Soul Calibur
"Welcome back to the Stage in History"
Nightmare 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 0.3.4c
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Unpublished work trademarked (tm) and copyrighted (c) by Mark Kim.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,
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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
October 1, 1998
---------------
The premiere version of the Nightmare Move List for play on the Soul
Calibur Arcade Game by Namco. I was soaked into Nightmare because of
his good blend of power and range, making him an enjoyable character.
However, his speed isn't as good as Heishiro Mitsurugi's or Taki's, but
should give him the edge to beat Astaroth up.
October 3, 1998
---------------
This FAQ has been updated as far as Legal and Personal issues are
concerned. As much as I can, I would like to TRY TO MAKE THIS FAQ
pertinent to my own self. Some parts of this work has been removed
because of this suspiction.
October 4, 1998
---------------
Added the missing Neutral Notation in the Notations List. Added a few
more moves (confirmed by Mark Kim a.k.a. Vestiroth) on the Moves Section.
Added the definition of Unblockables in this document. I'm far from
finishing this guide because there are a lot of moves that has to be
confirmed by me before I do this and with Siegfried Schtauffen just days
away from release, maybe I should think about exporting this document's
template into my proposed Siegfried FAQ.
November 30, 1998
-----------------
Upset because I have to rely directly on
http://www.soulcalibur.com to
get this guide finished! I haven't performed all the moves yet so no
complaints please! A Siegfried Schtauffen Strategy Guide is on the
works.
December 7, 1998
----------------
Pretty easy update. I only have to add Nightmare's Ending on this
document.
January 12, 1998
----------------
Pretty Mild Update. Switched the "Why a Nightmare Guide" to "Nightmare's
Strengths and Weaknesses". Added some Vital Statistics to Nightmare's
Repetoire.
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. Nuts and Bolts for some extent...
May 17, 1999
------------
Minor Update. Voice Talentor gets credit for his time with Nightmare.
January 4, 2000
---------------
First it was to revamp my Seung Mi Na Movelist in order to allow a
beginner to understand that due to Seung Mi Na's major drawbacks
(crappy Vitality, abmyssal Spirit, poor hitting power, laughable
Throw Range, and insanely high KO Recovery Times). Then it was to
revamp the Siegfried FAQ that I have created thus far in order to
force people to understand that at the Beginner Level, it is really
important to spend your time with Nightmare for a while before
trying your luck with Siegfried. Really. Use Nightmare before
you use Siegfried not because you want to make him your character.
It's a prerequisite before you can use Siegfried. Now it's time to
go back to the basics and explain a bit more why Nightmare should
proceed Sieg Schtauffen. There are some ups and downs that Nightmare
and Siegfried has, and through my test plays as the Zweihander twins,
I have managed to "spot the target".
Now that the Dreamcast version of Soul Calibur has came out, This FAQ
will work for both versions. However, there are some Dreamcast only
stunts that I WILL NEVER EXPLAIN. Never. I am centralizing this FAQ
for Arcade Enjoyment Purposes. Feel free to use this FAQ so that you
can practice up a bit more with Nightie, but keep in mind that this FAQ
WILL ALWAYS be centralized towards the Arcade Version, though this FAQ
can be used as a Dreamcast "double" towards a certain extent.
The differences between the Sieg and Nightmare FAQs that I have created
is rather minimal because they both play the same way.
Coming Soon
-----------
* With my Nightmare and Siegfried FAQs refined and updated in order to
ban much of the "unneeded legal tralala", I would then set my sights
upon updating Lizard Man since he's my major back-up character. If
all goes well with Lizard Man, then I'll try to spend some time with
Sophie, even though she's pretty slow and bland to use. To tell you
the honest truth, both Sophie and Lizzie are scrub-friendly characters
and they should only be used as backup characters if you think you
can't win after 3-5 matches. They're pretty easy to get used to and
they also qualify as Conventional characters thanks to their ease of
use.
* Next would have to be either Voldo or Yoshimitsu. While these two
weirdoes are hard to use, Voldo is worthwhile because he provides
speed and variety without having to sacrifice power, vitality, KO
Recovery, or any major drawbacks that is plaguing Seung Mi Na.
Yoshimitsu is as potent as he was in the Tekken Series with a few
twists and turns so that the learning curve for Yo-Man would be
fresh for the Stage in History.
* Astaroth and Rock comes last. While they have massive power and
high vitality, they don't offer too much depth in comparison with
some of the lower-vitality characters, namely Voldo, Seung Mi Na,
or et. al.
By the way, the Update Comments for January 4, 2000 is directly borrowed
from my very own Siegfried FAQ with some twists and turns.
Enough rambling, enjoy the updates.
January 29, 2000
----------------
OOPS!!! Sorry!!! Got the Newsflash wrong!!!
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
- Sieg Rants
- Sieg at a glance
- Starting Theories
- Advanced Theories
- The Notations
- Move List
- Combos
- How to use Sieg efficiently
- Sieg'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
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========================================================================
REASONS FOR A MASSIVE UPDATE
This section is taken directly from my own Siegfried FAQ with the
exceptions of more reasons why Nightmare goes first before Siegfried.
Many months has passed since I have last updated this Move List for
Sieg Schtauffen. While Sieg and Nightmare are identical as far as
the move variety is concerned, both Sieg and Nightmare 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, Nightmare is basically Siegfried
possessed by the cursed sword. More on this later as I progress.
Unfortunately, I have to write this section because "I felt a disturbance
in the force". This could be the fact that many Siegfried players are
using Sieg as their first character the first time they play Soul Calibur
because they are familiar with Sieg's moves from Soul Edge. The worst
possible reason (IN ANY FIGHTING GAME) is for "sex appeal". More on
this later as I progress on.
I just hate it whenever I see someone play as Siegfried first since
it's because his speed is higher than Nightmare's, it's the only character
they knew how to use from Soul Edge, or even worse, sex appeal *yuck*.
No matter what are your positions between Nightmare and Siegfried would
be, IT IS THE UTMOST IMPORTANCE THAT YOU USE NIGHTMARE FIRST AND TAME
NIGHTMARE BEFORE GOING AHEAD TO USE SIEGFRIED. I'm being vehement on
having you master Nightmare first before Siegfried because if you don't
take some time to master Nightmare, you may not be able to know the
CHEERS AND JEERS Sieg holds.
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.
Sieg plays a lot differently than he did in Soul Edge. He is a lot
quicker in his draws and he has three stances like Nightmare. However,
his only drawbacks is that he has less vitality than Nightmare. To
tell you the honest truth, Nightmare recovers from KOs A LOT BETTER
THAN SIEGFRIED CAN, and Nightmare can't be juggled as often as
Siegfried can. However, Siegfried can still recover from KOs
surprisingly fast, although Nightmare can recover from KOs a lot
better than Sieg. To make it simple, both Nightmare and Siegfried
are easier to use than Siegfried in Soul Edge, but Nightmare is a lot
more basic. So if you want to use Siegfried, you minus well use
Nightmare first.
In the Dreamcast Version, the same thing holds between Nightmare and
Sieg. Use Nightmare first and use him like you would with Bread and
Butter before using Siegfried. You'll know the strengths and weaknesses
of the Zweihander (pronounced Tsvei-hahndur and it's "Two-Hander" in
English) a lot better if you start out with Nightmare first.
While Siegfried has more variety than Nightmare, Nightmare is a lot more
forgiving when you use any of his moves because his lag time isn't as
high as Siegfried's. However, Nightmare is noticeably slower than
Siegfried so you might notice that some of the juggles that I have
stated on my Siegfried FAQ to be a lot harder to perform with Nightmare
as opposed to Siegfried. When properly used and when his weaknesses
(rather poor dexterity and some lag times in between conventions in
addition to unimpressive juggling power) are tamed in order to make
Nightmare one with you, Nightmare can prove to be a formidable character
and a powerhouse. While Siegfried has some bonuses that makes him worth
playing, it is Nightmare who will help you shed the light towards your
path to become a good Siegfried player. If you have taken lots of time
to tame up Nightmare, then you should have no problem taming up Siegfried
(possibly minimal effort) by the time you make your transition between
Nightmare and Siegfried. Basically speaking, it's hard to say which
one's better.
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
The reason why I focus primarily on Nightmare and Siegfried is because
they are my primary characters I use. I also offer movelists for
Astaroth, Rock, and Seung Mi Na (I know it sucks, but I have to meet the
demands of the many "Mi Na Lovers" around the world).
========================================================================
INTENTIONS FOR A NIGHTMARE MOVE LIST
This move was intended to serve primarily as a very descriptive move list
for the malformed host of the foul blade and the soul responsible for the
murder of Stefan Ostrinesburg and the destruction of the proud Ostrinesburg
Castle, Nightmare. 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. Nightmare is one of the 10 default
characters that are unlocked immediately right after the cabinet is stocked
at its arcade shelves. I highly recommend Nightmare for beginners because
even though Sophitia may be a beginner's character, I highly recommend
Nightmare (in addition to Heishiro Mitsurugi) for beginners. All it takes
is to master all of his moves and to learn how to use the stances correctly.
After some time taming Nightmare, you'll realize that Nightie is much more
forgiving to use than Sophie on the long run thanks to his attributes that
allows room for drama. Throughout the TRC Lifestream, you will eventually
get Siegfried Schtauffen. I STRONGLY RECOMMEND that you play as Nightmare
a couple times before using Siegfried. If you go ahead and play as Ziggy
before you even use Nightie, then you will be unaware of the bonuses Ziggy
has. So it's IMPORTANT THAT YOU MASTER NIGHTMARE before you even play as
Siegfried when Siegfried is released! 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.
In conclusion to this, here is what I recommend for the Beginner,
Intermediate, Advanced, and the Professional Players:
Beginners:
* Nightmare
* Heishiro Mitsurugi
* Kilik
Intermediate:
* Xianghua
* Astaroth
Advanced:
* Maxi
* Taki
* Voldo
Professional:
* Ivy
Much of the reason why I didn't put Sophie Alexandra in one of the
skill level characters is because Sophie is the blandest character
in the game. Since you need to master the default characters first,
this is how things are done. And that is why I created a move list for
Nightmare and Siegfried so that you will be aware that "you need to master
Nightie before Ziggy".
You're welcome to offer me with any bug fixes at this location:
-
http://www.verasnaship.net/text/emailme.html
========================================================================
NIGHTMARE RANTS THAT YOU NEED TO KNOW
NOTE: This section is ALSO derived from my very own Siegfried FAQ but
with more reasons why it's important to use Nightmare first before
Siegfried.
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. some rants
that you need to know:
Nightmare is just as powerful as Siegfried is but he attacks slightly
slower and his dexterity is a lot lower than Sieg's. However, when
concerned about the Recovery and Vitality Issues, Nightmare is the winner
in these categories. Although Sieg and Nightmare can recover quickly and
can withstand exceptional amounts of punishment, Nightmare can recover
from KOs a bit easier than Siegfried and Nightmare's vitality is slightly
higher too. Nightmare sacrifices speed for ease-of-use, higher recovery
times, and better HP and Vitality as well. Nightmare's only drawbacks is
his modest depth of complicated juggles that Taki offers. Although
Nightmare and Siegfried shares the same attacking power, you need to use
him offensively and mix in between high and low hits. If you keep on using
moves that has high lag time (Nightmare has less lag time than Siegfried),
then "you will be seriously wounded" in a flash. That is why you need to
learn how to use Nightmare first before using Siegfried. If you use
Siegfried before you use Nightmare, then you won't know the full bonuses
and drawbacks Sieg has over Nightmare.
Some of the moves Sieg has a longer lag time than Nightmare but most of
the moves Sieg can recover faster in between transitions when used
properly. Like Nightmare, Sieg has a good collection of moves that
can be used either at short or long range, but it's recommended that you
use these moves to protect your front. Fortunately, Sieg (like
Nightmare) has some good short-range moves that can drag the foe
further back so that Sieg can force a foe to play range games.
Nightmare is more suitable for starters, but Siegfried is just as good
with a little more variety. 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.
Basically, Nightmare and Siegfried are identical as far as variety and
attributes are concerned, but since I'm a Zweihander player, I would
say it's a tossup as of this point. It's hard for me to say which
character's better of the two. In a future update for the Nightmare
Move List that I have created, I will explain more about the reasons
why I'm pretty vehement about using Nightmare before Siegfried. It might
take you a lifetime to tame up Nightmare before you are capable of using
Siegfried, so don't get pissed just because of this rant.
Both Nightmare and Siegfried lack the hardcore juggles of expert players
so avoid trying out risky juggles from the start. Use only moves that
will protect your entire front and will force your foe to play defensively
all the time. Although Nightmare is slightly slower than Siegfried in
certain conventions, Nightmare has less lag time when recovering from
non-conventional moves. This allows Nightmare to fire off as many
mid-ranged shots he need to make a foe play defensively. Don't bother
using Nightmare for range games since his Zweihander (Soul Edge actually)
allows Nightmare some time for error, plus his weapon is suitable for any
range.
If Nightmare gets into a jam, don't worry--he has plenty of close-range
moves that he can use--Not only this will drag an opponent backwards,
but it *should* force an opponent to think twice before attacking Night
once again.
Statistics:
Power: ****
Dexterity: **
Range: *** (Nightmare has a good assortment of mid-ranged moves)
Vitality: ****
Spirit: ****
Health: ****
Throw Range: Better than Siegfried's, but only second to Astaroth's,
Rock's, and Hwang's "elastic reach".
========================================================================
NIGHTMARE 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: The Azure Nightmare
Weapon: The Legendary Sword Soul Edge
Weapon's Name: The Legendary Sword Soul Edge
Style: The Memories of Soul Edge (Assumed)
Age in Years: Unknown
Date of Birth: Unknown
Family: Unknown
Place of Origin: Unknown
Height: 5 foot, 6 inches
Weight: 209 lbs
Blood Type: Unknown
Stage: Ruins of Ostrinesburg Castle. Founded by Sir Stefan
somewhere at Mittelbirge. However, after Nightmare
destroyed the castle, it became a ruin of evil nobody
wanted to touch!
BGM Music: In the Name of the Father
Sub-Boss: Sophitia Alexandra
Reason: Sophie is ordered to destroy the forbidden sword at all
costs.
Voice Talent: Nobuyuki Hiyama
Throughout bloody battles, Siegfried has finally came to the point where
Soul Edge is finally defeated. This soul, this armor, this sword, no
more battles have to be fought. Soul Edge stood in front of him. He
picked up the sword, but ownership of the sword came at a price...
Demons were inside the sword. Siegfried's armor began to twist and
pain begins to develop in his right hand. Take pity on poor Sieg, for
he cries in extreme agony. Siegfried is no more. Nobody knows where
Siegfried is right now.
Three years ago, the villagiers at Spain witnessed the birth of the
Evil Seed that signifies that further disaster will strike new fears
around the world. Newer evils will arise as newer souls will help
cleanse the lands of the Evil Seed.
Unfortunately, three years after the birth of the Evil Seed, the proud
region known as Ostrinesburg was in for a night of terror and despair
as a mysterious knight bearing the altered Soul Edge on its malformed
right hand (eye on Soul Edge to denote its hunger for souls) approached
through a full moonlight. It seemed that Cervantes De Leon might have
returned. Only this time, the evil and the will to steal souls is a
lot more dreaded than before.
After destroying Ostrinesburg Castle, Nightmare made himself at home
on this once-proud castle at Mittelebirge, Germany. Is there any weak
spots for this soul stealer?!
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
NSS: The move must be started from a Night-Side Stance
NBS: You must initiate a Night Behind Stance First
NLS: You must initiate a Night Lower Stance First
========================================================================
MOVES
------------------------------------------------------------------------
Throwing Moves
------------------------------------------------------------------------
The following are available to Nightmare as Throw Moves. Keep in mind
that Astaroth's throw range is excellent while Seung Mi Na's throw range
is rather lame. Nightmare's throw range is probably second to Astaroth's
throw range. The throw range depends on the Power, Speed, and Range of
your character. I'll try to explain about Throw Escapes in the future.
Hilt Impact
-----------
Command: G+A on Front
Throw Type: Front Throw
Button to escape: A at start of throw
Comments: This throw has to hurt so much. Nightmare uses the Soul Edge's
handle to land two hard punches on your face. If you are close enough to
the edge of the ring, this move can ring-out.
Nightmare Slasher
-----------------
Type: Front Throw
Command: G+B
Button to escape: B at start of throw
Nightmare does two Siamese slashes to his lame foe. Not a good throw if
you are ring-out minded.
Flap Jack
---------
Type: Front Throw
Command: Any throw fully crouched
Button to escape: Escape dependant on throw being used
If you are crouching and if you are pretty close to your foe, then you
can still flip your foe and piss the foe off. However, the best time to
use this throw is when somebody's doing a Horizontal Slash Combo at you.
Just make sure it's not an attack that hits Mid instead.
Prone Flap Jack
---------------
Type: Prone Throw
Command: While your foe's on the canvas, perform the Flap Jack
Button to escape: INESCAPABLE
A brutal attack. Dirty Nightmare! Nightmare likes to crouch and when
his foe is on the canvas, alley ooop his foe.
Calamity Fall
-------------
Type: Left Side Throw
Command: Any throw on Foe's left side
Command to escape: Escape dependant on throw being used
Nightmare shows his brute strength by performing a crowd-pleasing
Side-Suplex shared in Pro Wrestling
Unholy Terror
-------------
Type: Right Side Throw
Command: Any throw on Foe's right side
Command to escape: Escape dependant on throw being used
This has to be one of the more fantastic throws in the game: Nightmare
impales his foe, and then tosses him (with foe still impaled) over his
shoulder. The foe is released from the edge afterwards. OUCH.
Witch Hunting
-------------
Type: Back Throw
Command: Any throw close from behind
Command to escape: Escape dependant on throw being used
Nightmare stabs his foe's back and SHOVES him/her VERY HARD and then
stops pin-impaling. Not one of the more spectacular moves, though.
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.
One Slash
---------
Command: A
Property: H
Note: Hold A to shift to NSS
Nightmare does a single slash.
Slash Cross
-----------
Command: A,A,B
Properties: H,H,M
Note: The Third Hit can be delayed. Final tap staggers when blocked
Nightmare does two horizontal slashes and ends with a vertical slash
that strikes prone foes. For a delayed version, pause after the second
HS press, then press VS as soon as your confident enough that you won't
execute the final slash without drama.
The Double Grounder
-------------------
Command: A,d+A,A
Properties: H,L,L
Note: Hits 2 and 3 staggers whenever blocked.
Nightmare does a single slash, then does two sweeping slashes. Not
really effective since the High Slash can be crouched and the sweeping
slashes can be blocked at any time.
Quick Spin Slash
----------------
Command: f+A
Property: High
Note: Hold A to shift to NSS
Nightmare does a turnaround high slash.
Turnaround Right Slasher
------------------------
Command: f,[f]+A
Property: H
Note: Staggers whenever blocked
Nightmare does a turnaround slash that side-knocks your foe. A quick
move, but people can crouch from it. Not a good move to use against the
smaller characters like Xianghua and Seung Mi Na.
Armet Crusher
-------------
Command: df+A
Property: M
Note: Staggers whenever blocked
Nightmare does a mid-section blow using the base of the sword instead of
the edges. Pretty much like a Backhand I say...
Leg Slicing
-----------
Command: d+A
Property: L
Note: Recovers Crouching, use this to start WS or WC Moves
Nightmare lands a Horizontal slash at his foe's shin.
Shadow Slicer
-------------
Command: db+A
Property: L
Note: Hold A to motion delay. Motion Delaying this move does more
damage and has higher ring-out power, but you need to use the Motion
Delay wisely because it also slows down the flow of liquid.
A turnaround sweeping slash similar to what you have seen with the
Double Grounder Move.
Back Spin Slash
---------------
Command: b+A or A~G,A
Property: H
Nightmare spins backwards and ends with a lovely Horizontal Slash. The
Alternate Execution of this move does less damage.
Diving Leg Slash
----------------
Command: [G]~u,LND+A
Property: L
Nightmare jumps, and as he lands, slashes you at your shin. This move
looks like it'g gonna hurt.
Leaping Back-Spin Slash
-----------------------
Command: u+A
Property: H
Notes: This move will stagger a blocking foe
Nightmare performs a leaping decapitating slash.
Demon Maelstrom
---------------
Command: WS+A,A
Property: SM,L
Note: Hold D to cancel second hit and recover crouching. The second hit
staggers blocking foes
Nightmare does two spinning Low Slashes. While these slashes hit your
shin, the First Blow can be blocked high, meaning that this move isn't
cheap enough. An easy way to crouch is to Hold BL, then press Down, and
then Release BL.
Sword Busting
-------------
Command: B
Property: M
Note: Hold B to shift to NLS
Nightmare does a prone-hitting Overhead Slash.
Gun/Cannon Turret Buster
------------------------
Command: B~f
Property: M
Nightmare does an Overhead Slash that DOES NOT hit prone opponents.
More like a Melee move because it's pretty much half-contact in nature.
Rampart Buster
--------------
Command: B~b
Property: M
Note: Recovers crouching
Nightmare does a delayed turnaround Overhead Slash. I still have to study
this move a bit more to get to know it's real effects.
Buster Feint to Night Behind Stance
-----------------------------------
Command: B~N~b
Property: Ends in Night Behind Stance
Note: Very hard to do because you have to have the joystick at the Neutral
Position just a little bit before you press Back.
Nightmare tries to do a full-contact Overhead Slash, but decides to do a
Night Behind Stance instead. Not a good way to start a Night Behind Stance
Combo, though.
Two-hit Armor Breaker
---------------------
Command: B~G,B,B
Properties: M,L
Note: The Second Hit will stagger a blocking foe
Ziggy's special minus one Overhead Slash. One Overhead Slash and a Nose
Picking Low Slash.
Two-Hit Break Kick
------------------
Command: B~G,B,K
Properties: M,M
Ziggy's Interrupt minus one Overhead Slash. One overhead slash and a
quick-recovering Kick.
Mail Splitter
-------------
Command: B,B
Properties: B,B
Note: Second Hit staggers blocking foes
Nightmare does two prone-hitting overhead slashes. Has lots of brute
force packed in.
Buster Grounder
---------------
Command: B,d+A
Properties: M,L
Note: The second hit can be delayed, but PLEASE USE THE MOTION DELAYS
WISELY AS YOU MAY GET SEVERELY DAMAGED WHILE EXECUTING THE MOVE. Hold
b to cancel second hit (during motion) to shift to NBS.
Nightmare does one prone-hitting overhead slash and a sweeping slash.
You may want to mix up this one with the other moves because you'll hit
Mid with the Overhead, and low with the Sweeping Slash.
The Piercing Strike
-------------------
Command: f+B
Property: M
Note: Staggers blocking foes
Nightmare does a stab at your chest. It's more damaging at long range,
so take advantage of the Soul Edge. However, this move can be easily
dodged at, so use this move wisely.
Splitting Locks
---------------
Command: f,[f]+B
Property: M
Note: Staggers blocking foes and recovers crouching
Nightmare does a turnaround Overhead Slash that looks like it moves so
freely.
Cannonball Splitting
--------------------
Command: f,[f]+B~A
Property: M,M,M
Note: Final hit staggers blocking foes
Nightmare does a tumbling prone overhead slash. While the Feet will
do some hits, it is the slash that does the most damage.
Sky Splitter
------------
Command: df+B
Property: M
Note: Hold B to shift to NBS. Initiates juggles on counterhits
Nightmare does an uppercut slash. This is one of the most important
moves to use because not only it covers Nightmare's front, but it can
be used in ANY OCCASION, SUCH AS initiating juggles in counterhits.
Shadow Buster
-------------
Command: d+B
Property: SM
Note: Recovers crouching. Hold B to shift to NLS
Nightmare does a crouching Overhead Slash. This Mid-Hitting attack
can be blocked while crouching, so the standard B is the best choice.
Drilling Thrust
---------------
Command: db+B
Property: M
Note: If clean hit shifts to over-shoulder throw. The throw can ring
out.
Nightmare stabs you with a one-hand piercing strike. On clean hits,
he tosses you over the shoulder while impaling you with the sword.
Much like the Unholy terror move, except that he doesn't keep you
impaled right after tossing you--HE JUST LETS GO AS HE'S FINISHING
TOSSING YOU!
Headbutt
--------
Command: b+B,B
Property: M,M
Note: Second Hit staggers blocking foes
Nightmare does two defensive Headbutts that hit the torso. A great
move to use if the foe gets insanely close to you. Close-range combat
requires quick reflexes, and these Headbutts are two quick shots for
Nightmare to use.
Fatal Dive
----------
Command: b,[b]+B,B
Property: M,L
Note: Hold the first B to shift to NLS. Both hits staggers blocking
foes.
Nightmare does a leaping Overhead Slash and ends the combo with a Nose
Picking Low Slash Lifter. My definition of OUCH!
Earth Divide
------------
Command: qcf+VS
Property: UM
Note: Press G during duration of move to cancel
Nightmare uses the power of lightning to perform a harsh Overhead Slash.
Press the Block Button to cancel it out. However, people can dodge this
move quite easily and you can be hit out of this move, so don't use it
unless you can pull it off without drama.
Diving Cannonball Lifter
------------------------
Command: [G]~u,LND+B
Property: Mid
Note: Hold B to shift to NBS
Nightmare leaps, and does a landing uppercut. Nice way to start a
juggle, if it's a counterhit that is.
Fatal Buster
------------
Command: u+B
Property: M
Note: Staggers blocking foes
Nightmare does a leaping Overhead Slash.
Cannonball Lifter
-----------------
Execution: WS+B
Property: M
Note: Hold B to shift to NBS
Nightmare does an uppercut. This is great if you are trying to get up
right after somebody does a failed slide on you (or a failed Horizontal
Combo Attack). An easy way to crouch is to Hold BL, press D, and release
BL while holding D. Now let loose.
Splitting Buster
----------------
Command: WC+B
Property: SM
Note: Hold B to shift to NLS
Nightmare does an Overhead Slash that can be blocked low. While this
move isn't as effective as Nightmare's standing uppercuts, it can be
as effective as the other uppercuts since it protects Nightmare's
front. This allows Nightmare to use this move for offensive and
defensive purposes.
Jade Cracker
------------
Command: f+K
Property: H
Note: Staggers blocking foes and will shove knockdown on counterhits
A simple punch to the face! Very quick indeed.
Shoulder Butt
-------------
Command: f,[f]+K
Property: M
Note: Staggers whenever blocked. Lunge Knockdown on counterhits.
Nightmare does a Right Shoulder Butt, hitting you with his Malformed
Right Shoulder. It's quick so when you are near the edge, try to abuse
this move as much as you can.
Accelerating Headbutt
---------------------
Command: df+K,K,B
Properties: M,L,M
Note: Third Hit will fall back stun on counterhits(?)
Nightmare does a Groin-hitting Kick, does a low sweeping kick, and then
a Headbutt.
Grinding Kick
-------------
Command: d+K
Property: L
Note: Recovers Crouching
Nightmare hits you in the shin with his feet.
Darkside Sole Butt
------------------
Command: b+K
Property: M
A side kick that knocks you down instantly. Nuff said.
Step-On
-------
Command: qcf+K 6x
Property: P,P,P,P,P
Note: the first K can be held for motion delay. If delayed, damage on
first hit will increase.
Nightmare steps on you with his right feet five times. Use this only
as a pin-attack.
Diving Acceleration Kick
------------------------
Command: [G]~u,LND+K
Property: L
Nightmare leaps up and as he lands, hits you with the same kick he used
as his second hit for his Acceleration Headbutt.
Turning Sole Butt
-----------------
Command: u+K
Property: M
Note: Staggers blocking foes
Nightmare does a leaping turnaround back-spin Sole Butt.
Rising Night Kicks
------------------
Command: WS+K,K
Property: M,M
Nightmare does two groin-hitting Kicks.
Crackling Edge
--------------
Command: f,[f]+A+B
Property: M
Note: Hold d to end laying down. Staggers blocking foes
This move can hit prone opponents. Nightmare does a Side Flip, lands
on the ground, and slams you hard with an overhead slash, using the
weight of the Soul Edge to his own advantage.
Dark Soul Impact
----------------
Command: df+A+B
Property: L
Note: Staggers blocking foes
Nightie does a one-hand stab right at your shin. The knockdown style
is pretty similar to Voldo's d+A+B but it's kind of slow so I don't use
this move pretty often.
Spin Kick Combination
---------------------
Starting Command: A+K
End with a single Slash: A
End with a Slash Cross: A,A,B
End with a Demon Grounding Combo: A,d+A,A
End with another Kick: K
Properties:
Starting Command: H
Ending with a Single Slash: H
Ending with a Slash Cross: H, H, M
Ending with a Demon Grounding Combo: H, L, L
Ending with another Kick: M
Notes:
To shift to NSS, command A+K,[A]
Nightmare does a high roundhouse kick, and then he can either go into
a Slash Cross, a Demon Grounder, a Single Slash, or another Kick.
Drop Kick
---------
Command: f,[f]+B+K
Property: H
Note: Staggers blocking foes and will hit prone foes. Does more damage
as a ground hit.
Nightmare does a spinning Drop Kick that will hit Prone Foes as the move
concludes. Otherwise, the move hits high and can be easily avoided with a
side step.
------------------------------------------------------------------------
Eight way Run Moves
------------------------------------------------------------------------
Eight Way Run Moves are stronger versions of some of the Normal Moves that
Nightmare can use. There are also some moves that Nightmare 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.
Right Slasher
-------------
Command: 8WR,f+H
Property: H
Note: Staggers blocking foes
Same as with the normal version of this move
Alternate Cross
---------------
Command: 8WR,f_d+B
Property: M
Note: Staggers blocking foes
Nightmare does a turnaround "backhand slash" and like the Armet Crusher,
hits you with the base of the sword instead of the edges. Slower than
the Armet Crusher, though.
Back-Spinning Slash
-------------------
Command: 8WR,b+B
Property: H
Note: Staggers blocking foes
Same as with the normal version of this move
Splitting Locks
---------------
Command: 8WR, f+B
Property: M
Note: Staggers blocking foes and recovers crouching
Same thing as with the normal Splitting Locks
Cannonball Splitting
--------------------
Command: 8WR,f+B~A
Property: M,M,M
Note: The Third hit staggers blocking foes
Same as the original version of Nightmare's tumbling slash
Sky Splitting Uppercut
----------------------
Command: 8WR,df_uf+B
Property: M
Note: Hold B to shift to NBS
Yep Nightmare can do uppercuts even while EIGHT-WAY RUNNING! Use this
move to start juggles. A bread and butter move since it protects
Nightmare's front and can be used offensively and defensively.
Sword Busting
-------------
Command: 8WR,d_u+B
Property: M
Note: Hold B to shift to NLS
Same as with the original version of the move
Gun/Cannon Turret Busting
-------------------------
Command: 8WR,d_u+B~f
Property: M
This version of the Half-contact Overhead Slash is much harder to
execute than the normal version of this move.
Rampart Buster
--------------
Command: 8WR,d_u+B~b
Property: M
Note: Staggers blocking foes
Same as the normal version of the Rampart Buster, but it's a lot harder
to execute than the normal version because of the Eight-Way Run.
Buster feint to NBS
-------------------
Command: 8WR,d_u+B~N~b
Property: Starts out a Night Behind Combo
IMHO this is the hardest move to execute. I would go for the normal
version of this move because you are not constraining yourself to a lot
of eight-way running.
Two-hit Helmet Divider
----------------------
Command: 8WR,d_u+B~G,B,B
Properties: M,L
Note: Second Hit staggers blocking foes
Same as the original version of the Two-hit Helmet Divide
Two-hit Break Kick
------------------
Command: 8WR,d_u+B~G,B,K
Properties: M,M
Same as with the original version of the Helmet Interrupt
Three-hit Armor Breaker
-----------------------
Command: 8WR,d_u+B,B,B
Properties: M,M,L
Note: Third B can be held to shift to NBS. Third hit staggers blocking
foes
Wee-hee!!! It's the Retro move from Soul Edge! Two Overhead Slashes and a
Nose Picking Slash is what I liked about Ziggy in Soul Edge. Consequently,
Nightmare can only use this move during an Eight-Way Run. This is much more
fun than executing the Special at Normal because you don't leave yourself
vulnerable to vicious counterattacks as Siegfried.
Three-hit Break Kick
--------------------
Command: 8WR,d_u+B,B,K
Properties: M,M,M
Two Overhead Slashes ending in a groin-hitting Kick. A good substitute
for the common Nose-picking slash, which can drain you after execution of
the move. Use the Interrupt if you are in doubt of landing a successful
Nose-Pick Slash (I call the Low-hitting VS the Nose-Picking Slash because
it hits low).
Busting Ground
--------------
Command: 8WR,d_u+B,d+A
Properties: M,L
Note: The second hit can be delayed by holding the button. Hold b during
second hit to cancel into NBS. Second Hit staggers blocking foes.
Same as the original version of the move
Shadow Impact
-------------
Command: 8WR,ub_db+B
Property: L
Same as with the Dark Soul Impact, except that this move doesn't block
stagger.
Fatal Dive
----------
Command: 8WR,b+B,B
Property: M,L
Note: Hold first B to shift to NLS. Second hit staggers blocking foes
Same thing as with the original version of this move
Slide-in
--------
Command: 8WR,f+K
Property: L
Not a special move, but everybody can use it provided that they have
taken 4-6 steps from an Eight-Way Run activation. One of the overrated
moves (because you can ring-yourself-out). I would pass this move for
other more useful moves.
Shoulder Butt
-------------
Command: 8WR,df_uf+K
Property: M
Note: Staggers blocking foes
Same thing as with the original version of the move
Spin Kick Combo Starter
-----------------------
Command: 8WR,u_d+K
Property: H
Note: Links to any Spin Kick Combination.
This move should be treated like the normal version of the Spin Kick
Combo. Follow this move with either a Slash to Night Side Starter,
a Slash Cross, a Demon Grounding Combination, or just a groin-hitting
kick.
Rolling Sole Butt
-----------------
Command: 8WR,b+K
Property: M
Same as the normal version of this move.
Drop Kick
---------
Command: 8WR,f+B+K
Property: H
Note: Staggers blocking foes and hits ground at end of move. Does more
damage if hit is Ground.
Same as the normal version of this move, but much more effective becuase
now that you are utilizing side steps, you can catch an enemy off-guard
with this Melee Move.
Side Spin to Night Behind Stance
--------------------------------
Command: 8WR,d_u+B+K
Property: Starts a Night Behind Combo
Very hard to perform. I would perform a Night Behind Combo while I'm not
Octo-Running for stability purposes IMHO.
Side Spin to Night Psyche
-------------------------
Command: 8WR,d_u+B+K~f+B
Property: M
A good way to trick your foe that you're going to start a Night Behind
Fandango, if you are good enough to execute this move that is.
------------------------------------------------------------------------
Night Behind Moves
------------------------------------------------------------------------
These moves can only be performed when Nightmare places his sword on the
back of himself. To start a Night Behind Stance without attacking, simply
press B+K and release right away so that you don't accidentially wind up
at a stance that you don't want to use.
Side Spin to Night Behind Stance
--------------------------------
Command: d+B+K_u+B+K
Property: Ends in Night Behind Stance
A good way to move around if you are planning to stay at Night Behind
Mode.
Side Spin to NBS finally to Gun/Cannon Turret Buster
----------------------------------------------------
Command: d+B+K_u+B+K, f+B
Property: M
A nice way to fool your foe that you're going to stay or start a Night
Behind Fandango.
Night Annihilate
----------------
Command: NBS+A
Property: H,M
Note: Hold A to shift to NSS. If shifted only high hit will come out
Nightmare will do two slashes, one hitting you at your neck, the other
at your kidney.
Tera Stomp
----------
Command: NBS+B
Property: M
Note: Staggers blocking foes
Nightmare does a prone-hitting Overhead Slash. Not a good way to do an
Overhead Slash (since you're telling your foe that you are doing an
Overhead Slash) unless you're going to hit your foe on the ground.
Night Kicks
-----------
Command: NBS+K,K
Properties: M,H
Nightmare does two kicks that hits you in the groin and in the face. Both
hits should be blocked while standing for the best results or you may be
in DEEP TROUBLE.
------------------------------------------------------------------------
Night Lower Stance Moves
------------------------------------------------------------------------
These moves can only be used when the Soul Edge is placed into the Canvas.
To start out a Night Lower Fandango, press f+B+K at the same time. You
can also start out a Night Lower Fandango while you're in Night Behind or
Night Side mode!
Leg Hack
--------
Command: NLS+A
Property: L
Note: Hold A to shift to NSS
Nightmare does a Shin Slash while crouching
Citadel Lifter (Nose Pick)
--------------------------
Command: NLS+B
Property: L
Note: Hold B to shift to NBS
Nightmare does a Nose-picking Slash that hits low.
Cannonball Splitter
-------------------
Command: NLS+B~A
Property: M,M,M
Note: Third hit staggers blocking foes
Same thing as with the original version of this move, except the third
hit does less damage, mainly because Nightmare does more damage while
either Eight-Way Running or taking steps.
Night Salute
------------
Command: NLS+K
Property: M
Note: Staggers blocking foes
Nightmare does a light stab to your foe's ??GROIN??. Damage is lousy
but it's fun keeping your foe away with the Chicken Move! Nightmare
remains in Night Lower Mode after this move. Just make sure that you
don't move the joystick or press any other buttons.
Lock Split Alternate
--------------------
Command: NLS+A+B
Property: M
Note: Staggers blocking foes
Same thing as with the original version of the Lock Splitter
------------------------------------------------------------------------
Night Side Stance Moves
------------------------------------------------------------------------
These moves can only be used while Nightmare is holding the Soul Edge like
he was going to shoot someone. To start out a Night Side Fandango without
attacking, press b+B+K. This move can be used during a Night Behind or
Lower Fandango.
Cross Grounder
--------------
Command: NSS+A,A
Properties: L,H
Note: Both hits staggers blocking foes
Nightmare does a Shin Slash followed by a Neck Slash. This is the least
effective of the Night Side Moves because the Low Slash can be blocked
and the High Slash can be crouched under.
Alpha Grounder
--------------
Command: NSS+A,d+A
Properties: Low, Low
Note: Both hits staggers blocking foes
Nightmare does two Shin Slashes. Much better than the Cross Grounder
because you're forcing your foe to block in all cases, but it's actually
best to mix-em-up for the best results.
Cannonball Lifting Uppercut
---------------------------
Command: NSS+B
Property: M
Note: Hold B to shift to NBS
Nightmare does a one-hand Sword Uppercut.
Cannonball Feint
----------------
Command: NSS+B~A
Property: M
Note: Staggers blocking foes
A weaker version of the Cannonball Overhead Slash
Night Front Kick
----------------
Command: NSS+K
Property: H
Note: Double over stun on Counterhits
Nightmare kicks you in the chest that really hurts if it's a counterhit.
Lousy Double Over Stun because it hits high!
That's all for now. Please feel free to e-mail me any more moves at
[email protected]. The official move names were taken at Namco's
http://www.soulcalibur.com. Keep in mind that some of these names are
not officially named, though.
========================================================================
COMBOS
------------------------------------------------------------------------
Juggling Combos
------------------------------------------------------------------------
To start out a Nightmare Juggle, you usually do need to press b+VS+K and
then press K at a Counterhit. Nightmare's not pretty strong when it comes
to juggles, though so these Juggles are considered Expert Combos. Each
combo will be acknowledged by its respective owners IYHTA.
Mr_Hibiki's Combo 1
-------------------
Command: Counterhit df+Hold VS, VS+K,VS
Author: Mr_Hibiki
This seems to be the simple Nightmare Combo to do, though the number of
hits aren't that massive.
Mr_Hibiki's Combo 2
-------------------
Command: db+VS, VS+K,K,K
Author: Mr_Hibiki
Although you can land two kicks after the db+VS, it isn't even guaranteed
because the foe can recover right after you land the db+VS.
A combo juggling theory by "Ves"
--------------------------------
Why I am listing this? Because I want you to know how you should commit
juggling combos. Here are the valid starters:
* df+B on Counterhits
* Side Hold B
* df+[B] on Counterhits onto a lovely Chief Hold
And here are the valid jugglers:
* Run up with d+K,K
* Press B on Chief Hold
A good sample combo would be:
* _ANY UPPERCUT NIGHT HAS_, hold B as you are doing the Uppercut, and
then blast them with another B while on Night Behind. This is as close
to a 100% guaranteed combo for Nightmare.
If timed correctly, then the combos should be guaranteed for at least
two hits. Nightmare doesn't have any options right after the initial
starter, so don't go fancy in juggles with him.
------------------------------------------------------------------------
Ground Combos
------------------------------------------------------------------------
Ground Combos are combos that you can use to brutalize your foe before
they even try to get up! Just make sure that they do not land on their
back instead for these combos, though.
[email protected]=WCMaxi's Combo #1
----------------------------------
Command: b+HS, df+HS
Author:
[email protected]=WCMaxi
I have yet to execute this combo, though.
[email protected]=WCMaxi's Combo #2
----------------------------------
Command: b+HS, Any Throw
Author:
[email protected]=WCMaxi
You must be deep from the b+HS in order to make this work. Pretty much
Expert-level right there.
Srayer's Combo
--------------
Command: b+HS,db+HS
Author: Srayer
Unescapable combo with good damage. Dirty Nightmare!
Acel's Combo
------------
Command: Counterhit using f+K then immediately press df+HS+VS
Author: Acel
If you are good enough, then no one can escape from this. The only low
point of this one is that you need to have a Counterhit from the Face
Punch first.
Mr_Hibiki's Ground Special
--------------------------
Command: Press VS+K, Counterhit pressing K (in Night Behind Mode), and
immediately press either db+VS or f+VS to end the combo.
Author: Mr_Hibiki
Effects unknown by Author
Ground Combo Theory by the "Ves"
--------------------------------
Here are the valid starters for the Ground Combos:
* b+A on counterhits
* f+K on Counterhits
* Side Hold, press K on Counterhits
* Any Slash Trip Move
Here are the valid Pin-ups:
* Hold B, Hold B, Press B
* Quickly run up with f,[f]+A+B
* Do a *controlled* f,[f]+B~A
Ground Combos IMHO are risky to do because you are trying your luck and
the foe will try his/her best to retaliate after a knockdown. If you are
quick enough, then the valid pin-ups should make the combos work for you
for at least two hits!
------------------------------------------------------------------------
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.
At this point of time, Nightmare has NO Just For Fun Combinations.
That's it for today! I'll tell you some Vestiroth's Unconventional Moves
in a future update!
========================================================================
HOW TO USE NIGHTMARE EFFICIENTLY
1. When playing defensively, run at any direction other than any
forward direction. When he/she tries to attack you, try to cover
your front with an eight-way run attack (i.e. Sieg's special)
2. Against Maxi Players, use Nightmare's range to your own advantage.
Since Maxi's fast, you will need to react fast. Block all Nunchaku
moves as much as you can, but if you are able to block all Nunchaku
moves, then there is a chance when Maxi is extremely drained, so use
Maxi's lag time to your advantage. Also, try to move around circles
and use your 8-Way Run attacks often.
3. When your opponent is on the ground, hit him either with a Flipping
Overhead Slash, a Cartwheel Slash, or a plain Overhead Slash. Be
sure that you keep the Sword to the Canvas (hands holding sword)
after doing this. When your foe gets up (and if he/she doesn't do
any eight-way rolling), then pick your opponent's nose (doing a slash
that slices upwards and hits low).
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 Soul Edge.
========================================================================
NIGHTMARE'S ENDING
It's now time. With a record toll of stolen souls, the Soul Edge
transformed into an appreciation of Frederick Schtauffen. Knowing that
he has done something wrong to himself during the last few years, Nightmare
talked to Frederick to see if there's a solution to his problem. Fred
suggested that Nightmare stab him with a sword, but Nightmare is reluctant
to do so because he seems to love Frederick for some reason. Frederick
made it clear that he's only an image created through Nightmare's weak
mind, and he's only here to rescue him from his damnation. Nightmare
finally understands what Frederick's here for, and painfully follows
Fred's will. Nightmare's a good guy once again, and now he's Siegfried
Schtauffen once again! Now a concerned Siegfried seeks an answer (via
a kneel to Frederick's grave) to see if there is a chance for redemption
after the madness he has done.
========================================================================
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