtt

Goroo" SIJ&ulden
Re;:~cn

P.,vor lovol 38

MottAnklt Equlpmont

Fomalo Ank'l e Equipmont

Shlno~T4ibl

Sl'li nobi i~bl

J\
t<rt .. Sockt

Short Sockt

Short Sockt

,.
1

'
I

'l'hlgh Hig ht

)I

QUICK R.Ef l:R.tNCE UNLOCKTA61 J:S

Malo Foot Equlp1nent


~.p::11m1 Type

lm...
I

~:;uip~tenl Trptt

1/lkd .:O.d.cioas

u.tlotk CCoetltlolll
Gladiator's

. t"i
I

Sliver
Knight's

Fur Boots

Boou
Mengh u Sool$ Raid> ?!o;ti L-26
Suceubu:S
'

Creaves

Potar Boots

.,._ .. '
. 't

Engineer's

- ' b
1

long Boots

Boots
Re3h Pla't'e t

' "..

Lusea
S~baton$

Level 26

'

"

Re.=ch Pll(iH

Lev- l 42 e
\'li.Jr1hog Boots
Rsach Playe-1 Le...e! 42

"~

Honor Boots

- ~ '"
Straw
Sand.als

(l>

Scorpion
G:r~t!a~s

Laced Boots Rcac:n Ptayor


Leve l tO

Tiger lDy Greaves

Reach Pla.,.or

Le-..- l 42 e

Get a

Cuff 8oot5

Lords
Greaves

Houc Legs Roocf'l Plli'(GI

Le-.e! ro
A$h i g&ru Greaves
lr6n 0 ru~

Prisoner's

Shaekl&s
Re2Ch P lsyet

l wei2S

Fomolo Feet Equipment


Equipllnl TypU
Un!nllt C~ontitions

Eqni11atnl Tvf''
Unltttt. C*iliu111

qu!pnem T1~ I.Woc:\ Oc*;cir.n~;

Short Boots

En ginelt!r'S

Long Boou

Wes1em
-"

"

.
XI
leather Shori

Boou

1'.-:h """"' L~lO


Jester's Boots

-
', ~,
!

......

Gladiatol"s

Boots Re;:ch Pbye, level 26


Su ccubus

Boots
Reach Pls.,..er Level 26
Honor Roots

Log W;~nnol'$; Ck>!~ Reach Pl ayo1 le\lel 42

J' ~ II

lnced Boots

'~~

Rtl!eh Pla~&l
Lever 10
Cuff Boou

" .'
'

\ ...

Kung f.u

leg Wanners:

Shoes
Vagrant's

..-28
W;:uaji

Reod>PI<

Fu

Scorpion

G<e....

Fur Boob

a.aps
4~

Str.aw
Sandal s

~ltkr Boots

lily Gre.nves

-' {

...

lord'$ Creaves

"

Equip::cnt '~~111~ U.loe:Jc CccdttloM

EQ!lip~t l'tllt Un!otk Co11:filion$

E&~ uiflnfl'lt T7p$ Un!O~;I< COMiiiiOnt

l:quipm.'Ql Type
t.ltll ~ckCol.ttion~

~\ ; ;
'

Iro n G ro<~ve;

Voodoo Greaves Reach Pl;o,e1

"'--''
'
'

Gorgon

G reaves
P:1)toh Pl&)'tf L evel42

Silver Knight's
Greaves

..' -"
'

L(IVOI 26

'

Hone legs Reach Plos-,..;::1 Level 1 0


Prisoner's
Sha~kles

,. ' ''

l usea
S\lb;:~~ton$

Tiger Lil y
Greuves
Ra~hPitWE:I

Reech Pl.e.')e: Lewl < l2 W.:u t ho g Boots

Level42

Re!!<:h Phrer Level 26

lady Kni ghts'


Greaves

Retch Pl&'t't-" Level42

Spe<:ialized Equipment

F~athers of

Hf:ta_t r

Strength
P ~<:f\ Plea)~!

Raccoon, Tall

l t-\el30

Apple

Orn ~~om ent:

Quiver

Mohawk
D~mon's

E:~rrings

Hom&
R~d'l PJe.tl ~'ef'

AITOW

for

l ong Bo w

Ls\al <IG
Bow
Demonic Homs

long Bow

Cogwheel Reach ~ 'te'l


l~'EII I 4

Beetle Hom~

B.atWings Reach Fleayer

t eJe-130
Snake Hom

Chai n

!Special)

R each Ple3ver
le.el30 , Butterfly
An tcmnt~s

Scroll

Clescent Moon

Bottl e Gourd

Reach Pleayer Lr.wacl 30

leaf

Ant Anten nas

Aeaeh Pleayor l.e..~l 14


Rabbit Ears

H;md Gu n

Bolt

Aooch Ploayor
Level 30

?looyar Re;;ch
l0\<UI14

Horn

Pure Rin g Ree.:h Pleayer


Lev<~l

46

'

..

Thunder
G o d's Drums Reach Pleayer

Pyramid
Re!l<:h f>I61Jy(tr

L(IVOI toG
Turtl e Shell Rea::h Pleay~t lcwl46 D-emon's Tail

Level 14

l ong Horns

Sm;:all Hilt

Cone
Rei!h Plea,'f)r Level 1.1

Helmet Or" " '

ment: Pirate

Centurion's Plume Reach ?le&')ar Lev'\'!146 Feat her


Brvcxh

Cylinder
Reech ?lea,~r Level1tl
Batl Resl'o ?leayer
le-o~el14

AC PICG'ter &eh L(N91&6


Ctl tTtlil Reoch Ple;;yer

Vlelous Horns Reach Ple:r>er l()VOI1tl

LOWI 30

Horns o f C31:1mity

QUIC~

OEFatU.'CEUI<l.OCHAILF.S

WEAPONS
Cfwu1tltt lfJnltt
CIIIIWIIilf Nil...

P11t10klot
Yflr~/IIIIII'CMio

Pelroldoa
WliiiJIOII IIPII'III

Cll~tlt1tt H11ntt

Ptoklo

Sl!Q/1\.'l S.~d & AtOM~ S"liokl Ut1h1~k &uutlh!Qn

S:lam11 SYovcta Dvnornlt &'lltkl


Unlock OettdiU.

SpGtllll ~ S!lnetvm
Vnln~k C:t!+t;!ltut

w..-tl'"' ..

CI.MtJt:il!l NtiM

"ntroli""
SoJ!Ct!b.r
'fttf111111H11...
Ulllod c:o.wllt.M

\\IMtltll Sli....ll\ tio!l'l

e:n.:."'Eto61t<4

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Chlll<lt'lfr
Plirj~l lel'lll

Pla-1u1leTel ~~
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le\-d !i3

Cl;,:ac1111

f'lortr llt\111
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Patroklos

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Yoshimit;u
Voldo A.sturoth
u Patroklos

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S"'O'd ~

Omikvjl

Z.W.E.I.
Lftixia
Natsu
Rl)p.ht~el

E.I.N. lV'klCII

E.I.N. (Darkness)
No Name

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O~in$!0f

lkhlifliQ

Kitty I'&'NS
Fl~t Punch

lliUJvv Ax
Hi(l(lgn Swor< l Sueam

$;)p,;,;ra

Brush

HldOen 6emboo
Slf<lam of Powor (Hopeless! Baker's
01)u~:-tler

Kal)onul
Amy
C~r;> Hilt

Carrots
t...1y Beloved
Fish80'N I

Rapier

Algol Pyrrhu Q
Edge Mm;tot

Stro;,;m o! 1=\Jv~r
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<>r Po\1(1(
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Bri~vo Ono

VIola
Pyrrha

CtciCPS

Veritas

U 9.vord & Elk


Shield ( I P)

Srave One

Baker's DavgiHer

SietJfti ed Hilde Xlb9

Soot Ca!lbur
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The M3s:cr (c./1\IO:kcd &t player IO'>lOI 2SI

Caladbclq Scorpiei1

Og1e Fake Ash'garu


God' s Lost Arllcte FishSooes Gvrgit3lor ;\ 1eat on the

Ezlo Auditore
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Kill k Elysium

No \mh>C!k!Jblo

we~tXl~'~ ~ 3\'&lllt:>:.C

Jngu Stef1
Onlam
B t<~de

Doil Jln ITokkonl

tvv
Cervantes

Viper Edge Flr3'19i Hand Ax Steel on Steel


Ct!r~8Jade

Avongor
Afterglow ol Obsoss!on

Unlotkoblo Wot"tpons In Story mode


Cbaln1..1~1

Aoon
Tiro
Nightmare
Mitsurugi

llono
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Hard Practice
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Nightm01ro

Sov1C8H:>vr Sovl
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Shishi..Oh
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Kuzukiri & Mekk.iMaru

15 15

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Cob

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Xlba
Pyllha

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19

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Comic Pack tlet~ch PliJVllr

Mugic P:tek

Demon Pack Rooch P4a((tr

Le.-el6?
Anlme Pack Angel P6ck Road' Pl--t~tor LQ\(d 58

L.y,.;el 58

Mango Pa,ck Rooch Flcryor Level 6i'

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FACE PAINT
Face PaintTypes
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F~e11 Paint T1pe Udoc k Conlitlou ~

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Feco Paint 13
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Fuc:o Ptllnt 26

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Faco P~lnt 44

Fo,co P:~lnt 60
Rooeh PIOV(lr LO'I(ll 4

Faco Point 46

Faco P.:~ l nt 61 Ao!Xh Playor LI'NOI 36

Fnco Ptlint 27
R<t.tldl Pl.oyct LO'ffli 3G Rico Point 28

Fo.co Pllint 46
Faco Paint 47

Foco Pnlnt 62
Roa<:h Plb').or Lovol '20

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F3CO P:.int 63
l~oocl". Playor

Le\tol 1.1

Foce Paint 29
fiCflch PICJVQt I.Ov1 1

FMe Pelnt48

Faco Pnlnt 90

Foeo P.-lnt 18 RU()Ch Pll:-')'01 LO'o'ol ~6 Faco Pnlnt 17


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Fooo Paint 65 ~<11 Pl. e L"" 36 w


fiiCO Paint 66 R~c:h Pf,:,~ LOV(Il 20

Faco Paint 31 Ao~h PIOYor Lcvol 36

Feeo Paint 50

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Foeo Paint 32

Fnco P.-lnt 51

Ao~eh

Fact Paint 67 Pltrvor Lover 4

Fuco Pnlnt 33
R~ueh Pin~& L >'el

20

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Faco Paint 52

Foco P11lnt 68 AoGCh Plrt)'etr LOV<ll36 Faco Pt~ lnt 69 Ro~h Plv,OI Lovol 20 Foeo Point 71

F3COPelnt 18

FMO Pelnt 35

FMO Paint 19

Fnco Paint 20

Ftco Paint 21
Ao3ch Pby\'tr Lo-vol

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Foco Point 22

Aoocl' Pl~or Lovol l

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Feeo Paint 23

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Fact Pslnt 53 Roach Ployor L~ol36


Ft~eo

P(llnt 54

Foco Paint 65

F4Co Paint 72

Ftco Point 40

Faco P lnt 56

FMo Paint 73

Fo,co P11lnt 41

FACO Point 42

FIICO Pnlnt 24 P.ooch PI&,O 1.0\'0138

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Foco P3lnt 58

F~tco Point 75 fiOlld' Pftrytrt Le~ 3G

Foco Plllnt 43

Faoo Paint 59
Rot~ch Pl;)'yor Lovol

20

Foco P:tlnt 76

EQUIPMENT COLORS/PATTERNS
Bssic Pattoms
fii!ICin

Unl4(k Ct11dltlons

O.niiiC 1

Bnslc 6

Boalc 11

Bot lc 16

8atlc 2

B.:atlc 1

Bu lc 12

Bu lc 16

Ullllll

Btu:lc 3 Aooch Playor Lovol 8

b t lc8

Boalo 1S

Bu lo 17
Basic 18

IIIII
I IIIII
Ao3oeh Pl~t1or l..ovol11
Bt~ 1lc6

Batie 9

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Bulc 14 Ro\leh l-'1mt Lovol24

B11lc 10
Roach PIIY)'Or l..wctl t O

Eutoponn Ptmems
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Europenn 13

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Europ1um 19

Europoun'
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EurOp&on 15

IEurOJHtiUl ZO Rooth Pl11.,.e1 level o


Curopo&n 21

Europeln4

Europo;~ n

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European 1
EuroPMn I

EutOPNn 11

European 17

EuropNn22

Europe1n 12

Ethnic: PMtonul
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Ori&ntJI4

Orlcntol 2
Otfont81 3

Ortentat G

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Ot1ontol G

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Or1ontlll8

Olieut11l 8

.. ' .

' Modern 4

..

Modom9

Modom 10

rt.nd\ PlayOt l..o'/fl 8


Modem 11
Modum 20

Modem 12

QUICK KFERNC UNLOCK'rAI.iW

COLORS, PATTERNS, STICKERS


Motif Stleken

S1h:kor
hl\!ll\1 Uoi!!)olk COIItl!lloOII

IM!Iu

Stl~l!tl Un1 CCI!tlltten!l 1XIt

Slidtcr
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MotU 2.3

Motif 46 Roo<:h P4Jyo1 Motif47

Motif 68
LQ~ql90

Motif 2

Motif 24 Read1 F1ayer Level 12


Motif 2S

Motif 69

Reach ~VEt' Level 99

Motlf3

.i.).J ~otif 43
~
Motlf49

M otif 70

M otif 4

Motif26

Motif 71 Reach Pia'f'e! Level GO Motif7Z

M otif 5

Motif 27

MotlfG

Motif28

~ MotifS1

Motif73

Motif 7

Motlf29

Motjf 52

Motif 74

Motif 8

Motif 30

Motif 53

Motif75

L~ul <1d

Motif 9

Motif 31 Ae&eh Plu;er l.<l\<el 26 Motif 32 Reach Player l evel28

Motif 54

Mc1ti f 76 Reach Player Level 44 MotU77 R9ach Pl<l)'er L13'Vel 70


Matlf 78 Reach Player Le-.oel28

Motif 10

Motif 55 Reach Pl a-yer L9Vel 90 Motif 56

Motif 11

Motif 33 Ruaeh PL<t;N l c..el28


Motif 34 RG<J<:t'o Pl.:lr'<ll leV<:l 54 Motif 35

Motif 12

Motif 57

Motif 79 Aol!ch Plwyur

Motif 13

Rooctl P~ttvor Level12


Mot1f 14

R,.act\ Plaef LeJel Sa t


Mot if 36

Motif 58 Reach Pla;oe1 Level <1d Motif 59 Reach Pla'j'er Level 12 Motif GO Rcoch Pli.J;(ll Lc..v l 28 Motif 61

Mota so
Reach Pla')'e' L9>el 00
Motif 81

Motif 16 Reach Player Level 12 Motif 16

Motif 37
R~ch

Motif 82

Pla;tJr Leorol 511

Motif 38

Mota 83

Motif t7 Reach Pl~1 I.VVVI M Motif 18

Motif 39 Rooch Pl...vgr LIMII 54 Motif 40 Reach F1<1)'er Level 90 Motif 41

Motif G2
~ch P&aver Level GO

Motif 84

'~

Motlif 19
R<rt~Ch P!(I)Qr L0\'0160

,.

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Motif 63

n
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Motif 85

Ra;x;h Plt~}'9: l~w;,11 ao


Motif 86 Reach Player le.oel 70

Motif &4

MotH20

Motif 42

Motif 05

~ ~otif87

MotU21

Mo1if 43

Motif G& Reach Plt~Vttr L!M!I 28 Motif 67 Rench P1aycr Level 5d

~ ~otil 88
Motlf89

Moti'f 22
AO$Ch PID)<er Level 00

Motif 45 Raoch Pl~;yo1 Lovol 90

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1$tick.,

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Ul!lt1d1 ContUIIolll

Motif OS Re&eh Playe l.evel 28


Motlf9G Aooch Ployor Lovai SO

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M ollf 91

t
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Sear Stickers

Molif 9"2 1 \ench PtaVtW Level ~4 MoUftl


RN~ ~.,.love!

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Motif M

MotU 119
Atoch PIO)'Or L.evol 70

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Slicbr !Ailed e..fillllll1

Motif 101

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M otif 102

11---:) Motif 103

Motif 105

Reac:l\ Plfvo t.o....l 90

MotH 100

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Sc11r 1

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Sc11r 3

tl!dQt
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Scar 5
Reach Player
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Sc~r7

FIMcJl Pl(ly(!r

LOVOI 10
Scllr t1
FIO;'!Ch Ploygr

Scur2

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Scar 4

SC-IU El

Rooch Player Level GO

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Leve-l 00

Numbor Stlc.kort

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Numbtr 2

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1:~Number 6
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Nuntbet 9

Numbtf &

7 -

Chinoso Choroctor Stlckor$


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ChlnHo Character 13
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ChlnoM ChM'Kt... 2

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Chlnou Ch;lr. 3

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Chlnttt Chcuaetor 5
Chln<~to

Chin He Char;u;tr 11 Chln fi'IIO Charactor 12

Chlrac:\or G

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Chractq.r 14
Chinoso
Charaetet- 15

Chlnon Chat ac.ter 20

CblnChtrKWr21

ChiMW Ctuuaeter 16
Chlneu Ch.aft'c-ter 17

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Chin tH ~.,. 22 Rotetl Pltytt

l.ovut 20

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Chino"' ChDrtteter 18

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Chhttto Cl11r..cter 23 Chh"" CIIIUMittt 14

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Chlno'fto Chur. 25

RoaCh Pft'l'{(l(
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ChinO$&

Ch:m1ctor 27
Chh1oso

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Chlnoso
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Chinese Chllr. 48

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Chlno11<1

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Chlnct o

Chtuncter9l Cllnoso Char. 94

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Lo.'&l 54 Chlnoso ChM. 49
ReaCh Plt~yCr
LO 12 I(II

Chlnoso
Ch:uncter 71 Chlnoso Chor. 72 Aoo<ll p~.,....
l<WVI 90

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Lovol 28
Clln&!fl

Ao&eh Pl8'y\'if

Ch1m1ctor 95
ChincH
Chorootcr 96
ChltiOSO

Ch arnctCJr 28
Chlnue Cher11ctor 29
Chlne&o

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Chlnoto Chnrnctctr 50
Chln0$0

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Chlneao Chtlf. 74 Ro&CII PI6VOr

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Chlnoso Char. 52 RCbGh Pltr.'OI Levlll 28

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Chnrutor 30
Cllnctc Chnroetor 31 Aooch Pltl,-or Lovol90 Ctllnoso Chnrnctor 32 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

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RM<!>P~vor I.G\'01 1 2

Chlnoso Chnr. 54

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Chlnoso

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Chinese

Chornetor 1S Cl1lnose Chornetor 16 CI1IROIIO Chnr.etor 77 Chinoso Chtuoctor 79 ChiM!Ifl Chnr. 79 1'\ot~ch Plw
1.&.'0160

Chllr&cter 98 Chtne.o Char. 99


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Chlnoso Chttuu:tor 65
ChiM::IO Cht~roctor 56

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P.MCh Plll~r

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ChtlrbOtOt 41 RO-'ch Pl:tyOr t e...el44
Chinote Ch t~r. 42

Chlneao Chttructcr 64 Chlnoa.o CllllfliCIOr 65 Ct1lnoJo CfUitilc:h:-r 66 Chlnoto Chor. 67 Roach PI ~)'OI L.WOI 70 Chlnoao Chllr. G8 Aooeh Pl&yor LO\'ol 70 Ch1noso Choraeter 69

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Ch11fftCIOr as Chlnl>tO Chnroctor 86 Chlnoae Ch~~rlle tor 97


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Chftr&ttor 88 Chlno o Chnr. 80 Roacll Playor Lovol -111 Chlnot o Charnctor 90 Chlnoto Chr. 91 Ao&eh Plt~yOr LOVOI 00 Chlnoto Ch111r. 92 no&Ch PI&')Or Lovol 12

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Chinese Ch01r. 120

Reach Pbtef'
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Chinese
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Chino:se Char. t U

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Read\ Player

Chinese Char. 145

Characte-r 134

Aooch Play(lr
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Botl(grounds
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Level 12
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ChlneM! ctmr. 135 Ret'ICh Pl~c

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Cl1inest Chl'lr. 146 Aeoch Floyor

l evel 12 Chinese
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Character 147

Chaneter 159

SHOOT PICTURES
6 11tkpn11tnd Unlook tundiliun'
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8ttkground 11 1\o.)ch Pbyar Level 65

Baclcground 21

Blck8round 31

a.dlground 2

lladJQround 32
Badtground 23

&.tckground 3

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Batkground 33

Bncl<g roun d 4

Ba~kgrou nd 24 Retch Plll't'OI l0''01 16

Background 34

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Bckgroul'ld 25 Reach Player Level 95

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Bec:lqJround 36

Bockg<cVnd 27

Bodlgftl<""' 37

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Background 28

8oc:kgroumd 38

Bae'kground 9 Roo<l"o Play~:u Lo.."' 16


Bt~~e'1t$rou"d 10 R!adl Playe-r Le.-e4 32

Ont:kground 29

But:kgrournd 39

G.lckground 30

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Background 64

B.t~cl:cground 81 Reach Pl&>er L&\'el 65

Background 110 Reach Player Level 32 8i'1ckground 111 Aeach Pli)'or ~.cl 48 Background 112

Ollckground 4 2

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Baekgrou nd 8$
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Ret<:h Pl!l~'tll Uw~I5G-

Background 113 Re.adl Pl;ltat LeA;:~ S5 Background 114 ReaCh Pl~r Level 16 B.ackground 115 Re&ch Pll)yer Level 32 Bitckground 116 Rea:h ?lsyer Ui.el 66 Background 111

B:lekground 4G
Reach PI8'VCf L<tJCI i5
BackgrOUI\d 47

Baekgrllund 69

Blltlcground 92
Aeach Player L;;vel 5Q Background 93 Reach P18')'{:t l~&l 16 Background 94 Re:r Pla;er Le.'1132 ..h Btu;kground 95
Re3ctl ~ Lq~l

Acoch Plcyc1 Lt."'.cl95

Bac:kground 7 0 Re.u:h Plir>'IH le\>el 48 Background 71

B<tckground 48

Ro::~ch P13,~r Uvel 16

Reach Pt.Jycllo..~ ~8

Background 49

BaCkground 72 Reach PW Level 32 VSJ Background 73

56

BaeltgJOUI'I.d 118 Rebe'l Prayer Level i6 Btltkground 119

BacJtgrQI.IIld $0

Re.adl Plaver LBV{!I 8


Background 51

R>ad1 P:~r Level 66


Background 74 Roach Playar Leval 16 Background 75 Reoch Pla)er L~l 32
B~~;kground

Background 96

ReSell P!~,or LMI$5

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Ac~Ch

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B<~ck,ground 98

Background 120 Player Le-..ei1G

Background 52

Re~h Ple)er le\~1 85-

Background 121 Aeeeh Pla~'l!r tew:~l32 Baekground 122 Reacn Pla~r te 56 tef Background 123 Reac''l Plavor l.evt~l 32 Background 124 Reach Player Ltvel48 Background 1Z5 Fleoch Player LE!\el 56 BaekgtOund 126 Reach Pl::,'l:r le~-el G S
B~ckgrou nd 127 P.each Pl.a;e: teJef 75

BackgrQund 53 Reech Pla',<er le.'el 16 Backnround 54 Reed\ Pls'er Levef 56 , Badcground 55 Rood'l Pevcr Levu! 49 ? Ba.ckgrOUild 56 Roach Player Le-..el48
D:~ckground 57 Rea::h Player Le.~l48

78

Re.ach Pleyer le'l-el56

Background 99 Ree<:l'o Pltl,~r Le.~l 55 Baclrground 100 ~dl ~-er Level 32


Blu:ltgrou nd 101 Reach Pla>er Lwei 48

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Background 78 - Jleach ~r LM185 Background 7$ Reach Flayer L~<el 95 Background 80

Bacl<ground 77

Back:ground 102 Reach Pla)'er l.e'>el 56 Back.ground 103 Ac:v..h Playar l.Gvel l6 Backiground 104

Reach Pl~;oer l&lel4$


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Buckground 58 Reach Pl&')'!?r Le~l es Background !;!J ~.etdl Pl!l Le'v'el 95 ,-et BaCkground 60 Read"' Piayer Level 75 Background 61 Aeach Player Level85

Read'' ?l:i~rLG.~ 32
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Backg-round 1~a Reec"l Plwer Le~ 85 Background 129 Read1 Player level !.15 8atkgrtJund 130 eaeh PliJy'Gr Level 32 R Ouckground 131 Reach Player 14-oel4$ Background 132 Rosen P~"' ~.&.,;1 55

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Bnckground G2

Background 63

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B.u~ground

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B&ckground 158

B.lcltground 13B

Badiground 145

Oodiground 152

Bldground 159

Bac&g rot~nd 139

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a.cl:grotlnd 153

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Fron t Frame.s

Front Mame 1 Ro.lch Front Frn.me 2

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Ftont Frame S

Ftont Framoe9

Front Fr<Jme 13

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Front Fr.:une 6 ~a<h Plarer lew\ 65 Front Frame 7 Front Frame 10 Front Fr.tu:ne 14

Front Frame 3

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Front Frame 4

Front fflme 11

Front Fr:~ mo 15

Front Fr:amo B

Front Frmo 12

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Conf:litlOM

Front/Back Frame 20

Front/Back Frame 43

Front/Back Frame 89 ReaCh Player Lewl95 Front/Back Fr~m o 90

Front!Bllck Fr~m~ 21

FroniiBMk Fr<'mO 44

Aeach Player Le...-el 48


Front/Back frame 22 Front/Bilck Frame 45 Ro~Ch Pl~cr Lo-,ol32 Front/Back FT$mC 4(i

Front/Back Frame 91

Front/Bact Frame 23

Front/Back Frame 92

Front/Back Frame 24

Front/Back Frame 4'1

Front/Back Frame 93

Front/Back Frame 2S

Fro"IBadc Frame 48 Reach Plaver Le,-ef as Front/Back Frame 49 Ae~Ch Pkl)ler Level 32 frOni/Back fr;:sme 50 Reach Player Level 65 Front/Back Frame Sl

Front/Sack Frame 71 Re&eh Pla.,.er Le-.el 16 Front!Baek frame 72 R$:1Ch Pl:l,-ef l6.~132 Front/Back Frame 73

Front/Batlt Frame 94

Front/B.ack Frame 2G

Front/Bacl( Frame 95

Front/ Back f'rame 27

Front/Back Fr;)mo 96

FrontiBOick Framo 28

Nont/Baef< Frame 74 R~<lch Fl<i)"6r LIMII 75 Front/Oac::k Framo 75 Reach Player Level 4-S Front/Back flame 76 Aaoch Playe Le\'el32
Front/B~ck Frume 77

Front/Back Frame 97

Front/Back Fran\e 29

Front/Back Frame 52

Front/Back FraJ'I'If! 98

Front/Bi.Jc::k Fmmo 3()

Front/Back Frame 53 Read\ Pla'(C( LC'/01 95 Ftont/Back Frame 54 Reach Pl.ayar Level 16 Front/B<lck Fmmo S5 R each Player Level 4-8

FronV BtJck Frame 99

Front/B.ack Frame 31

Ftont/Back Frame 100

fron t/B~<:k

Frame 32

Front/Back Frame 78

Front/Back frame 101

Front/Back Frame 33

Read'l Pla-.-ef l evel 16


Front/Bsclc Frbu\e 341 R~ach Pla ter LevGI 85 Front/B;,c;k Frnme 35 Reach ~.ater Lwei 16 ffont/Back Frame 3G

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Front/Back frame 102

Front/Back Frame 103

Front/Back Frame 58 P.e.aeh Plave< t.eJeol 6$ Front/Bact Frilme 59 !Wao Player Lewl 85 i FrontJB:ttk Fmmc 60 Reach Flayer Level 32 Front/8ack Frame $1 Reach PI3VOf L>(11 tQ Front/Back Frame 62 Reach Pli)'ter Le-.el 48 Front/D01ck Frome 63 Reach Player Levei 7S Front/Back Frame 64 Hei~Ch Pl!lyet Le~l 65

Front/O:!!dc f rllmo 104

Front/Back Frilme 105

Front/Back Frame 37'

Front/Bt~c:k Frame

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Front/Back F1ame 106

Front/Back Frame 38

Front/Bad!. Frame 84

FrontJB.-.<:k Fri.Jme 107

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Front/ Bad<. Fr01me 11 0

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Ae;xh Player lmel 95

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