Soul Calibur 2 Beginner's Guide
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Soul Calibur 2 Beginner's Guide

by GODFIST   Updated on
This walkthrough was originally written for SoulCalibur II on the PS2, but the walkthrough is still applicable to the GC version of the game.
The Soul Calibur 2 beginner's guide
Created by Russell Ahmed (Godfist, Crack, Angel Dust)
Email- N23668@lutonsfc.ac.uk
"Liked the tekken beginner guide? This one is better!"


*******************
Legal Beagle
*****************
Alright, lets get the legal shenanigans out the way. This FAQ is written by me,
I have not stolen anything or copied anything from anyone, if I have used
anything then I have given credit where credit is due, don't sue me over
nothing, if you think I have taken your material without your written consent,
then tell me, I will give credit to you.
Reader, please don't steal my work and claim its yours, distribute it among
yourselves but say its mine, if I clock onto anything dodgy I will make you pay
dearly!

To make sure the text is properly formatted check below

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************************
Version History
***********************
Started; 30th January
Finished; 1st February

*********************
Contents
********************
1, Reason for guide
2, Basic elements
3, Movelist
3, Which character?
4, Fighting each character
5, Advanced elements
6, About the authour
7, Conclusion
8, Credits

*********************
Notations
********************
Move key: Throughout the guide, the following conventions will be used
789
456
123 will correspond to the various directional movements, so 3 will
translate to the down forward position of a joystick.

G,B,A,K are the same as the buttons of the arcade version.

~ indicates a rolling switch between one button and another. Cervantes' B~2,
Maxi's K~B etc show off how this is used.

1fs means one frame shift also denoted by a "i" in front of a move like
Cervy's iGeoDaRay. This is when you hit one button, then cancel it into
another attack within one frame of the execution of the initial attack. It
sounds complicated, but the principle's not any different than successfully
pulling off a move like Cervantes' B~2.

8WR equals eight way run 8WR9_3B means that you can execute the move from
either the 3 or 9 position like Taki's assassin strike.

**********************
Reason for guide
******************
Alright people how you all doin? You might remember me from my previous two FAQS
(Tekken tag tournament-beginner's guide, Soul Calibur 2- Psychology guide), well
I'm doing the beginner's guide once again, but this time for Soul Calibur 2.
The main reason I am doing the beginner's guide for Soul calibur 2 is because I
got an excellent response from my previous beginner's FAQ (Tekken- beginner's
guide), and this inspired me to do another one.
The reason why I decided to do a beginner's guide for Soul Calibur 2 instead of,
say Tekken 4, Virtua Fighter or something like Dead or Alive 3 is because I
believe Soul calibur 2 will become the best fighting game once it gets released,
many of you may disagree with me but I'm sure I have a lot of people who find
themselves agreeing with me.
So, having written a psychology guide for Soul calibur 2, I decided it was time
to pull out the stocks and help out all the beginner's or the would-be
beginner's (new sc2 fans) and help them improve their game.
Note; The FAQ is not for any specific character, if you are looking for a FAQ on
a certain character, then go on the internet and search for them.
On with the guide!
*********************
Basic elements
********************
A,B,K and G
Alright, first things first, look at your arcade stick, there is A, B, K and G,
I'll now explain what these all mean.
A- This is all the horizontal attacks, these attacks will hit enemies who
side-step, these attacks also usually come out faster than their vertical
counterparts.
A attacks will usually hit high so they can be avoided by ducking, also since
they come out quite fast they can be used as interrupt weapons where you hit
your enemy before he has the chance to hit you.

B- These attacks are the vertical attacks, they come out slower than the A
attacks (so don't use blindly) but still are quite fast and they can easily be
side-stepped.
B attacks will hit enemies who are on the floor, naturally since they hit
vertical, also it will hit opponents who are standing or sitting.
B attacks are also more powerful than the A attacks.
B attacks are basically the "juggle" starters, almost always (3B) will launch
the enemy into the air so you can do some good, damaging combos or air hits, but
they can also be used as okizme tricks.

K- These are the kicks of the game, some characters have better kicks than other
characters but they are all used the same way. K attacks are the fastest attacks
in the game but also have the smallest reach, so use these only when the enemy
is close to you and is pressurising you.
K attacks are usually high but that will depend on the character you are using,
3K will usually be a mid attack that will hit standing and sitting enemies so it
is very useful.
I'll tell you something now, many people say that K attacks cannot be parried or
repelled, but while playing in my local arcade I found that I could parry and
repel kicks...weird.

G- This is the block. Holding G means the enemy cannot hit you with high or mid
attacks, they can hit you with low attacks or they can throw you.
Do not even think about neutral guard, because it aint even worth it.
When blocking, make sure you are ready to break out of throws (A or B depending
on the throw the enemy used), but also get ready to parry or repel attacks if
you can sense them.
Don't block for too long or else that will give the enemy the edge, retaliate
once you have space and time.

Now that the buttons are done with, lets take a look at the stick.

Basic Movement
Keep moving, always get into good positions, this is very important for all
characters, fast characters have to move and get in-close to the enemy while the
far-range characters have to move and get into far-away positions so that they
can play their long range game.
Run into the enemy (only when its safe to do so) and usually press K to do a
slide, this will catch the slower thinking opponent and maybe will ring out.

Basic 8 Way run
Use this wisely, from 8 way runs you can walk in any direction and do certain
moves, experiment with your character and find their best 8 way run moves and
use this to hurt the enemy.
Using 8 way run also means you can evade attacks, if you are someone like Talim
make sure you use the 8 way run to get in-close to the enemy and hit them, if
you are Raphael, use the 8 way run and link attacks to his prep stances to hurt
the enemy.

Basic Side-step
Use this technique wisely, side-steps naturally will see your character take a
few quick steps towards the background or the foreground (depending on the
direction you side-stepped), this will enable them to side-step B attacks, once
you side-step that attack you have the advantage to attack the enemy.
The problem with side-steps is that you have to be fast and anticipate the
attack, so if you can clearly see a vertical (B) attack coming, side-step it but
if you are having second thoughts don't.
Sometimes you can side-step in two directions and evade two moves, I'll explain
that in the advanced section.
After you have successfully side-stepped  a attack try doing a move that will
either lift the opponent (3B) or a good power move (eg; 6A with Nightmare or 4K
with Yunsung) or alternatively you can do a quick move to hit the enemy or a low
move to hit the surprised enemy. You can also throw after you side-step but you
have to be quick and you have to judge it right.
Try observing the cpu Mitsurugi, he usually (on a good day) will do multiple
side-steps and attack you, making you look like a fool!

Parrying and repelling will be discussed in the advanced section along with all
the other needs.
But make sure you learn the basic elements first and learn them well, because if
you do not learn the basic elements well you are going to be in big trouble once
the advanced section comes. The only way to learn the basic elements as well as
the upcoming advanced elements, is to go the training option and using your
desired character do these important techniques, keep practising!
E-mail me if you need any help or need any clarification of the basic elements,
I'm there to help.

***********************
Movelist
*********************

       -=/ MOVEMENT CONVENTIONS /=-  
                       ----------------------------
                         7 8 9           ub u uf
          Number Pad     4   6     =     b     f     Joy Stick
                         1 2 3           db d df

		   ub = upback    u = up    uf = upforward
		   b = back                f = forward
		   db = downback  d = down  df = downforward

		   -=/ LINKING & SPECIAL CONVENTIONS /=-
		   -------------------------------------
+ - Moves must be done together
, - Moves must be done right after the other
_ - Or (When used between two moves, they are interchangable)
* - return joystick to the neutral position
[] - Hold down the selected button(s) for possible delay or change up
> - possible delay between moves
~ - buttons pressed immediately after the other
() - Parenthesis indicates optional moves in a string
: - Requires Precise timing
FC - Do move during full crouched position
WS - While standing up (Returning the stick to neutral from a crouch)
WJ - while jumping (pressing ub_u_uf and G)
WL - while landing (coming down from a jump)
RN - While running
BK - Back facing the opponent

                         -=/ NOTES CONVENTIONS /=-
                         -------------------------
GI - Guard Impact
GB - Guard Break
GP - Guard Push (blocked hit pushes opponent back, but remains in block)
CH - Counter Hit
SC - During Soul Charge
! - Unblockable
... - all movements up to first time listed button is seen
/ - seperates comments
# - followed by a number means comment reference in NOTES
() - Parenthesis indicates optional moves in a string
{} - Curved brackets indicate buttons needed to break a throw

-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-

TIME RELEASE
=-=-=-=-=-=-
Yoshimitsu		10 days of play
Charade			20 days of play
Cervantes		30 days of play
Conquest Mode		30 days of play

-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-

General Moves for Everyone
=-=-=-=-=-=-=-=-=-=-=-=-=-
bb				Dash Backward
ff				Dash Forward
f[F]                    	Run Forward
  K				Slide Tackle
u*				Sidestep up
d*				Sidestep down
A+B+K                   	Soul Charge 
A+B+K,G				Soul Charge Cancel
f+G				High Guard Impact
b+G				Low Guard Impact
u+G (against wall)		Wall Jump

Recovery
=-=-=-=-
u_d				Roll up or down while on ground
G				get up in guard (press upon impact)
(u_d)+G				Tech Roll up or down (press upon impact)
db+G				get up in lowblock (press upon impact)
(hold any direction)		move in the air to avoid juggle or ring out
(u_d)+G				Tech Roll against Wall

-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-


The Characters
=-=-=-=-=-=-=-

============
| Astaroth |
============

GRAPPLING TECHNIQUES:
(front) A+G            		{A}
        B+G 			{B}
	B+G,F			{A}
	B+G,B.			{B}
	B+G			air throw only
	d,db,b+A			{A}
	d+G+A			{A}
	d+(A+G_B+G)		{A_B} must be ducking
	df+(A+G_B+G)		{A_B} must be ducking
	d+(A+B_B+K)		{A_B}
(left)  A+G_B+G			{A_B}
(right) A+G_B+G			{A_B}
(back)  A+G_B+G			{Astroth & Voldo can escape}

NORMAL TECHNIQUES:		NOTES:
[A]				GP
A>A				
A,[A]				!
A>B                 	            
f+A>B               		
f+A,[B]				!
ff+A
ff+[A],B           	         
(uf_df)+A             	       
(uf_df)+[A]			!
d+A                 	           
db+[A]
db+[A],A
db+[A],B                                  
b+A
b+[A]				GP
bb+[A]
d,db,b+A,A,A,A,A
[B]
B>A				#1 
B,[B]
B,f
B,f+K
f+B
ff+B
df+B
df+[B]				#1 / GP
d+B
d+[B]				!
db+B 
b+[B]
bb+B
bb+[B]				#1 / !
bb+B(u_d)
bb+B(u_d)K
uf+[B]
K
[K]				#1 / GP
f+K
ff+[K]
df+[K]
df+[K],A
df+[K],[A]
d+K 
db+K,A
b+K,K
bb+K
A+B
df+A+B
df+[A+B]				(throw)
b+A+B
b+[A+B]				! (throw)
f+[A+B]
B+K
  B+K				only on BK opponent
f+B+K
f+[B+K]               		GI
df+B+K              		B to throw
d,df,f+B+K          	        #1 / !
FC+A
FC+B
FC+K
FC+df+K
WS+A
WS+B
WS+K,A
BK A
BK B
BK K
BK FC+A
BK FC+B
BK FC+K
WJ+A
WJ+B
WJ+K
WL+A
WL+B
WL+K

8-WAY RUN:
(f_uf_df)+[A]
(f_uf_f)+[A],B
f+B
f+K				slide
f+B+K
f+[B+K]				GI
(uf_df)+B
(uf_df)+[B]			!
(uf_df)+[K]
A+B
[A+B]				!
(u_d)+A,A
(u_d)+B
(u_d)+[K]
(ub_db)+[A]
(ub_db)+[A],A
(ub_db)+[A],B
(ub_db)+B
(ub_db)+B,K
(ub_db)+K
b+A
b+B
b+[B]				#1 / GP
b+B(u_b)
b+B(u_d)K
b+K
b+A+B
b+[A+B]				! (throw)
b+B+K

NOTES:
#1: G to cancel


=============
| Cassandra |
=============

GRAPPLING TECHNIQUES:
(front) A+G            		{A}
        B+G 			{B}
	ff+B+G			{B}
(left)  A+G_B+G			{A_B}
(right) A+G_B+G			{A_B}
(back)  A+G_B+G			{Astroth & Voldo can escape}

NORMAL TECHNIQUES:		NOTES:
A	
A,A				#1
A,B>B	
A,B,K	
A,K	
f+A,K				stun on CH
ff+A			
df+A,B			
d+A			
db+A			
b+A				GI to reversal
bb+[A]	
bb+[A],A		
bb+[A],B		
B	
B~A,A>A
B>[B]			
B,f				stun on CH
B,d+B,B,B	
B,d+B,B,B,K	
B>f+B				stun on CH
B,K
f+B	
ff+B,B	
df+B	
d+B,B,K				throw requires precise timing
d+B~B,u+B
d+B~B,u+B,A,A	
d+B~B,u+B,A,K	
db+B
b+B				GI to reversal
bb+B	
bb+B~A				stun on CH
K				stun on CH
f+K	
ff+K	
df+K	
d+K	
db+K				#1
bb+K	
(u_d)+K,K
ub+[K]_B~K
  B				Only during soul charge
A+B		
ff+A+B			
df+A+B			
u+[A+B]				#1 / !
B+K,[B]
bb+B+K
WS+[A]				stun on CH
WS+B
WS+K
FC df+B				GI to reversal
BK [DF]
BK d+B	
BK A	
BK d+A	
BK K	
BK d+K	
WJ+A
WJ+B
WJ+k
WL+A
WL+B
WL+K

ANGEL STEP:
d,df,f				#2 / #3
  A		
  (u_d)+A	
  A,B		
  (u_d)+A,B	
  B		
  K		
  (u_d)*B	
  (u_d)*B,A	
  (u_d)*B,A,A	
  (u_d)*B,A,K	
  (u_d)*K,K	

ANGELIC TWIRL:
d,db,b			
  G				GI shift to Angel's Strike
    b				Angel's Strike
  B			
  *B				only during soul charge

8-WAY RUN:
d+A,A		
d+A,A
u+A,A		
(ub_db)+A,K	
b+[A]		
b+[A],A		
b+[A],B		
b+B
b+B~A				#1
f+B,B		
b+B,B
b+B~A,A,A
f+K
f+A+B
(f_uf_df)+A
(uf_df)+B	
(uf_df)+K,K
(u_d)+B
(u_d)+K,K
(ub_db)+A,K
(ub_db)+B
(ub_db_b)+K
K~B
K~B,B				only during soul charge
A+B
B+K

NOTES:
#1: G to cancel
#2: end with (u_d) to side step
#3: end with (uu_dd) to wall run


=============
| Cervantes |
=============

GRAPPLING TECHNIQUES:
(front) A+G            		{A}
        B+G 			{B}
(left)  A+G_B+G			{A_B}
(right) A+G_B+G			{A_B}
(back)  A+G_B+G			{Astroth & Voldo can escape}

NORMAL TECHNIQUES:		NOTES:
A				#1
A,A
A,b
A,b+B
A,b+B,B
A~B
db+A
db+A,B
db+A~B
db+A~[B]				!
d+A
df+A
df+A~B
df+A~[B]
b+A
b+A~A
f+A
bb+A
ff+A
A~G~A
B				#1
B>B,A
B~G~B,B
B,B,b+B
B~G~B,b+B
B,b				air throw if opponent in air
db+B
d+B
df+B				CH at close distance causes another attack
b+B,K
f+[B]
f+B,B
bb+B
ff+B				(throw)
K				#1
K,f
K~G~K
ff+K~B
db+K
d+K
df+K
b+K,K
f+K
bb+K
ff+K
A+B,A
A+B,B
db+A+B				#1 / !
d+A+B
df+A+B
bb+A+B
bb+[A+B]			!
b+A+B
ff+A+B
f+A+B,B
(ub_u)+A+B
uf+A+B
uf+[A+B]				jumps over opponent
SC u+A+B
  B				additional hit with precise timing
B+K				GI to counterattack
df+B+K
db+[B+K]
d+[B+K]
b+B+K				#1
f+B+K
A+K				GI to counterattack
FC+A
FC+B
FC+K
FC+A+B
FC+A+B,B
WS+A,[B]
WS+B
WS+K
BK A
BK B
BK K
BK FC+A
BK FC+B
BK FC+K
WJ+A
WJ+B
WJ+K
wall jump+B

GUN LOAD:
d,db,b				GUN LOAD / #1
  A				#1
  b+A,b+A
  b+A,A,[B]
  B
  B,(u_d)
  K
  f+B+K
  B+K				GI to counterattack
  A+K				GI to counterattack

8-WAY RUN:
f+A
f+B
f+K				slide
(f_u_d)+A+B  
B+K				GI to counterattack
A+K				GI to counterattack
(uf_df)+A				GI
(uf_df)+B
  B				additional hit with precise timing
(uf_df)+K
(uf_df)+A+B
(uf_df)+[A+B]			jumps over opponent
(u_d)+A,A
(u_d)+A,B
(u_d)+B
(u_d)+K				GI
(ub_db_d)+A	
(ub_db)+B
(ub_db)+K
(ub_db)+A+B			Gun Load
b+B
b+K
b+A+B
b+[A+B]				!

NOTES:
#1: G to cancel


===========
| Charade |
===========

Charade has no normal throws or techniques of his own.  He mimics the moves
of other fighters in the game similar to that of Edge Master from the first
Soul Calibur.


=======
| Ivy |
=======

GRAPPLING TECHNIQUES:
(front) A+G            		{A}
        B+G 			{B}
	df,ub,f,df,db+A+B		{B}
(left)  A+G_B+G			{A_B}
(right) A+G_B+G			{A_B}
(back)  A+G_B+G			{Astroth & Voldo can escape}

NORMAL TECHNIQUES:		NOTES:
A				#1
A,[A]				(throw) on ch / #4 if miss
db+A				#2
db+A,A
d+A
df+A
b+A
f+A
bb+A
bb+[A]				#2
ff+A
d,db,b+A				#1 / !
B				#1
B,B
B,[B]				#2
B,[B],(any direction)		#4
B,f+B				#2 if miss
B,f+B,K				#2
db+B
db+[B]				
d+B
df+B
b+B
f+[B]
f+[B],(u_d)
bb+B				#2
bb+[B]				#4
ff+B
ff+[B]				#5
d,db,b+B
d,db,b+[B]				#6
d,df,f+B
d,df,f+B,(8_2)
K				#1
db+[K]
d+K
d,df+K
df+K
b+K
f+K
bb+K				lays down
ff+[K]
K,d
db+A+B
d+A+B
df+A+B				#2
df+[A+B]				#3
b+A+B				#1 to #2 / GI
b+A+B,B
b+A+B,[B]			!
f+A+B
ff+A+B				#1 to #2
ff+A+B,b			changes position after throw
(ub_u_uf)+A+B,A
bb+A+B
bb+[A+B]			!
df+[B+K]				! only possible at close range
b+B+K				#1
f+B+K
f+[B+K]				GP
u+B+K				air throw / #2 if fail
u+B+K,K				air throw / #2
bb+B+K				#2
bb+[B+K]			#3
(db_d_df)+A+K
FC+A
FC+B
FC+df+[B]
FC+db+B
FC+K
FC+df+K
FC+df+A+B			#2
FC+df+[A+B]			#3
WS+A
WS+B
WS+K
WS+A+B,(A_B)
WS+B+K				GI, can move any direction
BK A
BK B
BK K
BK FC+A
BK FC+B
BK FC+K
WJ+A
WJ+B
WJ+K
WL+A
WL+B
WL+K

WHIP STANCE:
d,db,b				Whip Stance
  df,ub,f,d,df,db+A+K			#2 if fail
  B+K				GI / #2
  A+K
  A+B				#3

SPIRAL LUST STANCE:
  Hold buttons			maintains stance
  Hold buttons to max		!
  Release buttons		do before !
  Any direction			do before !

SPIRAL SERENADE STANCE:
A+B
  A				#5
  B,B				#2
  K
  A+B_B+K			(throw)

SPIRAL TRIBUTE STANCE:
  A				#6
  d+A				#2
  B
  B:B:B
  B:fB:bB:fB:bB
  K
  A+B				#2

SERPENTS EMBRACE STANCE:
  A,A
  d+A
  B
  [B]				!
  K
  ff+K
  A+B
  B+K
  b+B+K
  f+B+K
  f+B+K,u 			extra hit on CH

8-WAY RUN:
f+A
f+B
f+[B]				#5
f+K				slide
A+B				#4
f+B+K
f+[B+K]				GP
(uf_df)+A
(uf_df)+B
(uf+df)+[B]			#4
(uf_df)+K
(u_d)+A				#1 to #2
(u_d)+A,b
(u_d)+B
(u_d)+[B]			#5
(u_d)+K
(ub_db)+A				#2
(ub_db)+A,A
(ub_db)+B				
(ub_db)+[B]			
(ub_db)+K
b+A
b+[A]				#2
b+B				#2
b+[B]				#4
b+K				lays down
b+B+K				#2
b+[B+K]				#3				

NOTES:
#1: G to cancel
#2: shift to whip state
#3: shift to Spiral Lust Stance
#4: shift to Spiral Serenade
#5: shift to Spiral Tribute
#6: shift to Serpents Embrace


=========
| Kilik |
=========

GRAPPLING TECHNIQUES:
(front) A+G            		{A}
        B+G 			{B}
(left)  A+G_B+G			{A_B}
(right) A+G_B+G			{A_B}
(back)  A+G_B+G			{Astroth & Voldo can escape}

NORMAL TECHNIQUES:		NOTES:
A				#1
A,A,(u_d)
A,A,B
f+A,A,A
f+A,A,B
f+A,A,B,u
f+A,A,B,u+(A_B)
f+A,A,B,d
f+A,A,B+K
ff+A
df+A,B
df+A,B+K
d+A
db+A
b+A
bb+A,A
A~A,B
A~B
B,A				#1
B,d+A
B,B
B,B,(u_d)
f+B
f+B,u
f+B,u+(A_B)
f+B,d
ff+B
ff+[B]				GP
df+B,B
d+B
db+B
b+B
bb+B
(u_d)*B,B,B,B
(u_d)*B,B,b+B
B~K				GI
ub+B
K				#1
f+K
f+K~B
ff+K,K,B
df+K
d+K
db+K,B
b+K>B				GI
bb+K
K~B
A+B				#1 / move any direction but 4
f+A+B
d+A+B
df+A+B				{A}
db+A+B				{B}
b+A+B,B,B
d,db,b+A+B				#1 / !
laying+A+B			#1
laying+A+B,K
B+K				#1
F+B+K
(db_d_df)+B+K
(db_d_df)+B+K,u
(db_d_df)+B+K,d			lays down
b+B+K
A+K
f+A+K
(df_db)+A+K
d+A+K
b+A+K
laying+A+K
laying+A+B			#1
laying+A+B,K
G+K
G+K,(A_B)
FC+A
FC+B
FC+df+B
FC+db+B
FC+K
FC+A+B
WS+A
WS+B
WS+K,B
BK A
BK B
BK K
BK FC+A
BK FC+B
BK FC+K
WJ+A
WJ+B
WJ+K				during perpendicular
WJ+K				during slant jump
WL+A
WL+B
WL+K

?? STANCE:
d,df,f				?? Stance / GI
  A
  B
  K
  A+B				#1
  A+B,K
  B+K				#1
  A+K
  A+G,bf+A,b,db,d,df,f+B		{A}
  B+G,bf+A+B			{B}

??? STANCE:
d,db,b				??? Stance / GI
  A
  B
  K,K

???(d) STANCE:
b+[B]				#1
  B				!

8-WAY RUN:
f+A
(f_uf_df)+B
(f_uf_df)+[B]			GP
f+K				slide
(f_uf_df)+B+K
uf+A,A
(uf_df)+K,K,B
df+A,A
(u_d)+A,A,A
(u_d)+A,B			#1
(u_d)+B
(u_d)+K
(u_d)+K~A
(u_d_ub_db)+B+K			#1
(ub_db)+A
(ub_db)+[B]
(ub_db_b)+K
b+A,A
b+B
b+B+K

NOTES:
#1: G to cancel


========
| Maxi |
========

GRAPPLING TECHNIQUES:
(front) A+G            		{A}
        B+G 			{B}
(left)  A+G_B+G			{A_B}
(right) A+G_B+G			{A_B}
(back)  A+G_B+G			{Astroth & Voldo can escape}

NORMAL TECHNIQUES:		NOTES:
A				#1
A,A				#4
A,A,B
A,A,K,K
db+A
d+A
df+A
b+A				#3
b+A,B
b+A,B~B				#5
b+A,B,[b]			#1 / #6
b+A~B,A,A>[B]
bb+A
f+A				#2
ff+A				#1
d,df,f+A				#3
A~K				#5
A~K,[b]
B				#1
db+B
d+B
df+B
b+B				#5
b+B,[B],K			#1
bb+B				#4
f+B
f+B,[b]				#5
f+B~A,A>[B]
ff+B				#5 / #1 shift change
d,df,f+B				#6 / #1 shift change
K				#1
db+K
d+K,B				#2
d+K,K
df+K
b+K
bb+K
f+K
ff+K,B				#2
d,df,f+K				#1
K~B,A
K~B,[K]
A+B
A+B,[d]				#4
b+[A+B]
f+A+B				#3 / #1 shift change
B+K,B,B,B,A			#2
d+B+K,B
df+B+K
df+B+K~B				#2
b+B+K				#1 / !
ff+B+K
df+A+K
FC+A
FC+df+A,A,A			#2
FC+db+A,B			#5
FC+B
FC+K
FC+A+B				#6
WS+A
WS+B				#6
WS+K,K
WS+A+B				#6
BK A
BK B
BK K
BK FC+A
BK FC+B
BK FC+K
WJ+A
WJ+B				#5
WJ+K
WL+A				#4
WL+B				#2
WL+K
wall jump+K,B			#2
wall jump+K,K

RIGHT OUTER LOOP:		loop stops if no action is taken
d+A+K				Right Outer Loop / #3
  A				#3
  A,[K]
  B,[B]				#4
  B,[B],K			#1
  K,A
  K,[K]

BEHIND LOWER LOOP:		loop stops if no action is taken
  A
  B				#5
  K,K

RIGHT CROSS LOOP:		loop stops if no action is taken
  A				#1
  B
  K,K

LEFT OUTER LOOP:		loop stops if no action is taken
  A,K
  [B],K				#1
  K

LEFT INNER LOOP:		loop stops if no action is taken
A+K				Left Inner Loop
(b_f)+A+K			Left Inner Loop
  A
  A~A				#4
  B				#2
  B				#1 to #2
  K>K

INFINITE LOOPS:
  [f] during any loop		#6 to #5 to #3 to #4 to #2 (infinitely)
  [b] during any loop		#5 to #6 to #4 to #3 to #2 (infinitely)
  [A+K] during any loop		#4 to #6 to #3 to #5 to #2 (infinitely)

8-WAY RUN:
f+A				#1
f+B				#5 / #1 shift change
f+K				slide
f+A+B				#3 / #1 shift change
(f_uf_df)+B+K
A+K				#3
(uf_df)+A
(uf_df)+B				#3 / #1 shift change
(uf_df)+K
(uf_df_u_d)+A+B
u+A
(u_d)+B				#5
(u_d)+B,[b]			#6 / #1 shift change
(u_d)+B~A,A>[B]
u+K
(u_d_ub_db)+B+K			#1
d+A				#6
d+K,K
(ub_db_b)+A
(ub_db)+B
(ub_db_b)+K
(ub_db_b)+[A+B]
b+B				#4
b+B+K				#1 / !

NOTES:
#1: G to cancel
#2: Right Outer Loop
#3: Behind Lower Loop
#4: Right Cross Loop
#5: Left Outer Loop
#6: Left Inner Loop
#7: Infinite Loops


=============
| Mitsurugi |
=============

GRAPPLING TECHNIQUES:
(front) A+G            		{A}
        B+G 			{B}
(left)  A+G_B+G			{A_B}
(right) A+G_B+G			{A_B}
(back)  A+G_B+G			{Astroth & Voldo can escape}

NORMAL TECHNIQUES:		NOTES:
A				#1
A,A
A,f				GI
db+[A]
db+[A],B
d+A
df+A
b+A
b+A,f				#3
f+A,A
bb+A
bb+[A]				#2
ff+A,(u_d)			#4
ff+A,A
d,df,f+[A]
[B],B
[B],B,(u_d)			#4
B,B,f				#3
db+[B]
d+B
df+B
b+[B]
b+B,f				#3
f+B
f+B,u
f+B,d
bb+[B]>B
ff+B,B,[B]
ff+B,B,(u_d)			#4
B,f
D,df,f+[B]
B~A
K
db+K
d+K,B
d+K,B,f				#3
df+K
b+K,B
f+K
K,f_ff+K
K,B
A+B				#1
ff+A+B
d+A+B
B+K				(throw)
b+B+K				GI
A+K				(throw)
A+K,f				change position after throw
b+A+K				GI
FC+A
FC+B
FC+df+B
FC+db+B,B
FC+K
FC+db+A+B
WS+A,A
WS+B
WS+K
WS+A+B
BK A
BK B
BK K
BK FC+A
BK FC+B
BK FC+K
WJ+A
WJ+B
WJ+K
WL+A
WL+B
WL+K
(uf+G)+A+B

RELIC STANCE:
b+A+B				Relic Stance
  A
  A,B				#3
  B
  [K]
  [A+B]				!
  B+K
  A+B+K_ff+G			GI to counterattack

MIST STANCE:
f+A+B				Mist Stance
  A,B
  A,B+K				#2
  A,K
  B				(throw)
  B,f				change position after throw
  K
  A+B				GI
  B+K				#2

HALF MOON DEATH:
(u_d)+B+K_f,df,d,db,b+A		Half Moon Death
  A,A
  A_f,df,d,db,b+[A]			immediately into the stance
  B,B
  B~A
  K

FULL MOON DEATH:
f+B+K_f,df,d,db,b+B			Full Moon Death
  A				!
  B				!
  K

CROUCH DASH:
d,df,f				Crouch Dash
  [A]
  [B]

NOTES:
#1: G to cancel
#2: Relic Stance
#3: Haze Stance
#4: Half Moon Death
#5: Full Moon Death


=============
| Nightmare |
=============

GRAPPLING TECHNIQUES:
(front) A+G            		{A}
        B+G 			{B}
	FC A+G_B+G		{A_B}
(left)  A+G_B+G			{A_B}
(right) A+G_B+G			{A_B}
(back)  A+G_B+G			{Astroth & Voldo can escape}

NORMAL TECHNIQUES:		NOTES:
[A]				#1 / #3
A,A>B               	
A,A>[B]				#5
A~G,A				
A~G,[A]				#4
A,d+A,A             	
A,d+A,A,b			#2
f+A               
f+[A]				#3
ff+A
df+A               		GI to throw
d+A
df+[A]
b+A                 		#1
b+[A]				#1 / #4
B				#1
B,ub				#2
[B]				#5
B,B
B,f
B,b
B~G,B,B
B~G,B,[B]			#2
B~G,B,K
B,d+[A]
B,d+A,b				#2
f+B
ff+B
df+B
df+[B]				#2
d+B         
d+[B]				#2
db+B				throws on CH
b+B				#1
b+[B]				#2
bb+B,B           	
bb+[B]				#5
bb+B,[B]			#2
d,df,f+B				#1 / !
K				#1
f+K   
ff+K,B
ff+[K]				#2
ff+[K],d			#2
ff+K,B
ff+K,[B]			#2
ff+K~K
df+K,K,B
(d_db)+K
b+K,K	
b+K,[K]				#2
b+K,d+[K]			#2
bb+K,A				GI to throw
bb+K,(u_d)A
d,df,f+[K]				!
d,df,f+df,f+K,K,K,K,K,K  	
ff+K~B
A+B				#3
A+B,A
d+A+B				land laying down
df+A+B  
A+K,[A]				#3
A+K,A,A>B
A+K,A,A>[B]			#5
A+K,A,d+A,A 
A+K,K       
FC+A
FC+B				
FC+[B]				#5
FC+K
WS+[A]				#3
WS+A,A
ws+A,A,d			cancel
Ws+B				
WS+[B]				#2
WS+K
BK A
BK B
BK K
BK FC+A
BK FC+B
BK FC+K
WJ+A
WJ+B
WJ+K
WL+A
WL+B	
WL+[B]
WL+K
walljump+B,B
walljump+[B]			#5
walljump+B,[B]			#2

NIGHT BEHIND STANCE:
B+K				Night Behind Stance
  (u_d)+B+K         
  A                   	
  [A]				#3
  d+A				
  d+[A]				#3
  B                   	
  K,K                 	
  (any direction)+[A]		#3
  (any direction)+A,A		
  (any direction)+B

NIGHT RIGHTSIDE STANCE:
d+B+K				Night Rightside Stance
  A,A                 	
  A,d+A               	
  B                   	
  [B]				#2
  B~A              
  K                
  A+B				
  [A+B]				#4

NIGHT LEFTSIDE STANCE:
u+B+K				Night Leftside Stance
  A,A                 	
  A,d+A             
  B                   	
  [B]				#2
  B~A                 	
  K                   	
  A+B			
  [A+B]				#3

NIGHT LOWER STANCE:
b+B+K				Night Lower Stance
  A				
  [A]				#3
  B				
  [B]				#2
  f+B
  K
  [K]				#4
  A+B

8-WAY RUN:
f+A                
f+B                
f+K                 		slide                  
f+K~B				land laying down
A+K
uf+A  
(uf_df)+B
(uf_df)+[B] 			#2 
(uf_df)+[K]			#2
(uf_df)+K,B			
(uf_df)+K,[B]			#2
(uf_df)+K,K
(uf_df)+B+K			Night Behind Stance
df+A
u+[A]				#3
u+A,[A]				#2
u+A,A,B				
u+A,A,[B]			#5
(u_d)+A,A,f+B
(u_d)+[B]			#5
(u_d)+B,B,B
(u_d)+B,B,[B]
(u_d)+B,G~[B]			#5
(u_d)+B,G~B,B		
(u_d)+B,G~B,[B]			#5
(u_d)+B,B,K	
(u_d)+B,G~B,K	
(u_d)+B,f
(ud)+B,b
(u_d)+B,d+A
(du+B,2+A,4			cancel to #2
(u2)+K,[A]			#3
(8_2)+K,A,A,B	
(8_2)+K,A,A,[B]			#5
(8_2)+K,A,2+A,A	
u+B+K			Night Rightside Stance
d+[A]			#3
2+A,[A]		#2
d+A,A,B			
d+A,A,[B]		#5
d+B+K			Night Leftside Stance
(u1_4)+[A]			#4
(u1_4)+A			#1
(u1)+B
(u1)+K
b,+B				#5
b+B,B
b+B,[B]			#2
b+A+K
                                       
NOTES:
#1: G to cancel
#2: shift to Night Behind Stance
#3: shift to Night Rightside Stance
#4: shift to Night Leftside Stance
#5; shift to Night Lower Stance


===========
| Raphael |
===========

GRAPPLING TECHNIQUES:
(front) A+G            		{A}
        B+G 			{B}
(left)  A+G_B+G			{A_B}
(right) A+G_B+G			{A_B}
(back)  A+G_B+G			{Astroth & Voldo can escape}

NORMAL TECHNIQUES:	 	NOTES:			
A			
A,A				#7
A,B
A,[B]				#4
A,d+A
A,f				
[A],f				#2
f+A
ff+A
ff+A,A
ff+A,A,B			
ff+A,A,[B]			#2
df+A
d+A						
db+A
b+A				stun on CH
bb+A				stun on CH
bb+A~B				#7
B				#7
B,B				
f+[B]				#4
f+B,B				
f+B,[B]				#2
f+B,B,B				
f+B,B,[B]			#3
ff+B				
ff+[B]				#3
df+B
d+B
db+B
db+B,B
b+B
b+B,B						
b+B,[B]
K
f+K
f+K
df+K
d+K
db+K
b+K				stun on CH
bb+K
bb+K,d,db,b			end in Retreat step
A+B
A+B,A
ff+A+B				#7
df+A+B	
df+[A+B]				#2
db+A+B				GI
  B			
  [B]				#2
  B,B			
  B,[B]				#3
b+A+B
uf+A+B				GI
uf+[A+B]				#2
WS+A
WS+B
WS+K
FC A
FC df+A
FC df+A,A
FC df+A,[B]			#2
FC df+A,A,B			
FC B
FC df+B	
FC df+[B]
FC K
BK d+A
BK d+B
BK d+K
WJ+A
WJ+B
WJ+K
WL+A
WL+B
WL+K

PREPERATION 1:
  A
  f+A
  f+A,B
  [B]				GI
  d+B

PREPERATION 2:
  A				#1
  f+A
  f+A,B
  b+A				GI
  [B]						
  K
  (8_d)				#2

PREPERATION 3:					
  A
  f+A				
  f+[A]				#2
  B
  K
  K,d,db,b
  (u_d)				#2

PREPERATION 4:
  A				#1
  f+A
  B				
  [B]				#2
  K
  (u_d)				#2

SPIRAL ENVELOPMENT:
  A+K				Spiral Envelopment
    A				#5
    A,A				#5
    B				#5
    [B]				#3
    K				#5
    A				#6
    A,B				#6
    A,[B]			#3
    B				#6
    [B]				#3
    K				#6
    D,df,f				#6 / Advance SteP
    D,db,b				#6 / Retreat Step

CIRCULAR ENVELOPMENT:
  B+K				Circular Envelopment
    A				#5
    A,A				#5
    B				#5
    [B]				#3
    K				#5
    A				#6
    B				#6
    [B]				#3
    K				#6
    D,df,f			#6 / Advance Step
    D,db,b				#6 / Retreat Step

ADVANCE STEP:
  d,df,f				Advance Step		
    A
    A,B
    B
    K
    A+B

RETREAT STEP:
  D,db,b				Retreat Step
    A
    [B]				GI
    K

8WAY RUN:
f+A,[B]				#2
f+A,A,B				
f+B				
f
f+[B]				#3
f+K				slide
f+A+B				#7
(uf_df)+A,A
(uf_df)+A,B			
{uf_df)+A,[B]			#2
(uf_df)+B				
(uf_df)+[B]			#4
(uf_df)+K
(uf_df)+A+B			GI
(uf_df)+[A+B]			#2
(u_d)+A,A
(u_d)+B	
(u_d)+A,B
(u_d)+A,[B]			#2
(u_d)+K
(ub_db)+A
(ub_db)+B,A,B
(ub_db)+K					
(ub_db)+K,d,db,b			end in Retreat Step
(ub_db)+[A+B]			#2
(ub_db)+A+B			
  B
  B,B				
  B,[B]				#3
b+A
b+B
bA~B				#7
b+K

NOTES:
#1: links to preparation 1
#2: links to preparation 2
#3: links to preparation 3
#4: links to preparation 4
#5: Only during successful evasion of vertical/thrust attack
#6: Only during successful evasion of horizontal mid/low attacks
#7: G to cancel


========
| Taki |
========

GRAPPLING TECHNIQUES:
(front) A+G            		{A}
        B+G 			{B}
	ff+B+G			{B}
(left)  A+G_B+G			{A_B}
(right) A+G_B+G			{A_B}
(back)  A+G_B+G			{Astroth & Voldo can escape}

NORMAL TECHNIQUES:		NOTES:
A				#1
A,A>B
f+A,A,B
A,A>f+B_f+A,A>f+B
A,f
A,B,B				#1
A,A,B,d,db,b			#2
A,A,b+B+K			#1
  A				
  A,d,db,b				#2
A,B,K
db+A
d+A,K
df+A
b+A
bb+A
bb+[A]				position change
ff+A,d,db,b			#2
ff+A,A
ff+A,A,d,db,b			#2
ff+A,B>B
B,d,db,b				#2
B,B,B				#1
B,B,B,d,db,b			#2
B,f
bb+[B]
b+B
B,A,d,db,b				#2
B>A,A
B,A,[K]
B,A,(u_d_f)+A+B			#3
B,A,f+K
B>K,A
B>K,A,d,db,b			#2
d+B,A
d+B,A,d,db,b			#2
df+B
f+B
ff+B
b,db,d,df,f+B				#1 / !
SC B,[d]
  A
K				#1
K,K,d,db,b				#2
K,K,K
K,K,d+K
df+K,K,K
df+K,B+K				#4
df+K,K,B+K			#4
df+K,(u_d)+B+K			#5
df+K,K,(u_d)+B+K			#5
d+K,K
b+K,K
f+K,A
f+K,A,d,db,b			#2
ff+K
bb+K
SC K,B
SC ub+[K]			if hits wall, automatic attack
b+B+K				#1
  A
  A,d,db,b				#2
FC+A
FC+B
FC+K
FC+A+K,K
FC+db+A+K
WS+A,A,d,db,b			#2
WS+A,A,A
WS+B
WS+B,(u_d_f)+A+B		#3
WS+K
BK A
BK B,A
BK B,A,d,db,b			#2
BK K
BK K,f				#4
B+K				must be facing opponent's BK
d+A+K				must be facing opponent's BK
BK FC+A
BK FC+B
BK FC+B,d,db,b			#2
BK FC+K
WJ+A
WJ+B
WJ+K,K,d,db,b	#2
WJ+K,K,K
WL+A
WL+B,(u_d_f)+A+B		#3
WL+B,B
WL+K,K,B+K			#4
WL+K,K,(u_d)+B+K		#4
WL+K,K,K
wall jump+K

POSSESSION:
d,db,b		1 STANCE
  f				4 to cancel / #1
  A_(u_d)+A
  b+A
  b+A,d,db,b			#2
  B
  K
  u+K,A
  u+K,d,db,b			#2
  d+K
  A+B				#1 / !
  A+K
  A+G_B+G			{A_B}
  ([u]_[d])			run up wall
  (u_d)
    A
    B
    K

2 STANCE:
A+B_(u_d)+A+B			2 STANCE
[A+B]				jump off wall
  A
  B
  K

WINDROLL:
B+K
B+K,d,db,b				#2
  A				
  A,d,db,b				#2
  (u_d)+A
  b+A				#2
  B,B,B
  B,K
  K
  f+K,K,K
  f+K,K,K,d,db,b			#2
 
4 STANCE:
(u_d)+B+K			4 STANCE
(u_d)+B+K,d,db,b			#2
  A
  b+A				#2
  K,A
  A+B				#3

8-WAY RUN:
f+A,A
f+A,A,d,db,b			#2
(f_uf_df)+B
(f_uf_df)+K			slide
(uf_df)+[A],d,db,b			#2
(uf_df)+[A],B,B,B
(u_d)+A,A,A
u+A,A,[u]+B+K			#5
d+A,A,[d]+B+K			#5
(u_d)+A,K
(u_d)+B
(u_d)+B~A
(u_d)+K,A
(ub_db)+A
(ub_db)+B,K
(ub_db)+B,K,d,db,b	#2
(ub_db)+K,K
b+A
b+[A]				position change
b+[B]
b+K

NOTES:
#1: G to cancel
#2: shift to Possession
#3: shift to 2 STANCE
#4: shift to Windroll
#5: shift to 4 STANCE


=========
| Talim |
=========

GRAPPLING TECHNIQUES:
(front) A+G            	 	{A}
        B+G 			{B}
	D,df,f+G			{B}
	D,df,f+G,bf+A+B		{B}
  	  D,db,b+K					
(left)  A+G_B+G			{A_B}
(right) A+G_B+G			{A_B}
(back)  A+G_B+G			{Astroth & Voldo can escape}	

NORMAL TECHNIQUES:		NOTES:
A,A				#1
A,A,B				
A,A,B,(u_d)			#2
A,A,B
A,A,B,K				#3
A,B			 			
db+A			
d+A			
df+A				#4
df+A,A			 	
b+A,A			
b+A,[K]			 		
f+A,A			 		
f+A,B			
bb+A,A,A		 
bb+A,A,A,d,df,f+B
bb+A,[A]		 		
B,A				#1
B,B,(u_d)			#2
B,B,A			 	
B,B,K			
B,B,K,f				#6
B,B,b+K				#4
db+B(u_d) 			#2
db+B,f				#6
db+B,b				#7
d+B			
db+B,f+[B]		 		
db+B,A,(u_d)		 	#2
f+B,A,f				#6
f+B,A,b				#7
f+B,B
b+B,(u_d)			#2
b+B,f				#6
b+B,B	
bb+B			
ff+B
d,df,f[B]		 			
d,db,b+B	 			#1 / !
K			 		
db+K			
d+K,A
d+K,[A]			 		
df+K			
b+K			
f+K			
bb+K			
ff+K			
A+B			 	#1 / #4 / GB
f+A+B	 			#1
ff+A+B			
df+A+B			
db+A+B	
d+A+B			 	
d+A+B,(u_d)			#2
d+A+B,f				#6
d+A+B,b				#7
b+A+B			 	#4
B+K			 	#1 / GB
b+B+K			
FC+A			
FC+B			
FC+df+B,B		
FC+K			
WS+A			
WS+B			 		
BK A,A			  	
BK A,A,(u_d)			#2
BK A,A,f			#6
BK A,A,b			#7
BK d+A			 		
BK B,B			
BK K			 	
BK f+K				#4
BK A+K	 			GI to stun
BK B+K	 			GI
BK FC+K			
WJ+A			 	
WJ+A.(u_d)			#2
WJ+A,f				#6
WJ+A,b				#7
WJ+B			 	
WJ+B,K				#3
WJ+K
WL+A
WL+B
WL+K

FRONT FLIP:					
f+B+K				Front Flip
  A			
  B			
  K			 	#5
  b+K			 	#4

BACK TWIST:					
  B				GB

8-WAY RUN:					
f+A,A#			 		
f+B			
f+K				Slide
f+A+B			 		
f+B+K				Front Flip
(uf_df)+A		
(uf_df)+B,f+[B]		 		
(uf_df)+K,A	
A+B			
B+K				Spin			
  A			
  (u_d)+B+K			Can run up wall
(u_d)+A,(u_d)			#2
(u_d)+B				#2
(u_d)+B,f			#6
(u_d)+K			
(ub_db)+A		
(ub_db)+B,(u_d) 			#2
(ub_db)+B,f		#6
(ub_db)+K		
b+A,A,A		
b+A,A,A,d,df,f+B	
b+B			
b+K			
b+B+K			

NOTES:
#1: G to cancel
#2: spin up or down
#3: k at end of string against wall will add extra hit
#4: leaves you in BK
#5: if connects, performs another front flip
#6: if attacked, will do front flip
#7: if attacked, will do back twist


=========
| Voldo |
=========

(front) A+G             	{A}                    
	B+G             	{B}                  
	K+G             	{A}                  
	db+B#			grounded opponent
(left)  A+G_B+G    		{A_B}                 
(right) A+G_B+G   		{A_B}               
(back)  A+G_B_G       		{Astroth & Voldo can escape} 

NORMAL TECHNIQUE:		NOTES:
A				#1
A,A                 		
A,B,A
A,B,A,b				#2	
A,K
f+A				#2
ff+A  
df+A   
d+A,K 
d+A,A,A
d+A,K,K,K		
db+A    
b+A				#2
b+A,A  
bb+A   
B				#1
B,B       
B~A       
f+B,B     
ff+B
df+B,B
d+B,b				#2
d+B,B        
db+B,K				#3 (away)
db+B,K,K 
bb+B,A				#2
bb+B,A,A 
b+B   
b+[B]				#3 (face)
bb+[B]				!
K				#1
df+K
d+K
db+K                		#2
db+K,f				cancel to BK
b+K				
b+[K]				#3 (away)
ff+K				#2
bb+K             		#5
A+B  
f+A+B				#2
ff+A+B        
ff+A+B,K     
d+A+B
df+A+B				#1 / #6
df+[A+B]				GI / #6
b+[A+B]
[A+K]				#1
b+A+K  				#1
ff+A+K,K
B+K      
d+B+K    
u+B+K    
f+B+K		
f+[B+K] 			#3 (away)
b+B+K
b+[B+K]				#4
FC A
FC B
FC K
FC df+B				#2
FC df+A+B
FC df+[A+B]			#1 / ! / #6
FC (db_d_df)+B+K
FC (db_d_df)+[B+K]		#3
WS+A
WS+[B]				#3
WS+B,B	
WS+K				#2
WS+K,f 				cancel to BK
BK FC+K				#5
BK FC+db+K
BK FC+df+K
WJ+A
WJ+B
WJ+K
WL+A
WL+B
WL+K				#5


CALISTRO RUSH:
d,df,f              		Calistro Rush        
FC db,d,df			Calistro Rush
  A,A         
  A,df+A 
  A,b+A,A
  A,b+A 			#2
  B,B,B
  B,[B] 			#3 (away)
  K     			#5
  A+B       
  B+K       
  [B+K] 			#3 (away)
  A+G
  [A+G]
  B+G
  [B+G]				#3 (away)

BLIND STANCE:
d,db,b              		Blind Stance         
  A     
  f+A   
  ff+[A]
  b+A,B 
  f+B   
  ff+B 
  ff+B~A
  b+B				#2
  b+B,B       
  b+B,[B]      			#2
  df+K
  db+K   
  b+K    			#2
  d+K           		#5
  A+B            		#1
   d             
  d+A+B          
  [A+K]           
  d+A+K  			#3
  B+K
  (u_d)+B+K              	#3 	     
  b+B+K				
  b+[B+K]			 #3 (face)
  f+B+K

MANTIS CRAWL:
df+A+K              		Mantis Crawl (face) / #1
d+A+K               		Mantis Crawl (away) / #1
  A     
  B     
  K      			(away)  
  K    				(face)	/ #2
  A+B				#1
   d					
  ff    
  ff+B+K
  f_b           
  B+K			     	(face)	/ GI
  (u_d)+B,B,B                	(away)	/ #5
  (u_d)+(A_B)			(face)	/ #5
    A
    K
    B+K

8-WAY RUN:
f+A                 	
(uf_df)+A         	
(u_d)+A               	
(b_db_ub)+A           	
(b_db_ub)+B,A,A
(b_db_ub)+[B]
(b_db_ub)+A+B
(b_db_ub)+[A+B]
(f_uf_df)+B 
(u_d)+B   
f+K     		        Slide                  
(uf_df)+K     
(u_d)+K     
(ub_db)+K             		#2
(ub_db)+K,f 			cancel to BK
B+K                 		#5     
(f_uf_df)+A+B     	
(f_uf_df)+A+B,K   	
b+K                
(u_d)+A+B

NOTES:
#1: G to cancel
#2: shift to Blind Stance
#3: shift to Mantis Stance
#4: shift to Calistro Rush
#5: shift to laying
#6: extra hit against wall


============
| Xianghua |
============

GRAPPLING TECHNIQUES:
(front) A+G            		{A}
        B+G 			{B}
	D,db,b+B+G			{B}
(left)  A+G_B+G			{A_B}
(right) A+G_B+G			{A_B}
(back)  A+G_B+G			{Astroth & Voldo can escape}

NORMAL TECHNIQUES:		NOTES:
A,A,(u_d)			#2
A,A,B				#1
A~B   
A~K,B 
A~K,K 
A,A,b+B,B 			#1 
A,A,b+B,B,B       
f+A   
df+A   
df+A>K				#1
d+A    
b+A    
db+A   
ff+A   
bb+A   
bb+[A] 
B,B     			#1       
B~A				GI
B~A>A	
B~K>B	
B~K,B,B
f+B>A 
f+B>B 
df+B  
d+B
b+B,B     			#1
b+B,B,B          
ff+B,B          
ff+B,b_(ff+B,B,b)		GI
bb+B           
bb+B,b				GI
db+B>A				#1
db+[B],A				#1
K    				#1
K~B,B_(K~B,u,B) 
f+K             
df+K            
d+K             
b+K             
db+K            
db+K~A,A,B
db+K~A,A,(u_d),B
db+K~A,A,K 
ff+K,B				#1 / #2
bb+K
[A+B]
f+A+B   
ff+A+B 
db+A+B  
d+A+B   
db+A+B						
db+[A+B] 			shift to laying down
b+A+B      			GI
bb+A+B
laying down+A+B
B+K
f+B+K				#1 
f+B+K(u_d) 			#2
ff+B+K           		GI
db+B+K             		#1
d+B+K            
db+B+K          			#1
b+B+K         			#1 / !
b+B+K      			GI
d+A+K,K   
d+A+K,d+K
FC+A
FC+B
FC+B~A
FC+df+B
FC+df+B~B
FC+K
FC+A+B,B
FC+A+B,d+B
WS+A,A
WS+B
WS+B~A				#1
WS+[K]
WS+A+B,B
WS+A+B,d+B
BK A
BK B
BK K
BK FC+A
BK FC+B
BK FC+K
WJ+A
WJ+B
WJ+K,B_(WJ+K,d+B)
WL+A
WL+B
WL+K
against wall+u+[K]

?? STANCE:
A+K	
[A+K]				increase rotations
  B				inside 1 rotation 
  B				inside 2 rotations

??? STANCE:
  B

8-WAY RUN:
f+A                
f+B,B    
f+B,b_(f+B,B,b)			GI
f+K  		              	Slide                  
f+A+B             
f+B+K               		GI
A+K				
[A+K]				increase rotations
(uf_df)+A		
(uf_df)+B				#1
(uf_df)+K,A
(uf_df)+K,A,B+K			GI
(uf_df_u_d_ub_db_b)+A+B
(uf_df_u_d_ub_b)+B+K		#2
(u_d)+A		
(u_d)+B		
u+K,B_(u+K,d+b)
(ub_db)+A	
(ub_db_b)+B	
(ub_db_b)+B,b
(ub_db)+K		
(ub_db)+K~A,A,B
ub+K~A,A,(u_d),B
(ub_db)+K~A,A,K
(ub_db)+K~A,A,(u_d),B 		#2
b+A		
b+[A]		
b+K		
b+B+K				GI

NOTES:
#1: G to cancel
#2: shift to ??? Stance


==============
| Yoshimitsu |
==============

GRAPPLING TECHNIQUES:
(front) A+G            		{A}
        B+G 			{B}
	ff+A+G			{A}
	d,db,b+A+B			{A}
	f+K+G			{A}
(left)  A+G_B+G			{A_B}
(right) A+G_B+G			{A_B}
(back)  A+G_B+G			{Astroth & Voldo can escape}

NORMAL TECHNIQUES:
A				#1
A,A
db+A,A,A,A,A
d+A
df+A>B
b+A,A,A,A,A
bb+A
f+A
ff+A
d,db,b+A
B				#1
B,B
B~A				(throw) on close CH
db+B
db+[B]				! / damage increases over time
d+B
d+B~A
df+[B]
b+B				GB
f+B
f+B,u
f+B,d
ff+B
ff+B,B+K
ff+B,[B+K]			shifts to BK
ff+B,B+K,A+B
ff+B,B+K,A+B,K
ff+B,B+K,f+[A+B]		!
ff+B,B+K,f+[A+B],(d_b)		#2
ff+B,B+K,b+[A+B]		!
bb+B				#1 / !
bb+B~A				#1
bb+B~B
d,df,f+B				!
K				#1
K,K,K
db+K
d+K
df+K
b+K,B
b+K,[B]				!
f+K
f+K,K
f+K,d+K
ff+K
d+[A+B]				GB
d+A+B,B
d+A+B,A				#3
f+A+B
f+[A+B]				possible 6+K+G
uf+A+B				!
  d				!
  b				!
(ub_u)+A+B			GB
ff+A+B				#1
ff+A+B,A			#3
ff+A+B,B			#4
ff+A+B,d+B
db+B+K
df+B+K
b+B+K				spins but you take damage
  B_K				more spins but you take damage
bb+B+K				#1
bb+B+K,A			#3
bb+B+K,B			#4
f+B+K,B,B,B
uf+B+K
uf+B+K,b				jumps back after hit
uf+B+K,A				#3
uf+B+K,B				#4
uf+B+K>K
uf+B+K>K,b			jumps back after hit
uf+B+K>K,A			#3
uf+B+K>K,B			#4
ff+B+K
ff+[B+K]			shift to BK
ff+B+K,A+B
ff+B+K,A+B,K
ff+B+K,b+[A+B]			!
ff+B+K,f+[A+B]			!
ff+B+K,f+[A+B],(d_b)		#2
while laying+B+K		#3
A+K				GI
ff+A+K
ff+A+K,A			#3
ff+[A+K]			! / you take damage
d+A+K				! / you take damage
  A,A,A,A			! / you take damage
FC+A
FC+db,b+A
FC+B
FC+df+B
FC+K
FC+db+K,K,K,K,K
FC+df+K
WS+A
WS+B
WS+K
BK A
BK B
BK K
BK FC+A
BK FC+B
BK FC+K
WJ+A
WJ+B
WJ+K
WL+A
WL+B
WL+K

RANDOM STANCE:
K+G_b+K+G			Random Stance
  random1
  random2			A for additional attack
  random3			
  random4			
  random5			!
  random6			u+B+K for additional attack
  random7			
  random8			!
  random9			#1
  random10
  random11			!
  random12
  random13

POGO STANCE:
A+B				Pogo Stance
  A
  [B],(u_b_d_f)
  K
  ff
  f+A+B
  [A+B]
  B+K				#4

SITTING STANCE:
B+K				#1 / recovers life
  (b_f)
  A
  B				!
  K
  A+B,K
  [A+B],f			!
  [A+B],(d_b)			#2
  u				#3

8-WAY RUN:
f+A
f+B
(f_uf_df)+B,B+K
(f_uf_df)+B,B+K,A+B
(f_uf_df)+B,B+K,A+B,K
(f_uf_df)+B+K,b+[A+B]		!
(f_uf_df)+B+K,f+[A+B]		!
(f_uf_df)+B+K,f+[A+B],(d_b)	#2
(f_uf_df)+B~A			(throw) on close CH
f+K				slide
f+A+B				#1
f+A+B,A				#3
f+A+B,B				#4
f+A+B,d+B
f+B+K
f+[B+K]				shift to BK
f+B+K,A+B
f+B+K,A+B,K
f+A+K
f+A+K,A				#3
f+[A+B]				! / you take damage
(uf_df_u_d)+A
(uf_df)+B
(uf_df)+K
(uf_df)+A+B			!
(uf_df)+B+K
(u_d)+B
(u_d)+K
(u_d)+K,A			#3
(u_d)+K,B			#4
(u_d_db)+B+K
(ub_db)+A
(ub_db)+B,A,B			#1
(ub_db)+B,A,B,A			#3
(ub_db)+B,A,B,B			#4
(ub_db)+B,A,B,d+B
(ub_db_b)+K,B
(ub_db_b)+K,[B]			!
(ub_db_b)+A+B			#1
(ub_db_b)+A+B,A			#3
(ub_db_b)+A+B,B			#4
(ub_db_b)+A+B,d+B
(ub_db)+B+K			#1
(ub_db)+B+K,A			#3
(ub_db)+B+K,B			#4
b+A
b+B				#1 / !
b+B~A				#1
b+B~B

NOTES:
#1: G to cancel
#2: shift to Random Stance
#3: shift to Pogo Stance
#4: shift to Sitting Stance


===========
| Yunsung |
===========

GRAPPLING TECHNIQUES
(front) A+G        		{A}
        B+G 			{B}
	B+G,b			{B}
(left)  A+G_B+G			{A_B}
(right) A+G_B+G			{A_B}
(back)  A+G_B+G			{Astroth & Voldo can escape}	

NORMAL TECHNIQUES:				
A,A,b				#2
A,A,B				#1
A,A,K>K		
f+A,b				#2
f+A>A				#1
  B				#3
ff+A
df+A
db+A
d+A
b+A
bb+A
B>B				#1
B,B,b
B,f
B,b
B>K				#1
f+B,A
f+B>B	
ff+B,B
df+B
db+B
d+B,B
b+[B]
b+B				#1
uf+B
K,f
K,K
K,K,f
K,b+A+B
K~G~K
K~G~K,f				#4
f+K,b
f+K,K,A,f
f+K,K,A>A			#1
  B				#3	
f+K,b+A+B
f+K,K,K
ff+K,f				#4
ff+K,K,f			#4
ff+K,(u_d),A					
ff+K,(u_d),B					
ff+K,(u_d),K,K
ff+K,(u_d),K,b			#2
ff+K,(u_d),K,K,f		#4
ff+K
ff+K,K,(u_d) 	
ff+K,K,(u_d),A	
ff+K,K,(u_d),B
ff+K,K,(u_d),K,K		
ff+K,K,(u_d),K,b		#2
ff+K,K,(u_d),K,K,f		#4
df+K
db+K,A				#1
db+K,A,B
db+K,K				#1
db+K,K,f				#4
db+K,K,B				
db+K,K,b+A+B
d+K
b+K
b+K
A+B	
f+A+B				GI
b+A+B				#1 / GI
f,f+A+B
B+K
d+B+K
bb+B+K				#1
d+A+K
FC+A
FC+B,B
FC+K
WS+A,B				GI
WS+B
WS+K
WS+A+B
BK A
BK B
BK K
WJ+A
WJ+B
WJ+K
WL+A
WL+B
WL+K

STEPBACK TAUNT:					
d,db,b				Stepback Taunt
  A
  B
  K,K>K			
  B+K				#1

ONE LEG STANCE:				
  A#						
  B
  K
  d+K,K
  d+K,K,f
  d+K,A
  d+K~K
  A+B
  ff				Lunge Step
    A,B
    B
    K
  bb				Back Flip
    B

8WAY-RUN:					
f+A
f+B,f
f+B>B
f+B>b+B
f+K				Slide
(uf_df)+A,[B]	
(uf_df)+[B]
(uf_df)+K
(u_d)+A,(u_d)			#2
(u_d)+A,B		
(u_d)+B
(ub_db)+A
(ub_db)+B
(ub_db)+K
b+A
b+B				#1
b+K
b+B+K				#1

NOTES:
#1: G to cancel
#2: shift to stepback Taunt
#3: only works after G cancel
#4: shift to One Leg Stance

Thanks to rev for his movelist and notations.

****************************
Which character?
***************************
This is a very important section, choosing the right character is very
important, if you choose the wrong character then you could be in trouble.
I'll say it from the start, you choose who you want to play with, some people
choose characters because they "look nice", that's pathetic, the way to find the
right character for you is to go to the training option and playing around with
the characters until you find the one that suits your play and one you feel
comfortable with.
Some people may already have a personal favourite before even playing the game
this is because they have pre-set favourites (fat guys, skinny guys, girls), but
you should play with all the characters before making a decision.
You may find that you find a lot of characters easy to play with...play with all
of them. If you cant even find ONE character to play with, then you shouldn't be
playing this game in the first place should you?

I will now give a brief outline of all the characters I find easy to play with,
you may find other characters who suit your needs, but that's okay, if you need
help with those characters then email me.

Nightmare

My favourite character, power, with decent speed.
This guy has it all, I use this guy when I wanna KILL someone by HUMILIATION,
that's right he will humiliate your opponent by knocking them senseless, not
only that but he will destroy the enemy.

He is an excellent blend of power, speed, pokes and reach. Nightmare should play
a far-range game but he can also play an excellent close-range game.
My rating 10/10


Raphael

I use this man to beat my enemies in style, Ralph is pure style.
He has excellent moves, an excellent evasion system, he has excellent stances
and speed with power.

With Raphael you can easily evade enemy attacks and hurt them bad.
His major drawback is that he is very linear, meaning you can side-step him with
almost near ease but he still can kill your side-steps, the way to play Raphael
is to get close to the enemy and poke and use his stances to annoy the hell out
of the enemy.
My rating 9/10

Yunsung

Very flashy and the master of kicks.
He is fast so use him offensively like Raphael, his kicks are awesome so mix
them up along with his slashes, when fighting slower characters like Astaroth,
Nightmare look out for slow power moves, and parry these, repel the quicker
moves they throw out.

Use Yunsung's stances wisely, because they leave him open to damage but he is
fast enough to see that and attack.
Yunsung is a great character to learn with and has great potential. He has good
power, excellent kicks and a good guessing game.
He has little range, but with his speed he can get in close and throw or poke
all day long.
My rating 8/10

Xianghua

She can kill you with her trickery in no time.
In my opinion, the best female character in Soul calibur 2, you may disagree
with me but whose writing this FAQ, you or me?
She is one of the faster characters and has good trickery and good power, and a
master can be deadly with her.

Her problems lie in the fact that she is slow to be a ultra-quick character
(Taki, Talim) but her attacks are good and she has a great guessing game, the
best thing to do is to learn all her moves and how they are used, because if
youre up against a master Xianghua you are in for a hard fight.

She should be played offensively and should be up in close combat fight, not far
range fights.
My rating 8/10

Talim

Small, so easy to evade attacks with.
She has good pokes and can side-step around opponents easily and then connects
moves fluently out of her side-step.

The major drawback is that she has very, very little reach, she basically fights
with her fists, so she cannot throw easily, so to overcome this get in close to
the opponent and since she is small and can evade attacks well, attack!
Using Talim means you got speed, pokes but no reach, so if you like the faster
characters pick Talim, and get in there and attack ,with Talim try your best to
stay in close and attack high/low, don't get knocked into far ranges and defend
allday.
My rating 7/10

Note; like I said, I aint reviewed everyone, so mail me if you wanna know about
the rest


***********************
Fighting each character
***********************
This section can be skipped if you believe that you have enough knowledge on
each character to fight him/her, these are my personal views on each character
and this could mean the character is either human controlled or the cpu.
 I will give a general overview of each character and what to look out for and
then I will rate each character, * being the easiest to defeat ***** being the
hardest to defeat.
Note- I have only wrote about five characters, so if you want to know how to
fight the others, email me.

Nightmare

He is very strong and can kill you instantly, he may lack some speed so make
sure you pressurise him, but still he is quick enough to give you a headache.
A good Nightmare player will use his stances fully, so memorise which move comes
out of which stance and don't get caught off-guard. Nightmare will probably play
a long ranged game, so depending on who you are, move around and get into good
positions.
Don't panic or else you will pay the price.
Difficulty Rating- *****

Raphael

This guy will poke the hell out of you, Raphael has speed, powerful attacks,
pokes, trickery and evasion at his disposal and a master Raphael player will use
this effectively.
When fighting Raphael, look out for his prep stances and learn which attacks
link to which, his prep stances can be recognised by the way Rapheal stands,
learn which way he stands in which stance, at least then you may be able to
minimise the onslaught of Raphael but still you will have problems with him.
The way to beat Raphael is to side-step his attacks and punish him, he is very
linear so side-step him and hurt him.
Difficulty rating ****

Yunsung

Watch out for this guy's kicks, they can hurt you bad.
Yunsung can link his kicks and stances together so make sure you don't eat all
of the hits because then you will be reeling badly.
The main way to beat Yunsung is to vary your attacks and punish him, if you are
Nightmare then keep him at bay, if you are Taki then poke him to death, if you
are Astaroth then throw him till you break every bone in his body...catch my
drift? Once you begin to vary your game, then Yunsung wont be that hard to beat.
Difficulty rating ***

Xianghua

Against a master Xianghua player, you will be in big trouble. Xianghua experts
will use her speed (although she is quite slow) and poke you to death and whilst
doing all that they will trick you into making a mistake and then punish you for
it.
The best way to play against Xianghua is to keep her away (if your Nightmare,
Ivy, Kilick or Astaroth) or move around a lot and hurt her (if you are Taki,
Talim, Yunsung or someone similar).
Difficulty rating ****

Talim

This little girl can hurt you if you let her. She aint that good ( no reach,
quite slow) but she has quite a bit of speed from all her slowness, some of her
moves come out slow, but if you Talim wisely you will beat the opponent easily.
Talim can be dirty and broken which makes her good, she can link her attacks and
side-steps well and this can seriously trick you and then she can hurt you.
But if you keep your cool and attack her wisely, you should easily beat her.
Difficulty rating ***

Remember though each character can be great in the hands of a master (I use
everyone), mail me if you need help on the characters.

***********************
Advanced elements
***********************
Alright, remember you have to be able to learnt he basics off by heart to make
use of these techniques.
Using these techniques wisely will improve your game and make you a better
player.

Throwing
Learn to throw fluently, either by pressing A+G or B+G you can initiate a throw,
the enemy can break out of the throw (so can you) but throw them when they least
suspect it, when they block run up to them and throw them, they will not be
expecting it.
Some characters have throws which can be done from the crouch position, use
these, after ducking a high move.
Throws are very important for Astaroth, he is the throw master, so throw more
frequently with him.
The reach is very important, longer ranged characters will have a easier time
throwing than the smaller ranged ones.

Soul/Spirit charges
By pressing A+B+K your character will glow, at this time the opponent can hit
you but if you do a charge and hit your opponent it will be treated as a
counter-hit, in Soul calibur 2 you can break the charge at three levels and thus
gives you more variety.
When you press A+B+K you can cancel the charge anytime by pressing G, your
character's hands will glow green and depending on you level you can do
different things.
If you break the charge (press K) early on, then you will have a level 1 charge,
these are quite useful, they stagger the opponent even if they block (like
Astaroth does), for example; you are Raphael and you do a level one charge,
immediately you hit the blocking opponent with a 236 B thrust, the opponent
staggers and Raphael being so quick enables you to throw the opponent while they
recover from the stagger.

Holding the charge for a bit longer and then pressing G will give you level 2 of
the soul charge.

If you do an A+B+K charge and do not press G and your character has a complete
glow then that is called the level 3 of the soul charge, this will make certain
moves unblockable for your character, but beware the level 3 soul charge takes
the longest to charge up which enables the enemy to hit you while you cant
block.

Parry
You can block to avoid being hit, but wouldn't it be better if you can swing the
enemies momentum out of the window?
By pressing 4+G at the time the enemy strikes you, your character will parry the
oncoming attack and give you the advantage, on a successful parry the enemy will
be brought closer to you while they are pushed a bit to the side, this is when
you can hit them.
Try to parry slower attacks (B attacks) because it pushes the enemy even more
closer to you.
After a successful parry, you can throw them ( the usual solution), hit them
with a quick attack or hit them with a low attack.
The enemy can parry your attack back, so a useful tip would be, after parrying a
attack let the enemy do a parry and make them whiff it and then you can attack
them
The problem with parries is that you have to anticipate the attack; if you miss
the parry you are left wide open.

Repel
By pressing 6+G at the time a enemy hits you, you will repel the attack, repels
will push the enemy attack away and move you closer to the enemy, try to repel
faster characters, repels are essential for the faster characters.

Once you do a successful repel, you should throw them or hit them low, they
cannot do anything once you repel their attack.
Again, the problem with the repel is that you have to anticipate the attack
because if you miss the repel you WILL get hit.
Note; the parry/repel system of soul calibur is gone, now there is only 4+G
which parries mid and low attacks while 6+G will repel high and mid attacks. In
soul calibur you had extra commands (1+G, 3+G) to repel and parry low attacks.

Advanced movement
When you have been hit up in the air, try to do air control (direction) to avoid
ringouts. Use the tech landing (direction+G) to land on your feet.
When you have ducked a high move, do a while standing move or do a crouch throw.
Keep moving!

Guard buffering
To disguise the F,F motions (from which the enemy can hurt you), hold G and
press F,F and then release the G and press your desired button to do the move in
one spot while disguising the move.

Multiple side-stepping
Mitsurugi loves doing this, this is basically when you side-step a enemy attack
and then if he immediately attacks (vertically) you side-step in the opposite
direction and hit him. For example; if the enemy does a vertical attack and you
side-stepped to the foreground then when he does another brash, desperate
vertical attack you side-step in the opposite direction (to the background) you
will avoid both attacks and can really hurt him.
Beware though, the enemy can hit you with a quick horizontal slash.

Keep pressurising the enemy and change fighting styles throughout the match.
Remember, keep practicing, only then will you really become an advanced player.
Mail me if you need any help with the advanced elements.
***********************
About the authour
**********************
Howdy! My name is Russell Ahmed (my tournament handle is Angel Dust) and I can
be seen on www.neoseeker.com as Crack or Godfist.
I am an 18-year old boy who is in college and will graduate to university to
study Computer Games Development.
I live in England and can be usually seen loafing around the Namco Arcade
Station and playing Soul Calibur 2, I used to play the Tekken series like mad,
but I stopped, still I take notice of the plot of Tekken.
I believe Soul calibur 2 (when it comes out on the console versions) will have
more fans than any other fighting game around, it will be huge and I'm sure that
many of these new fans will want to find a FAQ to help them start on a bright
note in the game, well I hope I provided that.

********************
Conclusion
*******************
Alright, this MAY be the last FAQ I write for quite some time (I still will
write FAQS but not just yet, too much college work!) I still will play Soul
calibur 2 to death and I hope you do the same.
Beginner's listen, stick with the game, no matter how much times you lose, you
can still come back.
Practice, because practice makes perfect, learn with your desired character(s)
and know the game inside-out.
 Mail me if you need help with anything, I will read all mails and provide the
relevant help, that's a promise!

*********************
Credits
*********************
1, I will like to thank myself, for being the greatest guy ever and writing this
FAQ.
2, I would like to thank Namco, for making the best fighter ever (just release
the game before I actually die!)

3, Everyone I know, you know who you are.

4, All the other FAQ writers, keep on producing the good work.

5, All the guys who responded to my tekken tag beginner's guide (Paulpark,
Camron and the guy from Australia or New Zealand (sorry cant remember your
name))

6, All the guys at neoseeker.com, you guys are the greatest even if I argue with
you (Ugochukwu, man youre a dime!)

7, You, the reader, for who the FAQ was produced for.

P.s.- If I don't write a FAQ for a long time, then let me just say, mail me for
any help and keep practicing, over and out!


The legend will never die.
(0.0747/d/web6)