Soul Caliber III Zasalamel FAQ/Playing Guide- Version 1.0 "Do not be too proud for Zasalamel, for he will remind you of all that you've forgotten from Soul Caliber II" - Me. By Lee T. HaXXXor For www.gamefaqs.com Contact: hisneigeness[at]hotmail.com for inquireries First Soul Caliber III character profile from me, and if things go well, I just may follow it up with a character profile for my very favorite Soul Caliber character: Voldo! Oh yeah, I love the lil' stabby freak, what with his evil pressure game and his ability to constantly poke you high and low, but I decided to build this character profile on Zasalamel because... well playing him caused me to remember a whole bunch of elementary tactics for the Soul Caliber game, and after some testing around, I really felt that i needed to bone up on my basics. So as the opening quote says: Don't be too proud for Zasalamel, because even experts needs to relearn their stuff as necessary. I say this because Zasalamel has a reputation for being a beginning character, what with pre-planned throw combos and 2 hit move combinations. I say that it's better to know how to get your blows in then knowing how to do a 6 hit combo. This will therefore be a character profile rather then a move list, with comments freely given to (nearly) all moves and a basic tactics section afterwards (fluff background for the character to be implimented at a later time). I invite all forms of constructive critisism, and if your strategies are indeed valid, I'll update my FAQ with them and credit you with their discovery. So read on, and maybe you'll find some interesting wisdom through all this writing! *********************************************************************** 0. Table of contents 0. Table of contents 1. Version history 2. Move Notation 3. Basic Strategy 4. Pros/Cons 5. Move List 6. Combos 7. Weapon list 8. Thanks 9. Copyright *********************************************************************** 1. Version history December 21rst, 2005 -Version 1.5: MAJORLY reworked the FAQ. Added Soul Charge properties to move, description and properties of weapons, a better combo system and a few more stuff too. Allowed the people at 1up.com and supercheats.com to host FAQ as well. December 3rd, 2005 - Version 1.0 completed: Construction of the version of the Zasalamel FAQ completed and sent to gamefaqs. It is completely workable by itself, but I'm always open to new suggestions on how to better use the Scythe! Check the Thanks page for more details if you want to help. *********************************************************************** 2. Move Notation Moves in this guide will be noted along the number system that has become standard for fighting games. That system is as follows, assuming your character is facing right: 7 8 9 \|/ 4 5 6 -O-> 1 2 3 /|\ Each number represents a direction. For example, when you see the number 6, that indicates forward. When you see the number 1, that represents the diagonal direction down back. 5 is neutral The numbers are the same as on a keyboard keypad. Also, each type of attack has its own designation in the video game. They are as follows: A = Horizontal attack B = Vertical attack K = Kick attack G = Guard There are certain special input types. Here is an explanation on all the special inputs: + = Press buttons at the same time [ ] = Hold _ = Or (example: 88_22 means either 8 way run up or down) Lowercase letter followed by an uppercase letter = Slide Input J = Jump JD = Jump Delay (means jump then wait until you almost land before inputting) WC = While Crouching WR = While Rising TA = Turning Around FA = Facing Away JI = Just Input (pressing the button at the correct time to perform the move) GI = Guard Impact. Naturally blocks opponent attacks GB = Guard Break U = Unblockable Also, each move and combo will be described as where they hit. There are the abbreviations for those: H = High M = Mid L = Low SM = Special Mid SL = Special Low Comments for the moves will be underneath each command, preceded by the # sign. Counter hits are moves that have special properties when they interrupt enemy moves Crumple stuns leave the enemy with an "electrified" animation as they crumple to the ground. *********************************************************************** 3. Basic Strategy The most obvious advantage you'll notice by playing Zasalamel is that he's a big guy with a long reach. If you play knowing that, you can afford yourself some measure of safety by playing a "keep away" game so as to hold to your natural advantage. The second most glaring advantage is that he's got all of Astaroth's range, but with more speed as well... however, you will notice this applies better regarding movement speed rather then striking speed, but how can YOU use these two previously named advantages to your purpose? By taking even more advantage from side steps then Xiang Hua does! You've got some good horizontal attacks going on from the 8-way run, so circle your opponent and use them. If you want to poke your opponent and force him to act, then you should definitely stay at mid-range: with the idea being that you want to poke with the blade end of the scythe rather than with the tip. Let me just finish by saying that Zasalamel's close-up game is mostly comprised of quick moves designed to PUSH BACK your opponent, rather then do extensive damage (which should give you the hint as to how to play the character by now). The exception to this rule is Zalasamel's most excellent 46B+G grab, which chains into a mighty combo. But again, the grab animation comes out a bit slower then his normal grab, so once again, Zasalamel comes out as a character that punishes an opponent wiffes rather then an instigator of violence. *********************************************************************** 4. Pros/Cons So why pick Zasalamel again? PROS! - (I said it before, but...) He's a beginning character, but who helps you greatly in understanding the game. Great learning character, rather. - He's got some good power behind those swings - The character himself moves pretty quick (especially for a guy his size) CONS! - The strikes themselves are slow - Low limits to the damage he can do per combo - Many built in strings put Zasalamel in a horrible position if blocked. (ex: 4AB, 66BB) *********************************************************************** 5. Move list ----------------------------------------------------------------- | Horizontal Attacks | ----------------------------------------------------------------- Twin Blades of Shamash: AA | HH # Double high horizontal strikes. Standard poke and range tester. In effect, if the edge of your scythe is touching your opponent, you are in what I call the "medium range". Break off after the first A so as to enter 8-way run as necessary. Sin�s Blue Crescent: 1AA | LH # A low crouching slash, followed by a powerful high swing. Not the fastest low poke, but great nonetheless. I actually prefer it to the 2A poke because of the safe second hit Sagacious Sin: 2A or WC A | SL # Low slash. Not the best move, get's blocked by standing opponent. Hook of Namtar: 3AB | MM # Backhand hit, pulling slash. Less safe then AA, but the second hit drags your opponent in. You can't combo, but you have a frame advantage. Safest follow-up would be bK, but the adventurous Zasalamel player can try to throw afterwards. Namtar�s Claw: 4AB | HM D # High attack, followed by a pulling strike which pulls opponent behind you. Poor combo potential, but great so as to confuse. BEWARE, leaves you back turned to the enemy if the second hit is blocked, and therefore super dangerous. Bashum�s Whisper: 6A | M # Very short range move with the tip of the scythe that pushes off the opponent to the left. I find it to be too slow to be of any use. Sickle of Sin: 4[4]A | M # Backhand swing. Defensive move designed to frustrate those who try to close the distance. Use it when you're circling the enemy. Great Scythe of Shamash: 6[6]A | H # Large forward swing. Your own best distance closing maneuver, which also punishes 8-way runners by the same occasion. Adad�s Reaper: WR A | M # Rising horizontal slash. Good safe forward coverage. Shamash�s Glance: TA A | H # Standard "turn around and slash move". Nothing special. Sin�s Glare: WC TA A | L # Safer than previous move, follow with WR B Anshar the Heavenly Spirit: J A | M # Flying slash. I'm not a jumper, so i wouldn't use that one. Shamash the Just: JD A | L # See previous, but the low hit makes it interesting. Maybe after winning a Guard Impact? ----------------------------------------------------------------- | Vertical Attacks | ----------------------------------------------------------------- Ea�s Twin Hammers: BB | MM # Double downward swings. Not the best poke; it does follow a 3B fairly well, though. Lilitu�s Thorn of Hatred: 1BB | LM # Downward trust with the scythe's tip, followed by advancing the head of the scythe. A neat poke that comes out fast, but very short range. On a counter hit, the second hit crumple stuns, which you can follow-up easily. Ea the Grand Ruler: 2B or WC B | M # Low slash. Not good. Paean to Ishtar: 3B | M # Your uppercut move is pretty slow and typically needs to be used outside of close range for best results. On counterhit, follow with 4A+B. On normal hit, 6A+B for a neat 3 hit combo. Ea�s Judgement: 4B | M # Overhead slash, not recommended. NOTICE!!! Becomes Guard Breaker at level 2 Soul Charge. NOTICE!!! Becomes unblockable at Soul Charge level 3 Nergal�s Poison Sting: 6B | M # Foward trust with the tip. On counter hit, you get a crumple hit. Follow with [8]_[2]BB, 4A+B and you're in business. Or else, the best thing I found to follow it is 3A Enlil�s Punishment: 4[4]B | M # Foward somersault downward slash. Surprisingly long ranged, and closes distance from long to mid; safely. Nergal�s Talon: 6[6]BB | ML D # Big downward slash followed by pulling hit which uppercuts opponent high in the air. If blocked on the second hit, the opponent will be brought into close range with a frame advantage. YOU MUST AVOID THAT. This is why I near only use 6[6]BK except for when the opponent wiffes a move. Naturally, it's an automatic 4A+B if you ever connect on the second hit. Nergal�s Mockery: 6[6]BK | MM D # Big downward slash followed by a knee strike. A regular part of my arsenal which I casually use to create pressure games. Alternate with 1AA to keep your opponent guessing. Adoration of Gilgamesh: bK | MM # Rotating downward slash followed by knee. The quickest move in the arsenal. Use it to get some breathing space. Belit-Sheri�s Spear: WR B | M AT GI # Weird guard impact move that turns into a rising gut ripping attack throw if it hits. I'm not usually crouching, so i do not use this move often. It would be my favored low move, because of the Guard Impact properties. Ea�s Glance: TA B | M # Back turned slash. Ea�s Glare: WC TA B | M # Back turned low slash Anu the Radiant: J B | M # Jumping downward slash Damkina the Goddess: JD B | M # Same as J B, nothing special about the last four moves. ----------------------------------------------------------------- | Kick Attacks | ----------------------------------------------------------------- Glory of Gilgamesh: K | H # Standard high kick. As a general rule of thumb, let me just say that Ido not use many kicks in my game. case in point, this kick attack in particular seems wildly impractical. Wisdon of Utnapishtim: 1K | L # Not the best ukemi move, but nice knock-down sweep. I prefer 1AA though. Shamhat�s Allure: 2K or WC K | L # This is usually my "weak" ukemi move, when I'm not sure if anything else would hit. Lugalbanda�s Protection: 3K | M # Mid kick. Not recommended. Enkidu�s Karma: 4K | H # Plants his scythe and delivers a strong high kick. Too much of a set up to be useful. Nice ring-out push back properties, though Enkidu�s Valor: 6K | H # Forward kick. Not quite impressive. Triumph of Gilgamesh: 6[6]K | H # Roundhouse kick. Knocks opponents to the left. Ring out move, lots of set up involved. Devotion to Ninsun: WR K | MH # Double spinning kick. Good defensive wake-up move. Comes out easily too. Gilgamesh�s Glance: TA K | H # Turn around kick. Shamhat�s Glare: WC TA K | L # Turn around low side kick. Enkidu the Valiant: J K | M #Jump kick Lugalbanda the Solemn: JD K | M # Jump kick. Pass on the last four. ----------------------------------------------------------------- | Simultaneous Attacks | ----------------------------------------------------------------- Tianat�s Frenzy: A+B | MMM # Multiple twirling scythe strikes. Not quite useful, the attack can be blocked mid-way through, even if you ate one of the first hits. Not recommended. Offering to Kishar: 4A+B | H # High swing that pulls your opponent into a slam. When the opponent is airborne, this attack turns into an automatic throw, making this the perfect follow up to lauchers executed on counter hits. Marduk�s Thunder: 6A+BB | MMM # Forward blade thrust, followed by rising circular slash then a full overhead hit on B. That last B can be held for a Guard Breaker maneuver. I call this the "low launcher follow-up". If the other guy is too low for 4A+B, use 6A+B instead. NOTICE!!! The second hit from 6A+BB is an automatic Guard Breaker under Sould Charge Level 2 Marduk�s Thunder (Hold): 6[A+B] | MMM GB # Actually a good move to throw out after a Guard Impact, so as to mess up someone else's timing Tiamat�s Rage: 6[6]A+B | M # Somersault circular slash. Another combo follow-up. Anu�s Justice: B+K | M GB GI # It's a Guard Impact, AND a Guard Break! The Guard Impact portion comes quick quickly: you can use it instead of 6G with a lot of success and play devastatingmind games with a human opponent. Definitely recommended. Ershkigal�s Frozen Touch: 2B+KA | LL # Weird double low hit move that pulls the opponent towards you along while giving a few frames of advantage. Something of a long range move, and most often paragraphed. People who don't block low often are easy prey for it, though. Enlil�s Admonition: 4B+K | M # A hop backwards while bringing down the scythe. Quite effective when you need to get away. Use it after one of your close up moves has been blocked. Sacred Rite of Ishtar: 6B+KB | MM D # Hit with back of the scythe, followed by rising slash. A two hit medium string which strikes on a clear vertical line. haven't found a use for this move yet which couldn't be used by any of the other two hit attacks that Zasalamel already has. Tiamat�s Rampage: 4[4]B+K | MMM U Tiamat�s Rampage (Cancel): 4[4]B+K, G| # Ultimate move with even more of a long wind-up then most of his normal move. Pass. Blessing for Lahamu: 6[6]B+K | M # Rising upper slash move. Seems like an alternative combo ender, but too much of a start-up to be chained to anything. Similarly, huge delay if it is blocked. NOTICE!!! Becomes unblockable at Soul Charge level 3 Spark of Marduk: FA B+KB | MM # Similar to 6B+KK. Hold the B and you end up with a Guard Breaker move. Actually one of the best moves done from facing Away. Not many occasions to use it though. NOTICE!!! The second hit from B+KB is an automatic Guard Breaker under Sould Charge Level 2 Anshar�s Halberd: A+K | H GB # Big high slashing move. Horrible guardbreak that ends up too easily ducked, or interrupted. Stick with B+K Nergal�s Anguish: 4A+K | H # Quick side-step evasion attack, much better then 4B+K as it comes out pretty quick, and confuses most opponents, especially computer ones. Crimson Corona of Shamash: 6A+K | MM # Jumps while spinning around and slashing, not as good as 66A because if it's blocked, then you're wide open to a massive counterattack. NOTICE!!! Becomes unblockable at Soul Charge level 3 Taunt: K+G | SP ----------------------------------------------------------------- Running Attacks | ----------------------------------------------------------------- Urshanabi�s Crossing: [6]K | L # Slide maneuver. Quite good. Prayer to Ishtar: [9]_[3]B | M # Uppercut move. Make no mistake, this is Zasalamel's best launcher. Can always be followed up by 4A+B. Siduri�s Warning: [9]_[3]K | M # Zasalamel uses his scythe as leverage and delivers a mid kick. Ereshkigal�s Silver Claw: [8]_[2]AAB | HHH D # Automatic combo if first hit connects. You slash, you pull in and you poke the opponent out. Quite good Confession to Lahamu: [8]_[2]BB | MM # Looks like a variation to 66B, but in truth, the second hit here doesn't launchas high. The Ark of Utnapishtim: [8]_[2]KK | HH # Good retreating double kicks, if not for the fact that both hits are high. Enkidu�s Plot: [7]_[1]K | L # Makes a sweep maneuver which is very good to follow knock downs with. ----------------------------------------------------------------- Throws | ----------------------------------------------------------------- Ereshkigal the Ruthless: A+G | T Kingu the Sly Lord: B+G | T # A strong hit from the back of the scythe that lifts the opponent up and swings him around before being slammed down. Apsu the Origin: Left Side Throw | T Ea of the Abyss: Right Side Throw | T # Doubles over the opponent with a knee strike, then jumps and clubs the opponent into the edge of his scythe. Marduk the Tempest: Back Throw | T # Forces the opponent's face upon the scythe head, then forcibly pulls out the scythe. Nergal�s Bloodthirst: 46B+G | T # Follow up with 6B, [9]_[3]B, 4A+B for his most damaging combo. *********************************************************************** 6. Combos Probably the weakest point in my guide at the moment. At this point, my most extensive combo has four hits: 46B+G, 6B, [9]_[3]B, 4A+B You grab, put in the crumple hit, uppercut and slam down. Some people HAVE claimed that it is possible to get out of the crumple animation of the 6B and guard the [9]_[3]B. These people have also come up with an interesting solution to this problem: Doing a Variable Cancel on the original throw! You do this by holding G and pressing Down repeatedly right after executing 46B+G so as to cancel the rest of the animation of the throw. You may then do 66BB (which will count as a counter hit) 4A+B for about 90 points of guaranteed damage. Another use of this technique is to do 46B+G when an opponent is back turned, then using the [G]22 Variable Cancel. Your throw animation will stop, and since your opponent is still "locked" in the throw animation, it is quite easy to run forwards, pushing your opponent towards the edge, and shoving him off with a K sweep! Cheesy, but you'll rarely if ever get an opportunity to do this. I believe the key to maximizing damage with Zasalamel is to recognize whatare his launchers, how they work, then recognize which are his best follow ups. In that regard, best launchers are: [9]_[3]B : Best one hands down. Always knocks opponent as high as possible. 66BB : Second hit always gives maximum height. 3B : On counter hits, does maximum height. 66B+K : Can be Soul Charged to be unblockable. [8]_[2]BB : Usually gives a low lift. Best follow ups are: 4A+B : The characteristic Zasalamel maneuver 6A+B : Double hit follows low launchers well. 66A+B : Combos with a lot of moves, hits grounded opponents too. BB : Can be air rolled out on occasion, Crumple stuns can be evaded now, but some lead well to lauchers. Here are a few of them. 6B : On a counter hit, crumples. 3A : Crumple stun on counter. Here are a couple of combos that have helped my play. 4A+K, 66BB : Evades attacks, and the two follow up strikes are guaranteed to hit. Although there will be no launching involed A+K, BB : Close to mid range. If the attack hits (rather then breaking guard) you have a couple of slashes ahead of you. A+K, 66A+B : Long range. Impot quickly. Finally, notice that any move that pulls in an opponent (3AB) does not guarantee a combo, but simply gives a frame advantage. This includes [8]_[2]AA (without B), 4AB and 3AB. *********************************************************************** 7. Weapon List Kazfiel - angel of Saturn, also one of the 6 angels of death appointed over the kings. # Default Weapon, does not come with any special characteristics Ankou - an Egyptian ghost that guards graveyards and is thought to give that shiver which people say is like someone walking over a grave. # Available at shop at beginning of play for 14000 G. Automatically Guard Impacts some attacks, and automatically Guard Breaks some attacks. Balor - a demonic one-eyed God of Death and evil King of the Fomorians. # Available after completing 4th stage of Zasalamel's Tale of Soul for 26200 G. Longer reach, higher attack pushback. Mrtyu - a concept of death in Indian traditions; the transformation of the body and funeral rites. # Available after completing 7th stage of Zasalamel's Tail of Soul for 37500 G. Gains health with each hit, gradual health increase. Irkalla - a mutated death scythe empowered by both the spirit sword (Soul Calibur) and cured sword (Soul Edge). The netherworld or underworld of the Babylonians, also known as Aralu, its entrance approached by a deep cavern. It was ruled over by the goddess Allatu, or Ereshkigal (lady of the netherworld), sister or alter ego of Ishtar, the great nature goddess. The same idea is present in the Egyptian conception of Isis and Nephthys. Irkalla was ruled conjointly by Allatu and Nergal, who was also considered the god of the dead. # Available after purchasing Ankou, Balor and Mrtyu and finishing Tales of Souls for 91800 G. Avoids some Ring Outs, higher attack power, higher defense, attack power increases over time. Beak - otherwise known as the bill - is the only device a bird has for consuming food. It is composed of an upper jaw called the maxilla, and the lower jaw called a mandible. # Available after reaching GREAT rank in WISP SHOOT (Normal) in Soul Arena for 18750 G. Shorter reach, different sound when landing a hit. The Ancient - a recycled SC2 weapon, Thanatos; a Greek personification of death # Available after deafeating Olcadan in Tales of Souls for 15000 G. No special characteristics. *********************************************************************** 8. Thanks I'd like to thank Silvafang for giving me the history for each of Zasalamel's weapons. To kryonik and essex from the Soul Calibur forums to inform me of the 46B+G VC "glitch. For some good reading that is bound to improve your Zasalamel game, I can only recommend the following text by "D2K.KoR", who has made a very thorough analysis on Zasalamel. It is available at the soulcaliber.com forums at http://www.soulcalibur.com/forums/ showthread.php?s=b370ea24f87903c1f402bcd196937e4f&threadid=28729 (copy these two last lines as one single line.) I highly recommend it as it gives plenty of strategy and combo listings. *********************************************************************** 9. Copyright This is me cut and pasting the copyright thingy from my last FAQ. Hopefully, it still works as well as it did then... This document is the sole property of Lee T. HaXXXor, AKA Neige Thirteen, AKA Christian Charite� Colde. This document may not be put on a site unless permission is given by the aforementioned author and his multiple aliases. Taking and redistributing this guide for monetary purposes is illegal, and will not be tolerated. Lee/Neige/Chris reserves the right to refuse this document to be on ANY site. The following are the only sites that may have this document for Dawn of War: http://www.gameFAQS.com http://www.supercheats.com http://www.1up.com/ This document may not be used on private sites. Thanks for taking the time to read this Book of strategy, I hope it was of some use to you. Lee T. HaXXXor can be contacted by e-mailling: hisneigeness[at] hotmail.com - END OF DOCUMENT - *Zasalamel* SC lvl.1 -None SC lvl.2 -Last hit of 6A+B,B (GB) -Last hit of BT B+K,B (GB) -4B (GB) SC lvl.3 -66B+K (SCUB) -6A+K (SCUB) -4B (SCUB)