Soul Calibur III Nightmare FAQ (v1.0, 9th November, 2005) Copyright 2005 Tariq mukhttar email: [email protected] _________________________________________________________________________ Version 1.0 9th Nov 2005 _________________________________________________________________________ TABLE OF CONTENTS: ------------------ 01) Nightmare 02) Key 03) Move List 03.1) A-Horizontal Attack Button 03.2) B-Vertical Attack Button 03.3) K-Kick Button 03.4) Sim-Press Buttons Simultanseously 03.5) Run-8-Way Run Moves 03.6) T-Throws 03.7) SP-Miscellaneous 03.8) Sig-Signature Moves 04) Stance Transitions 05) Soul Charge 05.1) Enhanced Moves 06) Counter Hit 06.1) Enhanced Moves 07) Combos 07.1) Natural Combos 07.2) Combos 07.3) Juggles 07.4) Stun Combos 08) Guard Impact 08.1) Guard Impact Follow-up 09) Just Impact 09.1) Just Impact Follow-up 10) Ring out 10.1) No Wall 10.2) Short Wall Ring-out 11) Confirmation Attacks 11.1) Decision Tree 11.2) Confirmation Attack Moves 12) Tales of Souls 12.1) Story Tree 12.2) Story Events 13) Weapons 13.1) How to Unlock 13.2) Properties _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 01) Nightmare: -------------- Watching Nightmare in battle solidifies his position as the most brutal warrior in the game. Such is the power packed in each one of his moves. Nightmare is Namco's answer to NASA booster rockets. Each hit sends the opponent rocketing! Initially, most of Nightmares moves are slow. But remember, Nightmare is a pressure machine. Once he gets that first move in (blocked or not), is when Nightmare reveals his true repertoire of moves. With such furicious stride, he is almost unstoppable once he gets going. Nightmare is built to kill. If he can't kill you in two combos, you'll probably be ringed out halfway through the first combo! Granted, he can end the match in a single strike. _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 02) Key: -------- Directional Input: Control Layout: 7 8 9 4 N 6 1 2 3 1 = Back Down 2 = Down 3 = Down Forward 4 = Back N = Nuetral 6 = Forward 7 = Back Up 8 = Up 9 = Up Forward Buttons: G = Guard Button A = Horizontal Slash Button B = Vertical Slash Button K = Kick Button Hit Level: H = Hits High M = Hits Mid L = Hits Low Properties: GI = Guard Impact GB = Guard Break Misc: AT = Attack Throw ST = Stance SP = Special Movement WC = While Crouching WS = While Standing WL = While Landing WJ = While Jumping FC = Forced Crouch SWP = Sweep BNC = Bounce 8WR = 8 Way Run DOS = Double Over Stun THS = Toe Hop Stun FBS = Fall Back Stun CFS = Crumble Fall Stun SS = Spin Stun BT = Back Towards opponent [ ] = Hold _ = Or : = Just Frame Input ... = Repeat Input _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 03) Move List: -------------- 03.1) A-Horizontal Attack Button: --------------------------------- NAME INPUT LEVEL PROPERTY ----------------------------------------------------------------------- Slash Cross AAB HHM Slash Cross~Night Side Stance [A] H ST Slash Cross (Delay) AAB HHM Double Spin Slash A2A*A HLH GB Double Spin Grounder A2AA HLL Quick Neck Buster agA H GB Shadow Slicer 1A L SWP Shadow Slicer~Grim Stride 1A6 L SP,SWP Shadow Slicer (Hold) 1[A] L GB Jade Crusher 1AK H AT Jade Crusher (Hold) 1[A]K H AT Leg Slash 2A L Mail Crusher 3AA MM Death Grounder 3A2A ML Quick Temple Buster 6A H Back Blade 4A H GB Alternate Cross 44A M Right Slasher 66A H Hilt Strike aB H FC Hilt Strike~Night Side Stance a[B] H ST,FC Leg Slash WCA L Death Rage WSAA MM Death Rage~Grim Stride WSAA6 M SP Turning Head Slash BTA H Turning Leg Slash BTWCA L Fatal Spin Slash WJA A Diving Slash (Delay) WJ L SWP 03.2) B-Vertical Attack Button: ------------------------------- NAME INPUT LEVEL PROPERTY ----------------------------------------------------------------------- Knight Breaker BBB MMM Reaver 1B M Reaver~Night Side Stance 1[B] M ST Shadow Buster 2B M Death Smash 3B M Death Smash~Night Side Stance 3[B] M ST Midnight Launcher 4B M GB Quick Revenger 6B M Quick Revenger(Additional Attack) 6BB MM Shadow Breaker 44BB MM Hell Slayer 66B M Backspin Temple Buster bA H Backspin Temple Buster~Grim Stride bA6 H SP Drop Kick bK H GB Split Buster WCB M Death Horn Charge WC3B M AT Upper Claw WSB M Upper Claw~Night Side Stance WS[B] M ST Turning Sword Buster BTB M Turning Sword Buster BTWCB M Fatal Buster WJB M Diving Splitter (Delay) WJB B 03.3) K-Kick Button: -------------------- NAME INPUT LEVEL PROPERTY ----------------------------------------------------------------------- Dark High Kick K H Grind Low Kick 1K L Stomping 2K L Stomping (Hold) 2[K] L U Dark Middle Kick 3K M Dark Middle Kick (Hold) 3[K] M Double Death Claw 4KK MH Jade Claw 6K H Jade Smasher 44K M FC Shoulder Rush 66K M Shoulder Rush~Grim Stride 66K6 M SP Grind Low Kick WCK L Double Snap Kick WSK MM Turning Dark High Kick BTK H Turning Dark Low Kick BTWCK L SWP Fatal Brave Kick WJK M Diving Axle Kick (Delay) WJK L 03.4) Sim-Press Buttons Simultanseously: ---------------------------------------- NAME INPUT LEVEL PROPERTY ----------------------------------------------------------------------- Soul Wave A+B M GI Soul Smasher 2A+B M Soul Smasher Against Downed Opponent 2A+B L AT Dark Soul Impact 3A+B L Soul Blaze 4A+B M U Soul Blaze (Cancel) 4A+BG M U Flying Edge 66A+B M Flying Edge~Down 66[A+B] M Cannonball Splitter 66B+K MMM Dark Bite BTB+K H AT Dark Bite A+K H Dark Bite (Counter) A+K H AT 03.5) Run-8-Way Run Moves: -------------------------- NAME INPUT LEVEL PROPERTY ----------------------------------------------------------------------- Right Slasher 3_6_9A H Hell Slayer 6B M Sliding 6K L Flying Edge 6A+B M Flying Edge~Down 6[A+B] M Cannonball Splitter 6B+K MMM Ether Splitter 3_9B M Ether Splitter~Grim Stride 3_9B6 M SP Shoulder Rush 3_6_9K M Shoulder Rush~Grim Stride 3_6_9K M SP Shadow Cross Divide 2_8AB HM FC Rook Splitter 2_8B M Spin Kick Combo 2_8KK HM Alternate Cross 1_4_7A M Darkness Impact 1_7B L Darkside Kick 1_7K M Shadow Breaker 4BB MM Jade Smasher 4K M FC 03.6) T-Throws: --------------- NAME INPUT LEVEL PROPERTY ------------------------------------------------------------------- Shoulder Claw Throw A+G H T Soul Devour B+G H T Doom's Invitation (Left Side) A+G_B+G H T Unholy Terror (Right Side) A+G_B+G H T Witch Hunt (Back Side) A+G_B+G H T Dark Bite While Opponent in the Air A+K H AT Flap Jack WCG+A L AT 03.7) SP-Miscellaneous: ----------------------- NAME INPUT LEVEL PROPERTY ------------------------------------------------------------------- Grim Stride qcf SP Grim Fang qcfA H GI Grim Launcher qcfB M Grim Launcher~Grim Stride qcfB6 M SP Grim Roundhouse qcfKK MH Night Side Stance B+K ST Cannonball Feint B+K,A M Cannonball Feint B+K,[A] M ST Phantom Impact B+K,B L Skull Chopper B+K,bA H Night Front Kick B+K,K H Phantom Splitter B+K,A+B M Grim Sride B+K,qcf SP 03.8) Sig-Signature Moves: -------------------------- NAME INPUT LEVEL PROPERTY ----------------------------------------------------------------------- Quick Neck Buster agA H GB Alternate Cross 44A M Midnight Launcher 4B M GB Double Death Claw 4KK MH Shoulder Rush 66K M Soul Wave A+B M GI Soul Smasher Against Downed Opponent 2A+B L AT Grim Fang qcfA H GI Skull Chopper B+K,bA H Combo 3[B]~bA Combo CH qcfA~4KK~1A _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 04) Stance Transitions: ---------------------- - Knowing how Nightmare shifts between stances is a crucial part of his game. [A] -> Night Side Stance 1A6 -> Grim Stride 2A -> Crouch a[B] -> Night Side StanceM WSAA6 -> Grim Stride 1[B] -> Night Side Stance 2B -> Crouch 3[B] -> Night Side Stance 44B -> Crouch bA6 -> Grim Stride WS[B] -> Night Side Stance 1K -> Crouch 66K6 -> Night Side Stance 66[A+B] -> Fall 66B+K -> Crouch 8WR 6[A+B] -> Fall 6B+K -> Crouch 3_9B6 -> Grim Stride 3_6_9K6 -> Grim Stride 2_8B -> Crouch 4B -> Crouch qcf -> Crouch ->B6 -> Grim Stride B+K -> Night Side Stance ->[A] -> Night Side Stance ->qcf -> Grim Stride _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 05) Soul Charge: ---------------- - Soul Charge is activated by pressing A+B+K. - Soul Charge Level 1 is denote Turquoise Electric Effect. - Soul Charge Level 2 is denote Blue Electric Effect. - During Soul Charge you cannot move, however you can inerrupt with a button input. - Soul Charge of an level will give you an attack bonus of 110%. - Soul Charge Level 2 enables automatic Counter Hit property. - Soul Charge Level 1 enhances certain moves with Guard Break (GB). - Soul Charge Level 2 Unblockable (U) properties. - Soul Charge adds previously unaccessable moves to your list. - Guard Break enhanced moves come out with Blue electric Effect. - Unblockable enhanced moves come out if Fire effect. - Only attacks with significant enhancement will be listed. 05.1) Enhanced Moves: --------------------------------- INPUT LVL.1 LVL.2 ---------------------------------------- TBA _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 06) Counter Hit: ---------------- - Counter Hit will give you an attack bonus of 110%. - Only attacks with significant enhancement will be listed. 06.1) Enhanced Moves: --------------------------------- INPUT CH EFFECT -------------------------------- TBA _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 07) Combos: ------------ - Three types of combos exist. - Natural Combos are usually two hit strings that if the first connects, the second hit will combo. - Juggles consist of a Launcher, String, Finisher. - Stun Combos depend on Counter Hit effects to string attacks. 07.1) Natural Combos: --------------------- -Natural combos are self contained moves that "naturally" combo. INPUT Damage ------------------------ AA 38 BB 28 3AA 58 WSK 25 ------------------------------------------------------------------------- 07.2) Ground Combos: -------------------- - The opponen remains ground through out the combo. INPUT Damage ----------------------------------------------- ------------------------------------------------------------------------- 07.3) Juggles: -------------- - Juggles consist of a luncher followed by the juggle. INPUT Damage --------------------------- 3[B],bA 75 66B,66K6,B 93 8WR3_9B,44BB,2B 105 ------------------------------------------------------------------------- 07.4) Wall Combos: ------------------ - Wall combos occure because the opponent is slammed against a wall resulting in enough stun to continue your combo. Example: INPUT Damage ----------------------------------------- Blocked 1[A]6,KK,2A+B 62 ------------------------------------------------------------------------- 07.5) Stun Combos: ------------------ - Be carefull with DOS. The opponent can break the stun and block leaving you at a disadvantage. - Damage scale will reduce the damage done the longer the combo. - Launch: Launchs opponent for juggle. - Link: You can combo after this. - Ender: You cannot combo after this. INPUT Damage Use -------------------------------------------- 3B 32 Launch 6B 28 Link WSB 66 End Examples: Combo Damage -------------------------------------------- CH WS[B],A+B,2A+B 92 CH qcfA,6K,3A+B 71 _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 08) Guard Impact: ----------------- - Guard Impact is both a defensive and ofensive technique. - Guard Impact is achieved by inputing a moment before your opponents attacks connects. - There are 2 ways of Guard Impacts, each with 2 effects, totalling 4. - High Parry causes the opponent to stagger to your right away from you. - Low Parry causes the opponent to stagger to your Left away from you. - Repel causes the opponent to stagger right infront of you. - You can be hit with a high attack if you repel or parry low. - You can be hit with a low attack if you repel or parry high. Input Level Effect ---------------------- 1G ML Parry 3G ML Repel 4G HM Parry 6G HM Repel 08.1) Guard Impact Follow-up: ----------------------------- TBA _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 09) Just Impact: ------------------ - Stun Impact acts in the same way as Guard Impact. - Stun Impact input is even more strict than Guard Impact. Input is almost as your opponents attacks connects. - There's only Repel Just Impact's - Just Impact offers more advantage. - Follow-up attack to a Just Impact is treated as a Counter Hit Input Level Effect ---------------------- 3G ML Repel 6G HM Repel 09.1) Just Impact Follow-up: ---------------------------- TBA _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 10) Ring out: ------------- - These moves will ring-out an opponent. 10.1) No Wall: -------------- TBA 10.2) Short Wall Ring-out: -------------------------- TBA _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 11) Confirmation Attacks: ------------------------- - Confirmation Attacks are quick and safe moves used to dertermine the risk of a follow-up attack or action. 11.1) Decision Tree: -------------------- - Here's a simple out line of how you should react according to you Confirmation attacks. - This is considered a basic set-up scheme for a battle flow plan. Confirmation Attacks # ################################################# # # Blocked Hit # # #################### ########################## # # # # # Block Guard Impact 8WR Confirmation Attacks Damage Attacks (Loop) 11.2) Confirmation Attack Moves: -------------------------------- - These are examples of Confirmation Attack Moves and there possible follow-ups. CA Move Follow-up ------------------------------ _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 12) Tales of Souls: ------------------- 12.1) Story Tree: ----------------- (01) Romanian Valley vs Berserker # ######################################################### # # (02.A) # Valentine Mansion # vs Ivy # # # (03.A) # Ostrheinsburg # vs Tira # # # ################### # # # # (04.A) (04.B) # Old Toledo Lakeside Coliseum # vs Cassandra vs Rock # # # # (05.A) (05.B) # Clock Tower Clock Tower # vs Zasalamel vs Zasalamel # # # # (06.A) ################# # Silk Road Ruin # # # vs Lizardman (06.B) (06.C) # # Egyptian Temple Indian Port # # vs Yun-Seong vs Maxi # # # # # ################## (07.B) # # Sacred Mt. Fuji # (07.A) vs Yoshimitsu # Lotus Garden # # vs Xianghua # # # # # ################################## # # # (08.A) (02.B) Underground Sanctum Eurydice Shrine vs Taki # # (03.B) ######### Clock Tower # vs Zasalamel # # # ############################################## # # # # ####################### ? # # # # (04.C) (04.D) # Water Mill Valley Secret Money Pit # vs Talim vs 2xThief,Voldo # # # # (05.C) (05.D) # Kunpaetku Shrine Ruin Pirate Raid # vs Astaroth vs Cervantes # # # # (06.A) (06.D) # Jyurakudai Villa # vs Setsuka # # # ################### # # # # (07.C) (07.D) # Sacred Mt. Fuji Grand Labyrinth # vs Yoshimitsu vs Raphael # # # # (08.B) ############ # Proving Grounds # # # vs Kilik (10.A) ? # # ############### # (09.A) Lost Cathedral vs Raphael # ################## # # (10.A) (10.A) Lost Cathedral Lost Cathedral vs Siegfried vs Zasalamel # # ################## # (11.A) Lost Cathedral-Ruin vs Abyss 12.2) Story Events: ------------------- 01) Romanian Valley: -------------------- <<<Battle with Berserker>>> Choice: 1) Seek souls enshrouded in evil energy. 2) Seek strong souls. 02.A) Valentine Mansion: ------------------------ <<<Battle with Ivy>>> 03.A) Ostrheinsburg: -------------------- <<<Battle with Tira>>> Choice: 1) Remain in this land for a time in order to absorb evil energy. 2) Conclude that soul hunting was more efficient and move on. 03.B) Clock Tower: ------------------ <<<Battle with Zasalamel>>> Choice: 1) Continue working to recover strength in this land. 2) Head east in pursuit of Siegfried. Choice: 1) Head east in pursuit of Siegfried. 2) Acquire a little more power first. 04.A) Old Toledo: ----------------- <<<Battle with Cassandra>>> Watched: <<<Battle with Doppelganger>>> 04.B) Lakeside Coliseum: ------------------------ <<<Battle with Rock>>> Watched: <<<Battle with Valeria>>> <<<Battle with Hualin>>> <<<Battle with Lynette>>> 04.C) Water Mill Valley: ------------------------ <<<Battle with Talim>>> Watched: <<<Battle with 20 X Lizardman>>> 04.D) Secret Monet Pit: ----------------------- <<<Battle with Thief>>> <<<Battle with Thief>>> <<<Battle with Voldo>>> Watched: <<<Battle with Will of the Wisp>>> 05.A) Clock Tower: ------------------ <<<Battle with Zasalamel>>> 05.B) Clock Tower: ------------------ <<<Battle with Zasalamel>>> Choice: 1) Follow the man with the scythe. 2) Head East. 05.C) Kunpaetku Shrine Ruin: ---------------------------- <<<Battle with Astaroth>>> Choice: 1) Ignore the evil energy and pursue Siegfried. 2) Pursuing the evil energy would not necessarily mean losing Siegfried. 05.D) Pirate Raid: ------------------ <<<Battle with Cervantes>>> 06.A) Silk Road Ruin: --------------------- <<<Battle with Lizardman>>> 06.B) Egyptian Temple: ---------------------- <<<Battle with Yun-Seong>>> 06.C) Indian Port: ------------------ <<<Battle with Maxi>>> 06.D) Jyurakudai Villa: ----------------------- <<<Battle with Setsuka>>> Choice: 1) Search for Siegfried. 2) Cut down the boastful man as a warning to others. 07.A) Lotus Garden: ------------------- <<<Battle with Xianghua>>> 07.B) Sacred Mt. Fuji: ---------------------- <<<Battle with Yoshimitsu>>> 07.C) Sacred Mt. Fuji: ---------------------- <<<Battle with Yoshimitsu>>> 07.D) Grand Labyrinth: ---------------------- <<<Battle with Raphael>>> Choice: 01) Head for the exit. 02) Proceed further in. 08.A) Underground Sanctum: -------------------------- <<<Battle with Taki>>> 08.B) Proving Grounds: ---------------------- <<<Battle with Kilik>>> 09.A) Lost Cathedral: --------------------- <<<Battle with Raphael>>> Trap: Input=6K Success= (10.A) Fight Siegfried Fail = (10.B) Fight Zasalamel 10.A) Lost Cathedral: --------------------- <<<Battle with Siegfried>>> 10.B) Lost Cathedral: --------------------- <<<Battle with Zasalamel>>> 11.A) Lost Cathedral-Ruin: -------------------------- <<<Battle with Abyss>>>> Ending: ------------------- Choice: Tap G) Transforms to Night Terror. Nothing) Kills soldiers. _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 13) Weapons: ------------ 13.1) How to Unlock: -------------------- Name Requirements ------------------------------------------------------------------------- Soul Edge (larvae) 4th Stage of Tales of Souls Soul Edge (cocoon) 7th Stage of Tales of Souls Steel Paddle Available at Shop Soul Edge Purchase Steel Paddle, Soul edge (larvae) and Soul Edge (cocoon), and finish Tales of Souls. Giant Squid Get CLEAR rank in FINAL BATTLE (Hard) in Soul Arena. The Ancient Defeat Olcadan in Tales of Souls. 13.2) Properties: ----------------- Name Properties ------------------------------------------------------------------------- Soul Edge (phantom) None Soul Edge (larvae) Health increase on hit, Auto-GI's some attacks, health decrease. Soul Edge (cocoon) Health increases on guard, increase defense. Steel Paddle Increase attack power, more attack pushback. Soul Edge Increase attack power, Attack power increases over time, health increase on a hit, health decrease. Giant Squid Decrease attack power, Different sound on hit. The Ancient None