Soul Calibur "Welcome back to the Stage in History" Rock Adams Moves List For both the Namco Coin-Op Upright and the Sega Dreamcast Version developed and published by Namco Compiled by Mark Kim (Vesther Fauransy) Version 0.2.8 Text Build 2777 Date of Completion: February 8, 2000 (No Time Given) Date of Public Release: February 8, 2000 (No Time Given) Copyright Information --------------------- Unpublished work trademarked (tm) and copyrighted (c) by Mark Kim. All Rights Reserved. This file is basically derived from the move lists located at Namco America's Official Soul Calibur Site (http://www.soulcalibur.com) with the exception of some combos, move comments, and some rantings that the player might find useful during gameplay. If for any reason the URL is incorrect, I would like to know the change of URL RIGHT AWAY. This file is SHAREWARE and is strictly for entertainment use only. In addition, this file can only be HTMLized by the sole owner of the file (Mark Kim), regardless whether the content is good or bad. Furthermore, only the following sites shall be granted an exclusive license to view this file over the web: * Verasnaship Interactive (http://www.verasnaship.net) * GameFAQs (http://www.gamefaqs.com) * Secrets of the Game Sages (http://www.gamesages.com) * Cheat Code Central (http://www.cheatcc.com) * Game Shark Code Creators Club (http://www.cmgsccc.com) * Al Amaloo (http://vgstrategies.about.com and http://www.gamewinners.com) It is a criminal act to reproduce and/or retransmit this file in any way, shape, or form (regardless of the medium) and it shall be a criminal act to to use this file at a password-protected site where either user accounts are utilized and/or money is made through these accounts. It is a direct felony to use this file for any profitable (even if you fail to make any money out of it), promotional, and/or commercial transactional purposes (including but not limited to giving this file as some sort of bonus, gift, or any other means to generate any money out of this document). It shall be a severe criminal act to incorporate any or all of this file into any gaming guides, game sites, magazines, or any other profitable and/or commercial transactional means that exists (including reprinting, OCR-ing, and the like). To conclude about this, it shall be a direct criminal act to make any money out of this document. Currently, this document is being maintained and is the sole property of Mark Kim, and this file is protected by all applicable copyright, trademark, and patent laws in addition to all International Treaties. Any breach of copyright, trademark, and/or patents (which includes but not limited to plagiarism, stealing, laming, pirating, or otherwise) and/or using this document for any other purposes other than personal and private purposes, and/or illegal mirroring of this file (other than the five aforementioned URLs as described in the beginning of this disclaimer) is a direct violation of ALL APPLICABLE COPYRIGHT LAWS, International Treaties, Patent Laws, US Title 107, and the Berne Copyright Bill of 1976. Violators and Transgressors shall face severe civil and criminal penalties through the maximum extent possible by law. Mark Kim acknowledges and respects all copyrights, patents (pending or not), and trademarks whether if it's mentioned or not somewhere in either the FAQ Text File and/or site as no copyright infringement was intended. If for any reason I MUST USE any copyrighted resource, then credit will be given at the Acknowledgements Section for the common part. Note that whenever I give credit, I WILL NOT REVEAL ANY E-MAIL ADDRESSES AND/OR OTHERWISE in order to protect the privacy of the people for whom I give credit to. This file has been carefully written by Mark Kim in respect to all copyrights, patents, and trademarks. Soul Calibur, the Soul Edge Sword, Siegfried Schtauffen, Nightmare, and all other Soul Calibur-related events and objects are registered trademarks and copyrighted (c) 1995, 1996, 1997, 1998 Namco, Ltd. All Rights Reserved. SoulCalibur.com is copyrighted (c) 1998 Namco America Inc. All Rights Reserved. This document was carefully prepared and created by Mark Kim in respect to all Namco Properties, as no copyright infringement was intended. I'LL MAKE IT SIMPLE: THIS FILE IS MINE AND THERE IS NO UNAUTHORIZED USE OF IT!!! I DIDN'T WRITE THIS FAQ SO THAT YOU CAN MAKE A LIVING OUT OF THIS WORK. AND I NEVER HAD, NEVER WILL WRITE THIS FAQ SO THAT SOME CRAP FREELANCE WRITER CAN INCORPORATE ANYTHING FROM THIS FILE, SLACK OFF, AND GET PAID FOR IT DUE TO THOSE DAMN COMMERCIAL PUBLICATIONS. AND I SURELY DIDN'T WRITE THIS FAQ SO THAT SOME CRAP COPYCATTER CAN JUST STEAL AND/OR PLAGIARIZE THIS WORK AND CLAIM CREDIT FOR IT. AND I DEFINITELY RESTRICTED THE AMOUNT OF WEBSITES THAT CAN MIRROR THIS FAQ SO BE IT!!! It is to remain in its original state, free of charge, and in one piece at all costs. And that's the bottom line. ======================================================================== GAME DATA Genre: Fighting Number of Players: Featuring head-to-head competition against two players or play against the computer Platform: Arcade and Dreamcast Usual Price: Arcade, 50 cents US; Dreamcast, Not Available Developer: Namco Publisher: Namco Dreamcast ESRB Rating: Teen for Strong Animated Violence Arcade AAMA Rating: Strong Animated Violence Features: Continue for Arcade, Memory Card Save for Dreamcast ======================================================================== HISTORY OF THIS FAQ December 25, 1998 ----------------- Happy Holidays! How's the Yuletide season going? Here's my gift from my Internet Account to yours! I know Rock Adams isn't a good player for Beginners, but with his massive strength, I recommend that you read this document at least once before doing anything else. The template I used was STOLEN STRAIGHT FROM MY OWN SIEGFRIED FAQ! April 13, 1999 -------------- Use of Vesther Fauransy Brand Name begins. An emergency site has been given out in the event that you can't get the text file directly from Verasnaship Interactive. Also, missing theories are being completed for the first time. Nuts and Bolts for some extent... Since Rock is basically a shorter-range Astaroth (but quicker), I minus well say that the majority of his moves have the same liquid flow as with Astaroth. September 14, 1999 ------------------ Kudos to Scott Connolly for pointing out some of the Rock Throws that I have never knew of until this update. Somewhat a minor update today because the update size isn't huge. February 8, 2000 ---------------- With the Dreamcast edition of Soul Calibur hitting the American Shelves, there has to be an update that celebrates the release of the Dreamcast Version of the game. All the Dreamcast version does is add a few doo-dads, Cervantes De Leon (the First Boss in Soul Edge), and a few improvements over its Arcade Daddy that I can't name in this document because I'm centralizing this Rock Document for Arcade Players. Feel free to use this document for the Dreamcast Version as well, but please be warned: There will be moves that you might see in the Dreamcast Version that will NOT BE PUBLISHED in this FAQ!!! Now, to be more specific on what's acceptable to e-mail me regarding about Soul Calibur and WHAT'S NOT ACCEPTABLE to e-mail me about, here are the following characters THAT I WILL BE WILLING TO TALK ABOUT: * Nightmare * Siegfried Schtauffen * Astaroth * Rock Adams * Lizard Man/Sophitia Alexandra (Both are easy to use, they only have physical and health differences) * Seung Mi Na (She's tough to use but she has a lot of low hits) * Heishiro Mitsurugi (Did not create an FAQ for him, though) * Voldo (He's also a toughie) * Isabella Valentine (Toughie because of the lack of well-rounded moves) * Yoshimitsu (Similar to Mitsu in some instances but he has some moves from Tekken with the SC Twist) * Xianghua/Hwang Sung Kyung (I don't use them that much but I like their easy juggling moves, though not as easy to use as with Liz or Soph) THESE ARE THE FOLLOWING CHARACTERS AND STUFF THAT I WILL _NOT_ ACCEPT IN MY E-MAIL BOX!!!!! I WILL NOT CREATE ANY MOVE LISTS FOR THE FOLLOWING CHARACTERS!!!! * Taki * Arthur (JUST A STUPID MITSURUGI CLONE) * Cervantes De Leon * Any Dreamcast Exclusives * Maxi * Edge Master * Kilik * Any Soul Calibur Passwords from the past!!! (IT'S OVER WITH!!!) Enough rambling. Enjoy the massive update. ======================================================================== TABLE OF CONTENTS: - Newsflash - Reasons for a Massive Update - What is Soul Calibur? - What was the Rock Move List intended for - Rock Adams Rants - Rock Adams at a glance - Starting Theories - Advanced Theories - The Notations - Move List - Combos - How to use Rock Adams efficiently - Rock Adams Epilouge - Playing your Soul Calibur Share - Do's and Dont's - Resources - Acknowledgements ======================================================================== NEWSFLASH: As always, newer versions of this document can be found at Verasnaship Interactive, which is my website (http://www.verasnaship.net to be exact). If you have any suggestions, bug busts, or other things that you need to share with me, please point your browser to my convenient Web Mail Form (http://www.verasnaship.net/emailme.html). I give you explicit rights to e-mail me using the E-Mail Form, however I HIGHLY FORBID ANY DIRECT E-MAILINGS THROUGH MY MAILBOX THROUGH THE USE OF AN E-MAIL CLIENT. I will only be able to answer letters that have been submitted via the Form Mail Page (The URL again is http://www.verasnaship.net/emailme.html). If you send any e-mail directly to my POP3 Mailbox through use of an E-Mail Client, then I won't answer it unless it came from the form mail page. This document must be viewed on a monotype font like Courier New or the alignment of this file will never be correct. To fix the alignment problem while you are browsing throughout the web, please follow the directions: 1. On Netscape Navigator, click on Edit, and click on Preferences. 2. On the Appearance Pane, click on Fonts 3. On "Fixed Width Font", choose COURIER NEW as the font face and for the font size, click on "10". Here's a piece of useless text to make sure that the alignment of the file is correct: 1234567890 ********** I highly recommend that you view this file through Edit.COM if you are either a Windows/DOS User or through SimpleText if you are a Mac User. Linux users should follow the directions on how to align this document correctly. ======================================================================== REASONS FOR A MASSIVE UPDATE Note: This section is shared with BOTH Astaroth and Rock. Many months has passed since I have last updated this Move List for Rock. Although Rock and Astaroth may have the best throwing range, attacking power, and well-rounded attacks, both of these characters are REALLY SLOW which makes them unreasonable for beginners to use. Their main problem is the lack of intricate juggles, in which Sophie, Lizard Man, Taki, Maxi, and even Xianghua excel in. To make sure that the twists and turns of Soul Calibur's characters are retained (as with Tekken, Tekken 2, and Tekken Tag Tournament), Rock and Astaroth has their own physical differences. Astaroth is heavier, which makes him the slowest character in the game while Rock is quick, agile, but he's still slow because of his high body weight. However, Rock is a lot more forgiving to use at times because of his speed. BUT IN PARTICULAR, YOU MUST USE ASTAROTH BEFORE USING ROCK. OTHERWISE, YOU WON'T KNOW THE BONUSES AND/OR THE JEERS THAT ROCK HOLDS. The same holds for both Nightmare and Siegfried. Rock and Astaroth are Medium-ranged characters because while their speed and dexterity isn't that great, they confiscate their lack of dexterity for power and range. Both have the best throwing range in the game (Astaroth ranks number 1 in throwing range while Rock ranks Number 2 in throwing range, according to Jason Arney) but at times, their throwing speed is rather slow which causes problems when trying to kick-off the throw at throw range. Like Nightmare and Siegfried, you will have to use Astaroth first in order to take some time NOT TO MASTER HIM, but to get used to the Axe Moves before using Rock. You need to take some time to persevere with Astaroth before using Rock because if you use Rock before using Astaroth, then you won't see what the bonuses and penalties that lie when you use Rock for the first time. Button mashing is the stupidest way to master a fighting game and I've written this FAQ so that you can end this arcade-breaking habit. I'm sick and tired of seeing many people using Maxi as their first character and play him like they would with Eddy Gordo of Tekken 3/Tekken Tag Tournament. I'm writing this FAQ so that button mashers can get my point on why this isn't an easy game to master. A COMMON NOTE ABOUT FIGHTING GAMES, REGARDLESS: If you are a beginner in ANY FIGHTING GAME, then DO NOT CHOOSE A CHARACTER simply because you like how they look. You need to select a character that you will be able to last for more than 5 minutes on Versus Games the first time you play the fighting game. Don't get all pissed if you can't master the character in one day as fighting games require you to spend a lot of time with one character and to take full advantages of a character's strengths while you tame the weaknesses to make the character work for your repetoire. In the Dreamcast Version, the same thing holds between Rock and Astaroth. Use Astaroth before Rock, HANDS DOWN. You will become a better player overall (and you will become an unbeatable Rock Player) if you take some time to master the Axe Basics with Astaroth. Since Astaroth is a default character, he's pretty much basic material so you should use Astaroth for a while to see how the Axe Moves look like (and to use the Axe Moves efficiently). Once you know how to use Astaroth well, you can try your luck with Rock. Enough rambling. Let's get it ON. ======================================================================== WHAT IS SOUL CALIBUR? Soul Calibur is the sequel to the Three Dimensional Weapon Arcade Hit Soul Edge which was created by Hajime Nakatani utilizing the System 12 Board. Soul Calibur boosts the same gameplay of Soul Edge but with even smoother frame animation, octogonial-dimensional running, and even more features that may burn its father to a crisp. Captain Cervantes De Leon has taken the Soul Edge when he was only 26 years of age, and during the next 2 decades, rumors have been discovered that Soul Edge has been deemed as the Sword of Salvation, while others consider Soul Edge as the Ultimate Evil Sword. Not all warriors were able to reach Soul Edge, as some souls (such as Li Long) has been killed by Cervantes's strength and agility, but there are a few who was able to reach Cervantes and best him in sorts. Sophitia Alexandra destroyed the jagged right blade of the Soul Edge, but was wounded by the shards. At the self-same instant, Cervantes vowed to kill Sophie with the left blade (unjagged), but was attacked and defeated without warning by Taki. Taki took a shard of the foul blade while taking Sophie back to Greece. As Siegfried Schtauffen attempted to retrieve the foul blade, he is forced to wield his Zweihander (Faust) against Soul Edge, the keeper of Secrets. After Soul Edge's demise, Siegfried took the foul blade, not realizing that the sword was trying to accept Sieg as a new host to house its evil power. Meanwhile, a village at Spain has witnessed the birth of the Evil Seed, which are grounds for serious disasters of the world. This game features 10 characters when the game is first stocked: - Xianghua - Kilik - Nightmare - Heishiro Mitsurugi - Sophitia Alexandra - Voldo - Astaroth - Maxi - Taki - Isabella Valentine a.k.a. Ivy There are also Time Release characters available after the TRC warms up. Here are the confirmed character addies as per SoulCalibur.Com: - Hwang Sung Kyung - Yoshimitsu - Lizardman - Siegfried Schtauffen - Rock - Seung Mina - Edge Master Nightmare and Siegfried are my chief characters in the game, so I created move lists for them first. However, I also offer move lists for Astaroth, Rock, and Seung Mi Na (to meet the demands of the many Mi Na lovers around the world). It may be possible for me to create a move list for Yoshimitsu, Lizard Man (though he isn't that HOT), Edge Master (His will be pretty short), and whoever didn't get enough attention as forseen at GameFAQs at http://www.gamefaqs.com. ======================================================================== INTENTIONS FOR A ROCK MOVE LIST This move was intended to serve primarily as a very descriptive move list for the former Reckless Commando of Soul Edge, Rock (better known as William Nathaniel Adams). I am NOT going to help you on how to fight the CPU foes (since the focus is human against human competition), but I am also going to help you out on some combos. As with Astaroth, Rock takes lots of time to get used to so get ready to persevere. It's really important to mix moves up as there are times when you have to avoid pattern games. Juggles are acceptable, though I don't recommend doing this. I create Text-Based Move Lists so that you can print-out and since I'm doing it on a character to character basis, my whole intention for this work is to make learning a character simple focusing on one character at a time. I will also review some of the theories with you. These theories are universal to all characters. Because a fighting game has some theories that you need to learn for a healthy fight, I recommend that you read the Fighting Theories in this document. Read this guide over and over again, and practice your I/O on a "fake" controller. Therefore, you will be prepared to execute the moves that will keep your foes at bay. Rock (like Astaroth) doesn't have much variety as far as variety is concerned, but he's seems to be a tad faster than Astaroth but he doesn't inflict as much damage as Astaroth can, neither he has good range, so you may need some time to perservere a little bit more. You may have to play defensive (but beware of quick characters) and make sure that you use his speed-to-range ratio to your own advantage. You're welcome to offer me with any bug fixes at this location: * http://www.verasnaship.net/text/emailme.html ======================================================================== THE ROCK ADAMS RANTINGS There are bound to be times in the Soul Calibur Forum (located at http://www.soulcalibur.com/cgi-bin/wwwboard.cgi) when people will say "Voldo is the man!" just because that character doesn't have any weaknesses at all. That is wrong. You should understand that by writing this work, NO CHARACTER is complete without any strengths or weaknesses. Here are some rantings that you need to know: NOTE: THIS RANT IS DESCRIBED IN _BOTH_ MY ASTAROTH AND ROCK MOVES LIST Astaroth and Rock has the highest hitting power and the farthest reach in the game. Although their reach is comparable to Isabella's both have one advantage over Ivy: The amount of Well-Rounded Moves they have in their arsenal. A Well-Rounded Move is classified as any technique that works well in both short, mid, and long range. Astaroth has extreme power and range, but Rock lives for ease of use. Sadly, both Rock and Astaroth can recover from knockdowns pretty quickly, though it's hard to say who's faster in recovery. There is one downside to their bodies, though: Because their size is rather large, both are suspectible to MASSIVE TROUBLES from complicated juggles. The more accurate the opponent's timing is, the more likely they will lose LOTS OF VITALITY right after the juggle so be careful that no one does a juggling starter right at you. Both also have LOTS OF HP, which also confiscates for much of their lack of dexterity and endurance against Juggles. They have the farthest throw reach as well. Their only drawbacks is their slow overall movements and lack of guaranteed juggling moves. Either way, Astaroth and Rock are NOT suitable for beginners because of their lack of dexterity. Use them ONLY right after you get accustomed to Soul Calibur. Although Astaroth and Rock virtually shares the same attributes (most attacking power, farthest throw reach), you will need to use Astaroth first because Rock has some advantages and some disadvantages even though they play the same way (Notice that Hajime Nakatani did some twisting and turning so that all the characters are their own character). You need to use Astaroth first if you are going to be using an Axe Character. If you use Rock before using Astaroth, then you won't know the full bonuses and some jeerings that Rock might hold. Astaroth is more suitable for starters, but Rock Adams is just as good with a little more dexterity. Part of the reason why Soul Calibur is a complicated game is because of the physical differences in between characters. No matter how long it will take you to master the fighters, you will take hits and you'll eventually lose. That is why getting to know Nightmare first before Siegfried is just as important as to tame Sieg's weakness so that Sieg can work for you. Astaroth's Statistics: STRENGTH: 5 DEXTERITY: 1 RANGE: 5 VITALITY: 5 SPIRIT: 3 (Both Astaroth and Rock are easily jugglable) HEALTH: 5 THROW RANGE: Astaroth is slow, but he rules in Throw Range Rock's Statistics: STRENGTH: 5 DEXTERITY: 2 RANGE: 4 (He _might_ have a shorter range than Astaroth, but it's hardly noticeable) VITALITY: 4 SPIRIT: 3 HEALTH: 5 THROW RANGE: Rock is ONLY second to throwing range to Astaroth ======================================================================== WILLIAM NATHANIEL ADAMS AT A GLANCE This section of this document has been taken from Namco America's Soul Calibur Site at http://www.soulcalibur.com and from Fighters.NET's Soul FAQ by Mr MG (http://www.fighters.net). Real Name: William Nathaniel Adams (Suffix Unknown) Catch Copy: Trembling Earth Weapon: Battle Axe Weapon's Name: Apocalypse Style: Self-Taught Age in Years: 38 Date of Birth: The Third of September Family: Parents Whereabouts Unknown. Bringing up Native American Orphan Bangoo. Place of Origin: Although he was born somewhere in London, England, he has been raised somewhere in the New Continent of North America. Height: 5 foot, 9 inches Weight: 187 pounds Blood Type: He won't tell (That sucks!) Stage: Colloseum BGM: Gathering, The Fatal Gravity Mid-Boss: Lizard Man Reason: Lizard Man is responsible for Bangoo's abduction Even though Rock and Sophitia Alexandra fought a noble battle, Sophie realized that Rock "bauked" on his attacks, realizing that there has to be that "special someone" who needs the same care he needed when he was a young boy as well. Hoping that he would regain his memories of his parents, he seeked out Soul Edge as the possible cure. However, judging though Sophitia's words during the "misunderstooded noble battle", he began to realize that the only family he has left (Native American Orphan Bangoo) was more important than trying to regain his memories with his parents. Also, he began to realize that looking forward is much better than looking at the past. Fulfilling the words of Sophitia Alexandra, Rock decided to "mentor" Bangoo until Bangoo is "man enough" to live independently. Unfortunately, he was surrounded by a group of Reptilian fighters led by the cheap Lizard Man and has no choice but to fend for himself. Though he did not want to forsake Bangoo, he had no choice but to fight them as the Reptilian Creatures chose him as the target! By the time he finished fighting the lizards, he returned only to realize that BANGOO WAS ABDUCTED BY LIZARD MAN HIMSELF!!!!!!!! Rock went mad and swearing vengeance against Lizard Man (who also violated Rock's promise to keep Bangoo at time of abduction), and now seeks to destroy Lizard Man for the sake of Bangoo's safety. Please credit either Mark Griffin as Mr MG (http://www.fighters.net), Jason Arney (http://www.namco.com) as WCMaxi, or just type in the aforesaid URLs in your Acknowledgement section where credit is due. ======================================================================== BASIC FIGHTING THEORIES This section is basically derived from Namco's explanation of Basic Soul Calibur Theories (http://www.soulcalibur.com/system.html). I won't explain too much of them with the exception of partial explanation since the aforementioned acknowledgement in parentheses does a good job handling the theories in detail. Remember, this document is basically a depriative of Namco's index of theories at their Soul Calibur Site with the exception of text descriptions and only partial description of the theories in the game. Blocking -------- If for any reason you MUST learn a Martial Art, then the obvious art that you learn at the early stages of development is DEFENSE. Without defense, the Martial Art is all for naught. To play the game efficiently, I'll tell you what each type of blocking means. Here's how to execute a Neutral Guard (first seen in Tekken 2): - Neutral Guard High, Joystick Neutral. Blocks all High and Mid Attacks - Neutral Guard Low, Joystick Down. Blocks all Low Attacks Be aware that there is a minus when using Neutral Guard: Any attack that forces a Block Stagger WILL deplete your guard, meaning that the next blow could hurt you in some sorts. I call Neutral Guard "Weak Guarding" as this type of guard was meant for blocking attacks that doesn't block stagger you. This falls into the term of Heavy Guarding, which you do by holding the Guard Button. Here's how to continually block without receiving a hit during a Neutral Guard: - Heavy Guard High, Hold G and Joystick Neutral, Blocks all High and Mid Attacks, and any High and Mid Staggers - Heavy Guard Low, Hold G and Joystick Down, Blocks all Low Attacks and Low Staggers Even though you are staggered, provided that you ARE holding the Guard Button you will continue to block even though you are staggering. To start blocking right after you are attacked during a combo, you need to joystick Neutral and hit and hold Guard at the right time. Properties ---------- For abbreviations about properties, see the Notations. Also, during the moves, I MAY BE ABLE to alert you if a move is a block stagger or a whatever. High: A Head Hit. Crouchable. Nuff Said Mid: These hits will hit you in your mid-section. Definitely must be blocked high. Low: Slice the legs! Block Low or try to jump. Special Mid: These will hit you in your midsection, but can be blocked either high or low, just be sure to jam in that Guard Button. Ground: Limited use, only hits prone foes. Unblockable Moves ----------------- Unblockable Moves are techniques that require a long time to charge but when the move hits the foe, it will cause damage even though it's blocked. Unblockable moves leave you vulnerable during the execution of the move which can cause some spectacular (and embarrasingly painful) counterhits if for any reason your foe gets into you. Unblockable High: Defeats a High Guard, MUST BE CROUCHED! Unblockable Mid: This will hit the Mid section and will defeat any type of guard. YOU MUST MOVE AWAY FROM YOUR FOE WHEN HE/SHE IS DOING THE UNBLOCKABLE MID MOVE OR SUFFER THE CONSEQUENCES! Unblockable Low: Defeats a Low Guard. Dodge or jump to avoid getting jacked. Throws ------ No need for much explanation here. Throws also defeat guard, but unlike Unblockables, with the right timing, you can escape throws, a feature first seen in Tekken 2. As you are being grabbed, press the following button(s) to escape the throw. If you are not fast enough, oh well... =O All G+A Throws: A All G+B Throws: B Side Throws, and Back Throws: Escape dependant on throw used Throws mainly are considered high hits, but Astaroth has a Mid Throw and a Ground Throw. To escape Astaroth's Drop of Lava, A at start of throw. To escape Astaroth's Burial, B at start of throw. I don't want to spoil all the fun of having to discover the throw escape methods so I'll leave the escapes up to you (with the exception of the universal throw commands). Stepping -------- No need for explanation here. All you need to do is to just tap the joystick lightly in any direction and return joystick to Neutral. In Soul Calibur, you can step at any direction! This is good because this gives you a way for free movement around the arena! Octagonial-Way Running (Eight-Way Run) -------------------------------------- This is brand new in a Namco Fighting Game, and is probably the most obvious skill you need to learn if you want to master Soul Calibur at a faster pace than in Soul Edge. Eight-Way Running is done by tapping the joystick at the desired direction you want to run, and holding the lever at the SAME DIRECTION you want to run once again. Please remember that in order to make the Eight Way Run work, the key to make the run work correctly is to make the lever "touch" instead of tapping the direction too quickly. Also, please be aware that some moves can only be executed using an Eight Way Run, so keep that in mind. For example, in Tekken 3, if you press Back, and hold Back, then you would just leap backwards. In Soul Calibur, if you tap back, and then hold back, then you would run backwards (though not as fast as if you were to dash forward). Tapping on the desired direction you want to move and holding the desired direction you want to run (with the exception of forward) is the key to effective defensive assaults. MORE ON EIGHT-WAY RUN ATTACKS ON THE OFFENSE DEFINITIONS. Crouching --------- No need for much explanation here. Just hold Down all the way while pressing guard to crouch. Remember since you are given freedom of movement in this game, you may not need to crouch unless you need to block a low attack, or et. al. Jumping ------- In Soul Edge and Tekken 3, you can jump depending on how long you hold UP on the joystick. Now those days are gone. In Soul Calibur, you can only jump by performing certain moves or by holding Block and pressing UP while the Block Button is held. You shouldn't need to use a jump because Soul Calibur's Freedom of Movement puts this feature to a crying shame. Offense Overview ---------------- Soul Calibur's offense system is pretty complex, that it would take a beginner about $25 to master offensive arts. Here are the types of offense Soul Calibur has available (Examples and/or descriptions on parentheses): - Button Tapping (Astaroth's B,B) - Button Rolling (Mitsurugi's K~B) - Button Holding (Nearly all of Asta's attacks for variety) - Multiple Buttons (Mitsurugi's A+B) - Tapping (Yoshimitsu's f+B) - Double Tapping (Yoshimitsu's f,[f]+B) - Shift Motions (You press a button first and then tap a Joystick Direction, gives this game more depth!) - Joystick Rolling (Kilik's QCF+A+B) - Completely Crouched (Hold G, Press down. Now release G and a good example would be Nightmare's WC+df+G+B) - Rise up from a Crouch (Siegfried's WS+B) - Eight Way Run Attacks (Siegfried's Brain Masher) - Combination Commands (Probably the most difficult form to understand, let's take Mitsurugi's f,[f]+A+B for instance) It's easy to do these motions than to say, so I recommend going onto Namco's explanation at http://www.soulcalibur.com/system.html for a more in-depth explanation of the Basic Arts of Sword Fighting as I don't want to spoil all the fun of theory discovery. :) ======================================================================== ADVANCED FIGHTING THEORIES Now here's the CREME DE LA CREME of Soul Calibur. Read them carefully as these will be important to know on your quest to become a good player in Soul Calibur. This section basically runs through Namco's index of Advanced Soul Calibur Theories (http://www.soulcalibur.com/systemadv.html) but I will ONLY go partial on these theories because I don't want you to rely on this document directly. As much as I want you to have fun with Namco's Soul Calibur Site, you are encouraged to browse through the aforementioned acknowledgement in parentheses. Guard Impacts ------------- Something new way back in Soul Edge. You block the instant you see a slash coming at you. In Soul Edge, when you block the instant something is coming at you, you just stagger the foe. Now there's something more in Soul Calibur. Pressing Forward and the Guard Button as soon as some slash is coming at you will push the offensive character into a back stagger. You can only do a Forward and Block Button Impact Stagger at High to Mid Attacks. Pressing Down-Forward and Guard Impact Staggers any Mid to Low Attacks. This is one important move to learn because sooner or later you may get upset seeing your foe play pattern games, etc. and if your patience has been used up, then it's time to Impact-Cut your foe off. I like to call this "Frontal-Push" because Guard Impact Repelling also pushes your foe backwards. To be more descriptive, here's how to "Front-Push" your foe: - f+G to Repel High and Mid Attacks - df+G to Repel Low Attacks Guard Parries ------------- Guard Parries are something new in Soul Calibur that isn't included in Soul Edge. To Guard Parry, press Back and Guard the moment a slash is coming at you to side-push your foe at high and mid attack heights or press Down-Back and Guard at the same time to side-push your foe at Mid to Low attack Heights. This seems to be a great counterattack because when mastered, can be satisfying to pull off at times just because you can go into a side throw afterwards. The Guard Impaction causes your character to block the attack and side-push your foe at the same time. A must do for the faster characters like Taki, Sophitia, Hwang Sung Kyung, Maxi, and Heishiro Mitsurugi. In more-depth explanation, here's how to "side-push" your foe: - b+G to parry High and Mid Attacks - db+G to parry Low Attacks Parries are best done when your foe tries to use a powerful long-range move on you. Understanding Throws -------------------- I'm not going to explain too heavily on this (mainly because I want you to just sit back and enjoy Namco's Advanced Theory Explanations at http://www.soulcalibur.com/systemadv.html) but this seems weird: Characters sometimes scream differently when doing throws, meaning that there are some time for error to jam in that escape button before all is lost. Use this as a hint for what button you need to use in order to escape throws. A good example would be Siegfried's "Taaah!" in one throw and "Eiihhh!" in another throw. Staggers -------- What is a stagger? It's when you throw a blow and if the opponent blocks it, he/she falls back, causing you to maintain your distance away from foe. However, there are also some moves that drain you after it's blocked so be careful. You need to learn how to stagger and then try to let him/her have it with a move that hits at a different location other than the height he/she is trying to block you at. Variating hits and hitting him/her at the unguarded area while he/she is staggered will help, though you may need to allow some room for error. Pinning Attacks --------------- In Soul Edge, you had to jump up and stab at your opponent by using a certain command. Gone are the days of those sissy pin attacks. Now you can use VIRTUALLY ANY ATTACK to perform all the Pin Attacks when your foe is down! However, Pin Attacks are a lot harder to get this time around now that quick recovery has been enabled. Quick Recovery -------------- When you are knocked over the air, or right after you get knocked down, hit the Guard Button as much as you can to recover. This reduces the amount of juggling pain and Okizeme the foe can commit. If you are knocked down on the ground, try leaving the joystick neutral and hit the Guard Button rapidly to recover blocking. The recovery time and the amount of drama required to recover depends on your character's physical attributes. Notations --------- Ever since my Nightmare Move List I first created, I felt that it's time to go with the Namco way of using moves. I suggest that you read the Notations over and over again in order to become familiar with the moves. The Notations I've been using on the Nightmare Move List and Siegfried Move List has been confusing, so I'm planning to fix the notations on these move lists as well. Soul Charging ------------- Soul Charging allows you to perform more powerful versions of your special moves. I call Soul Charging a preparation for Desperation because this allows you to inflict as much damage as a Counter Hit would cause. Soul Charging also has some added bonuses such as longer staggers. Be careful that while you are Soul Charging, you leave yourself vulnerable for high-damage hits so use the Soul Charge wisely. Hold A+B+K and as soon as you are charged up, let loose. Spirit Charging --------------- Spirit Charging allows you to perform even more powerful attacks that a Soul Charge would have dreamed of. Spirit Charging takes more time and effort to perform than a Soul Charge. BTW you can't block while you are on Soul or Spirit Charge Mode so use these features wisely. Spirit Charges are also called Divine Desperations which allows you to perform attacks that has higher bonuses than a Soul Charge, and it's possible that some attacks using a spirit charge may become unblockable! All you have to do is to hold A+B+K, and then hold G to charge up. As soon as you are flashing yellow, let loose. Delaying to Increasing Weight of the Moves ------------------------------------------ So what do I do on this? I simply hold the button to increase the weight of the move and I inflict extra damage with the move. This is actually called a Motion Delay, a feature that allows you to delay the move to either change property or increase damage, or even TO TRICK THE FOE THAT YOU ARE ATTACKING ALL OF A SUDDEN! If you happen to inflict Maximum Delay at times, the move will either turn into an unblockable move, will have the hitting location change, or more commonly, increase the damage done to your foe. Combine that with either a Soul or Spirit Charge-Up for maximum OUCH! Use this feature wisely, though. Part of the reason why I had to omit some of the more useful theories bubbled out at Namco's Index of Advanced Soul Calibur Fighting Theories (http://www.soulcalibur.com/systemadv.html) is because I DON'T WANT TO TAKE AWAY ALL THE FUN OF BROWSING THROUGH THE ACKNOWLEDGEMENT LISTED IN PARENTHESES like I said before. Keep on browsing through the two aforementioned acknowledgements in both the Basic and Advanced Sections of the Theory Review and you should be fine. Remember, I'm only reviewing theories derived from Namco's official Soul Calibur Site. ======================================================================== NOTATIONS f: Forward b: Tap Backward u: Tap Up d: Tap Down uf: Tap Up-Forward ub: Tap Up-Backward df: Tap Down-Forward db: Tap Down-Backward n: Point the Joystick back to Neutral A: Horizontal Slash Button B: Vertical Slash Button K: Kick Button G: Guard Button ~: Tap the control Command immediately +: Tap the control command at the same time [x]: Hold the aforesaid command control 8WR: Perform an Eight Way Run first WS: Crouch, then Rise up with the following commands performed at the same time. WC: Fully Crouched BT: Back Turned qcb: Do a quarterspin of the Joystick from Down to Back qcf: Do a quarterspin of the Joystick from Down to Forward hcf: Do a halfspin of the joystick from Back to Forward hcb: Do a halfspin of the joystick from Forward to Backward qcdf: Do a quarterspin of the Joystick from Down-Back to Down-Forward qcdb: Do a quarterspin of the Joystick from Down-Forward to Down-Backward L: As you land H: The move will hit high M: The move will hit mid SM: The move will hit mid, but can be blocked while crouching L: The move will hit low !: Unblockable Mid ?: Unblockable High &: Unblockable Low P: Hits Prone Foes ======================================================================== MOVES ------------------------------------------------------------------------ Throwing Moves ------------------------------------------------------------------------ The following are available to Rock as Throw Moves. Keep in mind that Astaroth's throw range is excellent while Mi Na's throw range is rather lame. Rock's throw range isn't as radical as Astaroth's but should be adequate enough. The only thing important about throwing as Rock is that Rock is quicker on the throwing draw than Astaroth would be. Rock moves free, so why not throw all you want? Patented Rock Body Slam ----------------------- Command: G+A Type: Front Throw Button used to escape throw: A at start of motion Note: If near edge of ring, throw can ring out Rock lifts you up into the sky, and after grabbing you sky high for a few milliseconds, slams you hard on the ground. If you are close enough to the edge (and if Rock is facing the edge), then it's a ring-out. Canyon Dive ----------- Command: G+B Type: Front Throw Button used to escape throw: B at start of motion Rock headbutts you and does a SUMO SQUASH to massively flat your bones to a crisp! The Slamming Vortex ------------------- Starting Command: qcb+G+B at front Hype Slamming Ender: u_d+A+B right after the starting command Button used to escape throw: B at the start of the motion. Must be done at the starting command. I don't recommend using this move unless it's a 2P game. It's pretty much a multipart that takes practice to master, but will provide you with major damage. Crackling Driver ---------------- Command: df+G+A, only works if Rock grabs a foe facing forward, crouching completely Type: Front Crouching Throw Button used to escape throw: A at the start of motion The name says it all. Rock does a pile driver. Nuff said. Rock can only pile drive foes when his foe is crouching. Brings memories to Astaroth's Drop of Lava move... Hyperkinetic Dynamite --------------------- Command: d+G+A or d+G+B, only works if foe is prone, and if Rock's hands are touching foe's feet. Type: Prone Throw Button used to escape throw: B to escape d+G+A, A to escape d+G+B. The escape MUST be executed at the start of the motion. Rock grabs his foe by one leg and hauls his foe over the foe's head slamming the foe into the ground, then repeats it again but to the other side, then Rock does a 360 Degree Spin whilst holding the foe and lets go which results in the foe being airborne like Asta's Poisedon Tide, but will never ring out. The Horn Fling -------------- Command: Left side of foe, Any Throw Type: Left Side Throw Button used to escape throw: Escape dependant on the Throw Command used and the escape MUST be done at start of animation Note: If Rock is close enough at edge of ring, this move may ring-out. Rock headrushes his foe with hooks them inside his horns then Rock hauls his head up quickly as the foe flies over Rock's Head. Face Crusher ------------ Command: Right side of Foe, Any Throw Type: Right Side Throw Button used to escape throw: Escape dependant on the Throw Command used and the escape MUST be done at start of animation Note: If Rock is close enough to the edge of the ring, he may ring his opponent out with this move. Rock slams down his axe handle first and grabs his foe's head as he smashes the foe's face first into the flat part of his Axe, and then he tosses his foe forcefully to the ground. Maximum Drop ------------ Command: Any throw Close from Behind Type: Back Throw Button used to escape throw: Escape dependant on the Throw Command used and the escape MUST be done at the start of the Animation A modified version of one of Rock's patented body drops. I still have some work to do with these throws as I try to explain the effects of execution as well. I still have a lot of browsing to do at http://www.soulcalibur.com. Face it. I hate to look up at this website just to get the job done. I know it sucks but I have to use this site and credit them because their information's pretty reliable on the long run. Forgive me on this. =( ------------------------------------------------------------------------ Regular Moves ------------------------------------------------------------------------ These moves can be performed at anytime. Keep in mind that now that there are Eight-Way (Octo) Run moves, your strategy has to change a bit. The explained here are the following that you can perform assuming that you did not press any direction twice and attack after initiating an Eight-Way Run. Single Gale Slash ----------------- Command: A Property: H Just a simple Axe Swing. Hold the aforesaid button for a motion delay. Double Gale Slash ----------------- Command: A,A Property: H,H Note: Both commands can be held for a Maximum Delay. If you give both commands maximum delay, then the property changes to H, UH. Be careful when doing the Maximum Delay because it may prove to be more harmful than helpful. Undelayed hits staggers blocking foes Two head decapitators! Cannon Swing ------------ Command: A,B Property: H,M Note: Hold the A Button to delay the motion of the first attack. The second hit staggers blocking foes. The second hit may gut stun on counterhits. Single Axe Swing followed by a stab! Great for confusing that you are going to do two head decapitators! Crater Grip ----------- Command: f+A,B Properties: H,M Note: You can hold the B Button to delay the motion and increase the Second Hit's weight. Second hit staggers blocking foes. Second hit may or may not start juggling combos. Rock does an Axe Butt into an Axe Uppercut. Not one of the more effective moves because the first hit doesn't have good range. Scythe Tap=Axe Shot ------------------- Command: f,[f]+A Property: M Rock does a nice shot right at your foe's kidney. Tornado Spike ------------- Command: f,[f]+[A],B Properties: M,M Note: Both hits staggers blocking foes Rock does one axe shot right at your foe's kidney and ends this one with a VICIOUS Siamese Cut! If both hits connect, the total damage can add up to a WHOPPING 113 damage points! Lots of range, so this is pretty much a meat and potatoes move. Be careful with the quicker characters when you are using this move, though. Typhoon ------- Command: df+A Property: H Note: Hold the A button to Motion Delay and increase weight. If you commit any Maximum Delay with this move, then the move becomes an Unblockable High! Undelayed hit staggers blocking foes A turnaround Axe slash that isn't useful, treat this move like you would with Astaroth. Horizon (A Shin Slash) ---------------------- Command: d+A Property: L Note: Recovers crouching Just a plain old Shin Slash with the Apocalypse... Cyclone ------- Command: db+A Property: L Note: Staggers blocking foes. Hold A to delay motion and increase move's weight. Trip knockdown. Rock does a turn-around low shin swipe that sweeps foes off their feet! Doesn't have as much ring-out power as with Siegfried's version of this one. Reverse Break Axe ----------------- Command: b+A Property: H Note: Side-lunge Knockdown Pretty much like Siegfried's "Bachhanded" Armet Crusher except that the move hits high. Not useful unless you are playing range-games. A backhanded slash is when you hit your foe with the base of the blade instead of the edges BTW. Tomahawk -------- Command: b,[b]+A Property: H Note: You can hold the A button to delay the motion and increase the weight of the attack. Delayed version will stagger blocking foes. It's pretty similar to the Reverse Break Axe, except that Rock does NOT use the base of the axe to hit you. OUCH. Spiral ------ Command: qcb+A,A,A Properties: M,M,M Rock spins around swinging his axe like a Yo-Yo. Unlike Astaroth's Poisedon Tide, Rock can only spin around three times, and the first hit won't transform into a throwing move if the first hit is a clean one. That's just pathetic to say. Canyon Tomahawk --------------- Command: [G]+u L+A Property: L Note: Recovers Crouching Rock jumps and before you know it, he slices you at your shin! Hill Tomahawk ------------- Command: u+A Property: H Note: Staggers blocking foes A simple decapitating slash from the Apocalypse is more than enough to ruin your entire day. As painful as the Klsdf Py Gyst's version of the Decapitator... Reverse Spiral Axe ------------------ Command: WS+A Property: H Note: Staggers blocking foes and chest stuns foes on counterhits. A quick turnaround axe swing, though it's a crying shame that it's a high hit. Treat this move like you would with Astaroth. Sunrise Axe ----------- Command: WS+A,B Properties: L,M Note: Second hit staggers blocking foes Rock starts with a light shin slash and then a crushing slash that provides good frontal protection! Pretty much more defensive, but please keep in mind that Rock isn't fast so you need to use this move sparaingly. Rock Steer 1 ------------ Command: B,A Property: M,M Note: The B Button Command can be held to delay the attack and to increase the weight of the move. Second hit side-staggers blocking foes. Rock does an overhead slash, and then pulls you to the side with a right-horizontal slash. Rock Steer 2 ------------ Command: B,n,b+A Property: M,M Note: Follow the same principle as with Rock Steer 1. Same thing as with Rock Steer Number 1, but a lot harder to perform because of the Joystick Motion involved in this move... Double Crater ------------- Command: B,B Property: M,M Note: Both button presses can be held for a Delay in the Attack and to increase the weight of the attack. Second hit in delayed mode will stagger blocking foes. Rock does an overhead slash, and an Uppercut Slash. Single Crater to Launcher ------------------------- Command: B,B~f Properties: M,M Note: You can increase the weight of the first hit by holding the button for a Motion Delay. Second hit staggers blocking foes and will chest stun on counterhits. Rock does an overhead slash and hits you with the Axe's handle! OUCH! Rock Grip --------- Command: B~f Properties: M Note: Hold the B Button to increase the weight of the attack with a Motion Delay. Staggers blocking foes. It's actually an Axe Butt. Axe Side Cannon --------------- Command: f+B Property: M Note: Gut stun on counterhits and staggers blocking foes. Rock does a stab into your foe's stomach! That's gotta hurt. Gravity Crash ------------- Command: f,[f]+B Property: H Note: Staggers blocking foes. WARNING: FOES CAN CROUCH UNDERNEATH THIS MOVE! Rock rushes you hitting you Axe Blade first with this massive charge. Axe Volcano ----------- Command: df+B Property: M Note: Hold B to motion delay and increase attack's weight. If delay is maximum, then it becomes a UM. If you slight delay this move, then it will stagger blocking foes. Uppercut mania!!! Rock does an uppercut slash that will knock your foe right into the aiya like you don't caiya. Mountain Crusher ---------------- Command: d+B Property: SM Note: You can hold the B Button to delay the motion of the attack and to increase the weight of the attack. Rock also has an Unblockable Mid Advantage with this move if he can just practice Maximum Motion Delay on this one.... Also recovers crouching. A crouching Overhead Slash. Hill Crush ---------- Command: db+B Property: L Note: Recovers Crouching A vertical axe sweep-up. Use this like you would with Astaroth. Bear Fang --------- Command: b+B Property: M Note: You can hold the B Button to delay the motion of the attack and increase the weight for even more damage! Motion delay version staggers blocking foes. Quick Foot stomp. Use this like you would with Astaroth. Rock Hammer ----------- Command: b,b+B Property: M Note: If you tap b,[b]+[B] instead of the aforesaid command, then you can delay the motion of the attack to increase weight and damage of the attack. If you exercise maximum delay in this attack, the move becomes an Unblockable Mid Attack! Awesome. However, you need to use the Motion Delay version wisely, so think twice before you "delay to punish". The non-delayed version will stagger blocking foes. Use this move like you would with Astaroth. This move's range is pretty horrible and unsatisfactory. Hill Splitter ------------- Command: [G]+u, L+B Property: M Note: Recovers crouching and staggers blocking foes. A delayed leaping Siamese cut. Hill Chop --------- Command: u+B Property: M Note: Staggers blocking foes A faster leaping Siamese cut. Mountain Demolition ------------------- Command: WS+B Property: M Note: Staggers blocking foes A defensive Uppercut move with LOTS OF RANGE. Use this one like you would with Astaroth. Rock Front Sole Butt -------------------- Command: K Property: H Note: Hold the K button to delay the motion of the move and to increase the weight of the attack. Just a simple kick at the face. Kneel Kick ---------- Command: K~B Property: M Note: Staggers blocking foes. Another Rock-exclusive, except that you hit your foe with the knee instead of your shoe sole. Rock Kneecap Butt ----------------- Command: f+K Property: M Note: Shove Knockdown on counterhits. Rock does a jumping knee shot right at your foe's chest! Shoulder Tackle --------------- Command: f,[f]+K Property: M Note: Hold the K button to delay the motion and to increase the weight of the move! You can also execute this move via WC+df+K. The Alternate version will stagger when blocked, giving you time to try out your nasty tricks aloft! This move has to be awesome because it has a lot of Ring-Out Power! Rock does a Football-style tackle that knocks you as far as 1/4 th of the total distance from the ring! This is something that you should NEVER try at home, though. Kicking Vortex -------------- Command: df+K,A Properties: M,H Note: Both button commands can be held for a delay of the motion and to increase the weight of the attack. Unlike Astaroth, Rock can motion delay the A to change the A's property from High to Mid. There's some variety right there... Rock does a Grotch kick, and then a decapitating slice that knocks you 1/4 th of the total distance of the ring sideways! Rock Bear Kick -------------- Command: d+K Property: L Note: Recovers crouching A simple kick right at your foe's ankle Horizontal Clip --------------- Command: db+K Property: L Note: Recovers Crouching Although this is definitely a sweep kick, this move WON'T HIT PRONE FOES. =( Rock Stomp Kick --------------- Command: b,[b]+K Property: M Note: Staggers when blocked Do the same thing as you would with Astaroth's version Shin Buster Kick ---------------- Command: [G]+u, L+K Property: L A jumping shin kick that cripples your foe's ability to walk. Please don't try this at home, though. Gut Buster Sole Butt -------------------- Command: u+K Property: M A leaping kick that hurts your foe's jaw! Please don't try this one at home, though. Round Vortex ------------ Command: WS+K,A Properties: M,L Note: Both hits staggers blocking foes Rock does a groin kick and ends with a massively painful shin slash that knocks you to the Canvas! Storm Gust ---------- Command: A+B Property: M Note: Staggers blocking foes. Simple swing that has poor range. Axe Hurricane ------------- Command: df+A+B Property: H Note: If you hold the Aforesaid command, then you can delay the motion of this attack and increase the weight of the Axe Swing. If you exercise Maximum Motion Delay, then the move becomes an Unblockable High. Use the Maximum Motion Delay wisely, as there are some pesty quickies who love to catch Rock while he's warming up for this move. Pretend that Rock was on plate shooting for a Home Run. Now see him swing the axe like you would with Major League Baseball. Treat this move like you would with Astaroth. Tidal Wave ---------- Command: b+A+B Property: M Note: If you hold the Aforesaid command, then you can delay the motion of this attack and increase the weight of the Axe Swing. If you exercise Maximum Motion Delay, then the move becomes an Unblockable Mid. Use the Maximum Motion Delay wisely, as there are some pesty quickies who love to catch Rock while he's warming up for this move. Follow the same principles as with Astaroth's version of b+A+B. Rock Press ---------- Command: f+B+K Property: H Note: Hold the aforesaid command to delay the motion of the attack and to increase the weight of the attack. Boys, if you are dating girls, please don't try this. This is just a game. The name says it all. Ultimate Volcano ---------------- Command: qcf+B+K Property: ! Note: During the motion, press G to cancel the move. Use the cancel feature to fool your foe that you are going to use this move, or to psych your foe out! Rock does a REALLY slow golf-influenced Axe Slash supported by a clash of Lightning. One of the more damaging Unblockable Moves. Use this move wisely as you leave yourself to massively painful counterhits while the move's charging up. Back Side Grip -------------- Command: BT,B+K Property: P Note: Gut stun on counterhits Follow the same principles as with Astaroth. ------------------------------------------------------------------------ Eight way Run Moves ------------------------------------------------------------------------ Eight Way Run Moves are stronger versions of some of the Normal Moves that Rock can use. There are also some moves that Rock can only execute during an Eight-Way Run. Please be aware that some of the Eight-Way Run Moves can be more harmful than helpful if you are not careful with them. While Eight-Way Running, you are not restricted to run in one direction. Axe Shot -------- Command: 8WR,f+A Properties: M Same thing as with the original version. Tornado Spike ------------- Command: 8WR,[f]+[A],B Properties: M,M Note: Both hits staggers blocking foes Same thing as with the original version of the move Hunting Roar ------------ Command: 8WR,u_d+A,A Properties: M,M Note: Second hit staggers blocking foes It's pretty much the same as with Astaroth's Poisedon's Crest. Cyclone ------- Command: 8WR, db_ub+A Properties: L Note: To execute the delayed version of this move, 8WR, [db+A]. Same as the original version of the move. Rock Tomahawk ------------- Command: 8WR, b+A Properties: H Note: If you hold the aforesaid command, then you can delay the motion of this move to increase the weight of the attack for more damage. Same as with the original version of this move. Gravity Crasher --------------- Command: 8WR, f+B Properties: H Note: Staggers blocking foes. Same as the original version of this move... Axe Volcano ----------- Command: 8WR, df_uf+B Properties: M Note: The motion of this move can be delayed by holding the B Button, and if Maximum Delay is exercised with this move, the move becomes an Unblockable Mid. Use the Motion Delay wisely as there are pests who love to land those sissy counterhits at you if you are not careful... Same as with the original version of this move. Hunting Breaker Wave -------------------- Command: 8WR, d_u+B Properties: M Note: Lift staggers blocking foes. Rock does an uppercut-style full-contact swing to knock his foe REALLY HIGH on the air. It's a slow move requiring that you take AT LEAST three steps from the start of the Eight-Way Run, so use this move wisely. UNIMPRESSIVE RANGE. Rock Hammer ----------- Command: 8WR, b+B Properties: M Note: The motion of this move can be delayed by holding the B Button, and if Maximum Delay is exercised with this move, the move becomes an Unblockable Mid. Use the Motion Delay wisely as there are pests who love to land those sissy counterhits at you if you are not careful... Same as with the original version of this move. Shoulder Tackle --------------- Command: 8WR, df_uf+K Properties: M Note: The move can be delayed for an increase of weight and damage like the original version of this move. Same as the original version of this move. Hunting Quake ------------- Command: 8WR, u_d+K Properties: M Note: Hold the K button to delay the motion of the attack and to increase the weight of the attack for higher damage. A lame titan stomp, nuff said. Rock Stomp ---------- Command: 8WR, b+K Properties: M Same as with the original version of this move. Axe Hurricane 1 --------------- Command: 8WR, u+A+B Properties: H Note: If you hold the command following the 8WR, then you can delay the motion of this attack and increase the weight of the Axe Swing. If you exercise Maximum Motion Delay, then the move becomes an Unblockable Mid. Use the Maximum Motion Delay wisely, as there are some pesty quickies who love to catch Rock while he's warming up for this move. Same as with the original version of the Axe Hurricane. Axe Hurricane 2 --------------- Command: 8WR, d+A+B Properties: H Note: If you hold the command following the 8WR, then you can delay the motion of this attack and increase the weight of the Axe Swing. If you exercise Maximum Motion Delay, then the move becomes an Unblockable Mid. Use the Maximum Motion Delay wisely, as there are some pesty quickies who love to catch Rock while he's warming up for this move. Same as with the original version of the Axe Hurricane. Rock Press ---------- Command: f+B+K Property: H Note: You can hold the aforesaid command to exercise a Motion Delay to increase weight and damage... A body press. Nuff said. Like Astaroth, Rock does not have any fancy stances. =( ======================================================================== COMBOS These combos were first seen at http://www.soulcalibur.com/combo.html (Use the View Soul's Combo Argument via HTML File) and could be possibly be the best sections of the official site because players tend to find combos that they want the public to know. The reason why I wanted to generate a Text-Only Combo List for Astaroth is because there are people who does not know how to use the combo effectively yet. Also, you need to use the combo.html's Soul Drop-Down List before pressing "View Combo" on the Combo.HTML file. Select Rock's fancy combos to view, and then after selecting Rock from the drop-down menu to view Soul's combos, hit the View Combos image and you'll know what I mean... You may want to link to Namco's SC Combo Archives using the following URL if you happen to use any of the combos from this section of this document: - http://www.soulcalibur.com/combo.html Note: Each combo are credited by its respective authors through the handles they use. ------------------------------------------------------------------------ Juggling Combos ------------------------------------------------------------------------ Start a juggling combo by doing the following: - Reverse Spiral: WC+A - Rock Launcher: B,B~f (Only Second Hit has something) - Axe Side Cannon: f+B - Back Side Grip: BT+B+K If the second hit of the Rock Launcher or any of the three aforesaid is a counterhit, it will double-over stun your foe. These moves can be used to start out juggles, so try to utilize them as much as you can. Also, since Rock is faster than Astaroth, you may need to get into the habit of using juggles since Rock is rumored to be better in juggles than Astaroth... Juggling Combo 1 ---------------- Execution: d,db,b+G+B,f,[f]+B Counterhit Required: No Number of Hits: 3 Air Recovery Point: Does not apply Not guaranteed after: Does not apply Author: WCMaxi Although this combo is harder to do with Astaroth, you can SURELY do this combo with Rock (thanks to his speed) if you can get the timing just right. I haven't executed this combo just yet, so I have yet to experiment with this... Juggling Combo 2 ---------------- Execution: d,db,b+G+B,8WR,u_d+B Counterhit Required: No Number of Hits: 3 Author: WCMaxi Air Recovery Point: Does not apply Not guaranteed after: Does not apply Although this combo is harder to do with Astaroth, you can SURELY do this combo with Rock (thanks to his speed) if you can get the timing just right. I haven't executed this combo just yet, so I have yet to experiment with this... Juggling Combo 3 ---------------- Execution: f,[f]+[K],8WR,u_d+B Counterhit Required: No Number of Hits: 2 Air Recovery Point: Does not apply Not Guaranteed after: Does not apply Author: WCMaxi In order for this combo to work properly, the Rock Shoulder Charge MUST have already exercised Maximum Motion Delay. Now you must perform the Gravity Uppercut IMMEDIATELY after the Fully-Delayed Shoulder. Notice that timing's kind of tight here. ------------------------------------------------------------------------ Pin Attack Combos ------------------------------------------------------------------------ What's a Pin-Attack Combo? Pin Attacks happen when you knock your foe right into the canvas and inflict inescapable hits to increase the amount of ouch you can cause at the heat of the battle! Pin Attack Combination 1 ------------------------ Execution: b+A+B,d+G+A_d+G+B Counterhit Required: No Number of Hits: 2 Air Recovery Point: Does not apply Not Guaranteed after: The First Hit Author: WCMaxi Execute the b+A+B, run up to your foe, and quickly do the d+G+A. Since the second hit can be escaped, you may need to variate between the d+G+A and d+G+B to make sure that the second hit is guaranteed. Pin Attack Combination 2 ------------------------ Execution: df+B,d+G+B_d+G+A Counterhit Required: No Number of Hits: 5 Air Recovery Point: Does not apply Not guaranteed after: The Second Hit Author: Big Vic Execute the df+B, run up to your foe, and quickly do the d+G+B. Since the second command can be escaped from, you may need to variate between the d+G+B and d+G+A to make sure that the second command is guaranteed. Pin Attack Combination 3 ------------------------ Execution: d,db,b+B+G,d,df,f+B+K,8WR,u_d+B Counterhit Required: No Number of Hits: 3 Air Recovery Point: 2 Not Guaranteed after: Unknown Author: Waidat A seemingly hard combo to do because of the complex commands involved in this Pin-Attack String. I have yet to perform this (I'm not good with Ground Combos, though). Pin Attack Combination 4 ------------------------ Execution: f+B+K,d+G+A_d+G+B Counterhit Required: Yes Number of hits: 3 Air Recovery Point: Does not apply Not guaranteed after: The First command Author: WCMaxi Do the f+B+K, run up to your foe, and quickly do the ground throw. Since the throw is escapable with the proper button command, you may need to variate in between the d+G+A and the d+G+B in order to make sure that all commands are guaranteed. Pin Attack Combination 5 ------------------------ Execution: f,[f]+B,d+A+G Counterhit Required: No Number of Hits: 3 Air Recovery Point: Does not apply Not guaranteed after: Does not apply Author: WCMaxi I don't know much about this combo, but I'm eager to give this one a try (though I'm not good with Ground Combos)! Pin Attack Combination 6 ------------------------ Execution: f+K,d+G+A_d+G+B Counterhit Required: Yes Number of Hits: 3 Air Recovery Point: Does not apply Not Guaranteed after: The First Command (Since people may escape it) Author: WCMaxi Press f+K, run up to your foe, and quickly do d+G+A. Because your foe's bound to escape the throw at times, you may need to variate in between the d+G+A and d+G+B to make sure that the second command is guaranteed. ------------------------------------------------------------------------ Just For Fun ------------------------------------------------------------------------ These combos are done just in case you get bored or if there is something special that is hiding behind the move. Don't perform them unless you feel bored. Also, I won't give out comments since these combos are just for your own leisure. Unfortunately, Rock does NOT have any Just for Fun combos. Stay tuned for some in the future... That's it for today! I'll tell you some Vestiroth's Unconventional Moves in a future update! ======================================================================== HOW TO USE ROCK EFFICIENTLY 1. Although Rock is faster than Astaroth, he isn't good for any close-up attacks. Instead, you will need to take good advantage of his range to more than make up for this severe handicap. If the foe is getting too close, then nail him/her with the G+A throw. Be sure that you react quickly and give yourself room for some error or you will be sorry. 2. NEVER, EVER, EVER USE ANY MOTION DELAYS AGAINST THE FASTER CHARACTERS! They are able to jack you up with a severe counterhit, so use the Motion Delay wisely. The only good news about this is that Motion Delays are controllable. Maximum Delays are only effective through Sheer Fluke, so keep that in mind. 3. Be sure that you take advantage of parrying so that you can get a good clean side throw at your foe. Block all attacks and counter your foe viciously. 4. Recover the instant you get knocked down and/or in danger of becoming juggled, or you may be in danger of suffering severe damage as you are landing or while you are in the ground. 5. Variate all attacks and don't play Pattern Games. You'll play a better fight if you can variate a lot. Rock may have a better library of moves than Astaroth, but don't expect to get away without too much error, so keep that in mind. That's all for now. I'm going to find more tactics and I have to play more games in order to get a feel for the Apocalypse. ======================================================================== ROCK'S ENDING It appears that Rock has rescued Bangoo from the clutches of the evil Lizard Man despite having to face difficult battles. On the day of his rescue, Bangoo lifted up Rock's Apocalypse. Although he staggered a bit, Bangoo was able to handle the Axe without much drama ("ROCK, I CAN HANDLE IT!"). Many years have passed and Bangoo is now of legal drinking age. Every time he looks up at the sky, he always thinks of his mentor, Rock. Someday, Bangoo will leave far away and search for his soul like Rock did during his childhood years. ======================================================================== PLAYING YOUR SOUL CALIBUR'S WORTH OF SHARES As of December 31, 1998, Soul Calibur no longer displays passwords. The reason why this is so is because the American Soul Calibur Site located at http://www.soulcalibur.com has released ALL PASSWORDS for public use. Even though this is the case, DO NOT POST ANY PASSWORDS AT THE FORUM AT ALL!!!!! Here is where you can find the Password goodies at: Extended Character Prologues, Character Revelations, Special Character Notes, Character Endings, Histories of the Arenas, and other Character- related goodies can be found at the following locations: - Arenas: http://www.soulcalibur.com/terrain.html - Extended Character Prologues (only for certain characters) can be found at http://www.soulcalibur.com/souls.html (Click on soul of your choice) - Character Endings and any special notes for each character can be found at the aforementioned URL and its respective soul for the extra. The rest can be found at Digital Calibur. - Project Staff's Interviews can be found at the Digital Calibur section located at http://www.soulcalibur.com/digital.html - Animated Souls can be found at Digital Calibur as well. - Password-related graphics: http://www.soulcalibur.com/themdesk.html ======================================================================== THE DO'S AND DONT'S From now on, this FAQ can only appear in the following sites: * Verasnaship Interactive (http://www.verasnaship.net) * GameFAQs (http://www.gamefaqs.com) * Cheat Code Central (http://www.cheatcc.com) * Secrets of the Game Sages (http://www.gamesages.com) * Game Shark Code Creators Club (http://www.cmgsccc.com) * Al Amaloo (http://vgstrategies.about.com and http://www.gamewinners.com) Why? Because these sites are the only ones that keep all original work updated and up-to-date. You can always get the latest version at my website (Verasnaship Interactive at http://www.verasnaship.net) since I run that website and I always post them instantly right at my website first. GameFAQs does a good job keeping the files up-to-date at all times and is regarded as the most visited "stable" for FAQ-related walkthroughs, original work, and the like. Cheat Code Central and Al Amaloo does a good job in keeping the FAQs fresh, original, free, and "in one piece". They instantly update all FAQs without having me notify them. However, Cheat Code Central also has codes if you are into those cheat codes (yuck). Secrets of the Game Sages is a "Code-related" partner to GameFAQs since both GameFAQs and Secrets of the Game Sages share the same information, links, and tricks-to-date. Game Shark Code Creators Club is a Game Shark site run under the Code Master to provide up-to-date Game Shark Codes and is a highly visited Game Shark site. From time-to-time, I might elect to do PDFs on certain games. You can always get the latest version at Verasnaship Interactive (that's my website) and I'm planning to give GameFAQs my permission to mirror my PDFs in the near future. Rules: * DO NOT place this file in your web site directly. Only the five aforementioned sites have an exclusive right to mirror this file. * You can make a link to my FAQ Library Page. The only rules that I would like to enforce is that you link ONLY to an HTML or an Interactive Web Page. The link to this page is: - http://www.verasnaship.net/text/fighting.html * If you are planning to link to the five other sites that I have mentioned on this reminder, then you are to be advised that your linking rights are heavily limited as foretold on the webmaster's fine prints (depending on where you plan to make your link to). If I'm too vague on this, then please visit the following URL to see why more and more webmasters are restricting links: = http://www.templetons.com/brad/linkright.html (Brad Templeton's Linking Rights Essay). ======================================================================== HOW TO SUGGEST ANY FIXES, BUGS, OR ANY OTHER TRALALA Sending UCE to any of the mailboxes that I have is not tolerated. Period. I report any incidence of spamming by checking the header on where you originated the message at and then report the incidence to the server you originated your message at (which is more likely to get you in deep trouble) or I can just slam you by sending complaints to the following: The server you originated the message at, to your provider, or possibly the Free-Mail Service that you use. Don't spam me. It's not worth it. I will only tolerate e-mail in regards to Soul Calibur as a whole. See http://spam.abuse.net to see why it's bad. ======================================================================== REFERENCES OF THIS FAQ - http://www.namco.com (Namco America) - http://www.namco.co.jp (Namco Japan) - http://www.soulcalibur.com (The official Soul Calibur Site) - http://www.fighters.net (Courtesy of Mr. MG) - http://www.luminpro.com/soulcalibur/ (Courtesy of Wind-X) - Cynan de Leon (komejin) ======================================================================== ACKNOWLEDGEMENTS - Hajime Nakatani for carefully creating, crafting, and directing Soul Calibur. Without Hajime Nakatani, then neither Tekken nor Soul Calibur would flourish. - Studeo, Inc. for hosting Namco America's Soul Calibur Site - Jason Arney (WCMaxi), Mark Mikulecky (Kaipo), and Mark Holt (Madmardy) for dedicating their love and labor to create an attractive Soul Calibur Site. - Jamison Gold for accepting Namco America as a client. - Alan Ambroziak (AL-X), Mr. MG, John Culbert (Tigeraid) for running the multipurpose fighting game site, Fighters.NET - Namco Cybertainment for being the first arcade chain to stock Soul Calibur on their shelves. - John Culbert for mirroring my Capcom Fighting Games Guides. - GameFAQs for being the largest stable of Original Work. - Kao Megura for being the most prolific FAQ Author of all time. - Imagine Games Network for being the largest Video Gaming Community over the Internet - Secrets of the Game Sages for a huge collection of updated cheats - Finally, Frederick Schtauffen for giving Sieg a second chance to prove himself. :) This is a shared interface from my Nightmare and Siegfried Documents. - Cynan de Leon (komejin) for shedding the light on some of the moves that I haven't been able to execute yet as Astaroth. Thanks for your help! ** END OF DOCUMENT ** This electronically published work is the sole property of Mark Kim. Please credit Mark Kim as Vesther Fauransy where credit is due. Unpublished work (c)1999-2000 Mark Kim. All Rights Reserved Soul Calibur: (c)1996-2000 Namco. All Rights Reserved