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FAQ/Move List

by TwistedRyu

                           *****************************************
                                  SOUL CALIBUR 3: MOVE LIST               
                                     created by TwistedRyu  
                           DemonxHeihachi (Soul Calibur Forum Name)
                                          Version 0.1		     
                           *****************************************

***************
LEGAL COPYRIGHT
***************
This FAQ is the property of TwistedRyu. It may not be borrowed or use 
without consent and permission by me. In addition, it may not be used 
nor distributed personally for illegal purposes. You must therefore 
leave the content in this FAQ untouched.

IMPORTANT NOTE:
GameFAQs will be the ONLY site to use my FAQ. No other site will be 
granted permission.

****************************
TABLE OF CONTENTS: 
****************************
1. Introduction
2. Legend
3. Default Character Move Lists
-Abyss
-Astaroth
-Cassandra
-Cervantes
-Ivy
-Kilik
-Lizardman
-Maxi
-Mitsurugi
-Nightmare
-Raphael
-Rock
-Setsuka
-Seong Mina
-Siegfried
-Sophitia
-Taki
-Talim
-Tira
-Voldo
-Xianghua
-Yoshimitsu
-Yunsung
-Zasalamel 
4. Bonus Character Move Lists
-Abelia/"Sword and Shield"
-Amy/"Rapier"
-Arthur/"Katana"
-Aurelia/"Sickle"
-Chester/"Dagger"
-Demuth/"Steel Fan"
-Girardot/"Lance"
-Greed/"Kunai"
-Hualin/"Staff"
-Hwang/"Chinese Sword"
-Li Long/"Nunchaku"
-Luna/"Chinese Blade"
-Lynette/"Tambourine"
-Miser/"Katana and Shuriken"
-Revenant/"Wave Sword"
-Strife/"Iron Sword"
-Valeria/"Grieve Edge"
5. The Rest
-Emailing Guidelines/Contacting Me
-Frequently Asked Questions
-Credits and Shout Outs
6. Revision History

***************************
1. INTRODUCTION: 
***************************
Welcome, yet again to one of my (bored to death) FAQs. Aside from doing 
this because I AM bored, I decided to write this FAQ to have 
comprehensive move lists for Soul Calibur 3. Rather than leaving 
everything unfinished, I'm being a little more serious now. I have in 
fact, lots of unfinished FAQs, some that I never even submitted. 
Anyway, this FAQ will be general and won't contain anything like 
unlockable stuff, as that has been covered in many FAQs 
already (the only exception are the unlockable and bonus characters). 

**************************
2. LEGEND:
**************************

This is the basic outline of what is to be expected of Soul Calibur 
players, whether new or not. It is absolutely important that you 
know these, because many SC people are not going to go with general 
notations like Up+Triangle. The following conventions are seen in 
the SC3 boards (and a few that are missing):

Control Layout:
7 8 9
4 N 6
1 2 3

1 = Down/Back
2 = Down
3 = Down/Forward
4 = Back
N = Nuetral
6 = Forward
7 = Up/Back
8 = Up
9 = Up Forward

Buttons:
G = Guard Button
A = Horizontal Slash Button
B = Vertical Slash Button
K = Kick Button

Hit Level:
h = High
m = Mid
l = Low
sM = Special Mid
sL = Special Low
H = High that hits grounded opponents (limited to Yoshimitsu mostly)
M = Mid that hits grounded opponents
L = Low that hits grounded opponents
Uh = Unblockable High
Um = Unblockable Mid
Ul = Unblockable Low
UM = Unblockable Mid that hits grounded opponents
UL = Unblockable Low that hits grounded opponents

Move Properties:
GI-() = Guard Impacts H_V_K_Throw
GB/GC = Guard Break/Guard Crush 
AT = Attack Throw
8WR = 8 Way Run
CH = Counterhit
NC = Natural Combo
c = Move Property is activated with a CH (ex: JGc, Juggle possible on CH)
co = Move Property affects a crouching opponent
cco = Move Property affects a crouching opponent on CH
JG = Juggle Starter/Launcher
FrC = Forced Crouch on Block
FrCh = Forced Crouch on hit
RO = Ring Out

Stun Properties:
DOS = Double Over Stun #1 
FBS = Fall Back Stun
CS = Crumple Stun #2
CFS = Crumple Fall Stun
LCFS = Lift Crumple Fall Stun
LS = Lift Stun
THS = Toe Hop Stun
BN = Bounce Stun #3
QS = Quake Stun (aka Tremor) #4
KND = Knock Down #5
TS = Trip Stun #6
DSS = Double Side Stun #7
IS = Impale Stun #7
DS = Death Stun #7
TAS = Turn Around Stun #7
RS = Rise Stun #7
SDS = Sit Down Stun #7
FOS = Fall Over Stun #7
FS = Fall Stun #7

#1: Double Over Stuns can be escaped by moving the D-Pad around in
a 360 degree motion.
#2: There are two Crumple Stuns. The first Crumple Stun is when the 
opponent falls down quickly in the same position; the other is when 
the opponent stumbles back a little before slowly falling down, 
this usually gives a launch.
#3: Opponent rebounds off the ground and into midair. The bounce 
height is determined by range, usually shallow hit gives a higher 
bounce while a deep hit gives a smaller bounce.
#4: Will cause the ground to shake and rumble, thus rendering an 
opponent helpless. This is caused only if the initial move misses.
#5: In the move list there are three different knock downs that I will 
mention. If a move has KND, then the opponent will be flattened on the 
ground. If a move has KND(S), then it causes a stun of sorts in which 
the opponent will lay in a FDFA position while recovering, in which 
they are able to move again. If a move has KND(RO), then the opponent 
will hang their legs in midair. KND(RO) moves can ring out, and be 
comboed with followups.
#6: In the move list there are three different Trip Stuns that I will 
mention. A regular TS is when the opponent gets knocked off their feet, 
and is in a crouching position where they try to rise back into a 
standing position. A TS(mini) is when the opponent gets knocked off 
of their feet and hits the ground. A TS(JG) is when the opponent 
gets launched into the air before hitting the ground. TS(JG) leaves 
your opponent closer to you, which will allow different followups a 
TS(mini) doesn't. All TS Ring Out, btw. 
#7: These seven stuns are new to SC (I've made the names up, the last one 
though I think was in SC2... hmm). DSS is where the opponent clutches 
their side for a while before they collapse to the ground. An IS is 
usually an air-related property, in which the opponent hits the ground, 
but their body is raised up for a few seconds before lying on the 
ground (Mitsurugi's 2A+B on airborne). DS is where the opponent 
is on their knees with their back bended backwards (like when people 
die if they get hit in the back), before hitting full faced to 
the ground. TAS is when an opponent exposes their back, 
then slowly hits the ground and lays in a FUFA position (Lizardman's 
A+K). RS is when a opponent is put into a sit down animation and 
takes a bit of time to recover before being able to stand up a
gain (this can Ring Out). SDS is an extended RS animation, except 
the opponent struggles to rise from the ground, but to no avail and 
instead falls to the ground in a FUFT position. This stun however 
can be escaped with four inputs. FOS is when the opponent grabs their 
face and stumbles backwards, before falling down in a FUFT 
position. FS is an extended version of the animation when a low hits 
(sounds confusing? to make it slightly easier to get the point across, 
when a low hits an opponent, they slightly look at their legs as if 
about to trip). The opponent then falls to the ground, in a way 
somewhat similar to a THS. Sorry, I'm not really creative with these 
names, so... any suggestions?

Move List Commands:
+ = Simultaneously
, = Followed by
xY = Tap X, then quickly tap Y (aka Slide Input)
[ ] = Hold
_ = Or
> = Delay
{} = Charge Second Delay for property (ex: Mitsurugi's 236[B]{1})
: = Just Frame Input
... = Repeat Input 
= = Move offers several options after it (minus strings)
~ = Command Enters Stance
FC = Full Crouched
WS = While Standing
WL = While Landing
BT = Back Turned

Ground Positions: 
FUFT = Face Up and Feet Towards
FUFA = Face Up and Feet Away
FDFT = Face Down and Feet Towards
FDFA = Face Down and Feet Away

***********************************************
3. DEFAULT CHARACTER MOVE LISTS
***********************************************

Move List Notes:
* The following Move Lists are for all standard characters (and unlockable 
ones to the roster, bonus characters not included).
* Sorry, I'm not mentioning move names, since they all are already listed in 
the game, plus I find commands easier to memorize. You will, eventually.
* Let me know if I'm missing any properties/moves/information on certain 
moves.
* I'm not including any Soul Charge related properties atm.
* For 8WR attacks, I'm only included ones that are similar if they have 
different properties or have different damage inputs. Otherwise, most of 
the 8WR attacks listed are only unique to 8WR. 8WR attacks are done by 
double tapping the specified direction (ex: 22B), or holding that specific 
button and then tapping button (which is easier, although double tapping will 
instantly buffer the move, which is important, especially when it comes to 
combos).
* Delay moves (>) are optional, so I'm only listing them if they affect 
properties that it normally has undelayed (ex: NCc is possible with 
Nightmare's A,A,B, but when delayed, the last hit is blockable.
* Certain strings ARE natural combos by themselves in certain parts 
(i.e. A,A,B, the first two hits ARE guaranteed), but to save space, I'm only 
listing the entire string as a NCc. The only exception is if the move is not 
a NCc but some parts ARE a NC.
* Certain moves that have JG are not always possible. They simply 
indicate that the move renders an opponent airborne.
* If there are no information for a particular move, it is either 
cancelled (using G) or only has properties.
* I'll add some Just Frame advice; don't always expect that it will help, 
as it's not always true for all JFs (a good example is Cervantes' BT JF 
with 4K,K:B+K).
* If a move has "End in [Stance]" but is not indicated with the ~ symbol, 
the move remains in that particular stance. A move with "shift to 
[Stance]" will have the ~ symbol. * / divides properties (usually 
regarding jump attacks) if they are a result of different 
situations. With jumping attacks though, when you see / in between 
damage and properties, it means the first version (a jump attack 
using 7 for instance) has this property, while the other two versions 
(8_9) share a similar property. Other moves shown with this symbol 
usually involves the first hit of the move that juggles and the followup, 
which can follow and do 80% of its damage, or do 100% of its damage. The 
properties interchange with the second hit if it's part of a juggle or not.
* Despite being a universal move, I'm adding Run K (slide) because every 
character's Slide does different damage.
* For RO moves, some actually ground the opponent. I won't list exactly 
where the move ROs though.
* Variable Cancel: Hold G, then double tap 2_8 to cancel the move. It would 
look like this: [G]22_88. Certain moves have the option of being variable 
cancelled.
* If you see a JG move that has two damages listed, but does not have 
two ranges listed (ex: 33B, 15,15, M, JG) then this JG move is what I 
like to call a "Spiral Launch". Your opponent is launched into the 
air really high, but spins repeatedly, hence the Spiral Launch. Upon 
hitting the ground, they take a bit of extra damage, and cannot tech. 
I'm only listing regular launches that are not techable (ex: Cervantes' 
1A,B).
* Look for footnotes (denoted with a #insert number here), as they 
explain in a bit of detail some property changes or certain things 
that could affect the move/fight.

And now for the move lists...
========================================================================

------------------------------------------------------------------------
ABYSS
------------------------------------------------------------------------
THROWS         DAMAGE        POSITION         ESCAPE              GROUNDED
=============================================================================
A+G            50            FRONT            A                   FUFT 
B+G            60            FRONT            B                   FDFA 
A+G_B+G        65            LEFT             A_B                 FUFA 
A+G_B+G        55            RIGHT            A_B                 FDFA 
A+G_B+G        60            BACK             Voldo and Astaroth  FDFT
236B+G         70            FRONT            B                   FUFT
==============================================================================

HORIZONTAL ATTACKS    DAMAGE              HEIGHT      PROPERTIES
============================================================================== 
A,A                   14,22               hh          NC
1A                    36                  L           TS(mini)
2A,B                  14,23               Lm          NCc, FOSc #1
3A,K,B                21,23,35            mhm         NCc, CSc, FOSc, ROc, DOS 
4A,B                  22,23               hM          NC, FrCh, FrC
6A                    18                  h
44A                   36                  m           RO
66A                   40                  h           RO
aK                    12,18               hm          NC
FC A                  20                  sm  
WS A                  39                  m
BT A                  15                  h
BT 2A                 15                  l
7_8_9A                20_24_28            m
WL A                  22_26_30            L
==============================================================================

#1: Second hit causes Fall Over Stun on CH.

VERTICAL ATTACKS      DAMAGE              HEIGHT      PROPERTIES
============================================================================== 
B,B                   19,30               mM          NCc, KND(RO)
1B                    18                  L
2B                    23                  M
3B,B                  26,18               Mm          NC, JG
3B,B:B                26,18,20/28         Mmm         NC, JG, KND #1
4B                    22                  h           FrC, KND(RO)
6B                    30                  m           RS
44B                   26                  h           RO
66B,B                 19,12,12/23         MM          NC, SS/TS
66bB                  19,20               MM          NCc, JG #2
66bB,K                19,16               Mm          NCc #2 
FC B                  26                  M
WS B                  53                  M           GI-V, AT
BT B                  23                  m
BT 2B                 20                  M
7_8_9B                26_30_34            M
WL B                  28/32_36            M           JG #3
==============================================================================

#1: To pull JF off, tap B,B,B in a one two three rhythm. There are two 
knockdowns that occur, one is a normal knockdown which afterwards, the 
opponent can tech. The second is when you tap B on the earliest frames after
the second B hits. You'll get a flash JF (indicated by the Soul Charge 
sound and the white "flash") and the knockdown will be a KND(RO) which you
can followup on (you can't Ring Out because the move pulls in, unless you
launched your opponent over a low wall).
#2: To make this easier, map a B to another button, then tap b,B at the exact
same time in order to pull move out.
#3: Launch height is low with WL B (8).

KICK ATTACKS         DAMAGE               HEIGHT      PROPERTIES
============================================================================== 
K                    20                   h
1K                   23                   L           THSc
2K                   16                   L
3K,B                 25,34                mM          NCc, ROc, KNDc, FrCh
4K                   25                   m           #1
6K,K                 18,10                ml          NC
6kA                  24                   h
44K                  28                   h
66K                  28                   h           KND(RO) 
FC K                 16                   L
WS K                 19                   h           OS
BT K                 12                   h
BT 2K                15                   L           TS(mini)
7_8_9K               18/22_26             h           RO 
WL K
==============================================================================

#1: Abyss ends in Back Turned position.

EIGHT WAY RUN ATTACK DAMAGE               HEIGHT      PROPERTIES
==============================================================================
Run K                42                   L           TS(mini)
3_9B                 36                   M           FBS
3_9K                 22                   m
2_8A                 27                   h
2_8B,B               19,30                MM          KND, NCc, BNc
2_8K                 25                   M           FrC, FrCh #1
1_7B                 32                   m           DOSc
1_7K                 26                   L           TS, GI-V #2
============================================================================== 

#1: Abyss ends in Back Turned position.
#2: Guard Impacts downward vertical strikes only.

SIMULTANEOUS ATTACK  DAMAGE               HEIGHT       PROPERTIES
============================================================================== 
A+B                  7,7,7,7              sMsMsMsM     NC #1
[A+B]                7,7,7,7,7,7          sMsMsMsMsMsM NC, KND, GB #1 #2
4A+B                 20,21/26             Mm           NC #3 #4
4[A+B]               20,32/40             Mm           NCc, GB #4
6A+B                 28                   m            OB
66A+B                30                   M            KND(RO), FrC #5
B+K,B                20                   h
B+K,B{1/2)                                             KND(RO)c
B+K,B{1}             35                   m            RO, GB 
B+K,B{2}             45                   m            RO, GB
B+K,B{3}             55                   Um           RO
B+K:B{4}             49,16                Um           JG
2B+K                 30                   L            THS #6
4B+K                 12,25                mm           NC, FOSc #7
6B+K,B               16,27                mM           NC, JG #8
44B+K                15,15,15,40/15,15,50 UmUmUmUmUm   NC, CS, RO #9
44B+K,G            
66B+K,A+B            35,33/20,7,7,7,7,7   msMsMsMsMsM  NC, KND/GB, KND #2 #10
BT B+K,B             20,21                mM           DOSc, NCc, KND
BT B+K,[B]           20,31                mM           DOSc, NCc, KND, GB #11
A+K                  22                   h            SS, CSc
==============================================================================

#1: Can be doned in Back Turned position. Abyss will not turn around as he 
does the move.
#2: Opponent can tech upon hitting the ground.
#3: On CH, second hit will miss. 
#4: Move retreats, and whiffs if not at pointblank range.
#5: Knockdown(RO) is available only as an air hit. If blocked, Abyss ends in
Back Turned position.
#6: No matter what the position is, as long as the tremor connects or the move
hits, the Toe Hop Stun will still be in effect.
#7: Second hit causes Fall Over Stun on CH.
#8: Second hit launches higher on CH.
#9: On deep hit, move hits for 85 damage and rings out, but cannot wallsplat.
On mid range (partially shallow), the third hit will miss and the opponent 
will be in Crumple Stun, and then get hit by the flame attack which can Ring
Out and wallsplat at any time during the knockback until opponent descends
and is about to hit the ground. Can do up to 90 damage near wall (hard with
the 85 damage unblockable though).
#10: The A+B part will knock down and then the opponent can tech, unless 
delayed and used as a juggle.
#11: If opponent escaped the Double Over Stun, the [B] part can be
blocked.

------------------------------------------------------------------------------
ASTAROTH 
------------------------------------------------------------------------------
THROWS         DAMAGE        POSITION         ESCAPE              GROUNDED
==============================================================================
A+G            60            FRONT            A                   FUFT
B+G            60            FRONT            B                   FDFA(RO) #1
A+G_B+G        75            LEFT             A_B                 FDFA
A+G_B+G        75            RIGHT            A_B                 FUFT(RO)
A+G_B+G        70            BACK             Voldo and Astaroth  FUFT
46A+G          68            FRONT            A                   FUFA
46[A+G]        88            FRONT            A                   FUFA
64B+G          44            FRONT            B                   FDFA(JG)
64[B+G]        64            FRONT            B                   FDFA(JG)
2A+G_3A+G      55            CROUCHING        A                   FUFT(RO) #1
2B+G_3B+G      70            CROUCHING        B                   FUFA
A+G            45            AIRBORNE         Inescapeable        FUFA
236B+G         80            AIRBORNE         Inescapeable        FDFT #2
1A+G_B+G       30            GROUNDED         A_B                 Standing #3
2A+K_B+K       43            GROUNDED         A_B                 FUFT
==============================================================================

#1: Throw will yield extra damage if it wallsplats.
#2: Astaroth will end up in BT position.
#3: Opponent must be FD (head first) for Ground Throw to activate.

HORIZONTAL ATTACKS    DAMAGE              HEIGHT         PROPERTIES
==============================================================================
[A]                   20                  h              AT, OB
A,A                   18,28               h,h            NC
A,[A]{1}              18,32               h,h            RO
A,[A]                 18,37               h,Uh           AT, OB
A,B                   18,20               hm             NC, CFSc #1
A>B                   18,20               hm             CFSc #1
1A                    34                  L              TS(JG)
1[A],A                34,24/34            LL             NC, TS(mini)
1[A],B                34,34/74            LM             TS(JG)/KND
2A                    22                  L
3A                    20                  m              DOSc
4A                    25                  h              ROc
4[A]                  28                  h              AT, OB
6A,B                  14,36               hM             NCc, JG
6A,[B]                14,49               hUM            JG
6A>B                  14,36               hM             JG
6A>[B]                14,36               hM             JG
44A                   28                  m              RO/ROc #2
44[A]                 38                  m              SS
66A,B                 30,40               mM             NCc, TASc, JG
214A                  28,55               m              AT
214A,A,A,A,A,A        9,9,9,9,9           mmmmm          NC #3
FC A                  18                  L 
WS A                  43                  h              RO
BT A                  22                  h 
BT 2A                 18                  L
7_8_9A                27/31_35            h              OS/RO
WL A                  21_25_29
==============================================================================

#1: Second hit causes Crumple Fall Stun.
#2: Can Ring Out on normal hit if it connects shallow; otherwise it only Rings 
Out on CH.
#3: Requires the first hit to miss in order for the swings to come out. 
Subsequent spins have full 8WR capability, though spinning backwards with 
1_7_4 is half the distance you'll take spinning 2_8_3_9_6.

VERTICAL ATTACKS	    DAMAGE              HEIGHT         PROPERTIES
=============================================================================
[B]                   43/45               m              FrC, FrCh #1
B,A                   22,27               mh             NC               
B>A                   22,27               mh             NC
B,8A                  22,27               mh             NC
B,B                   22,31               mM             JG #2
B,[B]                 22,54               mM             JG, GB
B,B6                  22,27               mm             NC, CFSc #3
B,6K                  22,20               hm             NC, FBSc, KND(RO)c
1B                    31                  L              KND(S)
2B                    31                  M
2[B]                  49                  M              KND, GB
3B                    36                  M              JG #2
3[B]                  45                  UM             JG
4B                    28                  M              KNDc
4[B]                  52                  M              KND
6B                    28                  m              CFSc
44B                   44                  M              BNc #4
44[B]                 90                  UM             BN
44[B]G
44B,2_8K              44,/36              MM             NC, KND #5
66B                   49                  sm             RO/KND(RO)c #6
9B                    54                  M              KND
9[B]                  63                  M              KND, GB
FC B                  23                  SM
WS B                  25                  M              LSc
BT B                  20                  m
BT 2B                 25                  M
7_8                   29_33               M              KND(RO)                
WL B                  31/35_39            M              FrCh/KND
===============================================================================

#1: On shallow hit, move causes 45 damage.
#2: On shallow hit, launch height is considerably low.
#3: Second hit causes Crumple Fall Stun.
#4: Axe can be alternated by pressing 2_8. 2 will make the axe hit right while 
8 will make the axe hit left.
#5: Will not work if 44B causes a Bounce Stun.
#6: On shallow hit, move will not RO, but on CH opponent will be KND(RO). On 
deep hit, move will always RO, normal or counter hit.

KICK ATTACKS	   DAMAGE              HEIGHT         PROPERTIES
===============================================================================
K                    20                  h
[K]                  71                  h              AT
1K,A                 27,38               lh             TS, NCc, TS(JG)c
2K                   14                  l
3K,A                 18,40               mh             NCc, RO
3K>A                 18,40               mh             RO
3[K],A               36,40               mh             NCc, RO
3K,[A]               18,29               mh             RO
3K>[A]               18,29               mh             RO
4K,K,K,K             13,19,17,19         mMmM           NC, FrC
6K                   28                  m              KND(RO)
44K                  30                  M              KND
66K                  32                  m              RO
66[K]                50/30,30,10         m/mm           RO/NC, JG #1
FC K                 14                  L
FC 3K                32                  m              RO
WS K,A               21,41               mL             CSc, NCc, RO
BT K                 31                  h
BT 2K                16                  L              TS(mini)
7_8_9K               17_21_25            m
WL K                 15/19_23            l              TS/KND(RO)             
===============================================================================

#1: On shallow hit, move does 50 damage and Rings Out. On deep hit, move adds 
an extra charge, followed by the actual Bull Rush which launches, and is a NC.

EIGHT-WAY RUN ATTACK   DAMAGE             HEIGHT         PROPERTIES
===============================================================================
Run K                  37                 L              TS(mini)
3_9A,B                 18,40              mM             TASc, NCc, JG
3_9K                   32                 m              RO
3_9[K]                 37,12/50           mm             JG/RO #1
1_7_3_9A+B             37/44              h              RO #1     
2_8A,A                 25,25              mm             NC
2_8B                   55                 M              JG
2_8B4                  20                 M              JG
2_8K                   37                 M              KND(S)
2_8[K]                 34,11              M              JG, QS #2
===============================================================================

#1: On shallow hit, move will Ring Out. (For 3_9[K], shallow hit will also 
cause 50 damage).
#2: On a grounded opponent, this move will make them agitated and wiggle around 
for a brief moment.

SIMULTANEOUS ATTACK   DAMAGE              HEIGHT         PROPERTIES
===============================================================================
A+B                   32/59               m              ROc/RO #1
8A+B                  32/59               m              ROc/RO #1
3A+B                  38                  m              JG #2
3[A+B]                38                  m              AT, FrCh #3
4A+B                  21                  m              CS
4[A+B]                58                  m              AT
B+K                   23                  m              AT, OB, GB
3B+K                  50                  L              KND(RO)
3B+K:B                98                  L              AT #4
6B+K                  33                  m              GI-H,V, KND(RO)c #5
6[B+K]                45                  m              GI-H,V, KND(RO) #5
236B+K                108                 UM             JG
236B+K,G
BT B+K                32                  m              CFSc
===============================================================================

#1: On shallow hit, move will Ring Out, otherwise on CH, it RO's at any range.
#2: On CH, opponent will be launched and sent right behind Astaroth.
#3: Opponent can GI after AT.
#4: For this JF, tap B as soon as 3B+K hits.
#5: Only confirmed as of now, a A/B must hit Astaroth in his stomach (where the 
GI window appears). K MIGHT work, but still need to confirm.

-------------------------------------------------------------------------------
CERVANTES
-------------------------------------------------------------------------------
THROWS         DAMAGE        POSITION         ESCAPE              GROUNDED
===============================================================================
A+G            55            FRONT            A                   FDFT (RO)
B+G~DC         0/20          FRONT            B                   FDFA (JG) #1
A+G_B+G        55            LEFT             A_B                 FDFA
A+G_B+G        60            RIGHT            A_B                 FDFA 
A+G_B+G        60            BACK             Voldo and Astaroth  FDFT (RO) #2
236236B+G      75            FRONT            B                   FUFA
===============================================================================

#1: Initial startup does no damage (it launches), but when opponent hits the 
ground, they take 20 damage (also, they cannot tech afterwards).
#2: Can Ring Out over low walls.

HORIZONTAL ATTACKS    DAMAGE              HEIGHT     PROPERTIES
===============================================================================
A,A                   14,15               hh         NC
1A                    30                  L          TS(mini)
1A,B                  31                  M          JG #1
1aB+K                 25                  m          CS
1a[B+K]               40                  Um         CS
3A,B                  18,25               lM         NC, JG #2
3A:B                  18,25,22            lMUm       NC, JG, RO #3
4A                    22                  h          OS, CSc
6A                    25                  h          OS
44A                   38                  h          RO
44aB                  40                  m          AT, BN
44aB,B                15,15               mm         NC #4 
44aB>B                15,15               mm              
66A                   37                  h          RO
aB                    14,32               hM         NC, FrCh
aK                    20                  h          RO
FC A                  14                  sl
WS A,B                30,28               mM         NC, DOSc, FrCh
WS A,[B]              30,40               mM         DOSc, QS, KND, FrC, NCc #5
BT A                  19                  h 
BT 2A                 20                  l
7_8_9A                20_24_28            h
WL A                  18_22_26            L          TS(JG)
===============================================================================

#1: Opponent cannot tech after launch.
#2: Opponent will be launched and land right behind Cervantes.
#3: For this JF, tap B after 3A hits. Has the option of being cancelled with G, 
thus allowing you to juggle/followup.
#4: First hit of the move must miss for this to be available.
#5: If opponent breaks DOS, then the [B] is blockable.

VERTICAL ATTACKS      DAMAGE              HEIGHT    PROPERTIES
===============================================================================
B,B,B                 15,15,30            mmM       NCc, KND(RO)
B,B,4B+K              15,15,36            mmM       NC (first two hits), KND(S)
B2                    8/30                m         AT, RO #1
1B                    24                  M
2B                    18                  M
3B                    34                  M         JG #2         
3B,B                  41,25               MM        NCc, JG, KNDc #3
4B,K                  18,20               mh        NCc, RO
6B,B                  22,26               mm        NCc, RO
6[B],B                32,26               mm        CS, NC, RO
44B                   35                  m         RO
66B                   30/50               m         RO/AT #4
bA                    18                  h         GI-H, SS, TASc
bK                    28                  m         RO
FC B                  16                  M
WS B                  32                  M         JG
BT B                  25                  m
BT 2B                 23                  M
7_8_9B                23_27_31            M         FrCh
WL B                  22_26_30            M         JG #5
===============================================================================

#1: AT activates on an airborne opponent, and does 30 damage (in addition to 
Ringing Out behind Cervantes).
#2: Launches higher on CH.
#3: Is available only on CH. Opponent can tech after second hit connects.
#4: Can Ring Out with either an AT or shallow hit. Shallow hit does 30 damage 
and (from what I've tested) has farther knock back distance, while AT plants an 
opponent on the ground, does 50 damage, and requires Cervantes near the edge to 
Ring Out.
#5: If using 7, launch height will be considerably low.

KICK ATTACKS          DAMAGE              HEIGHT         PROPERTIES
===============================================================================
K                     15                  h
1K                    20                  L              FrCh
2K                    15                  L
3K:B+K                20                  m              #1
4K,K:B+K              20,20,16            mmm            NCc, ROc #1 #2
6K                    18                  m              LSc 
44K                   38                  M              KND(S), KND(RO)c
66K                   24                  m              KND(RO)c 
FC K                  13                  L
BT K                  20                  h
BT 2K                 18                  L              TS(mini)
7_8_9K                14_18_22            h
WL K                  14_18_22            m
===============================================================================

#1: Timing is rather odd for this JF. Mashing works (easier off 3K). At the 
latest possible frame(s), tap B+K and hope the BT JF comes out. As with all 
advices giving tips on doing something, this is easier said than done.
#2: Second hit Rings Out on CH.

EIGHT-WAY RUN ATTACK  DAMAGE              HEIGHT         PROPERTIES
==============================================================================
1_7_2_8_3_9_6A+B      18,30               mm             NC, CS, JG
3_9A                  28                  h              GI-H, RO
8A                    21,26               hm             RO
2A                    30,22               mh             RO
2_8B                  24/32               L              FSc, AT #1
2_8K                  22                  m              GI-K, RO, FrCh #2
1_7A,A                15,30               ll             NCc, TS(JG)
1_7A,B                15,26               lm             CS
1_7B                  45                  M              KND, BNc, FrC
1_7K                  28                  L              TS
===============================================================================

#1: AT activates on a grounded opponent regardless of position and does 32 
damage.
#2: RO possible only on successful GI. Otherwise, it Forces Crouch on Hit.

SIMULTANEOUS ATTACK   DAMAGE              HEIGHT        PROPERTIES
===============================================================================
A+B                   24                  m             SS
1A+B                  28                  m             FrCh
2A+B                  30                  M             KND(S), BNc, FrC
3A+B                  15,12               mm            NC, CSc
4A+B                  30                  UM            BN
4A+B,G 
6A+B,B                20,25               mM            NC, RO
6A+B:B                20,18,15            mmM           NC, KND(S) #1
44A+B                 40                  M             JG
44[A+B]               65                  UM            JG
66A+B                 20,30               mm            NC, CS, JG
7_8_9A+B              48                  M             JG #2
FC A+B                6,6,6,6,6,6,20      mmmmmmm       NC, CS
FC A+B:B              6,6,6,6,6,6,36      mmmmmmm       NC, CS, GB #3
B+K                   42                  m             GI-V, KND(RO) #4
2B+K                  40                  M             FrCh
2[B+K]                60                  M             QS, KND, FrC
4B+K                  48                  M             KND(S)
4B+K,G
6B+K                  45                  m             RO
6[B+K]                25,17,13            mmm           NC, GB, RO
7_8_9B+K              42                  M             KND
7_8_9[B+K]            30/23               m             #5
BT B+K                16                  m
A+K                   40                  m             KND(RO)
4A+K                  25/45               M/MM          FrC, BNc, KND/KND(S) #6
6A+K                  60                  Uh            KND(RO)
8A+K                  30                  Uh            KND(RO) #7
==============================================================================

#1: Tap B after the first initial hit connects.
#2: Will lift higher on CH.
#3: Repeatedly mash B to get JF out.
#4: GI can also Guard Impact Throws. KND(RO) only available after successful 
GI.
#5: Does 30 on a standing opponent, and 23 on a crouching opponent. In most 
cases, this move only comes out if opponent is crouching.
#6: KND(S) available only after successful GI, and does 45 damage.
#7: Move can whiff on certain characters based on height, and will whiff if not 
in pointblank range.

STANCE ATTACK         DAMAGE              HEIGHT          PROPERTIES
===============================================================================
214 - Dread Charge
6
G
A                     55                  Uh              RO
A+K,A                 12,15               ll              NCc
B                     45,15               m               JG #1
:B (iGDR)             37,12               m               JG #2 #3
2_8B                  37,12               m               JG #1 
K                     30                  L               TS(mini)
6B+K                  48                  M               KND(S)
B+K                   15,26,28            mmm             NC, JG
:B+K (iTS)            15,26,28            mmm             NC, JG #2
===============================================================================

#1: On hit or whiff, Cervantes will end up in BT position. If blocked, 
Cervantes will not end up in BT position.
#2: To do instant version of move, complete the DC command and tap B_B+K at 
the _RIGHT_ time, all in one motion. You know this is achieved if Cervantes 
skips the DC animation (when he raises the sword right above his head. DON'T be 
fooled though when doing iTS, as it may look like he's doing iTS, but he's not 
if Cervantes does not skip the startup frames of DC). To make it slightly 
easier to practice, buffer the command while guarding.

Character Specific Conventions:
DC: Dread Charge
iGDR: Instant Geo Da Ray
iTS: Instant Tornado Swell

-------------------------------------------------------------------------------
LIZARDMAN
-------------------------------------------------------------------------------
THROWS         DAMAGE        POSITION         ESCAPE              GROUNDED
==============================================================================
A+G            55            FRONT            A                   FDFA 
B+G            45            FRONT            B                   FDFA
A+G_B+G        58            LEFT             A_B                 FUFT
A+G_B+G        55            RIGHT            A_B                 FUFA #1
A+G_B+G        60            BACK             Voldo and Astaroth  FDFT
214B+G         65            FRONT            B                   FUFT
==============================================================================

#1: Lizardman will end up in BT position.

HORIZONTAL ATTACKS    DAMAGE              HEIGHT         PROPERTIES
==============================================================================
A,A                   13,20               hh             NC
A,K                   13,19               hL             NC
1A,K                  25,41/50            Lm             NC, RO, TS(mini)
2A                    14                  sl
3A                    29                  m
4A                    34                  h              OB
6A                    21                  h
66A                   36                  m              DOSc
FC A                  15                  sl
WS A                  33                  h
BT A                  25                  h
BT 2A                 15                  l
7_8_9A                25/29_33            h              OS/RO
WL A                  20/24_28            L              TS/TS(JG)
==============================================================================

VERTICAL ATTACKS	    DAMAGE              HEIGHT         PROPERTIES
==============================================================================
B,B                   16,22               mm             NC
B,K                   16,26               mh             NC, OS
B2B,B,B,K             15,7,7,7,45         LLLm           NCc (first two), RO
B2K                   15,38               Lm             RO
1B                    23                  M
2B,K                  16,40               mm             NCc, RO
3B                    32                  M              JG
4B                    20                  h              FBSc
6B                    30                  m              ROc
44B                   28                  m              JG #1
66B                   39                  M              BN, FrC
FC B                  18                  M
WS B                  18                  M 
BT B                  30                  m
BT 2B                 23                  M
7_8_9B                30_34_38            m
WL B                  24/28_32            M              JG
==============================================================================

#1: Will lift higher on CH.

KICK ATTACKS          DAMAGE              HEIGHT         PROPERTIES
==============================================================================
K                     16                  h
1K                    28                  L
2K                    12                  L
3K                    22                  m 
4K                    27                  h              OS, ROc
6K                    30                  m
7K                    20,17               Mm             NC, RO #1
44K                   25/47               M              KND, AT #2
66K                   40                  m              RO
66K6                  48                  m              RO, KND(RO) #3
FC K                  12                  L
WS K,K,K              16,16,15,18,15,13   mMmMmm         NCc, RO #1
BT K                  23                  h
BT 2K                 13                  L              TS(mini)
8_9K                  28_32               m
WL K                  15_19_23            m
==============================================================================

#1: Last hit will whiff if the first connects shallow. If the last hit 
connects, opponent can air control.
#2: AT activates on a FD opponent (head first) and causes 47 damage.
#3: Will Knockdown(RO) on an airborne opponent only.

EIGHT-WAY RUN ATTACK  DAMAGE              HEIGHT         PROPERTIES
==============================================================================
Run K                 28                  L              TS(mini)
3_9A                  42                  h              RO
3_9B                  30,10               M              JG #1
3_9[B]                40,13               M              JG, GB
3_9K                  28                  M              KNDc
1_7_2_8_3_9A+B        18,30               MM             NC, RO
8A,A                  22,31               hh             OS, NCc
2A,A                  31,22               hh             OS, NCc
2_8B                  34                  h              RO
2_8K                  25                  L
1_7A,K                22,25               lL             TS(mini)
1_7B                  27                  m              RS
1_7K                  30                  L              TS(mini)
==============================================================================

#1: Not sure why this happens, but GB OCCASIONALLY appears by itself. I have 
not listed GB despite this fact because it doesn't happen often on a standing 
opponent.

SIMULTANEOUS ATTACK   DAMAGE           HEIGHT   PROPERTIES
==============================================================================
A+B                   34               M        KND
66A+B                 51               m        KND(RO)
B+K                   33               m        GI-V, KND(S) #1
1B+K                  46,15            UL       JG
1B+K,G
4B+K                  30               m        CFSc #2
4B+K,G                27               M        RO
8B+K                  35               M        KND(S)
8[B+K]{1}             40               M        KND(S), GB
8[B+K]                55               UM       KND(S), QS
66B+K,A,B             23,18,22,7       mhm      NCc, JG, CSc #2
66B+K,A>B             23,18,22,7       mhm      NC (first two hits), JG, CSc #2
BT B+K                28               L        TS(mini)
A+K                   38               h        TAS
===============================================================================

#1: Guard Impacts downward strikes only. Knockdown(S) property is available 
only after a successful GI.
#2: Crumple Fall Stun will not come in effect if move hits shallow.
#3: Second hit causes Crumple Stun. Some followups can be blocked however, 
based on timing or how far opponent is from recovering (some mids work well 
such as 236K).

STANCE ATTACK         DAMAGE              HEIGHT          PROPERTIES
===============================================================================
236 - Crawling Stance #1
236 4_6
236 G       
236A,B                20,32/40            mm              NC, BNc/BN #2 #3
236B                  25                  m               LS, LCFSc #4
236B:B                25,43               mm              NC, BN #3
236K                  45                  m               RO
=============================================================================== 

#1: Has the option of being Variable Cancelled; MUST be done before Lizardman 
enters CRWL stance fully.
#2: Opponent can tech roll after the second hit if both hits connect.
#3: Opponent cannot tech roll after bounce. (Must be second hit that connects 
for 236A,B).
#4: Lift Crumple Fall Stun can RO.

Character Specific Conventions:
CRWL - Crawling Stance

-------------------------------------------------------------------------------
MITSURUGI				
-------------------------------------------------------------------------------
THROWS         DAMAGE        POSITION         ESCAPE              GROUNDED
==============================================================================
A+G            50            FRONT            A                   FUFT(RO) #1
B+G            55            FRONT            B                   FUFT #2
A+G_B+G        75            LEFT             A_B                 FUFT
A+G_B+G        65            RIGHT            A_B                 FUFT
A+G_B+G        70	           BACK             Voldo and Astaroth  FDFT
Mist A+G       45            FRONT            A                   FDFT
Mist B+G       45            FRONT            B                   FDFT #2
==============================================================================

#1: Can Ring Out over low walls.
#2: Changes Positions with opponent.

HORIZONTAL ATTACKS    DAMAGE              HEIGHT         PROPERTIES
==============================================================================
A,A                   12,20               hh             NC
1A                    38                  L              TS(mini), TS(JG)c
1[A]                  48                  L              TS(JG)c
1A,B                  52                  M              JG, GB
2A                    14                  s.l                 
3A                    18                  m              CFSc
4A                    28                  h              OSc
4[A]~MST              28                  h              OSc, shifts to Mist
6A,A                  15,20               hm             NCc, DOSc #1
44A                   40                  h 
66A                   34                  m              DOSc
FC A                  12                  s.l         
WS A                  26                  m
BT A                  12                  h
BT 2A                 14                  l
7_8_9A                42                  h              OS
WL A                  24                  L              TS
==============================================================================

#1 Second hit causes Double Over Stun.

VERTICAL ATTACKS       DAMAGE        HEIGHT      PROPERTIES
==============================================================================
B,B                    16,22         mM          NC
B,[B]~MST              16,22         mM          NC, shifts to Mist
B6                     22            h           CSc 
1B                     22            M                       
2B                     17            M
3B                     35            M           JG
4B                     34            m           DOS
4[B]~MST                                         shifts to Mist
6B                     24            m
6B8_9                  28            h
6B2                    20            L
6B:1_2_3               35            L           THS #1
6B4                    46            m           RO
44B,B                  22,35         MM          JG, NC, FrC, KND
44B,[B]                22,38         MM          JG, GB, KND, NC #2
44[B]~FMD              22            M           KND, shifts to Full Moon Death
66B,B                  26,11,26      MMM         JG, NC, RO, KND, FrC #3 
bA                     34            m           CSc
b:A                    56            m           AT #4
FC B                   17            M
FC 1B,B                24,21         MM          JG, NCc, ISc, KND #1 #5
FC 1B,[B]              24,7          MM          JG, NCc, ISc, GB, KND #1 #5
FC 3B                  33            h              
WS B                   23            M
BT B                   23            m
BT 2B                  19            m
7_8_9B                 28_32_36      h
WL B                   34            M           KND, FrC
==============================================================================

#1: Tap 2 ASAP to get the JF to come out. Sometimes easier when using 1 for 
the directional input, but watch out when doing 3 as you'll most likely throw 
out 3B instead if your button slide input is too fast. The real command 
overall, is this: 6b:~1_2_3.
#2: Second hit whiffs on shallow hit.
#3: Automatically juggles; can RO either way; is a NC either way. Opponent can 
tech roll after final hit.
#4: Changes positions with opponent, but in most cases, Mitsurugi will end up 
in the same position. Will not activate if done on an opponent's sides.
#5: Will knock down on normal hit, and will Impale Stun on airborne hit. First 
hit will launch higher on CH.

KICK ATTACKS	     DAMAGE       HEIGHT         PROPERTIES
============================================================================== 
K                      14           h
1K                     14           L
2K,B                   22,26        L,M            TS(mini), NC
2K,[B]~MST             22,26        L,M            TS(mini), NC, shifts to Mist
3K                     20           m
4K,B                   24,32        mm             NC, RO, KND, FrC #1
6K                     23           h              ROc
66K                    24           m              KND(RO)c
kB                     22,44        mM             NCc, KND, FrC
FC K                   12           L
WS K                   18           m
BT K                   16           h
BT 2K                  14           L              TS(mini)       
7_8_9K                 20_24_28     m 
WL K                   18           m
===============================================================================

#1: Opponent can tech roll after final hit.

EIGHT-WAY RUN ATTACK   DAMAGE             HEIGHT      PROPERTIES
===============================================================================
1_7A                   36                 L           TS
3_9A                   20                 m           DSS
1_7B,A,B               24,20,45           mhM         NC, DS 
1_7B,A,B,G             24,20              mh
1_7B,[A]               24,20              mh          NC, shift to Mist
8A                     35                 m           ROc
2A                     25                 m           ROc, KNDc
2[A]~RLC               25                 m           ROc, KNDc, shift to Relic
3_9B,B                 30,43              MM          NC, JG
3_9B>B                 30,21              MM          NC, JG
3_9[B]~RLC             30                 M           JG, shift to Relic
2_8B                   32                 M           DS, FrC #1
2_8K                   25                 m           ROc, KNDc
3_9K                   21                 m           KNDc
===============================================================================

#1: Has the option of being Variable Cancelled; can be done anytime during 
move, but if done too early, the move may not come out.

SIMULTANEOUS ATTACK    DAMAGE            HEIGHT          PROPERTIES
===============================================================================
A+B                    18,26             MM              NCc, JG
A+B:B                  18,26,32          MMM             NCc, JG, GB #1
2A+B                   20                M               IS #2 
66A+B                  46                M               DS, FrC
66A+B,G            
FC 1A+B                32                L               TS(mini)
7_8_9A+B               29_38_48          M               KND, FS, GB
A+K                    28                h               GI-V, TASc 
4A+K                   65                m               AT #3
6A+K                   40                m               AT, RO, KND #3
B+K                    52                M               GI-H, AT, DS
BT B+K                 42                m               RO  
2_8B+K                 19                m               FrC, FrChc
2_8A+K                 16                h               CSc
===============================================================================

#1: JF works only if preceding hit(s) are not guarded/blocked. A failed JF 
input results in the second hit doing 20 damage.
#2: Causes Impale Stun on an airborne opponent only.
#3: AT does not activate on a crouching opponent, unless the move itself is a 
CH.

STANCE ATTACK          DAMAGE       HEIGHT   PROPERTIES
===============================================================================
236 - Crouch Dash       
236A:A                 19,20        hh       NC, AT #1
236B                   42           m        ROc
236[B]{1}              52           m        ROc
236[B]                 62           m        RO
-------------------------------------------------------------------------------
4B+K - Relic Stance    
2         
8 #2
A                      5,24         mh       NC, KND, RO, LS, OS
[A]                    5,24         mh       NC, KND, RO, LS, OS, shifts to 
Mist
B                      27           M        KND, FSco
K                      17           L
[K]                    17           L        shifts to Relic
A+B                    45           U-h      RO, Ends in Relic
[A+B]{1}               60           U-m      RO, Ends in Relic
[A+B]{1 1/2}           32,40        U-lU-l   NC, TS(mini)
[A+B]                  75           U-m      RO
[A+B]:A+B                                    #3  
A+B+K                  60           mmm      GI-A/B/K, NC, Ends in Relic #4
B+K                                          shifts to Mist
-------------------------------------------------------------------------------
6B+K - Mist Stance
2
8 #2
A,A                    25,31        hh       NC
B,B,B                  10,10,12     hhh      NCc 
B,B,[B]                10,10,12     hhh      NCc, shifts to Relic
B4B                    10,63        hm       NCc, AT #5
B6B                    10,38        hm       NCc, AT, RO #5
B,K                    10,19        hL       NCc
4B                     73           m        AT #5
6B                     48           m        AT, RO #5
K                      19           L  
A+B                    52           M        CS, GI-H,V,K  
[A+B]                  52           M        CS, GI-H,V,K, Ends in Mist
-------------------------------------------------------------------------------
214A - Half Moon Death Stance #2
214[A]                 24           h 
A                      55           Um       RO
A,A                    15,45        UmUh     RO, NC  
A,A,A                  15,15,51     UmUhUm   NC, AT #6
B                      48           m        AT, FrC
K                      18           L
B+K                    40           m        RO
-------------------------------------------------------------------------------
214B - Full Moon Death Stance #2                  
214[B]                 16           h        CSc
A                      26           h        RO                          
B                      85           Um       KND
K                      18           L
B+K                    40           m        RO
===============================================================================

#1: JF works only when preceding hit is not guarded/blocked.
#2: Have the option of being Variable Cancelled. MUST be done right before move 
is fully executed (or in other words, before you jump in Mist/Relic and before 
you enter HMD/FMD).
#3: Tap A+B when Mitsurugi's sword is directly at his side, but really quickly 
in order to avoid doing Relic [A+B]{1 1/2)_Relic [A+B] unblockable.
#4: Will GI all mids. An unsuccessful GI reverts Mitsurugi back to Relic 
stance.
#5: AT does not activate on a crouching opponent, unless the move itself is a 
CH.
#6: AT does not activate if done on an opponent's sides.

Character Specific Conventions:
MST = Mist Stance
RLC = Relic Stance
HMD = Half Moon Death Stance
FMD = Full Moon Death Stance

-------------------------------------------------------------------------------
NIGHTMARE
-------------------------------------------------------------------------------
THROWS         DAMAGE        POSITION         ESCAPE              GROUNDED
==============================================================================
A+G            55            FRONT            A                   FUFA #1
B+G            50            FRONT            B                   FDFT 
A+G_B+G        60            LEFT             A_B                 FDFT
A+G_B+G        65            RIGHT            A_B                 FDFA
A+G_B+G        65            BACK             Voldo and Astaroth  FDFA
FC A+G_B+G     40/10/11      FRONT/GROUNDED   A_B                 FUFT #2 (RO)
===============================================================================

#1: Changes positions with opponent.
#2: Does 10 damage on a FU position opponent, and 11 on a FD position opponent. 
Rings Out on a standing opponent, while it picks up a grounded opponent.

HORIZONTAL ATTACKS    DAMAGE          HEIGHT   PROPERTIES
===============================================================================
A,A,B                 18,20,36        hhM      NCc, KND, FrC
A,A>B                 18,20,36        hhM      KND, FrC
[A]~NSS               18              h        shift to Night Side Stance
A,2A,5A               18,20,50        hlh      GB, TAS
A,2A,A                18,20,38        hlL      TS, NC(last two hits)
agA                   35              h        GB, RO
1A                    36              L        TS(mini)
1A6~GS                36              L        TS(mini), shift to Grim Stride
1[A]                  56              L        TS(mini)
1[A]6~GS              56              L        TS(mini), shift to Grim Stride 
1A,K                  65              m        AT, RO, KND(RO) #1
1[A],K                65              m        AT, RO, KND(RO) #1
2A                    17              l
3A,A                  28,30           m        DSSc, NCc, RO
3A,2A                 28,36           mL       DSSc, NCc, TS(mini)
6A                    30              h        RO
4A                    49              h        GB, TAS
44A                   40              m        RO
66A                   45              h        KND(RO)
aB                    22              h        KND(RO)c
FC A                  15              l
WS A,A                24,35           mm       NCc
WS A,A6~GS            24              m        shift to Grim Stride
BT A                  25              h
BT 2A                 16              l
7_8_9A                35/39_43        h        OS/RO
WL A                  16_20_24        L        TS
===============================================================================

#1: Causes Knockdown(RO) on an airborne opponent only.

VERTICAL ATTACKS   DAMAGE        HEIGHT   PROPERTIES
=============================================================================== 
B,B,B              18,10,28      MMM      NCc, FrC, DS
1B                 26            M        FrChc   
1[B]~GS            26            M        FrChc, shift to Grim Stride
2B                 23                  
3B                 35            M        BN, FrC
3[B]~NSS           35            M        BN, FrC, shift to Night Side Stance
4B                 38            M        GB, RO  #1
6B                 22            m
6B:B               22,26         mm       NC, RO #2
44B,B              36,24/24,8    MM       NC, KND(S)/JG
66B                41            M        JG
bA                 34            h        CS
bA6~GS             34            h        CS, shift to Grim Stride
bK                 49/25         M        KND(RO) #3
FC B               23            M
FC 3B              67            m        AT, RO
WS B               24            m        JG, LCFSc
WS [B]~NSS         24            m        JG, LCFSc, shift to Night Side Stance
BT B               36            M        KND, FrC
BT 2B              21            M
7_8_9B             28/32_36      M        FrCh/KND(RO)
WL B               26/30_34      M        JG
===============================================================================

#1: Automatically Soul Charges to level 3.
#2: JF input must be done the instant 6B hits.
#3: If Nightmare lands on top of an opponent, bK will do 25 damage instead.

KICK ATTACKS          DAMAGE              HEIGHT         PROPERTIES
===============================================================================
=
K                     12                  h
1K                    11                  L
2K                    10                  L
2[K]                  20                  UL             THS
3K                    16                  m
3[K]                  26                  m              CS #1  
4K,K                  15,16               mh             NCc, KND(RO)
6K                    19                  h              KND(RO)c
44K                   30                  m              BN, FrC
66K                   24                  m
66K6~GS               24                  m              shift to Grim Stride
FC K                  15                  L
WS K                  10,15               mm             NC 
BT K                  19                  h 
BT 2K                 12                  L              TS(mini)
7_8_9K                14_18_22            h
WL K                  10_14_18            L
===============================================================================
=

#1: An immediate followup to the Crumple Stun can be guarded unless 
done late (ex: when opponent barely touches the ground, a ground hit 
can follow).

EIGHT-WAY RUN ATTACK  DAMAGE         HEIGHT         PROPERTIES
===============================================================================
=
3_9A                  42             h              KND(RO)
Run K                 30             L              TS(mini)
3_9B                  26,9           M              JG #1
3_9B6~GS              26,9           M              JG, shift to Grim Stride #1
2_8A,B                21,26          hM             NCc, OS, KND(S)
2_8B                  50             M              KND(RO)
2_8K,K                24,24          mm             NCc
1_7B                  26             L              KND(RO)
1_7K                  22             m              ROc
===============================================================================
=

#1: On CH, opponent will be launched and land right behind Nightmare.

SIMULTANEOUS ATTACK   DAMAGE              HEIGHT          PROPERTIES
===============================================================================
A+B                   30                  L               RO
2A+B                  15/30               M               KND, AT #1
3A+B                  40                  L               KND(RO)
4A+B                  45,15               UM              JG
66A+B                 58                  M               KND(RO)
66[A+B]               58                  M               KND(RO)
66B+K                 12,12,20            mmM             NC, RO
BT B+K                60                  h               AT #2
A+K                   20/32/54            h               ATc #3
===============================================================================

#1: AT activates on a FD opponent (head first) and does 30 damage.
#2: AT also works on an airborne opponent.
#3: AT activates on an airborne opponent (32 damage) or on CH (54 damage). 

STANCE ATTACK         DAMAGE              HEIGHT      PROPERTIES
===============================================================================
236 - Grim Stride
A                     20                  h           OS, SSc, GI-V
B                     40                  M           JG
B6                    40                  M           JG, ends in Grim Stride
K,K                   14,16/13            mm          LS, NC, RO #1
-------------------------------------------------------------------------------
-
B+K - Night Side Stance
A                     28                  m
[A]                   28                  m           ends in Night Side Stance
B                     30                  L           KND(RO)c
K                     20                  h           RO, FBSc
bA                    46                  h           RO
A+B                   30                  m           JG #2
236~GS                                                shift to Grim Stride
===============================================================================

#1: Second hit does 13 damage. First hit will lift an opponent off of the 
ground, allowing the second hit to connect, which can Ring Out, but not 
wallsplat.
#2: Opponent cannot tech after NSS A+B.

Character Specific Conventions:
GS - Grim Stride
NSS - Night Side Stance

-------------------------------------------------------------------------------
YOSHIMITSU
-------------------------------------------------------------------------------
THROWS         DAMAGE        POSITION         ESCAPE              GROUNDED
==============================================================================
A+G            55            FRONT            A                   FUFA
B+G            50            FRONT            B                   FUFA
A+G_B+G        68            LEFT             A_B                 FDFA (RO)
A+G_B+G        60            RIGHT            A_B                 FUFA
A+G_B+G        70            BACK             Voldo and Astaroth  FUFT #1
214A+G         68            FRONT            A                   FUFT
B+G6           30            FRONT            B                   Standing #2 
B+G4           30            FRONT            B                   Standing #2
G,A+G          55            FRONT            A                   FUFT #3
G,B+G          55            FRONT            B                   FDFA #3
===============================================================================

#1: Yoshimitsu will end up in BT position.
#2: Both throws drain life; 6 will give 30 health to the opponent while 4 will 
give 30 health to Yoshimitsu. When broken, the opposite throw will be executed 
(if you do B+G4 and it is broken, B+G6 will be done instead). After throw, 
Yoshimitsu gets three Tekken moves for the rest of the round. Use 6A+K to use 
them.
#3: Can be done in any stance (minus regular of course).

HORIZONTAL ATTACKS    DAMAGE		      HEIGHT         PROPERTIES
===============================================================================
A,A                   12,18               hh             NC
1A,A,A,A,A            16,8,10,13,21       mmmmm          NCc #1
1A:A:A:A:A            16,8,10,13,21       mmmmm          NCc, GB #2
2A                    12                  sl
3A,B                  14,18               mm             DOSc, NCc, JG
3A>B                  14,18               mm             DOSc, NCc, JG
4A,A,A,A,A            16,8,10,13,21       hhhhh          NCc #3
4A:A:A:A:A            16,8,10,13,21       hhhhh          NCc, GB #2
6A                    16                  h
44A                   40                  m              ROc
66A                   30                  m              DOSc
214A                  26                  l              TS(mini)
FC A                  11                  sl
WS A                  26                  m
BT A                  18                  h
BT 2A                 15                  sl
7_8_9A                25_29_33            h              OS
WL A                  20_24_28            L              TS
===============================================================================

#1: After final hit, Yoshimitsu enters TAS.
#2: Sorry, I can't figure the JF timing off of these moves, but they do produce
a GB.
#3: After final hit, Yoshimitsu enters CS.

VERTICAL ATTACKS      DAMAGE               HEIGHT         PROPERTIES
==============================================================================
B,B                   16,22                mM             NC
1B                    20                   M          
1[B]{1}               24                   M
1[B]{2}               40                   UM             KND
1[B]                  80                   UM             KND
2B                    18                   M              
3B                    24                   M              JG #1
4B                    30                   m              KND
6B                    24                   m
44B                   130                  UM             CS
44B,G            
44bA                  24,21,17,13,24,20,24 mmmmmmm        NC #2
44bA,G                24,21,17,13          mmmm           NC #2
44bB                  20                   h              CSc
66B,B                 23,30/38             mm             NC/KND, FrC #1 #3
66B,[B]               23,27/38             mm             NCc, BNc, FRC, GB
236B                  48                   UM             KND
bA                    20/69                m              ATc #4
FC B                  16                   M
FC 3B                 30                   m              FOS
FC bA                 10                   m              DOSc
WS B                  23                   M
BT B                  35                   m
BT 2B                 26                   M
7_8_9B                26_30_34             m
WL B                  26_30_34             M              KND, BNc
==============================================================================

#1: Launches higher on CH.
#2: The majority of the hits will miss.
#3: If both hits connect, opponent can tech afterwards.
#4: AT causes 69 damage and changes positions with opponent.

KICK ATTACKS          DAMAGE               HEIGHT         PROPERTIES
===============================================================================
K                     12                   h
1K                    35                   m              JG 
2K                    12                   L
3K                    18                   m
4K,B                  24,21/26             mm             NC, KND #1
4K,[B]{1}             24,21/26             mM             RO, KND #1
4K,[B]{2}             24,38/40             mUM            RO, KND
4K,[B]                24,80                mUM            RO, KND 
6K,K                  48,38                h              RO, KND(RO)
6K,2K                 48,18/22             L              NC, RO/TS, TS(mini)c 
66K                   28                   m              RO
FC K                  11                   L
FC 1K,K,K,K,K         18,8,8,8,20          lllll          NCc #2
FC 1K:K:K:K:K         18,8,8,8,20          lllll          NCc, GB #3
FC 3K                 22                   l              TS(mini)
WS K                  18                   m
BT K                  23                   h
BT 2K                 15                   L              TS(mini)
7_8_9K                18/22_26             m              OS/RO 
WL K                  16_20_24             m
===============================================================================
=

#1: Opponent can tech roll after last hit.
#2: After last hit, Yoshimitsu enters FUFT position.
#3: Sorry, I can't figure out the JF timing of this move, but it produces a GB
and is slightly easier than the other two JF GB moves mentioned in the 
Horizontal Attacks section.

SIMULTANEOUS ATTACK   DAMAGE               HEIGHT          PROPERTIES
===============================================================================
A+B                   10                   h               GI-?, CS #1
[A+B]                 10                   h               GI-?, CS #1
2A+B,B                18,12                MM              CSc #2
2[A+B]~PG             18                   M               shift to Sword Pogo
6A+B                  16                   h
6[A+B]                16,30                h               NCc #3
6[A+B]4               16,30                h               NCc #3
66A+B                 44                   M               DS
= G 
= 2B+K~MD                                                  shift to Meditation
= 2B                  20                   L
7_8_9A+B              80                   UM              KND(S)
= 4                   42                   UM              KND(S) #5
= 2                   42                   UM              KND(S)
1B+K                  14                   M               CSc
3B+K                  36                   m               KND, BNc, FrC
4B+K,B,B,B,B,B,B      21,18,15,12,9,6,3                    #4
6B+K,B,B,B            16,8,8,20            mhhm            NCc, KND(RO)
44B+K                 40                   m               RO
= B+K~PG                                                   shift to Sword Pogo
= 2B+K~MD                                                  shift to Meditation
66B+K                 35                   m
= A+B,K               20,31                Hm              NC, JG
= [A+B]               80                   UM
      = 4             42                   UM              KND(S) #5
      = 2             42                   UM              KND(S)
66[B+K]               35                   m            
= A+B,K               20,31                Hm              NC, JG
= [A+B]               80                   UM              KND(S)
      = 4             42                   UM              KND(S) #5
      = 2             42                   UM              KND(S)
9B+K                  22                   M               KND(S)
= 4                   22                   M               KND(S) #5
= >K                  22                   M               NC, KND(S)
      = 4             22                   M               NC, KND(S) #6
A+K                   10                   m               GI-H, CS
2A+K,A...             110,20,15,10,5,30,28 UmxN            NC, CS #7
2A+K,A:A              110,20               UmUm            NC, GI-Everything #8
66A+K                 
= A~PG                                                     shift to Sword Pogo
= B~MD                                                     shift to Meditation
66[A+K],A...          110,20,15,10,5,30,28 UmxN            NC, CS #7
66[A+K]A:A            110,20               UmUm            NC, GI-Everything #8 
8A+K~SDGF             20,20,20             mmm             NC, RO
===============================================================================

#1: Can someone help verify this? I don't know the GI window time nor 
what moves does this GI work against.
#2: Causes Crumple Stun on CH.
#3: Throw can be breaked with B. The opponent will either be given or drained 
of life. 6[A+B] will give 30 health to the opponent, while 6[A+B]4 will drain 
30 health from the opponent. When broken, the opposite throw will be executed. 
Yoshimitsu will gain three Tekken moves afterwards for the round; use 6A+K for 
them.
#4: Yoshimitsu auto-sidesteps during move. After the last sidestep, Yoshimitsu 
enters CS. Throughout the move, he takes damage.
#5: For a brief moment after landing, your directional commands & directional 
+ button commands will be reversed (ex: If you input 3B after landing, you will 
do 1B instead). 
#6: Yoshimitsu will bounce off of opponent and retreat about a 1/4 distance 
away.
#7: After suicide, Yoshimitsu can spin rapidly for four spins, then he will 
stop and do one spin at a time afterwards. He takes 20,15,10,5 dmg during the 
first four spins, then the next spin will deal 30 to him, and then each 
subsequent spin will do 28 damage to him. Each successful spin that connects 
will do 20 damage each. 
#8: I have yet to find the JF timing on this move. However, if successful, 
Yoshimitsu will restore 120 points of life. Additionally, Yoshimitsu will GI 
everything except unblockables.

EIGHT-WAY RUN ATTACK  DAMAGE               HEIGHT         PROPERTIES
===============================================================================
3_9B                  26                   m              LS, JGc
= B+K                 26/22                mm             NC #1
      = A+B,K         20,30                Hm             NC, JG
      = [A+B]         80                   UM             KND(S)
            = 4       42                   UM             KND(S) #2
            = 2       42                   UM             KND(S)
2_8A                  34                   m
3_9K                  19                   m              JG
2_8B                  20                   m              RS, SDSc
2_8K                  18                   h              OSc
1_7A                  28                   L              TS, TS(mini)c
1_7B                  28                   m              RO
===============================================================================
=

#1: If opponent gets hit during the initial frames of the Lift Stun, they will 
get juggled, and can then air control.
#2: For a brief moment after landing, directional input & directional + button 
commands will be reversed (ex: if you do 3B after landing, you'll do 1B 
instead).

STANCE ATTACK         DAMAGE         HEIGHT   PROPERTIES
===============================================================================
B+K - Sword Pogo Stance
G
A                     28             L        TS
B                     20             m        JGc
[B]                   30             m        JG 
K                     30             m        JG
kB                    30             L
A+B                   20             L        ends in Sword Pogo
7_8_9                 35             M        KND, ends in Sword Pogo
[A+B]7_8_9            35             M        KND, KND(S)co, ends in Sword Pogo
66                    10,10,10       LLL      NC
656                   10,10          LL       NC
8B+K~DGF                                      shift to Dragon Fly
2B+K~MD                                       shift to Meditation
-------------------------------------------------------------------------------
2B+K - Meditation Stance
A                     28             L        TS
kB                    32             L
B                     35             UM       KND
K                     30             m        JG
A+B                                           #1  
4A+B                                          #2
6A+B                                          #2
aB,K                  24,28          Hm       NCc, JG
A+K                   90             UM       CS #3
[A+K]                 90,35          UMUM     CS #3 #4

8B+K~DGF                                      shift to Dragon Fly
B+K~PG                                        shift to Sword Pogo
-------------------------------------------------------------------------------
8B+K - Dragon Fly Stance
G
8WR any direction
A+B,8WR any direction
A                     38             m        SS
B                     24             m        KND, FrC
K                     20             L        TS(mini)
8B+K~SDGF                                     shift to Super Dragon Fly
B+K~PG                                        shift to Sword Pogo
2B+K~MD                                       shift to Meditation
-------------------------------------------------------------------------------
8B+K,8B+K - Super Dragon Fly Stance #5
G
8WR any direction
A+B,8WR any direction
A                     30             m        RO #6
B                     41             UM       KND(S)
K                                             THS #7 
K,K                                           THS #8
K:K                                           THS, GI-Everything #9
A+K                   140            UM       KND(S) #3
B+K~PG                60             UM       shift to Sword Pogo
8B+K~DGF                                      shift to Dragon Fly #10
2B+K~MD               40,24          MM       NC, QS, shift to Meditation #11
===============================================================================

#1: Yoshimitsu will rise in a standing position.
#2: Yoshimitsu will enter BT position.
#3: Yoshimitsu will take 90 damage.
#4: Opponent can tech and avoid second hit if the first hit connects.
#5: Yoshimitsu will take 10 damage per second while airborne.
#6: More hits are possible, but only if opponent is juggled.
#7: Yoshimitsu will trip and enter IS.
#8: Upon landing, tap K to make Yoshimitsu keep his balance.
#9: Upon landing, tap K at the _RIGHT_ time. Yoshimitsu will restore 60 health. 
GI will GI everything except unblockables.
#10: Yoshimitsu will take 5 damage in transitioning from SDGF to DGF.
#11: Second hit whiffs if the first does not connect deep.

Character Specific Conventions: 
PG - Sword Pogo Stance
MD - Meditation Stance
DGF - Dragon Fly Stance
SDGF - Super Dragon Fly Stance


*********************************
5. THE REST:
*********************************

EMAILING GUIDELINES/CONTACTING ME
=================================
My email address is [email protected]. 

I will accept:
- Missing Moves/Properties (NO SOUL CHARGE INFO)/Damage Input
- Requests for doing certain move lists (for now, regular characters only)
- Questions (Related to move list ONLY)
- Comments
- Constructive Criticsms

I will NOT accept:
- Email that is barely understandable
- Flames/Junk
- Questions related to unlocking stuff (minus unlockable/bonus characters if I 
don't have them listed)
- In-Game modes (this is a move list, not a general FAQ)

FREQUENTLY ASKED QUESTIONS
==========================
Currently empty. Any questions, please email me with the above.

CREDITS AND SHOUT OUTS
======================
- God! He didn't give us a PS2, but a life to begin with. We should all thank 
him, period. 
- You, the reader for reading this FAQ. Hope it was useful ;-)
- Any contributions made from people (anyone?).
- Myself for writing this freaking long FAQ out.
- GameFAQs, for hosting many great FAQs. And being run by CJayC.

********************************
6. REVISION HISTORY:
********************************

Version 0.1
===========
- Started FAQ.
- Finished Table of Contents, Introduction and Legend section.
- Added Mitsurugi Move List.

Version 0.2
===========
- Added Move Lists for Astaroth, Nightmare, Cervantes, Lizardman and 
Yoshimitsu.

Version 0.3
===========
- Made some changes/fixes on current move lists.
- Added some other sections and finished them.

Version 0.4
===========
- FAQ Rejected! lol... time to read the basics again. Currently fixing 
everything. Made some move list corrections.

Version 0.5 (01/09/05)
======================
- Started used dates in Version History.
- Made ALOT of corrections, looks really messy in its current form 
at GameFAQs (btw it was accepted. Woot-ness!)
- Added Abyss move list. Time for another update.

Version 0.6 (01/10/05)
======================
- Eek! I forgot to set the arrow thing to 6.6. Re-submitting again, it 
SHOULD look better now.