Soul Calibur
                "Welcome back to the Stage in History"
                         Lizard Man 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 0.4.0c
                             Text Build 2003
           Date of Completion: January 31, 2000 (No Time Given)
         Date of Public Release: January 31, 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Unpublished work trademarked (tm) and copyrighted (c) by Mark Kim.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.

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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
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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

January 27, 1999
----------------
Poor Lizard Man.  He doesn't get enough attention nowadays.  Right now
I'm trying to master the use of Mitsurugi (who's a well-balanced character),
but I'm providing a Lizard Man Move List (and probably an all-purpose
Soul Calibur Juggling Bible) for your sake.  Lizard man plays a lot like
Sophitia except he is faster, and his chances of ringing out a foe is
much better.

April 12, 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.  Some Nuts and Bolts involved in fixing of the document.

January 29, 2000
----------------
Fixed all the unnecessary legal mumbo-jumbo in exchange for more game
related information.  As with the latest updates, you can use this
FAQ for the Dreamcast Console but I'd rather centralize this document
for the use on the Namco Arcade Game.  Expect drastic changes to this
document.  I will then update both Astaroth and Rock next.  However,
both play simultaneously with minimal differences.

First it was the Seung Mi Na FAQ that had to undergo a massive facelift.
Second it was Nightmare and Siegfried that I had to adjust in order to
show my bolder interest in these two characters.  And then Voldo and
Siegfried had to undergo updates in order to show them my appreciation
towards their variety and their potency.  Now it's Lizard Man's turn
to get these updates.  He's easy to use but his variety's kind of
laughable.  Some of his moves might have short range but he's a lot
quicker than Sophie is.  Take good advantage of Lizard Man's quicker
reflexes by using some of his moves that cover his entire front.  I
personally would use Liz as a backup character just in case you can't
win for 3 matches.  Once you master Liz, then Liz could be insanely
deadly.  Enough rambling about this, let's get it on.

January 31, 2000
----------------
Al Amaloo looks to be a promising licensee: I've given him my seal of
approval to mirror 6 out of 8 Soul Calibur FAQs (Notice that I have yet
to update 2 of them which is Astaroth and Rock, and I have to tune up
Astaroth and Rock before I can give Al my seal of approval to mirror
the Astaroth and Rock Move Lists).  The FAQs that Al now has in mirrored
stock are Seung Mi Na, Nightmare, Siegfried, Voldo, Yoshimitsu, and
Lizard Man.  I have yet to update both Astaroth and Rock so that it
can be presently mirrored by Al Amaloo.  Thanks for your patience.

========================================================================
TABLE OF CONTENTS

- Newsflash
- Reasons for a Massive Update
- What is Soul Calibur?
- What was the Siegfried Move List intended for
- Lizard Man Rants
- Lizard Man at a glance
- Starting Theories
- Advanced Theories
- The Notations
- Move List
- Combos
- How to use Lizard Man efficiently
- Liz's Ending
- 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
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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
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Linux users should follow the directions on how to align this document
correctly.

========================================================================
REASONS FOR A MASSIVE UPDATE

Many months has passed since I have last updated this Move List for
Lizard Man.  While Liz and Sophie Alexandra are identical as far as
the move variety is concerned, both Liz and Ms. Alexandra have their own
physical differences in order to keep the twists of the time release
characters going, much to the tradition of Hajime Nakatani's Tekken
series.  As you probably know already, Lizard Man is a warrior who
once served Hephaetsus's cause, but suddenly became a servant of
Krumm Mrl Py Eltzk through a deadly twists of happenings that I can't
explain until later on.

I highly recommend that you use either Sophie Alexandra or Lizard Man
(I know this sucks, but they're pretty much Beginner Material) through
your first times around.  While neither of these characters are worth
playing over and over again, both are easy to use, have the easiest
juggles in the game, and are forgiving to get used to.  The only
noticeable differences between the two is that Lizard Man has quicker
draw strength than Sophie does.  And definitely the stupidest reason
you can select a character is because you want "sex appeal" (and that's
a Vesther Fauransy no-no in any fighting game).

Whatever you look at it, they're both worth selecting as your first
characters (unlike Nightmare and Siegfried in which Nightmare was more
original than Siegfried, because if you don't use Nightmare long
enough, then you won't get to know some of the cheers and jeers Sieg
has, please read my Nightmare and Siegfried FAQs for more on them)
though they have minimal differences (but they do have their own
physical differences).  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.

Lizard Man has most of Sophitia's (BTW Sophitia Alexandra is also called
Sophie) moves but he has some moves of his own (which why Hajime
Nakatani wanted the game to have a lot of characters with their own
physical personalities, which makes Soul Calibur a massive improvement
over Soul Edge).  He is quicker on some of the moves and some of the
moves have better range than Sophie's.  As with Sophie, Lizard Man
has the easiest juggling moves in the game (much like Heihachi Mishima
did in Tekken 2).  If you want to learn how to juggle in Soul Calibur,
then it would be a good idea to use either Liz or Sophie since their
juggles are easy to use.  Even though experts would be turned off by
their ease of use, they have lots of juggles that they can master.
Juggles that last longer may seem impressive but they are easily
escapable so that's why you need to keep juggling simple and
inescapable as always.

In the Dreamcast Version, the same thing holds between Lizard Man and
Sophitia Alexandra.  You should try to use Liz and Sophie as your very
first characters the moment you first touch the Soul Calibur CD because
they are easy to use.  You will then get to know much of Soul Calibur's
improvements over Soul Edge a lot better if you take the time to master
these two scrub-friendly characters.

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 THE LIZARD MAN MOVE LIST

This move was intended to serve primarily as a very descriptive move list
for the once divine servant of Hephaetesus now Kyumm Mrl Py Eltzk's servant,
Lizard Man.  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.  Lizard Man is a step up from Sophitia
Alexandra, with greater chances of ringing out foes, faster draw, longer
range, and more variety with his moves.  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.

Although Lizard Man (like Sophitia) has no fancy stances, he is an easy
character to use much like Sophitia and should be the first character to
use if ease of use is all you want.  You will have to play as Sophitia
first because Sophie is released when the game is automatically stocked
up.  If you don't take some time to get used to Sophitia, then you may
not be able to take full advantages of the bonuses Lizard Man may have
over Sophie.

You're welcome to offer me with any bug fixes at this location:

- http://www.verasnaship.net/text/mailform.html (Coming Soon)

========================================================================
RANTINGS ABOUT LIZARD MAN

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:

Like Sophitia, Lizard Man is a scrub-friendly character sharing most of
Sophie's moves.  Lizard Man is basically Sophitia with faster reflexes
and with better ring-out power.  Lizard Man has some better range in
some of Sophie's moves, although it's hard to say which one's better
for scrubs to use.  Lizard Man and Sophie should be on the first
timer's list when they first touch Soul Calibur for the first time.

In the eyes of the expert, Lizard Man and Sophie lacks the boocoo
variety of both Voldo and Ivy but either way, Lizard Man and Sophie
has the easiest juggling moves in the game (alongside Taki, who also
has the easy juggling moves, though not as easy as Lizard Man and
Sophitia).

The only noticeable differences between Lizard Man and Sophitia is
perhaps their draw-time, ring-out power, and perhaps range.  Liz
and Sophie are slouches when it comes to throwing power so avoid
using them as throw jockeys at all times.  Lizard Man's basic moves
comes in handy since his drawing power is slightly higher than
Sophie's, but both Soph and Liz virtually have the same moves so
that their moves are best used for both offense and defense.

Both Liz and Sophie has the most juggling starters (basically
uppercut moves) and you can even create even the most complex combos
by just using basic moves.  The only drawback in regards to juggling is
that timing is too critical when it comes to longer juggles, and at
times, the juggle is not guaranteed either because your hit positioning
is not correct, or it's because you're not fast enough.  Worst of all,
players can now escape juggles, meaning that longer juggles are no
longer guaranteed.

However you look at both Sophie and Liz, they are both suited well for
beginners and first-timers.  I'm centralizing the use of this FAQ for
those who want to use Lizard Man.

========================================================================
LIZARD MAN 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).

Catch Copy:      Jasper Scales of Shudder
Weapon:          Short Sword and Small Shield
Weapon's Name:   Xi Sword and Game Shield
Style:           Derived from Sophitia's style
Age in Years:    3
Date of Birth:   Unknown
Family:          Unknown.  There are many similar creatures
Place of Origin: Unknown
Height:          6 foot
Weight:          190 lbs
Blood Type:      Unknown

Although Hephaetesus gave 24 mortals the power to destroy the evil
Soul Edge, there's been some failures as well.  Only Sophitia Alexandra
fared well against this evil.  Now it's time to tell the story of a
traitor named Aeon Calcos, who became Lizard Man.

While he was wandering to search for the destruction of the evil Soul
Edge, he wandered a vast desert of death.  He sunk into the quicksand
wondering if Hephaetesus abandoned him or not.

Although Aeon thought that he would sink to death, a mysterious village
man took Aeon onto a bed.  The village man saved Aeon's life and in
return, Aeon would teach them swordplay.  This would be short-lived
as the Evil Seed attacked the village at that self-same instant.  The
village has been destroyed, and the souls have been stolen from this
point on.  Aeon lost his soul to the Evil Seed and became a Berserker.
It wasn't long enough before the evil priest Kyumm Mrl Py Eltzk came
in and kidnapped the Berserker.

A mysterious ritual performed by Kyumm Mrl Py Eltzk transformed Aeon
into a Lizard.  Although everything good was taken away from the
transformation, the only remains of Aeon's former human self was the
ability to fight.  Kyumm Mrl Py Eltzk would eventually teach Aeon how
to serve his purposes well for the next three years.

Now from a sacred fighter abandoned by Hephaetesus to a efficient
slave of Kyumm Mrl Py Eltzk, Aeon is ordered to find the soul-stealing
Soul Edge with a new name---LIZARD MAN!!!  What a traitor this guy is.

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
LND: 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 Lizard Man as Throw Moves.
Keep in mind that Astaroth's throw range is excellent while Xianghua's
throw range is rather lame.  Although Lizard Man is actually a Sophitia
Clone, his throwing range is much better (although he's still have a lot
of improvement to do).  Keep in mind that throw escapes are possible in
this game, and there are bound to be throw moves that require the use of
another throw!

Vestiroth's Note: Unless I know how the move looks like, I will not
go in-depth of the move.

Meze Style Sadistic Rush Lift
-----------------------------
Execution: G+A
Throw Type: Front Throw
Button to Escape Throw: A
Note: The Button Escape must be executed before the Throw Frames kick
in.
Liz picks up his foe and stabs his foe several times with the sword and
then slams his foe down on the ground.

Meze Style Satana Storm
-----------------------
Execution: G+B
Throw Type: Front Throw
Button to Escape Throw: B
Note: The Button Escape must be executed before the Throw Frames kick
in.

Meze Style Reptile Rumble
-------------------------
Execution: qcb+B+K
Throw Type: Front Throw
Button to Escape Throw: B
Note: The Button Escape must be executed before the Throw Frames kick
in.
Very hard throw move to do because of the joystick motion required

Meze Style Scale Crusher
------------------------
Execution: Any throw directly from foe's left side
Throw Type: Left Side Throw
Button to escape throw: Escape dependant on throw used.
Note: The Button Escape must be executed before the Throw Frames kick
in.

Meze Style Sand Bomb
--------------------
Execution: Any throw directly from foe's right side
Throw Type: Right Side Throw
Button to escape throw: Escape dependant on throw used
Note: The Button Escape must be executed before the Throw Frames kick
in.

Meze Style Back Bomb
--------------------
Execution: Any throw Close from Behind
Throw Type: Back Throw
Button to escape throw: Escape dependant on throw used
Note: The Button Escape must be executed before the Throw Frames kick
in.  This throw can also ring out if you are near the edge and if you
are in danger of being knocked out of the ring.

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.

Refrain Edge
------------
Execution: A,A
Locations: H,H
Two slices at the neck.

Edge Low Kick
-------------
Execution: A,K
Location: H,L
A head slice followed by a shin kick.  Something nice is that the Shin
Kick will force crouching foes to block since the final hit taps low.

Grip Blow
---------
Execution: f+A,B
Location: H,M
A simple head slash into a heart poke.  Nice move to use if your foe's
going to crouch on all hits, since you're making your foe block high.

Meze Style Grit Draft
---------------------
Execution: f,[f]+A
Location: M
Note: This move will stagger the foe whenever blocked
A nice slap at the foe's heart.  Lizard man does a full-contact
horizontal slash right at the foe's chest.

Grit Draft
----------
Execution: df+A
Location: M
Note: This move will stagger a foe whenever blocked

Lower Side Edge
---------------
Execution: d+A
Location: SM
Note: Lizard Man will crouch right after this move, meaning you can
pull off some good While Standing and/or While Crouching Moves after
this one, creating unconventional combos of your own.

Twolnu Style Grit Breeze
------------------------
Execution: db+A,A
Location: L,M
A shin slice followed by a Mid-Section Slice

Twolnu Style Gathering Refrain
------------------------------
Execution: b+A,A,A
Location: H,L,M
Note: The First A can be held for a motion delay.  If you max-out the
Motion Delay, then the first hit will stagger a foe whenever the maxed-out
delay version of the first hit is blocked.
Lizard man does a Head Cutter, and then a Shin Slash ending in an Uppercut
Slash, much like one of Sophie's moves.

Twolnu Style Vesper Warning
---------------------------
Execution: b+A,A,B
Locations: H,L,M
Note: The First A and/or the final hit can be held for a motion delay.  If
you max out both the first and the third hits, then the First and Third
Hits will stagger whenever blocked.
Lizard Man does a Head Slash and a Shin Slash, but instead of ending in an
uppercut slash, he ends the combo in a mighty Hammer Punch!

Twolnu Style Gathering Blade
----------------------------
Execution: b+A,B
Locations: H,M
Note: The first A can be held for a motion delay.  If you max out the motion
delay, then the first hit will stagger a foe whenever the maxed-out delay
version of the first hit is blocked.
Lizard Man does a Head Slash, and then an Overhead Slash instead.

Trap Mirage
-----------
Execution: b,[b]+A
Location: M
Note: If the connected hit is a counterhit, then another hit will be added.

Kamira Style Lava Current
-------------------------
Execution: db+A,A
Location: L,M
Special Notes: You can hold the second A button to initiate a motion
delay for the Second Hit.  If the Second Hit's motion delay is maxed-out,
then the property will change into a UM.  Neat, but you need to make sure
that you use the Motion Delays wisely.
Basically a Twolnu Gathering Refrain minus the High Hit starter.

Kamira Style Grit Temperance
----------------------------
Execution: qcf+A,A
Location: M,L
Note: This move can also be executed by doing a Quarterspin of the Joystick
from down to towards twice, and then press the A button twice.

Kamira Style 2 Grit Temperance
------------------------------
Execution: qcf,u_d,n+A,A
Locations: M,L
Note: This move can also be executed by doing a Quarterspin of the Joystick
from down to towards twice, then tapping the joystick either up or down,
then let leave the joystick neutral and almost immediately press A,A.

Climbing Side Edge
------------------
Execution: WS+A
Location: M

Under Base Cut
--------------
Execution: [g]~u, LND+A
Location: L

Hopper Spinning Edge
--------------------
Execution: u+A
Location: H

Twolnu Style Nasty Blast
------------------------
Execution: B~A,B,B,B,B
Locations: L,L,L,L,M
Note: This move will also hit prone foes.
Lizard man pounds the ground several times before stabbing his poor
foe right at the heart.  Ow!

Twolnu Style Feint Nasty Blast
------------------------------
Execution: B~A,f+B
Locations: L,M
Note: This move will also hit prone foes.
This is the shorter version of the Twolnu Style Nasty Blast.

Scale Strike
------------
Execution: B,B
Location: M,M
A half-contact Overhead Slash and a Heart Poke.

Blade Roundhouse
----------------
Execution: B,K
Locations: M,H
Special Note: The second hit will stagger a foe whenever the kick is
blocked.
Lizard Man does an Overhead Slash followed by a turnaround roundhouse.

Spot Strike
-----------
Execution: f+B
Location: M
Note: This attack will stagger a foe whenever it's blocked.
A nice stab at the foe's chest.

Twolnu Style Dune River
-----------------------
Execution: f,[f]+B
Location: M
Note: This attack will stagger a foe whenever it's blocked.
Lizard Man does a rushing Sword Uppercut that is good for starting juggles,
and when this move is a counterstrike, there's more room for drama with
juggling combos.

Rising Grit
-----------
Execution: df+B
Location: M
Note: This move will start juggles.  If the move is a counterstrike, then
juggling height will increase.
Lizard Man does an uppercut slash right at his foe's chin that knocks the
foe off the air.

Meze Style Shield Blast
-----------------------
Execution: d+B,B
Locations: SM,M
Note: This move can also be executed by pressing df+B,B while crouching,
but you won't be able to inflict as much damage as you would with d+B,B.

Base Scale Blade
----------------
Execution: db+B
Location: M
Note: Since Lizard Man will be crouching right after this move is
executed, you can follow up with any While Standing Moves right after
this move, or hold the Joystick Down to continue crouching.

Meze Style Lightning Head Masher
--------------------------------
Execution: b+B
Location: M
Note: This move will stagger a foe whenever the move is blocked.

Weapon Geyser
-------------
Execution: b,[b]+B
Location: M
Note: This move will stagger a foe whenever the move is blocked.
A pretty fast uppercut move, though not as good as the rushing one
(f,[f]+B).

Meze Style Grit Blast
---------------------
Execution: qcf+B
Location: M
Note: This move can also be done by doing a quarterspin motion of the
joystick from down to forward twice and press the B button after the
dual quarterspin.  The twice quarterspin version of this move will
stagger a foe when the move is blocked and will cause more damage than
the qcf+B Version.

Meze Style Shield Rush
----------------------
Execution: qcf,d_u,n+B,A,B
Locations: M,H,M
Note: This move can also be done by doing a quarterspin motion of the
joystick from down to forward twice, and tapping the joystick up, and
then shift the joystick back to neutral while pressing B almost
immediately to make the foe stagger whenever he/she blocks the first
and third hits.  You can delay the Second and Third Hits.

Tail Geyser
-----------
Execution: [g]~u,LND+B
Location: M

Hopper Base Scales
------------------
Execution: u+B
Location: M

Tail Weapon Geyser
------------------
Execution: WS+B
Location: M

Double Gloom Kicks
------------------
Execution: K,K
Locations: H,M

Gloom Front Kick
----------------
Execution: f,[f]+K
Location: M
Note: This move will stagger a foe whenever the move is blocked

Gloom Middle Kick
-----------------
Execution: df+K
Location: M

Romper Base Kick
----------------
Execution: d+K
Location: L
Note: Since Lizard Man will continue to crouch right after he does this
move, you can either hold the Joystick down to continue crouching or you
can follow up with any While Standing Move.
Lizard Man does a kick that strikes prone foes and right at his foe's
ankle.

Meze Style Singer Spin Kick
---------------------------
Execution: db+K
Location: L
Note: Since Lizard Man will continue to crouch right after he does this
move, you can either hold the Joystick down to continue crouching or you
can follow up with any While Standing Move.

Sand Splash Kick
----------------
Execution: b,[b]+K
Location: M
Note: This move will stagger a foe whenever the move is blocked

Kamira Style Romper Float
-------------------------
Execution: qcf_ws+K,K,A,B
Location: M,M,M,M,L,M
Note: This move can also be done by performing two quarterspins of the
joystick from down to forward and by pressing the command buttons right
after the dual quarterspins.  The fifth hit will stagger a foe whenever
the move is blocked.

Kamira Style Romper Cascade
---------------------------
Execution: qcf_ws+K,K,B
Location: M,M,M,M,M
Note: This move can also be done by performing two quarterspins of the
joystick from down to forward and by pressing the command buttons right
after the dual quarterspins.  The move will stagger a foe whenever
the move is blocked.

Kamira Style Romper Sault
-------------------------
Execution: qcf_ws+K,K,K
Location: M,M,M,M,M
Note: This move can also be done by performing two quarterspins of the
joystick from down to forward and by pressing the command buttons right
after the dual quarterspins.

Sand Arch Kick
--------------
Execution: qcf,u_d,n+K
Location: M
Note: This move can also be done by performing two quarterspins of the
joystick from down to forward and by pressing the command buttons right
after the dual quarterspins.  This move will stagger a foe whenever
the move is blocked.

Kamira Style Grit Float
-----------------------
Execution: uf+K,A,B
Location: M,M,L,M
Note: The third hit will stagger a foe whenever it's blocked.

Karim Style Grit Cascade
------------------------
Execution: uf+K,B
Location: M,M,M
Note: The third hit will stagger a foe whenever it's blocked.

Kamira Style Grit Sault
-----------------------
Execution: uf+K,K
Location: M,M,M
Note: The third hit can be delayed for variety.

Sand Arch Kick
--------------
Execution: [g]~u+K
Location: M

Romper Base Tail
----------------
Execution: [g]~u,LND+K
Location: M

Twolnu Style Rising Beat
------------------------
Execution: df+A+B
Location: M
Note: The second hit will stagger a foe whenever it's blocked

Meze Style Deser Warning
------------------------
Execution: u+A+B
Location: M
Note: You can hold the A+B to initiate a motion delay.  If the Motion
Delay is maxed out, then the move becomes a UM.  This is nice, but you
need to be using the Motion Delays wisely.

Twolnu Style Climb Tempest
--------------------------
Execution: WS+A+B
Location: M

Meze Style Twister High Kick
----------------------------
Execution: A+K
Location: H
Note: This move will stagger a foe whenever it's blocked.  You can also
do this move during an Eight-Way Run.

Meze Style Grit Twister Kick
----------------------------
Execution: A+K,K
Location: M
Note: This move can also be done during an Eight-Way Run.

Kamira Style Air Shield Blast
-----------------------------
Execution: B+K,B
Location: SM,M
Note: The first hit will stagger a foe whenever it's is blocked.

Meze Style Shield Rush
----------------------
Execution: f,[f]+B+K,A,B
Locations: M,H,M
Note: The first and third hits will stagger a foe whenever these hits
are blocked.  The second and third hits can be delayed.

Meze Style Sand Revenger
------------------------
Execution: db+B+K
Location: UM
Note: This move is slow so use this one wisely

Sand Revenger
-------------
Execution: b+B+K
Location: M
Note: This move will stagger a foe whenever it's blocked.  You can press
the G Button to shift to Grit Sand Revenger.

Twolnu Style Grit Avenger
-------------------------
Execution: b,[b]+B+K
Location: M
Note: This move will stagger a foe whenever it's blocked.

Weapon Geyser
-------------
Execution: WS+B+K
Location: M
Note: This move will stagger a foe whenever it's blocked.

Serpent Slide
-------------
Execution: qcf
Location: Special Movement
Note: This is a Crouch Dash.  A Double Serpent Slide can be initiated
by doing two quarterspins of the Joystick from down to forward.

Serpent Slide Cancel
--------------------
Execution: qcf,d_u,n
Location: Special Movement
Note: This is a Crouch Dash into a Side Step.  A Double Serpent Slide
can be initiated by doing two quarterspins of the Joystick from down
to forward.

Kamira Style Twin Serpent Slide
-------------------------------
Execution: qcf,d,[df]
Location: Special Movement
Note: This is a Double Crouching Dash ending in a crouch.

Eight way Run Moves: Eight Way Run Moves are stronger versions of some of
the Normal Moves that Seung Mi Na can use.  There are also some moves that
Seung Mi Na 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.

Meze Style Grit Draft
---------------------
Execution: 8WR,f+A
Location: M
Note: This move will stagger a blocking foe whenever the move is blocked
Same as the original version of the move.

Meze Style Double Shield Swing
------------------------------
Execution: 8WR,d_u+A,A
Location: H,H
Note: Both taps will stagger a foe whenever both hits are blocked
A nice Shield Punch and a back hand.

Kamira Style Lava Current
-------------------------
Execution: 8WR,db_ub+A,A
Locations: L,M
Note: You can hold the second A command for a motion delay.  If the second
hit's motion delay is maxed-out, then the move changes to a UM.  Nice but
use the Motion Delay Wisely.  Otherwise, a non-delayed second A will stagger
your foe whenever it's blocked.

Trap Mirage
-----------
Execution: 8WR,b+A M
Location: M
Note: If the connected hit is a counterhit, then another hit will be added.

Twolnu Style Dune River
-----------------------
Execution: 8WR,f+B
Location: M
Note: This attack will stagger a foe whenever it's blocked.
Lizard Man does a rushing Sword Uppercut that is good for starting juggles,
and when this move is a counterstrike, there's more room for drama with
juggling combos.

Meze Style Shield Cannon
------------------------
Execution: 8WR,df_uf+B
Location: M
Note: This move will stagger a foe whenever the move is blocked.

Meze Style Shield Jolt
----------------------
Execution: 8WR,d_u+B
Location: M
Note: This move will stagger a foe whenever the move is blocked.

Weapon Geyser
-------------
Execution: 8WR,b+B
Location: M
Note: This move will stagger a foe whenever the move is blocked.

Ranting Kick
------------
Execution: 8WR,df_uf+K
Location: M

Gloom Middle Kick
-----------------
Execution: df+K_8WR,d_u+K
Location: M

Sand Splash Kick
----------------
Execution: 8WR,b+K
Location: M
Note: This move will stagger a foe whenever the move is blocked

Meze Style Twister Kick
-----------------------
Execution: 8WR,db_ub+K or 8WR,db_ub+K,K
Location: H for one K Press, M for two K Presses

Meze Style Double Rising Beat
-----------------------------
Execution: 8WR,any+A+B
Location: M
Note: This move will stagger a foe whenever the move is blocked.
Lizard Man does a sword and a shield uppercut to hit the foe right at
his/her gut twice!

Meze Style Shield Rush
----------------------
Execution: 8WR,f+B+K,A,B
Locations: M,H,M
Note: The first and third hits will stagger a foe whenever these hits
are blocked.  The second and third hits can be delayed.

Twolnu Style Grit Avenger
-------------------------
Execution: 8WR, any but F+B+K
Location: M
Note: This move will stagger a foe whenever it's blocked.

Like Sophitia, Lizard Man doesn't have any fancy stances. =(

NOTE: Part of the reason why I can't explain all the moves is because
there are moves that I don't use pretty often for personal reasons.

========================================================================
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 Lizard Man 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 Lizard Man's fancy combos to view, and then
after selecting Lizard Man 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
---------------
Unfortunately, Lizard Man has no Double Over Stuns, which makes his chances
of creating a guaranteed combo all for naught. =(

Vestiroth's Special 1
---------------------
Execution: 8WR, d+A+B, f+A, f+B
Number of Hits: 3
Counter Hit Required: Highly Recommended
Air Recovery Point: After the Starter
Not Guaranteed after: The Starter
Comments: You need to be as close as you can in order to land the hits.
It's forgiving if you start out from a clean hit otherwise, this is
definitely an expert's combo.  You need to perform juggle hits almost
right away and close!

Kaipo's Special
---------------
Execution: b,[b]+K,d,df,f+B
Number of Hits: 2
Counter Hit Required: Yes
Air Recovery Point: Does not apply
Not guaranteed after: Does Not Apply
Author: Kaipo
Comments: This move can only be executed after the initial starter is
a counterstrike.

Ug the Caveman's Special
------------------------
Execution: [b]+ B,A,A,B B
Number of Hits: 5
Counter Hit Required: No
Air Recovery Point: Unknown
Not Guranteed after: Unknown
Author: Ug the Caveman
Not a real combo, but it's something annoying Ug was able to pull off.

Acel's Special
--------------
Execution: f,f+B,QCF+B
Number of Hits: 2
Counter Hit Required: No
Air Recovery Point: Does not apply
Not Guranteed After: Does not apply
Author: Acel
Comments: Although this combo is pretty basic, I HIGHLY recommend that
the starter be a Counterstrike to allow more room for drama.

Vestiroth's Special 2
---------------------
Execution: f,[f]+B,[f],N,B,f,[f]+B
Number of Hits: 3
Counter Hit Required: Recommended
Air Recovery Point: After the Starter
Not Guaranteed after: The Starter
Comments: Start the Combo with the running Uppercut.  Now walk in with
B, and then immediately execute another running uppercut.  You need to
pay attention to the hit positioning if you want to make this combo
work. :)

Vestiroth's Special 3
---------------------
Execution: f,[f]+B, f+A, f+B
Number of Hits: 3
Counter Hit Required: Recommended
Air Recovery Point: Right after the Starter
Not Guaranteed after: The Starter
Comments: Start the Combo with the Running Uppercut.  Immediately
land all the hits.  Very hard combo to do because the following two
hits requires accurate hit positioning.

Vestiroth's Special 4
---------------------
Execution: f,[f]+B,[f],N,B,8WR,d+A+B
Number of Hits: 3
Counter Hit Required: Recommended
Air Recovery Point: Right after the Starter
Not Guaranteed after: The Starter
Comments: Start the Combo with the Running Uppercut.  Walk in with
the Chest Stab, and finally finish him/her with the Eight-Way Run
Finisher.  It's hard to do so don't expect this combo to be
guaranteed the first couple times around.

That's all for now.  I have to browse through SoulCalibur.Com in order
to get a better look at the Combos.

Pin Attack Combos
-----------------
What's a Pin-Attack Combo?  Pin Attacks are when you knock your foe off
and inflict unblockable or unescapable hits to increase the amount of ouch
you can inflict!

At this point of time, Lizard Man has NO Pin Attack Combinations.

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.

Drago's Dirty Trick
-------------------
Execution: f,[f]+A or df+A, walk in with a throw
Number of Hits: Unknown
Air Recovery Point: Does not apply
Not guaranteed after: This is an expert's combo
Author: Drago
Comments: Try to be as close as you can, and then right after you land
the move, throw them.  A counterhit is recommended on this one.  If done
correctly, then you can pull a lot of cheese, but please don't overuse
it against your human opponent since you will anger him/her.

That's it for today!  I'll tell you some Vestiroth's Unconventional Moves
in a future update!

========================================================================
HOW TO USE LIZARD MAN EFFICIENTLY

1. If you want to start out a juggle, please be warned that Lizard Man has
  no special double over stun moves over a counterhit.  This means that
  Lizzie will have to rely on direct juggles and counterstrike hits for
  the starters in order to make her way around for the juggles.

2. Don't overuse one move otherwise your foe may be able to notarize
  your movements later on, catching onto your pattern games.

3. You need to play as Sophitia a few times before tackling on Lizard
  Man.  Lizard Man is a character assuming that you know how to use
  Sophie pretty well.  Unless you can use Sophie well, you'll find
  yourself clueless on what to do next.

4. I don't want to overmention any juggles with Lizard Man because he
  seems to have some of the easiest juggles in the game.  Only Xianghua
  and Taki have easier juggles.  The best starter is f,[f]+B.  Now use
  any type of hits you want to use, but watch the hit positioning.

5. Although Ringing a foe out requires a lot of skill, Lizard Man's
  chances of ringing a foe out is better than Sophie's.

6. Use the Motion Delays wisely as overusing them will force faster
  characters like Taki to inflict massive counter hurt on you.

7. Abuse the uppercut moves as much as you can.  They are quick and
  they help start out cheese for Lizard Man.  Also, try to use the 8WR,
  A+B since that also supports the uppercuts.

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 Xi Sword and the Game Shield.

========================================================================
LIZARD MAN'S ENDING

Although Lizard Man was wounded during the fight against Inferno, he still
have managed to extinguish Inferno with the weight of the cursed souls.
At that self-same instant, he approached another nightmare, but he was
dying for a new quest of destruction and massacre.

Assembling an army of Lizard Creatures through a moonlight, Lizard Man's
clan will soon rule the world.  Scarry.

========================================================================
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