PS2 Walkthroughs: Soul Calibur 2 Walkthrough

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Soul Calibur 2 Walkthrough

Soul Calibur II FAQ/Move List

Version 1.0

"Transcending History and the World, A Tale of Souls and Swords
Eternally Retold.  Welcome to the New Stage of History."

Genre: Fighting

Rating: Teen (Animated Violence)

Players: 1 or 2

Platforms: PlayStation 2, Xbox, and GameCube

Developed and Published by Namco

Released: March 27th, 2003 in Japan, and August 27th, 2003 in North

Version Histories:

Version 1.0: Just started the FAQ with some character moves and
storylines.  The basic layout has been added, as has the "History of
Soul Calibur" section, the "The Story of Soul Calibur II Section." and
the "My Review of Soul Calibur II" section.  Most, if not all of the
information added to Version 1.0 has been taken from the Japanese
version of Soul Calibur II on the Nintendo GameCube. Some basics to the
fighting engine have also been added detailing guard impacts, parrying,
reversing etc.  Default controls were also added last minute.

Version 2.0: Added all of the arena descriptions.  Got all of the
definitions and terms down.  Modes of Play are almost completed.  A few
characters moves have been added including Throw descriptions.  In the
next version I will have finished most, if not all the "Individual
Character Stories/Stats and Moves" section.

This FAQ/Move List was written by Mike Zielinski.

My E-Mail address is  E-Mail me with any
questions, comments, spelling, grammatical, or punctuation errors as
well, please.

This FAQ was started on Tuesday, August 19th, 2003.

Table of Contents

I.    The History of Soul Calibur
II.   The Story of Soul Calibur II
III.  My Soul Calibur II Review
IV.   PlayStation 2, Xbox, and GameCube default controls
V.    Introduction to the Fighting System (Weapon Based)
VI.   Guide to Beginner, and Advanced Tactics (Juggles, Guard Impacts,
Parrying, Throwing etc.)
VII.  Modes of Play
VIII. Arena Descriptions
IX.   Individual Character Stories/Stats and Moves
X.    Boss Strategies - Coming Soon
XI.   Individual Character Endings - Coming Soon
XII.  Weapon Master Mode Walkthrough - Coming Soon
XIII. Weapon Statistics - Coming Soon
XIV.  Codes and Secrets - Coming Soon
XV.   Credits

I. The History of Soul Calibur

     When Soul Edge was released into Japanese arcades in 1995, it was
met with critical acclaim.  This new 3-D, weapon-based fighter was
overshadowed by its big brother of sorts, Namco's own Tekken series.
Soul Edge featured ten (10) selectable fighters from the outset with
one secret character.  It was one of the first, if not the first
weapon-based fighting game to ever be released.  The concept was
simple; the player had a selection of fighters to choose from in a
fight to the death with a human or computer-controlled opponent.  What
made this fighting game different from others in its genre at the time
was the inclusion of character specific weapons each fighter had
possession of.  The addition of these weapons made combat that much
more brutal.  The weapons couldn't be knocked out of their character's
hands, and made victory all the much sweeter when the player took a
sword to someone's gut to finish him/her off.  Soul Edge was eventually
released in the United States later that same year, and was met with
the same critical acclaim as in Japan.  Namco was unfazed and decided
to port Soul Edge to the PlayStation.
     Namco ported Soul Edge in Japan to the PlayStation in 1996.  When
Soul Edge was released in the United States in early 1997, Namco had
decided to rename the series Soul Blade.  The game was a perfect port
of the arcade incarnation.  The only major difference was the inclusion
of the Edge Master Mode.  This mode was akin to a fighting game story
mode, which had players completing various missions with differing
match modifiers.  This type of mode featured in a fighting game had
rarely been seen before Soul Blade/Edge.  It lengthened the "lifespan"
of the game severely as it offered the single player the opportunity to
engage in missions instead of the one on one matches against a human or
computer-controlled opponent.  Namco was not one to be discouraged as
they had another fighting game up their sleeve with yet another name
change to fight side by side with Tekken, Soul Calibur.
     Soul Calibur, of the Soul Blade series, was released to arcades in
1998.  Soul Calibur was basically an updated version of Soul Blade with
much improved graphics, new and improved characters, and the inclusion
of the 8 Way Run.  Soul Calibur was amazingly popular as it featured
nine (9) of the original characters from Soul Blade/Edge as well as
adding nine (9) newcomers: Ivy, Kilik, Xianghua, Maxi, Nightmare,
Astaroth, Yoshimitsu, Lizard Man, and Edge Master.  These additions
helped balance out the rest of the cast of fighters.  Soul Calibur was
then released alongside the Sega Dreamcast's launch in 1999 to home
consoles.  It was a direct port of the arcade version with the
inclusion of extra modes, and the Mission Mode.  The Mission Mode was
very similar to the Edge Master mode of Soul Blade.  It had the player
completing various missions, with varying match modifiers.  The player
would win gold for completing these quests, which then could be spent
in Soul Calibur's picture galleries.  These galleries contained
pictures, and when bought, they "contained," extra characters, extra
play modes, character katas, development art, and much more.  Once
again, this mode lengthened the "lifespan" of Soul Calibur greatly for
the single player.  After Soul Calibur's release on the Dreamcast, it
was hailed as one of the best console games to date.  It was talked
about for years; Namco was very intelligent in working on a new game in
the Soul Calibur series, Soul Calibur II.
     Soul Calibur II released into arcades in 2002.  It was very
popular alongside Namco's own Tekken 4.  Soul Calibur II offered
players an updated cast of fighters, as well as new moves and arenas.
It was more of the same, but in this case, more of the same was
definitely a good thing.  Soul Calibur II's arcade version offered a
dozen or so returning Soul Calibur characters as well as adding four
(4) additional characters: Cassandra, Raphael, Talim, and Yunsung.
     In 2003, Soul Calibur II was released on the PlayStation 2, the
Xbox, and the GameCube.  Each of these next-generation consoles
received a character specific to their system as well as an all-new
character, Necrid designed by Todd McFarlane.  The PlayStation 2
received Tekken favorite, Heihachi.  Heihachi breaks the Soul Calibur
mold by not wielding a weapon.  Instead he just uses his fists, which
in his case is just as good as a weapon.  The Xbox received Todd
McFarlane's Spawn.  Spawn also breaks the Soul Calibur mold by being
given the ability to fly and hurl fireballs at his opponents.  Soul
Calibur is not known for its projectiles akin to Mortal Kombat, instead
being thought of as a brutal fight to the death using medieval
weaponry.  Spawn is a very versatile character despite breaking the
mold of this hallowed series.  The GameCube received Nintendo favorite,
Link from the Zelda series.  Link, like Heihachi and Spawn before him,
breaks this mold as well.  He can throw bombs at his opponents, fire
fire arrows and fire regular arrows at them, as well as whip a
boomerang at his opponents.  He is a very small character and is very
fast.  He can be hard to hit. Link is a welcome addition to the Soul
Calibur II cast, if a little out of place.  The United States release
of Soul Calibur II also feature three (3) additional characters not
seen in the Japanese release.  These characters are Assassin,
Berserker, and Soul Calibur's own Lizard Man.  Assassin most closely
resembles Yunsung.  Berserker resembles Astaroth, and Lizard Man is
unchanged from Soul Calibur.  These additions are welcome, and a nice
bonus for gamers waiting the six months to purchase one of the U.S.
releases instead of importing.  Soul Calibur II has been welcomed to
glowing reviews everywhere, and looks to regain the top spot of
fighting game king.  The Soul Still Burns...

II. The Story of Soul Calibur II

     A plague of suffering and violence has swept Europe into an age of
heroes and villains.  Driven by the legacy of two cursed blades, people
from every land are gathering to retrieve the evil sword, Soul Edge,
but their goals are just as diverse as their backgrounds.  Some seek
the legendary blade for salvation or freedom, others for power, and
there are dark creatures that would wield the sword for their own evil
intentions.  In the center of this maelstrom are some of the finest
warriors who have ever lived.  Who will be able to stop the nightmare
of destruction that burns throughout the land?

*Opening FMV*

     The opening FMV's of video games today are some of the best ever
seen.  Such is the case with Soul Calibur II.  The opening FMV doesn't
reveal much back-story about the game, but does show all of the
characters in action.  It is very cool and worth mentioning what goes
on in it.  Below is a scene-by-scene description of the opening FMV to
Soul Calibur II.

     The FMV starts off with an announcer saying "Transcending history
and the world, a tale of souls and swords eternally retold."  In the
background is a picture of the actual Soul Edge sword in front of a
blue background.  We then cut to Cassandra standing in her palace
gripping a shard of the Soul Edge tightly in her hand.  A close-up of
her face is shown, revealing just how much she resembles her sister,
Sophitia.  A statue of what looks to be a Greek God is shown in the
background.  Yunsung is then shown leaping over a massive stone wall,
much to a sweeper's dismay.  Kilik and Xianghua are then shown
practicing their moves in front of colored backdrops.  A close-up of
Maxi is shown with a look of utter disgust on his face.
     In the GameCube version, Link is shown extracting the Master Sword
from the ground and then holding it triumphantly in the air while light
shines on him through the forest's branches.  Talim is shown walking
through a field holding what appears to be another shard of the Soul
Edge similar to the one Cassandra was holding earlier in the opening.
A crow or some other black bird is then shown flying toward the camera.
Taki and Ivy are then shown in some sort of chamber with Ivy lashing
out with her Whip Sword at Taki.  Taki blocks the attack with her
     Raphael is then shown walking through a back alley with his sword
almost dragging to the ground, appearing to be hurt.  He hides in a
doorway as if he is being chased.  A small girl points the guards
chasing after Raphael in the wrong direction.  The camera pans to
Raphael as he lets out a sigh of relief.  Necrid is then shown
clenching his fist with a scowl on his face as lightning flashes in the
background.  We then cut to a scene with Astaroth and Maxi fighting it
out in an underground level.  Astaroth throws Maxi into a brick wall
crumpling it.  Astaroth glows with fury as he tries to crush Maxi, but
to no avail.  Maxi runs up Astaroth's axe handle that is stuck into the
ground, and the camera cuts out just as Maxi is about the whip Astaroth
in the face with his Nunchakus.
     We then cut back to Taki and Ivy.  Taki has the Whip Sword wrapped
around her dagger.  She tugs a bit, and the Whip Sword comes apart with
the sharp shards flying rapidly at Taki, who runs up a pillar, and
deflects the shots with her hands.  She lands on the ground and summons
a blue sphere around herself, which expands outward covering the ground
around her.  The crow is then seen flying through the sky.  Mitsurugi
is then shown running across canoes while Chinese troops fire rifles
and arrows at him.  He dodges the bullets and chops away the incoming
arrows.  Mitsurugi reaches the end of the canoes, with a troop holding
up an oar to protect himself.  Mitsurugi slices the oar in two as water
and wood splinters litter the air.
     The crow is then shown flying through a dark canyon with lightning
flashing in the background up to a mountain with Nightmare standing
atop it.  The crow drops the glowing shard of the Soul Edge that
Cassandra and Talim were shown holding earlier into Nightmare's hand.
Nightmare clenches the shard as it emits a red energy beam straight
into Nightmare's sword opening the eye that inhabits his weapon.  The
camera zooms into the eye showing Inferno in all his blazing glory
"dancing" in flames.  The camera then zooms out to what appears to be
planet Earth.  The Soul Calibur II logo then flashes across the screen.
Welcome to the new stage of history.

III. My Soul Calibur II Review

     When I arrived home from work one day to find a box addressed to
me containing the imported copy of Soul Calibur II for the Nintendo
GameCube, I was absolutely ecstatic.  It was my first imported game,
and boy was it sure worth the time and money.  The day Soul Calibur II
released in North America, August 27th, 2003, I was the first in line at
my local GameStop (also my place of employment).  I purchased the Xbox
version of the game and was just as happy with the addition of Spawn to
the game as I was Link.  Both versions are virtually identical, except
the Xbox versions control is much better.  The visuals are a bit
smoother and quicker than the GameCube's as well.  Soul Calibur II
features some of the deepest, satisfying gameplay in all of video
games, not just fighters.  Its characters are some of the most diverse
ever seen, as are the amount of attacks each character possesses.  This
game's single player is also incredibly deep with its Weapon Master
Mode, as well as the wealth of unlockables and extra play modes not
seen in the arcade version.  Saying no more, I present to you my review
of Soul Calibur II.
     The game boots up to an astonishing opening FMV giving the player
a taste of just what the game is about.  Not much back-story is
revealed through the opening cinema, but Namco does a great job getting
the player acquainted with each character.  The story is very
convoluted and hard to follow.  To sum up, two swords exist including
the Soul Edge.  One of these swords has been demolished with its pieces
scattered throughout the world.  The Soul Edge still exists, and the
characters in Soul Calibur II seek this mighty weapon for their own
purposes, be it good or evil.
     Soul Calibur II gives the player fifteen (15) immediately
selectable fighters.  There are many returning favorites from the
original Soul Edge/Calibur.  Among the list of returnees are:
Mitsurugi, Maxi, Taki, Voldo, Ivy, and many more.  Among the new
characters seen in Soul Calibur II are four (4) newcomers: Cassandra,
Raphael, Talim, and Yunsung.  These characters do not disappoint as
they fit very well among the rest of the Soul Calibur II cast.  In
addition to these immediately selectable characters, there are eight
(8) secret characters that can be unlocked.  You must unlock them
completing certain tasks in the main game, or buying them in one of
Soul Calibur II's many shops.  Continuing with the Soul Edge style,
each character possesses a unique weapon to him/her that inflicts
massive damage against his/her opponents.  Some fighters also possess
certain fighting styles that can be used to mix up their opponent, and
also affords them the opportunity to use different attacks not usable
in the default stance.  In addition, the player can unlock up to ten
(10) additional weapons per character, which can be used in the game's
Extra Modes.  These weapons can range from incredibly cool from Spawn's
Torment Axe, to the incredibly silly, Xianghua's Calligraphy Pen.  The
addition of these weapons help spice up the fighting as they look very
brutal, and some even possess certain powers.  For example, some
weapons can slowly regenerate your health, make you stronger, and help
you to inflict more damage.  These modifiers are definitely useful, but
it is up to the player to decide just which weapon best suits his/her
play style.
     Amazingly, Soul Calibur II's graphics have been improved upon its
predecessor, Soul Calibur.  I never thought this possible as the
original Soul Calibur was one of the most beautiful games I had ever
seen.  But Namco never ceases to amaze me, as they have upped the ante
once again in the graphics department.  Each character looks so
amazingly real, that I had trouble distinguishing the game for actual
television; yes, the game looks that good.  The screen is so bright
with color, you can make out each character's individual strands of
hair, clothing flows in the wind, and the particle effects are great
when weapons clash together.  The arenas you do battle in are just as
beautiful.  Like the characters, they are very bright and vivid, and
offer expansive views beyond just the fighting area.  Most of the
arenas allow for Ring Outs, while some are partially encased by walls,
making Ring Outs that much harder to "execute."  The graphics this game
spits out are virtually unmatched in today's fighting game market.  The
only game that can rival this virtual reality is Mortal Kombat: Deadly
Alliance.  Soul Calibur II's graphics can best be described as vibrant,
and beautiful.  They definitely stand out on their own and will be
complimented years from now.
     Soul Calibur II features one of the most intricate soundtracks I
have ever heard in a video game, let alone a fighting game.  Each arena
and all of the different menus, have their own theme song.  Each song
varies so differently from the rest that they each stand out as unique.
They range from soft trip hop music, to fast upbeat songs that really
get your blood pumping in the heat of battle.  The background music
fits in very nicely with what stage it is set to.  Dark and drab
underground levels get the eerie, ominous songs, whereas, light outdoor
environments receive the softer, more upbeat songs.  There is
definitely a nice balance between the two, and it helps make the game
seem like it was developed with everyone's taste in music in mind.  The
announcer could use some work though, as he can become pretty annoying
after extended playtime.  His voice just doesn't ring as well as say
Mortal Kombat: Deadly Alliance's.  It is too "happy" all the time and
can grate on my nerves after awhile.  Other than the cheery announcer,
Soul Calibur II's soundtrack receives great props from me as one of the
best video game soundtracks of all time.  I strongly urge anyone
interested to pick up a copy of the soundtrack on sale at major video
game retailers; it is definitely worth your money.
     Not only will Soul Calibur II be eating up your time with its two
player battle modes, but also the single player experience is deeply
satisfying in its own right.  The Weapon Master Mode as it is dubbed in
this incarnation, is one of the deepest seen in a fighting game to
date.  The Weapon Master Mode has the player going through a map
completing certain missions with different objectives.  Some objectives
have your health bar slowly draining and the only way to regain lost
health is to successfully attack your opponent.  Other objectives have
you fighting an opponent who can only be hurt by throws, or can only
"die" via Ring Out.  It is match modifiers like these that help Soul
Calibur II seem fresh months, and even years after its release.  Not
only do you gain satisfaction from completing the hardest of missions,
but the game rewards the player with gold that can be spent in the
game's many shops.  The shops contain extra weapons for characters,
character katas, extra play modes, new arenas etc.  It is a very long
and hard process to complete all of these missions let alone accrue
enough gold to purchase everything the shops have to offer.  This game
will keep you busy for quite a long time.  I highly recommend this game
to anyone who has any intention of purchasing a new fighting game; the
single player experience is so rewarding that kicking your friend's ass
for the 58th in a row will seem like nothing compared to the challenges
in Weapon Master Mode.
     To sum up this review, Soul Calibur II is simply one of the most
addictive, satisfying fighting games to ever be released.  The game
will immediately draw you in with its bright, colorful graphics, and
not let you go until your fingers are bleeding.  The soundtrack is also
one of the if not THE best soundtrack in any video game available
today.  There is just such a sheer variety in songs that it is hard to
resist not purchasing the soundtrack.  The songs in this game are
definitely a treat to the ears, and need to be heard to be believed.
The single player experience in this game makes it a must-buy right out
of the box.  The one on one battles in the extra play modes are just
icing on the cake.  The Weapon Master Mode is very addicting as is
trying to accumulate enough gold to purchase everything in Soul Calibur
II's shops.  In a nutshell, Namco has definitely accomplished what it
has set out to do, and that is to deliver the most satisfying gameplay
experience ever conceived; I strongly believe it has done just that
with the release of Soul Calibur II.

IV. PlayStation 2, Xbox, and GameCube Default Controls

     Soul Calibur II's control setup is the exact same as the
original's.  You have a vertical slash attack, a horizontal slash
attack, a kick attack, and a Guard button.  Each of these four basic
commands are mapped to different buttons depending on which version of
the game you own.  The controls in this complex game are surprisingly
simple to learn but hard to master.  Additionally, there are many basic
moves that are common to each character including the 8 Way Run,
Running, Sidestepping, Jumping etc.  These basic moves will be
explained in the "Guide to Beginner and Advanced tactics" section of
this FAQ. *NOTE* The controls below are based on the default settings.

PlayStation 2 Controls

Walk Forward - Directional Button Right
Walk Backward - Directional Button Left
Sidestep In - Up, Up
Sidestep Out - Down, Down
Jump Up - Up, Triangle
Hop Back - Hold X, Tap Diagonal Up, Left
Hop Toward - Hold X, Tap Diagonal Up, Right
Crouch - Tap X, Down

Horizontal Attack - Square
Vertical Attack - Triangle
Kick - Circle
Guard - X

Xbox Controls

Walk Forward - Directional Button Right
Walk Backward - Directional Button Left
Sidestep In - Up, Up
Sidestep Out - Down, Down
Jump Up - Up, Y
Hop Back - Hold A, Tap Diagonal Up, Left
Hop Toward - Hold A, Tap Diagonal Up, Right
Crouch - Tap A, Down

Horizontal Attack - X
Vertical Attack - Y
Kick - B
Guard - A

GameCube Controls

Walk Forward - Directional Button Right
Walk Backward - Directional Button Left
Sidestep In - Up, Up
Sidestep Out - Down, Down
Jump Up - Up, Y
Hop Back - Hold B, Tap Diagonal Up, Left
Hop Toward - Hold B, Tap Diagonal Up, Right
Crouch - Tap B, Down

Horizontal Attack - A
Vertical Attack - Y
Kick - X
Guard - B

V. Introduction to the Fighting System

     Soul Calibur II's fighting system is unique in that it features
weapon based fighting.  In other words, no fists are used (except in
Heihachi's case).  The weapons can never be knocked from a character's
hands, and they also cannot be thrown.  Some characters are able to
change stances, meaning they can change from one fighting stance to
another with the input of a couple of buttons.  These fighting stances
allow the character to perform special/different moves that the default
and other fighting stances do not allow.  This makes for some very
interesting battles, as a player who has a good grasp on the
characters' fighting styles will greatly confuse his/her opponent.
This confusion will lead to severe beatings.
     The position you are in when you successfully attack your opponent
will determine which damage modifiers you receive if any.  For example,
if I perform an Attack Counter, an extra 20% damage will be added to
that counter.  To calculate the approximate damage of an attack, use
this equation: Base Damage x (Orientation Percent + Percentage of
Optional Modifiers) = Final Damage (taken from the Official Soul
Calibur II Strategy Guide Signature Series, by Brady Games).
     Throws also play a huge role in Soul Calibur II.  Throws are
executed by pressing the A+G, and B+G buttons together.  The A+G
combination can be used from in front of, to the left of, to the right
of, and behind your opponent.  Each of these directions has a different
throw animation.  Some characters even have their own special throws,
which are executed in other ways than pressing buttons simultaneously.
These button combinations will be detailed in the "Individual Character
Stories/Stats and Moves" section.
     Throws can also be blocked, by pressing the dominant throw button
in the desired throw.  For example, I initiate the A+G throw on my
opponent.  My opponent guesses correctly and taps A as I start the
throw.  My attempted throw will then be countered because the A button
was the dominant button.  It takes a lot of timing and guessing, but
when mastered, countering throws will come in VERY handy.

VI. Guide to Beginner and Advanced Tactics

     The counters, reversals, parries, juggles, auto-hits, throws,
Guard Impacts, and various other damage inflicting attacks are
plentiful in Soul Calibur II.  This section is intended to be a
reference of sorts, detailing and describing what all these terms mean,
and when the best time to use them to your advantage is.  Below are all
these terms, defined and described to further educate on the depth of
this game. *NOTE* Some of these terms and the Damage Modifiers table
have been taken from the Official Soul Calibur II Strategy Guide
Signature Series, by Brady Games *NOTE*

Offensive Terms/Tactics:

>     Juggle: Once an opponent has become airborne, he/she is
completely vulnerable to whatever punishment you have in store.  A
juggle is successfully completed when your opponent goes airborne, and
you string together multiple attacks before they have a chance to hit
the ground.  Juggles must be timed carefully, as a mistimed juggle
attempt can leave you completely open for attack.

>     Launcher: A move that can throw your opponent into the air is
known as a launcher.  Each character has multiple launchers at his/her
disposal.  It is a good idea to go into the Practice Mode and find out
which moves are launchers for your favorite character(s).  A juggle
should be inevitable after a launcher has been performed.

>     Ring Out: If you or your opponent step out of the ring, and fall
presumably to your death, you instantly lose the match regardless of
how much health you have remaining.  Ring Outs, as they are called can
be avoided by careful positioning in the arena.  As with launchers,
each character has one or two very good "Ring Out" moves, as I like to
call them.  These moves knock your opponent back and out of the ring if
they are close enough to the edge.  Some throws can even Ring Out your

>     Slide Input Commands: Some moves require split second timing,
with one button input, which must be quickly followed by another button
push.  For example, let's take Maxi's Stone Wall move.  It requires you
to tap the A Button, quickly followed by the K Button. In the
"Individual Character Stories/Stats and Moves" section of this FAQ,
this move will look like this: Stone Wall - a, K.  This means you have
to push the A Button, instantly followed by the K Button.  It is also
easier to slide your thumb quickly over the A and K Buttons

>     Soul Charge: By tapping A, B, and K together, you will initiate a
Soul Charge.  Your character will glow for a second, and a successful
attack will inflict more damage than a regular attack.  There are three
levels of a Soul Charge, which are "leveled" up by tapping A, B, and K
successfully without attacking or blocking.  Some attacks become
unblockable with a high enough Soul Charge.  These moves take time to
execute, so time them right.

>     Auto-Counter: Some character's possess moves that when timed
correctly can reward you with a Soul Charge or a free hit.  If you
perform an Auto-Counter move, and your opponent attacks you while the
Auto-Counter move is still being performed they will be automatically
attacked.  It is advised you go to Practice Mode, and set the computer
to "VS CPU" and figure out which attacks are Auto-Counters.

>     Counter Hit: When a character attacks another character while
they are in mid-move, the attacking character's attack will do more
damage.  This is also a very valuable tool, which should be practiced
until mastered.  It must be timed correctly, so practicing is almost

>     Guard Break: Some moves have properties called Guard Breaks.  A
Guard Break occurs when a move successfully hits his/her opponent,
which then knocks their weapon out of the way, leaving them completely
vulnerable for another attack.  The only way to counter this is to use
a Guard Impact on an impending attack.

>     Unblockables: Each character has at least one unblockable attack.
These attacks must be evaded or countered, or else they will inflict
massive damage.  They have a warm up period, so you will definitely
know when one is about to be executed.  The timing must be impeccable,
so one must know how to evade or counter these damaging moves.

Defensive Terms/Tactics

>     8-Way Run: By tapping and holding either Down or Up on the
Directional Pad; your character will initiate what is known as an 8-Way
Run.  This "move" allows your character to sidestep/evade oncoming
attacks.  Some characters like Seung Mina have moves that can be
executed from/during an 8-Way Run.  This is a very useful tool, and
should be used frequently to dodge attacks.

>     Air Control: When knocked into the air, every character falls
where they were knocked into the air, leaving you vulnerable for a
juggle or ground attack.  With Air Control one can hold any direction
and "twist" his/her body to land elsewhere in the arena.  This is not
fool proof, as an opponent can still attack you, but it definitely
heightens the odds in your favor that you won't be attacked.

>     Guard Cancel: Some moves can be cancelled from the outset, or
after successful hits of a combo.  To perform a Guard Cancel, just tap
the G Button.  This will stop your move/combo cold.  These take a
second to recover from, so use them only when needed.  They also should
be used to fool your opponent into thinking you will perform one move,
when in reality you are setting them up for a more devastating one.

>     Guard Impact: There are two (2) forms of Guard Impacts, Repel
that is used for high and mid attacks, and Parry, which is used for mid
and low attacks.  One must not solely rely on Guard Impacts to get them
out of tight situations, as doing so will leave them vulnerable.  Guard
Impacts should learn to be used when an opponent repeatedly uses the
same attack over and over, becoming very predictable.

-Repel: To perform a Repel Guard Impact tap Toward, G.  When executed,
your character will "push" the opponent out of the way, leaving them
wide open for an incoming attack.  You must time this so that when
their your opponent's attack is about to land, you tap Toward, G.
Timing must be perfect in this case; if timing is not perfect you will
be set up for punishment by your opponent.

-Parry: To perform a Parry Guard Impact tap Back, G.  When successfully
executed, a parry fazes your opponent for a second or two, leaving them
completely open for an attack.  Again, time your parry so that when
your opponent attacks you with a mid or low attack, you tap Back, G, a
second before their initial attack lands.

>     Quick Recovery: When airborne and just before you are about to
land, tap the G Button to land on your feet, instead of your back.
Doing so will not leave you open for a ground attack, and will instead
ready you for an evasion, or Guard Impact if your opponent already has
you set up for a move.

>     Quick Roll: After being knocked back and falling to the ground,
tap G, and either Up, or Down.  This allows you to stay on your feet
without being left completely vulnerable to attack.

>     Side Roll: Characters are able to roll to the left or right while
knocked to the ground.  To do so, hold or tap, Up or Down to roll to
the left or right.  You can successfully execute three rolls, before
automatically standing up.  These are effective in keeping your
opponent guessing as to where you will rise.  You can also tap back, to
perform a backward roll, creating distance between you and your

Damage Modifiers

     Some attacks do different amounts of damage depending on how they
were executed, and where.  Below is a table detailing the different
damage modifiers, and how much additional damage is dealt, depending on
where you and your opponent are on-screen.

-=-=-=-=-=-=-=-     -=-=-=-=     -=-=-=-=-=-
Type of Counter     Modifier     Explanation
-=-=-=-=-=-=-=-     -=-=-=-=     -=-=-=-=-=-

Attack Counter      +20%         Opp. In fixed position
Run Counter         +15%         Opp. In 8-Way Run
Step Counter        +18%         Opp. Moving in any direction
Back Dash Counter   +40%         Opp. Moving back via Step Back


-=-=-=-=-=-=-=-=     -=-=-=-=     -=-=-=-=-=-
Lvl. Soul Charge     Modifier     Explanation
-=-=-=-=-=-=-=-=     -=-=-=-=     -=-=-=-=-=-

Level 1 Charge       +0%          N/A
Level 2 Charge       +15%         Affects next successful hit
Level 3 Charge       +40%         Affects next successful hit


-=-=-=-=-=-=-=-=-=   -=-=-=-=      -=-=-=-=-=-
Positioning Damage   Modifier      Explanation
-=-=-=-=-=-=-=-=-=   -=-=-=-=      -=-=-=-=-=-

Flank Hit            +5%           Cumulative with Counter Hits
Back Hit             +10%          Cumulative with Counter Hits


-=-=-=-=-=-=-=-=-=   -=-=-=-=      -=-=-=-=-=-
Immobile Opponents   Modifier      Explanation
-=-=-=-=-=-=-=-=-=   -=-=-=-=      -=-=-=-=-=-

Passive Opponent     None          This is base damage
Guarding Opponent    +90%          N/A
Crouched Opponent    +107%         N/A
Crou. And Guard Op.  +96%          N/A


-=-=-=-=-=-=-=-=-=   -=-=-=-=      -=-=-=-=-=-
Airborne Opponents   Modifier      Explanation
-=-=-=-=-=-=-=-=-=   -=-=-=-=      -=-=-=-=-=-

First Juggle         +70%          N/A
Second Juggle        +60%          N/A
Third Juggle         +50%          N/A
Subsequent Juggle    +45%          N/A


-=-=-=-=-=-          -=-=-=-=      -=-=-=-=-=-
Wall Damage          Modifier      Explanation
-=-=-=-=-=-          -=-=-=-=      -=-=-=-=-=-

Wall Impact          +32% of Base  Take 32% dam. of Final hit


VII. Modes of Play


> Arcade:

> VS Battle:

> Time Attack:

> Survival:

> Team Battle:
> VS Team Battle:

> Practice:


> Extra Arcade:

> Extra VS Battle:

> Extra Time Attack:

> Extra Survival:

> Extra Team Battle:

> Extra Practice:

Weapon Master:

> New:


> Battle Theater:

> Character Profiles:

> Weapon Gallery:

> Demo Theater:


> Game Settings:

     Difficulty Level: Choose from Easy, Normal, Hard, Very Hard, Ultra
Hard, and Extremely Hard depending on your personal skill level.

     Fight Count <1P Game>: Choose from 1, 2, 3, 4, or 5.  Determine
how many fights it takes to determine who becomes the winner of the
match in a 1 Player game.

     Fight Count : Chose from 1, 2, 3, 4, or 5.  Determine how
many fights it takes to determine who becomes the winner of the match
in a VS game.

     Life Gauge <1P Game>: Choose from 90%, 100%, 110%, 120%, or 130%.
Determine how much life your character starts out with in a 1 Player

     Round Time <1P Game>: Choose from 30, 35, 40, 45, 50, 55, 60, or
Infinite.  Determine how long a match lasts in a 1 Player game.

     Round Time : Choose from 30, 35, 40, 45, 50, 55, 60, or
Infinite.  Determine how long a match lasts in a VS Game.

     Character Change at Continue: Choose from On or Off.  Determine if
you are able to choose a different character if you continue.

     Stage Selection: Choose from On or Off.  Determine if you are
allowed to choose a stage before a match.

     Neutral Guard: Choose from On or Off.  Determine if you want to
have Neutral Guard.

     Help Message:  Choose from On or Off.  Determine if you want a
help message to pop up in battle.

> Controller Settings:

     The Controller Settings Menu allows the player to configure which
attacks to which buttons.  There are preset configurations and fully
customizable configurations.  Choose one, or create one that fits you

> Display Settings:

     Adjust Display: Allows you to adjust the video game screen to fit
you television screen the best.

     Brightness: Allows you to adjust the brightness on your television
to suit you best.

     Screen Ratio: Allows you to adjust the screen to best fit your

> Sound Settings:

     Allows you to make adjustments to your Speaker Type, BGM Volume,
SE Volume, and Voice Volume.

> Records:

     Keeps track of many individual records throughout your playtime in
the various modes.  These are very detailed records, and are fun to
look at after extended periods of playtime.

>Collection History:

     Shows everything you have unlocked so far in the shops of Soul
Calibur II, including secret characters, hidden arenas, etc.

VIII. Arena Descriptions

     The arenas featured in Soul Calibur II are so detailed that I will
describe each of them in major detail, so one can appreciate how much
work actually went into creating them.  I will list them alphabetically
by the first letter in their name.  Also, each character has his/her
own arena.  Some arenas have more than one character associated with
it.  The characters and their specific arenas will be included here as
     *NOTE* Some areas become selectable after completing certain
stages in Weapon Master Mode.  These arenas will be denoted at the end
of this list in the order they become selectable. *NOTE*

Egyptian Ruins:


     The Egyptian Ruins has the characters fighting on a blue and white
marble ground.  Surrounding the fighting arena are pillars with
Egyptian symbols on them, like eyes, and what appears to be a scarab.
Massive stone pillars line the walls with colorful ancient
hieroglyphics adorning the walls of warriors with massive swords.  On
one end of the arena, the wall has been demolished letting the player
view outside the ruins.  A thunderstorm is raging outside, with
lightning and everything.  There are different paths that lead to
different levels of this arena that are inaccessible to the player, as
they have been demolished.  Almost everything is gold in this arena
making it look very vibrant with color.  Ring Outs are also possible in
this level.

> Necrid is the associated character with this arena.

Eurydice Shrine Gallery:


     The Eurydice Shrine Gallery seems to be a palace atop a massive
range of mountains.  Half of the arena is enclosed, allowing for Ring
Outs near the many stone pillars overlooking the ground far below.
There are Greco Roman windows with huge arches overlooking the baby
blue sky and beautiful mountain rangers.  There are even statues of
what appears to be Greek Gods lining one area of this arena.  A little
shrine is set into the walls, which contains a sword and hilt on a
stand.  Wind is seen rustling the powder on the ground.  A "staircase"
of water cascades over into a pool that collects at the bottom.

> Cassandra is the associated character with this arena.

Imperial Capital Ayutthaya:


     The Imperial Capital is an outdoor arena half enclosed by huge
buildings and a temple.  Ring Outs are possible.  There are many big
and small buildings that surround this arena.  They each have peaked
arches with gold trim.  Stone pillars help support these massive
structures.  There are little guardhouses as well with red trimmed
overhangs.  There is also a little pond that characters can be knocked
into causing them to suffer a Ring Out.

> Link, Necrid, and Talim are the associated characters with this

Kaminoi Castle/Sakura-Dai Gate:


     Kaminoi Castle has the characters fighting just outside of the
actual castle itself.  This stone area overlooks the massive stone
foundation the castle was built on.  Overlooking the drop, one can see
additional castles in the distance with just as much detail as Kaminoi
itself.  Behind the fighter's starting area, you can see that Kaminoi
is a massive structure with many landings and peaked arches, and looks
to be about five (5) stories tall.  Trees can also be seen around this
arena complete with blowing white leaves.  Ring Outs are possible in
this arena, as it is not fully enclosed.

> Taki is the associated character with this arena.

Ostrheinsburg Chapel:


     This chapel is a huge fighting area with massive stained glass
windows of what appears to be warriors of some kind.  These stained
glass windows are set in arches like many of the other arenas in this
game.  Stone pillars separate the windows.  Half of this arena is
enclosed allowing for Ring Outs.  Overlooking the edge of this arena is
an enormous organ, which is played by no one. There are blue pillars
atop this organ, making it look all the more elegant.

> Nightmare/Siegfried and Raphael are the associated characters with
this arena.

Palgaea Shrine/Lowest Level:


     The Palgaea Shrine is an enormous underground stone arena with
huge stalactites littering the ceiling.  The fighters fight along a
circular platform made from rock.  Along the ceiling are huge "statues"
of what appears to be Roman Gods of some sort.  One even appears to be
Madusa.  Ring Outs are possible in this arena.  Walkways are present
that lead to other areas of this underground arena.  A huge shrine is
located along one of the walls with huge fires raging leading to yet
another area.

> Astaroth is the associated character with this arena.

Pirates' Alcove:


     The Pirate's Alcove is another underground arena, which features a
gigantic pirate's ship.  The pirate's ship has two massive masts with
gold skeletons adorning the front of these huge vessels.  The ships are
floating in water next to the stone cave walls.  The fighters fight
along a wooden platform next to the ships.  Light shines in from where
the hole in this cave is.  Behind the fighters is a door that leads up
to a wooden bridge and what appears to be a house.  Half of this wooden
platform is surrounded by water allowing for Ring Outs in this arena.

> Cervantes and Maxi are the associated characters with this arena.

South France Mansion/Library:


     The Library is a huge room filled with shelves and shelves of
books that litter the arena walls.  There are huge drawers that
protrude out next to the shelves of books.  Pillars distinguish each
area of books.  The carpeting is very colorful with immaculate designs.
Draperies hang from the ceiling.  Overlooking the library area are huge
windows that pour in light from outside.  Half of this arena is
enclosed with the shelves of books, so Ring Outs are possible.

> Ivy is the associated character with this arena.



     Tartaros is a huge arena filled with dancing flames.  Flames
litter the ground being fueled by the lava flowing underneath them.
The characters fight on/in the flames without receiving damage.  Along
the walls appear to be a rundown/torn apart city.  There are what
appear to be windows of buildings, ladders, and various other signs
that life were once there.  Huge stone structures rain down from the
ceiling.  Ring Outs are not possible in this arena. *NOTE* This is the
arena in which you face Inferno, the last boss. *NOTE*

> Inferno is the associated character with this arena.

Village of the Wind:


     Village of the Wind has the characters fighting next to a massive
"wind maker."  This contraption looks to have been hand built with wood
and other materials.  There is a bridge overlooking the wind maker,
along with ladders coming down from it.  Along the walls are wooden
structures keeping the characters safe from falling.  Along the front
of the fighting area, is a huge overlook of a small city with mountains
in the background.  There are also windmills spinning in the background
with some very big temples next to them.  Ring Outs are possible in
some areas of this arena.

> Kilik is the associated character with this arena.

Xiwei Siege Ruins:


     The Siege Ruins has the fighters fighting along a brick path that
leads to a gated off arched entranceway.  It appears to be some sort of
castle wall.  In the background, are huge wooden structures that look
like were used for some sort of war or construction process.  There are
mounds of dirt, and huge guard towers that overlook the fighting arena.
Smoke billows up from these ruins into a setting sunset.  Ring Outs are
possible in this arena.

> Mitsurugi is the associated character with this arena.

Lakeside Coliseum:

*Lakeside Coliseum becomes playable only after completing Stage 3, in
Regulus - Chapter 1.*


    The Lakeside Coliseum has its fighters fighting on a gigantic
wooden circular area.  Around this circular fighting area is a lake
with bridges and huge archways leading to other parts of the lake.
Huge draperies hang down from the bridges almost touching the water.
Extending out from these bridges are pathways that lead to even bigger
stone archways encapsulating the entire extension of the bridge.
Golden statues are also seen adorning these beautiful archways.  Ring
Outs are possible in this arena.

> Charade is the character associated with this arena.

Money Pit/Top Tier:

*Money Pit/Top Tier becomes playable only after completing Stage 1, in
Mizar - Chapter 4.*


     The Money Pit has nothing to do with money at all.  It is a huge
hexagonal fighting plateau with ropes extending between each point of
the hexagon.  There is an entranceway to this fighting area lined with
small braziers to help guide the fighters.  Above the fighting area are
massive stone staircases that lead to additional stories of this "pit."
Pouring out the side of these staircases is water that is being spilt
into water wheels.  Out of one side of this level is a huge flow of
water passing through bars of an archway into the abyss below the Money
Pit.  Ring Outs are possible in this arena.

> Voldo is the character associated with this arena.


*Labyrinth becomes playable only after completing Stage 6, in Aldebaran
- Chapter 6.*


     The Labyrinth is a massive underground maze of sorts.  It has
stone brick walls surrounded by huge stone archways that lead to
additional levels of this underground Labyrinth.  Small fires are
ablaze near the archways guiding the inhabitants to other levels of
this area.  Along the walls are statues of horses with what appears to
be mermaid's tails.  Ring Outs are not possible in this arena.

> As of right now, no known character is associated with this arena.

Hwangseo Palace/Phoenix Court:

*Hwangseo Palace/Phoenix Court becomes playable only after completing
Stage 2, in Rigel - Chapter 7.*


     The Phoenix Court has the fighters fighting on a wood/marble
circular area with a massive gold trimmed formation in the middle.
Along the walls are very detailed paintings of what appears to be a
hawk and other things.  Massive stone statues also appear along the
edges of this arena.  Huge chandeliers hang from the ceiling.  In the
"front" of this arena is a huge wooden staircase leading up to a
shrine.  This shrine has lanterns on either side of it, with huge
draperies hanging above.  Ring Outs are not possible in this arena.

> Yunsung is the associated character with this arena.

IX. Individual Character Stories/Stats and Moves

     Soul Calibur II's Character Select Screen is different than
previous games in the series.  Rather than having the character's
portraits running 10x2, Soul Calibur II has the character portraits
running 4x5.  When you highlight a character, his/her portrait is shown
to the left or right of the screen depending if you are Player 1 or
Player 2.  If you are playing in the Extra Modes, you will able to
scroll through your chosen character's unlocked weapons, which can then
be selected to use in the bout.  The characters in the GameCube version
from left to right are:

Mitsurugi - Link - Necrid - Taki
Talim - Cassandra - Yunsung - Raphael
Kilik - Xianghua - Maxi - Yoshimitsu
Charade - Nightmare - Ivy - Cervantes
Sophitia - Astaroth - Voldo - Seung Mina

     I will list each character's full Command Lists, along with any
notes that may be associated with them.  Each character's story/stats
and endings will be here as well.  Also, descriptions of their regular
and alternate costumes will be included in this Move List. *Note* After
a move, a *-* will sometimes follow the button presses.  These hyphens
are notes about the move. This move list was written with your
character facing right.  Some moves will have numbers in parentheses
next to them.  These refer to special moves or notes specific to that
character and will be explained at the end of his/her Move List. *NOTE*

Basic Notations:

A = A (Horizontal Attack)
B = B (Vertical Attack)
K = K (Kick Attack)
G = G (Guard)
L = Left, or Back on the Directional Pad
R = Right, or Toward on the Directional Pad
DDL = Diagonal Down Left on the Directional Pad
DDR = Diagonal Down Right on the Directional Pad
DUL = Diagonal Up Left on the Directional Pad
DUR = Diagonal Up Right on the Directional Pad
QCL = Quarter Circle Left on the Directional Pad
QCR = Quarter Circe Right on the Directional Pad
HCL = Half Circle Left on the Directional Pad
HCR = Half Circle Right on the Directional Pad
+ = Hit the buttons at the same time
** = A button needs to be held when "**" surround it.  (Exp. *A*)



Age: 29
Birthplace: Bizen, Japan
Height: 5'7"
Weight: 142 lbs.
Birth Date: June 8
Blood Type: AB


     All immediate family taken by sickness.

Weapon: Katana, Shishi-Oh
Discipline: Tenpu-Kosai-Ryu-Kai

     Description: Mitsurugi has grown a full beard in this game.  He
wears red battle armor that covers his chest and shoulders.  His hair
is pulled back into a ponytail.  He wears baggy blue pants with a red
rope used as a belt.  He has metal leg guards protecting his thighs
from damage.  He also wears metal battle boots.  Mitsurugi has a sword
hilt hanging from his left side, and holds his weapon with both hands.

     Alternate Costume: Mitsurugi has his hair pulled up into a
ponytail this time, letting some strands billow in the wind in front of
his face.  He wears blue gloves on his hands with the fingers cut off,
as well as white wrist guards.  He wears what looks like half of a
white toga across his chest and waist.  He wears baggy black and white
pants, with a light belt.  White flames are shown towards the bottoms
of his pants.  He has half of his ankle and foot taped up, revealing
just the toes.

     Third Costume: Mitsurugi's hair is pulled back into a long flowing
ponytail; a piece of straw hangs from his mouth as he fights.  He wears
a long blue robe that covers his entire body with a belt around his
waist.  Underneath his robe a white pair of shorts/boxers can be seen.
He wears light colored sandals with this costume as well. (Mitsurugi's
third costume is in the Regulus - Chapter 1 Store, and can be bought
for 23,400 Gold).

     Throw Descriptions:

-Lion's Clutch: Mitsurugi takes the butt of his sword and drives it
into his opponent's back causing them to fall to the ground. He then
slashes at his fallen opponent causing them to roll across the ground
in tremendous pain.

-Korefuji: Mitsurugi stands in front of his opponent, and does a front
flip, cutting them in the stomach head.  He then lands his flip behind
his opponent with a massive slash to their back, causing them to fall
to the ground.

-Gates of Hell: Mitsurugi sweeps out his opponent's feet causing them
to fall to the ground face down.  He then quickly follows by impaling
their fallen body with his sword; he twists his sword while it is
impaled for good measure.

-8th Bill of Punishment: Mitsurugi throws a swift kick at his opponent's
thighs/midsection, causing them to almost fall to the ground.  He then
spins around and slashes them in the chest/head area causing them to
fall all the way to the ground.

-Divine Gift: Mitsurugi spins his opponent 360 degrees, spins around
himself, and impales his opponent straight into the stomach.  He then
violently rips out his sword, as his opponent crumples to the ground.


     Although Mitsurugi was born into a peasant family, this did not
stop him from becoming a renowned mercenary with nicknames such as "One
Many Army" and "Demon."
     One day, Mitsurugi, beaten by a rifle called Tanegshima, happened
upon a story of a massive sword called Soul Edge.
     Mitsurugi crossed the ocean in search of Soul Edge.  During his
journey, he heard rumors that Soul Edge's wielder, Nightmare, had
disappeared, but Mitsurugi was unwilling to give up.
     Four years after his quest had begun, Mitsurugi stumbled upon the
trail of Soul Edge while visiting a castle near the Ming frontier.  A
mysterious man handed him a piece of Soul Edge.  Mitsurugi had his
doubts, but ultimately decided to believe the man.
     Soon afterwards, an incident occurred where a servant of the Ming
Emperor arrived at the castle, demanding for the "Sword of Heroes."
The lord slew the servant when he refused to leave without the sword.
     "War is coming," thought Mitsurugi.
     He senses the same storm that he had felt before on countless

Command List:

Horizontal Attacks:

Twin Splinters: A, A - G cancels first hit
Disembowel: A, R or L A+K - Guard Impact
Shin Slicer: DDL A - can hold
Shin Slicer Feint: DDL, A, B - cancels first hit
Knee Slice: D, A
Splitting Gold: DDR, A
Drawn Breath: L, A - L, A, R to Mist
Double Reaver: R, A, A
Drawn Air: L, L, A - L, L *A* shift Relic
Swift Edge: R, R, A, A - R, R, U, D shift HMD (1)
Silent Step: QCR - Forward Step
Parting Thrust: QCR, A - can hold

Vertical Attacks:

Forced Prayer Divide: B, B - can cancel after first hit
Flag Dance: DDL, B - can hold
Rust: D, B
Heaven Canon: DDR, B
Wind Hole Vortex: L, B - L, B, R shift Mist, can hold
Wind Hole (High): R, B
Hind Hole: R, B, U
Wind Hole (Low): R, B, D
Faint Wind Hole: R, B, L
Dual Wind Hole: R, B, L, B - R, B, L, B, R cancels 2nd hit
Forced God Divide: L, L, B, B - can hold 2nd hit
Heavenly Prayer: R, R, B, B - can hold 3rd hit
Mask: B, R
Stone Wall Thrust: QCR, B - can hold
Mountain Divide: b, A - Slide Input

Kick Attacks:

Snap Kick: K
Hem Stitch: DDL, K
Stalk Shaver: D, K, B - D, K, B, R to Mist
Front Kick: DDR, L
Bullet Cutter: L, K, B
Wheel Kick: R, K
Rising Knee: K, R or R, R, K
Obedience: k, B

Special Attacks:

Steel Slicer: A+B - G cancels 2nd hit
Phoenix Tail: R, R, A+B - G cancels
Cold Stitch: D, A+B
Autumn Requiem: B+K - Attack Throw
Stone Throw: L, B+K - Guard Impact
Dividing Thrust: A+K - Attack Throw

8-Way Run Attacks:

Swift Edge: *R*, A, A - *R*, A, U or D shift HMD
Heavenly Prayer: *R*, B, B, B - can hold 3rd hit
Sliding: *R*, K
Phoenix Tail: *R*, or *DUR*, or *U*, or *DUL*, or *L*, or *DDL*, or
*D* or *DDR*, or A+B
Full Moon Death: *R*, *DUR*, *DDR*, *DUL*, *DDL*, B+K
Dividing Thrust: Any direction, A+K - Attack Throw
Sudden Gale: *DUR*, or *DDR*, A
Heavenly Dance: *DUR*, or *DDL*, B, B - *DUR*, or *DDR* *B*, Relic
Rising Knee: *DUR*, or *DDR*, K
Double Scythe: *U* or *D*, A, A - *U*, or *D*, A, A, R, Mist
Hell Flash: *U*, or *D*, B
Demon Slay: During Soul Charge, *U* or *D*, B, B
Wheel Kick: *U*, or *D*, K
Half Moon Death: *U*, or *D*, B+K - shift to HMD
True Vacuum: *DUL*, or *DDL*, A
Blunt Flames: *DUL*, or *DDL*, B, A, B - G third hit cancels
Bullet Cutter: *DUL*, or *DDL*, or *L*, K, B
Drawn Air: *L*, A - *L*, *A* Relic
Forced God Divide: *L*, B, B - can hold 2nd hit
Relic: *L*, A+B - shift to Relic
Stone Throw: *L*, B+K - Guard Impact

While Crouching Attacks:

Knee Slice: A
Upper Arch: B
Time Hole: DDR, B
Wing Blade-Cold Stitch: DDL, B, B
Hem Stitch: K
Shin Vanish: DDL, A+B

While Rising Attacks:

Reaving Shears: A, A
Wind Divide: B
Front Kick: K
Flag Dance: A+B

Back Facing Enemy Attacks:

Reverse Slice: A
Reverse Divide: B
Reverse Kick: K

While Crouching, Back Facing Enemy Attacks:

Hidden Slice: A
Hidden Divide: B
Hidden Kick: K

While Jumping Attacks:

Field Reave: A
Shearing Knot: B
Jump Kick: K
Wheel Slash: *G* Jump, A+B

Jump Delay Attacks:

Field Ravage: A
Falling Rust: B
Front Kick: K

Wall Jump Attacks:

Field Ravage: A

Falling Rust: B

Front Kick: K

Wheel Slash: A+B


Lion's Clutch: A+G - A to escape Throw

Korefuji: B+G - B to escape Throw

Gates of Hell: Left side of opponent

8th Bill of Punishment: Right side of opponent

Divine Gift: Back of opponent - can't escape

Relic Stance Attacks:

Relic: L, A+B - Directional Buttons to move

Parting Relic: A - A, B shift Mist

Fire Brand: B

Relic Low Kick: K - *K* to stay in Relic Stance

Bill of Fire: A+B - Unblockable, *A+B* release 2 sec.

Mist: B+K - shift Mist

False Purification: A+B+K or R, G - Guard Impact

Mist Stance Attacks:

Mist: R, A+B - Directional Buttons to move

Mist Stab Combo: A, A, A

Mist Thrust: A, B - Attack Throw

Mist Pursuit: A, K

Dividing Thrust: B - Attack Throw, B, R, change position

Water Mist Kick: K

Divide: A+B - Guard Impact

Relic: B+K - shift to Relic

Half Moon Death Stance Attacks:

Half Moon Death: U, or D, B+K

Summer Eve: A, A

Star Fall Eve: During HMD, A

Crescent Moon: B, B

Trooper Roll: b, A

Shin Clip: K

Full Moon Death Stance Attacks:

Full Moon Death: R, or DDR, or DUR, B+K - Directional buttons move

Mask: R, *B+K*

Full Moon Harvest: A - Unblockable

Full Moon Slash: B - Unblockable

Shin Clip: K

(1) = Half Moon Death (one of Mitsurugi's fighting stances)



*Link is exclusive to the GameCube version of Soul Calibur II, and does
not appear in the PlayStation 2 or Xbox versions.*


Age: N/A
Birthplace: Hyrule
Height: N/A
Weight: N/A
Birth Date: N/A
Blood Type: N/A



Weapon: Sword and Shield, Master Sword and Hylian Shield
Discipline: N/A

     Description: Link looks exactly as he does in the Zelda games.  He
has a long green elven cap resting on his long blonde hair.  His
pointy, left ear contains a blue earring.  He wears a green robe of
sorts that cover his entire upper body.  He also wears a rope belt, and
his pants match his green robe.  He wears brownish boots, with gold
trim, and holds a shield in his left hand, his sword in the other.

     Alternate Costume: Link does not have a sole alternate costume.
He just has different colors of his regular outfit.  The other colors
he has are dark blue, light blue, a silver color, and red.  Everything
else remains the same on his character.  He also has not third costume

     Throw Descriptions:

-Arm Twist: Link grabs his opponent by the arm, and flips over it,
twisting it at an odd angle.  With their arm still at the odd angle, he
jumps and slashes them hard in the hard, sending them flying backward.

-Running Slash: Link runs up his opponent's body, doing a flip when he
lands reaches their head.  He lands with a hard slash from his sword on
his opponent's head sending them hard to the ground.

-Piggyback Throw: Link jumps onto his opponent's back, and proceeds to
tap them in the behind with his sword two (2) times.  When he is done
with that, he flips over in front of them, and monkey flips them away
with his foot.

-Power Roll: Link pulls his opponent to the ground sitting up.  He then
shoves them with his shoulder a little ways.  He then jumps onto their
back and back flips off of it in a hard way.

-Shield Shove: Link tackles his opponent propelling both of them
forward head over heels across the arena floor.  When they land Link is
on top, and proceeds to bash his opponent in the head with his shield.

-Swing Under: Link grabs both of his opponent's arms, and using them as
leverage, swings between his opponent's legs causing extreme pain to
their arms, and shoulders.


     Once upon a time, Hyrule's tranquility was shattered by the
arrival of several disasters.  The calamities brought dark, ominous
clouds which shut out the sun.  Surprisingly, it came to light that a
magician was to blame for the disasters.
     Just as the people were about to lose all hope, the sun
miraculously returned.  Link, who was summoned by Zelda to find the
cause of the disasters, successfully defeated the magician.  The people
of Hyrule rejoiced in the belief that eternal peace would rule.
     Unfortunately, this was not to be.
     It became clear that the magician responsible for the disasters
was in fact controlled by an evil sword called Soul Edge, which existed
in another world.
     Furthermore, the fragments of Soul Edge were gathering together in
this other world.
     Knowing that the resurrection of the evil blade must be prevented
at all costs, Link chose to travel to the other world and destroy Soul
     Link gathered his trusted Master Sword, Hylian Shield, and
Ocarina, and set off on a secret journey.

Command List:

Horizontal Attacks:

Horizontal Slash: A - G cancels

Horizontal Slash-Spin Attack: *A* - Spin Attack # increases while held

Double Sword Slash (Horizontal): A, A - A, *A* shift Boomerang

Cross Slash: A, B - A, B, B+K shift Bomb

Cross Slash Combo: A, B, K - A, B, *K* shift Bomb, can delay 3rd hit

Step-in Attack Combo: R, A, A - can delay 2nd hit

Step-in Attack Upper Combo: R, A, A, B - cancels 2nd hit

Bat Swing: R, R, A

Shoelace Slash: DDR, A

Counter Slash: L, A - L, *A* shift Boomerang

Sword Trip: DDL, A

Crouching Slash: D, A

Cyclone Attack: DUL, or U, or DUR, A - additional hits possible

Spin Attack: QCL, A - increases # of hold attacks

Vertical Attacks:

Vertical Slash: B - G cancels, *B* shift Bow

Double Sword Slash (Vertical): B, B

Slash Kick Combo: B, K

Sword Sweep: b, A - Guard Impact

Sword Sweep-Spin Attack: b, *A* - Guard Impact vs. horizontal

Stab: R, B

Illusion Stab Combo: R, B repeatedly

Running Hack: R, R, B

Half-Moon Swipe: DDR, B - DDR, *B* shift Bow

Double Spin Slash: L, B, A - can hold 2nd hit

Power Thrust: L, L, B - L, L, *B* shift Bow

Down Slash: DDL, B

Sword Plant: D, B - additional hits possible

Running Spin Slash: R, R, b, A - can hold

Rocket Stab: DUL, or U, or DUR, B

Kick Attacks:

Kick: K - G cancels, *K* shift Bomb

Front Kick: R, K - R, *K* shift Bomb

Mid Kick: DDR, K

Low Kick: D, K

Double Kick: DDL, K, K

Kick Out: L, K

Hyper Dash Attack: L, L, B+K - G cancels

8-Way Run Attacks:

Bat Swing: *R*, A

Running Hack: *R*, B

Sliding: *K*, K

Running Spin Slash: *R*, or *DUR*, b, A - can hold

Bow Stance: Any Directional Press, A+B - shift Bow

Bomb Stance: Any Directional Press, B+K - shift Bomb

Boomerang Stance: Any Directional Press, A+K - shift Boomerang

Swing Under Throw: *R*, B+G - can escape with B

Force Counter Slash: *DUR*, or *DDR*, A

Running Hack: *DUR*, or *DDR*, B

Knee Thrust: *DUR*, or *DDR*, K

Spinning Leap Strike: *U*, or *D*, A

High Launcher: *U*, or *D*, B - *U*, *B* shift Bow

Propeller Kick: *U*, or *D*, K - *U*, *K* shift Bomb

Grass Cutter: *DUL*, *DDL*, A - can hold

Crass Cutter High Feint: *DUL*, *DDL*, A, B - cancels first hit

Sword Chop: *DUL*, *DDL*, B

Knee Thrust: *DUL*, *DDL*, K

Counter Slash: *L*, A - *L*, *A* shift Boomerang

Power Thrust: *L*, B - *L*, *B* shift Bow

Back Somersault: *L*, K - shift Back Somersault

While Crouching Attacks:

Crouch Slash: A

Crouch Upper Slash: B

Low Kick: K

While Rising Attacks:

Rising Horizontal Slash: A - *A* shift Boomerang

Rising High Slash: B

Leaping Split Combo: K, D, B - additional hits possible with B

Back Facing Enemy Attacks:

Turning Horizontal Slash: A

Turning Vertical Slash: B

Turning Kick: K

While Crouching, Back Facing Enemy Attacks:

Crouch Turn Slash: A

Crouch Turn Vertical Slash: B

Crouching Turn Kick: K

While Jumping Attacks:

Jump Slash: *G*, Jump, A

Leap Strike: *G*, Jump, B

Jump Kick: K

Wall Jumping Attacks:

Landing Crouch Slash: A

Landing Upper: B

Landing Kick Combo: K, K

Jump Delay Attacks:

Landing Crouch Slash: A

Landing Upper: B

Landing Kick Combo: K, K


Arm Twist: A+G - can escape with A

Running Slash: B+G - can escape with B

Piggyback Throw: Left Side of Opponent

Power Roll: Right Side of Opponent

Shield Shove: Back of Opponent - can't escape

Swing Under: R, R, B+G - can escape with B

Forward Roll Stance Attacks:

Forward Roll: R, R, K - shift to Forward Roll

Force Counter Slash: A

Rocket Stab: B

Leaping Split Combo: K, D, B - additional hits possible

Side Roll Stance Attacks:

Side Roll: R, R, K, U, or D - shift to Side Roll

Spinning Leap Strike: A

Rocket Stab: B

Leaping Split Combo: K, D, B - additional hits possible

Bow Stance Attacks:

Bow Stance: A+B - shift Bow, directional buttons move

Boomerang Stance: A - shift Boomerang

Bow: B - *B* for Unblockable

Bow (High): DUR, B

Bow (Low): DDR, B

Bomb Stance: K - shift Bomb

Bomb Stance Attacks:

Bomb Stance: B+K - shift Bomb, directional buttons move

Boomerang Stance: A - shift Boomerang

Bow Stance: B - shift Bow

Bomb: K - max delay for Unblockable

Boomerang Stance Attacks:

Boomerang Stance: A+K - shift Boomerang, directional buttons move

Boomerang: A - U, D, A to change direction

Bow Stance: B - special stance

Bomb Stance: K - shift Boomerang

Back Somersault Attacks:

Back Somersault: L, L, K - shift Back Somersault

Force Counter Slash: During Back Somersault, A

Leap Strike: During Back Somersault, B

Knee Thrust: During Back Somersault, K




Age: Unknown
Birthplace: Unknown
Height: 6'5"
Weight: 238 lbs.
Birth Date: Unknown
Blood Type: Changed by the void



Weapon: Enigma, Maleficus
Discipline: Self-taught

     Description: Necrid is an enormous green monster type fighter.  He
has glowing red eyes, and a set of fangs.  He walks hunched over, and
has spikes running about on his head and shoulders/arms.  He has claws
for hands, and a huge glowing sphere in the middle of his chest.  His
"pants" are a purplish color; he wears metal battle armor on both of
his thighs with metal boots.

     Alternate Costume: Necrid looks almost the exact same as his
regular costume except his skin tone has changed from green to a
brownish red.  He now wears a metal mask over his face, leaving
eyeholes, and room for the top of his head.  The glowing sphere in his
chest has changed color from green, to blue.  He still wears the metal
battle armor across his waist and thighs.  Armor also runs down his
legs to his metal boots.

     Throw Descriptions:

-Nest of Demons: Necrid raises his opponent into the air with his right
arm, impaling them on something.  They proceed to spin around on his
arm for a while.  Necrid then jumps into the air letting go of his
opponent, and doing a front flip away as they land hard to the ground.

-Dark Atonement: Necrid takes an invisible weapon and drives it hard
into his opponent's back.  He then quickly takes his right arm, and
holds them above his body for a second.  He then throws them to the
side in disgust as if they were nothing.

-Ridicule Fiend: Necrid takes his opponent by the neck, in a neck
breaker position.  He then jumps into the air with his opponent's head
between his shoulder and arm.  They are brought into the air with him.
He then lands hard on his back, causing damage to his prone opponent.

-Bain: Necrid grabs his opponent with an invisible weapon.  He then
proceeds to swing them about in the air.  After a second, he extends
his knee/leg, and slams his opponent, from the air, hard onto his
thigh, breaking their back.

-Bloodletting: Necrid violently forces his opponent to the ground face
down.  He then impales them with an invisible weapon, quickly
extracting it painfully from his fallen opponent's back.

-Valar's Grasp: Necrid takes a massive sword and uppercuts his opponent
into the air with it sending them airborne.  He then catches his
opponent with his sword, and swings them around and hard to the ground.


     He was a warrior that managed to reach Soul Edge.  The energy of
the evil blade, however, poisoned his body and mind, and he became
something other than human.
     The warrior, now a bloodthirsty abomination, sought the one thing
that gave solace to his constant pain-the fragments of Soul Edge.  His
only though was to collect every piece he could find.

Command List:

Horizontal Attacks:

Rage Tail: A, A - G cancels first hit

Cataclysm: a, B

Caliginous Blight: a, K, B

Scourge Storm: R, A, A, A

Scourge Tusk: R, A, B - can hold 2nd hit

Dark Slash:  R, R, A

Inner Blaze: DDR, A, K - can delay 2nd hit

Demonic Reaver: L, A, B

Deathbreak: L, L, A

Shadow Hook: A, g, A or DDL, A - can hold

Axis: D, A, K

Vertical Attacks:

Dragon Tusks: B, B - G cancels after 1st hit

Dragon Tornado: B repeatedly

Grave Caster: b, A

Dreaded Horn: R, B

Overlord Strike: R, R, B - can hold

Ember: DDR, B, B - can delay 2nd hit

Skeleton Fang: L, B

Soul Strife: L, L, B, A

Hell Raiser: DDL, B - can hold

War Hammer: D, B

Jumping Attacks:

Quick Kick: K - G cancels

Horn Kick: K, R

Raging Demon: k, B

Giant Roundhouse: R, K

Helm Drop: R, R, K - shifts to back facing enemy

Giant Spin Kick: DDR, K

Biting Kick: L, K

Diving Kick: L, L, K

Low Kick: DDL, or D, K

Special Attacks:

Fire Fang: A+B - attack throw

Dragon Roar: R, R, A+B

Vulcan Sting: DDR, A+B

Leviathan: D, A+B, D, A or B - attack throw

Fiery Vine: DDL, A+B - Guard Impact

Void Canon: B+K - Unblockable

Lost Soul: D, B+K

Dark Vortex: A+K - can hold

Luminous Wheel: A+B - can hold

Secret Fang: B+K

8-Way Run Attacks:

Dark Slash: *R*, A

Overlord Strike: *R*, B - can hold

Sliding: *R*, K - sliding

Dragon Roar: Any directional press, A+B

Cadmus Spade: *DUR*, or *DDR*, A

Draco: *DUR*, or *DDR*, B, A - G cancels 2nd hit

Amimone Spike: *DUR*, or *DDR* K

Grand Valar: *U*, or *D*, A, B - second hit, attack throw

Chaos Reign: *U*, or *D*, B - *U*, or *D*, *B* for additional attack

Talon Kick: *U*, or *D*, K - Guard Impact

Dragon Tail: *DUL*, or *DDL*, A

Soul Strife: *L*, or *DUL*, or *DDL*, B, A

Raider: *DUL*, or *DDL*, K

Diving Kick: *L*, K

Deathbreak: *L*, A

While Rising Attacks:

Dark Discus: A, A - A, A, D cancels 2nd hit

Devastation: B

Dragon Blaze: K, K - shift to down on the ground face down

Back Facing Enemy Attacks:

Rage Turn: A

Fang Turn: B

Necris Dive: K - back facing enemy

While Crouching, Back Facing Enemy Attacks:

Shadow Rage Turn: A

Shadow Fang Turn: B

Shadow Anklebiter: K

While Jumping Attacks:

Mayhem Slash: A

Mayhem Hunt: B

Mayhem Kick: K - shift to down on the ground face down

Wall Jumping Attacks:

Prye Slash: A

Prye Tusk: B, B

Prye Kick: K

Jump Delay Attacks:

Prye Slash: A

Prye Tusk: B, B

Prye Kick: K


Nest of Demons: A+G - can escape with A

Dark Atonement: B+G - can escape with B

Ridicule Fiend: Left side of opponent

Bain: Right side of opponent

Bloodletting: Back of opponent - can't escape

Valar's Grasp: b, g, B - opponent mid-air and close range

Elder Topaz Stance Attacks:

Elder Topaz: QCL - G cancels

Elder Charge: R - special movement

Elder Swing: A - Unblockable, G cancels

Tulisk: D, A, A, A

Georgios: D, A, D, A

Beowulf: B - D, or U, B changes direction

Elder Dragon Blaze: K, K, K - shift to down on the ground face down

Wind Drake Stance Attacks:

Wind Drake: R, B+K - special movement, hits downed opponents

Deadly Spikes: A

Death Wing: B

Deadly Dive: K - shift to down on the ground face up

Necris Dive: Jump over opponent during Wind Drake, L, K - back facing




Age: 29
Birthplace: Fu-Ma No Sato, Japan
Height: 5'7"
Weight: 117 lbs.
Birth Date: Unknown
Blood Type: A


     Master: Toki

Immediate family all taken by sickness

Weapon: Ninja Swords, Rekki-Maru & Mekki-Maru
Discipline: Musoh-Battoh-Ryu

     Description: Taki sheds the mask she wore in Soul Calibur.  She
has her hair pulled back into a ponytail.  Her shoulders are covered
with metal armor.  Her forearms and hands are covered with the same
material.  She wears a skin-tight red suit that covers her upper body,
as well as her legs.  Designs cover the sides of her legs.  She wears
sandals on her feet with her jump suit on.

     Alternate Costume: Taki has her hair pulled up into a bow, letting
a few strands fall into her face.  She is also wearing a white and gold
robe of sorts with a gold sash covering her upper body, and thighs.
Her arms are protected by metal armor.  She has dark pants on with
metal shin guards.  Her ankles are also partially covered; she wears
dark colored shoes.

     Third Costume: (Taki's third costume is in the Thuban - Chapter 2
shop, and can be bought for 42,000 Gold).

     Throw Descriptions:

-Strangulation Blade: Taki wraps her right leg around her opponent's
neck, twisting it to face her.  She then takes out one of her Ninja
Swords and violently chops her opponent across the throat as she
regains her balance.

-Departure in Fire: Taki quickly ducks behind her opponent and
aggressively jabs one of her Ninja Swords into her opponent's neck.
She then extracts the blade twisting it around for show, as her
opponent falls face first to the ground.

-Cellar Drop: Taki swipes at her opponent's face, causing them to reel
in pain.  Before they know what hit them, Taki uppercuts them again
with her Ninja Sword.  After a second she then proceeds to slash them
across the throat as they spin and fall to the ground.

-Jute Burial: Taki jumps onto her opponent's shoulders in one quick
movement, landing facing away from them.  She then places one of her
Ninja Swords under her opponent's throats and proceeds to roll
backwards off her opponent's shoulders driving their throat directly
into her blade.

-Dropping the Bottle: Taki gets behind her opponent, and picks them up
with both hands, before throwing them to the other side of her body,
having them land hard on their face.

-Crossing the Cliff: Taki knees her opponent's hard into the crotch
causing them to keel over.  She then jumps onto their back, jumping
into the air, and coming down hard upon their neck and shoulders. She
then jumps into the air again, and crashes down even harder on their
neck/head, performing a backwards cartwheel for effect afterward.

-Bow Breaker: Taki grabs her opponent by the waist draping them over
her left shoulder.  She then jumps into the air performing a back flip,
and landing with both of her feet on her opponent's head driving it
forcefully into the ground.


     After defeating the dread pirate Cervantes, Taki attempted to fuse
a fragment of Soul Edge she removed from Sophitia's body in the demonic
blade, Mekki-Maru.  Much to her surprise, Mekki-Maru began to surge
with even greater evil energy.
     Taki feared that the leader of the Fu-Ma clan, Master Toki, would
take Mekki-Maru away, so she left the clan and became a renegade ninja.
She searched for Soul Edge in the hopes of destroying both swords by
pitting them against one another.  Unfortunately, by the time she found
Soul Edge, its wielder, Nightmare, had already been defeated.
     Perhaps it was the fact that she lacked a plan to destroy Mekki-
Maru, but Taki's desire to master the sword began to grow.
     One day, several Fu-Ma Ninjas appeared before her.  Unlike
previous encounters, these pursuers attempted to capture her, rather
than trying to kill her.  Searching through the strewn remains of the
ninjas, Taki came across a familiar metal fragment.
     Toki was undoubtedly searching for the information about Soul
Edge.  That would explain why the ninjas attempted to take her alive.
     Knowing the effects of soul Edge on its wielders, Taki knew she
could not let it get into the hands of Master Toki.
     On her way back to Japan, she sensed the presence of the evil
sword.  Time was running out.

Command List:

Horizontal Attacks:

Shadow Ripper: A, A, B - G during 1st hit cancels

Stabbing Shadow: R, A, A, B

Silent Shadow: A, A, R, B, or R, A, A, R, B - can delay 3rd hit

Shadow Shrine: A, R

Darkness Illusion: A, B, B - A, B, B, QCL cancels 3rd hit

Shadow Canon: A, B, L, B+K - G during 3rd hit cancels

Ninja Cannon/Mekki-Maru: During third hit of Shadow Cannon, A

Shadow Rush: A, B, K

Reaping Hook: DDL, A

Earth Scroll: D, A, K

Shadow Split: DDR, A

Wind Scroll: L, A

Bamboo Cutter: L, L, A - L, L, *A* changes position

Shadow Run: R, R, A, A - R, R, A, HCL shift Possession

Shadow Rush: R, R, A, B, B - can delay 3rd hit

Vertical Attacks:

Lightning Strike: B, B, B - G during 1st or 3rd hits cancel

Dark Destroyer: B, R

Seal: L, L, B - can hold

Demon Fangs: L, B

Shadow Scroll: B, A, A - can delay 2nd hit

Shadow Banishment: B, A, K - can hold 3rd hit

Heavy Shadow: B, A, R, K

Blood Scroll: B, K, A - can hold 2nd hit

Dark Slicer/Mekki-Maru D, B, A - D, B, A, QCL shift Possession

Dark Slicer Feint/Mekki-Maru: D, b, A - can cancel first hit

Assassin's Feather: DDR, B

Silence: R, B

Assassin's Strike: R, R, B

Seal of the Fire Dragon: HCR, B - Unblockable, G cancels

Pure Thunder Seal: During Soul Charge, B, D - B, *D* during SC to delay

Thunder Seal Huntress: During Pure Thunder Seal, A

Kick Attacks:

Haste: K, K, K - G during 1st hit cancels

Water Haste: K, K, D, K

Haste Alternate: DUR, K, K, K - DUR, K, K, QCL shift Possession

Rapid Destruction: DDR, K, K, K - DDR, K, B+K shift Wind Roll 1

Punishing Strike: D, K, K

Sealing Punishment: DDL, K

Water Kick: L, K, K

Executioner's Curse: L, K, L, A - shift Possession

Divine Punishment/Mekki-Maru: R, K, A - R, K, A, QCL shift Possession

Hurricane Punishment: R, R, K

Mat: L, L, K - during 1st hit, K for additional attack

Hidden Haze: During Soul Charge, DUL, K, B

Ninja Cannon: L, B+K - G cancels

Ninja Cannon/Mekki-Maru: During Ninja Cannon, A

Advancing Cloud Scroll: A+K

Fog Blanket: D, A+K

Ninja Cannon Feint/Mekki-Maru: During Ninja Cannon, A

8-Way Run Attacks:

Shadow Run: *R*, A, A - *R*, A, QCL shift Possession

Shadow Rush: *R*, A, B, B - can delay 3rd hit

Assassin's Strike: *R*, or *DUR*, or *DDR*, B

Sliding: *R*, K - Sliding

Burning Misery: *DUR*, or *DDR*, A, B, B, B - can hold 1st hit

Heavy Burden: *DUR*, or *DDR*, K - *DUR*, or *DDR*, K, QCL shift Poss.

Dark Chaos: *U*, or *D*, A, A, A - *U*, or *D*, A, A, U, B+K Wind Roll

Deep Chaos: *U*, or *D*, A, K

Illusion Scroll: *U*, or *D*, B

Scroll of Darkness: *U*, or *D*, b, A

Storm Cloud Scroll: *U*, or *D*, K, A

Weaving Blades: *DUL* or *DDL*, A

Assassin's Secret: *DUL* or *DDL*, B, K - *DUL* or *DDL*, B, K, QCL Pos

Water Kick: *DUL* or *DDL*, K, K

Bamboo Cutter: *L*, A - *L*, *A* change position after move

Seal: *L*, B - can hold

Mat: *L*, K - during 1st hit, k for additional attack

While Crouching Attacks:

Shadow Spirit: A

Free Shadow: B

Sealing Punishment: K

Diving Cannon Combo: A+K, K

Poison Dart: DDL, A+B

While Rising Attacks:

Shadow Claw: A, A, A - while rising, A, A, QCL shift Possession

Darkness Banishment: B, B - while rising, B, U, or D, A+B shift Stalker

Divine Cannon: K

Back Facing Enemy Attacks:

Heavy Burden: B+K

Fog Blanket: D, A+K

Reverse Shadow: A

Shadow Mekki-Maru: B, A - B, A, QCL shift Possession

Punishing Wind: K - K, R shift Wind Roll 1

While Crouching, Back Facing Enemy Attacks:

Reverse Shadow Split: A

Darkness Shatter: B - B, QCL shift Possession

Reverse Seal Punishment: K

While Jumping Attacks:

Falling Scroll: A

Windfall: B

Haste Alternate: K, K, K - K, K, QCL shift Possession

Wall Jumping Attacks:

Diving Scroll: A

Shadow Banishment: B, B - B, A+B shift Stalker

Riptide: K

Jump Delay Attacks:

Diving Scroll: A

Darkness Banishment: B, B - B, U, or D, A+B shift to Stalker

Rapid Destruction: K, K, K - K, K, B+K to Wind Roll 1


Strangulation Blade: A+G - can escape with A

Departure in Fire: B+G - can escape with B

Cellar Drop: Left side of opponent

Jute Burial: Right side of opponent

Dropping the Bottle: Back of opponent - can't escape

Crossing the Cliff: R, R, B+G - can escape with B

Bow Breaker: A+G, or B+G - can escape with A or B

Stalker Stance Attacks:

Stalker: A+B or U, or D, A+B - can hold, special movement

Stalker Blade: A

Stalker Thunder: B

Stalker Omen: K, A

Possession Stance Attacks:

Possession: QCL - special stance, *U*, o *D* to move

Possession Rush: R - special movement, R or G cancels

Storm Scroll: A or U, or D, A

Mekki Maru Wind: L, A - during Possession, L, A, QCL shift Possession

Dream Scroll: B

Dragon Wheel: K

Awakening Rush: U, K, A - during Possession, U, K, QCL shift Possession

Vacuum Drop Kick: D, K

Exorcism: A+B - Unblockable

Fan Dance: A+K

Bow Breaker: A+G or B+G - can escape with A or B

Wall Dash: U, U, or D, D - special action

Wind Roll 1 Attacks:

Wind Roll 1: B+K - special movement, B+K, QCL shift Possession

Mekki-Maru Wind Roll: A - A, QCL shift Possession

Side Breeze: U, A, or D, A

Curse: L, A - shift Possession

Wind Death Sault: B, B, B

Wind Sealing Rush: B, K - B during second hit for additional attack

Riptide: K

Sealing Punishment: D, K

Haste Alternate: R, K, K, K - R, K, K, QCL shift Possession

Wind Roll 2 Attacks:

Wind Roll 2: U, B+K or D, B+K - special movement

Side Breeze: A

Curse: L, A - shift Possession

Storm Cloud Scroll: K, A

Stalker: A+B - special movement, shift Stalker

Wall Dash Attacks:

Wall Dash: U, U, or D, D near a wall - special action

Shadow Strike: A

Assassin's Strike: B

Hurricane Punishment: K




Age: 15
Birthplace: Village of the Wind Deity, SE Asia
Height: 4'8"
Weight: 93 lbs.
Birth Date: June 15
Blood Type: Unknown


     Father: Sanput
     Mother: Lidi
     Grandmother: Kalana
     Bird: Alun

Weapon: Elbow Blades, Syi Salika & Loka Luha
Discipline: Wind Dance

     Description: Talim wears her hair in two braided pigtails with
gold separators; around her neck is a huge gold necklace She wears a
dark gold top, with guards around her elbows.  Her shorts are baggy and
white with a slim belt.  She wears knee high red, white and blue socks
over schoolgirl shoes.

     Alternate Costume: Taki wears her hair up in this costume with a
huge bow flowing out the back.  She wears another huge pendant around
her neck.  She wears a white outfit with gold trim.  She has brown
wrist and hand guards on.  Her skirt is a light color, revealing much
of her leg.  She wears high socks again, over what appears to be ballet

     Throw Descriptions:

-Tagga No Kamay: Talim drags her opponent by their left leg a little
distance.  She then proceeds to jam the butts of her Elbow Blades in
the side of their head.  Talim then spins around with another slash of
her Elbow Blades to her opponent's head sending them backward.

-Sungabb Throw: Talim grabs her opponent by the right arm, and runs in
circle with her head bent.  She then rolls across their back, and flips
them hard into the ground using their own arm as leverage.

-Tower Kick: Talim jumps off her opponent's thigh and grabs them by the
head.  She then falls back to the ground still holding her opponent's
head.  She flips them over hard onto their back when she lands on the

-Piggy Back Tulison: Talim quickly flips over onto her opponent's back
landing and facing the opposite direction.  She gives their butts two
taps with her Blades and then with a burst of strength hits their
bottoms as hard as she can, sending them flying across the ground.

-Diving Wind Kick Throw: Talim pulls her opponent down to their knees.
She then piggyback hops over their body, landing on her back.  She then
monkey kicks them in the ribs, sending them flying.

-Monsoon: Talim flips over her opponent's arm seemingly breaking it.
She lands on her opponent's chest, and smashes both of her Elbow Blades
hard into her exposed opponent's face flipping the blades around as she
gets to her feet for show.

-Monsoon Season: Talim starts this the same as Monsoon.  She flips over
her opponent's arm, and proceeds to break it.  She then climbs onto
their chest and gives them a right and left punch to the face with her
Blades, followed by a double slash to the head for good measure.

-Tagga: Talim punches her opponent in the face with one of her Elbow
Blades.  A split second later she follows up with a backhand of another
Blade.  She then slips around to the side of her opponent, and slices
their neck with her Blade to end the barrage of attacks.


     Southeast Asia was thrust into an age of turmoil when Western
Europe's influence began to encroach upon their lands.  In one
particular region of Southeast Asia lived a tribe of people who could
control the winds.
     Talim was the daughter of this village's shaman, and she was
reared to be the last priestess.  During an ear where faith in the Wind
Deity gradually waned, Talim possessed unparalleled potential to be a
     One day, as Talim read the winds just as she had done many times,
a violent evil aura that seemed to devour everything in it ph surged
into her body.  Talim lost her consciousness and did not wake for days.
The incident occurred the day the Evil Seed spread across the world.
     When Talim was 15, a westerner brought a peculiar metallic
fragment.  The westerner touted the object as a "vitality charm," but
Talim immediately recognized the evil within the piece of metal; it was
the same malevolent energy that she felt on the day she collapsed.
     "I must return the fragment to its rightful place!" Talim
     The young priestess left on the journey, even though her elders
were full of misgivings.
     Soon after Talim left the village, she senses the resonance of the
same evil aura from other parts of the world.  She knew that everything
would soon be consumed by illness if the evil force continued to
spread.  Talim knew she had to find all of the fragments and seek their
rightful place.
     No matter how far she was from her home, Talim could feel the
wind.  She was not afraid-no matter how long the journey, she knew she
would be fine as long as the winds were with her.

*Move List Coming Soon*

Command List:

Horizontal Attacks:

Swift Espada:

Elbow Witik:

Spinning Low Hiwa:

Tuhod Slicer:

Razor Gale:

Olisi Whirlwind:

Olisi Kick:

Mirror Fan Strikes:

Mirage Fan Strikes:

Tornado Assault:

Tornado Assault Kamay:

Double Abaniko:

Reverse Elbow Witik:

Salisi Breeze:

Salisi Razor:

Vertical Attacks:

Handa Blade:

Twin Fang Sahig:


Gust Hook:

Twin Fang Witik:

Twin Fang Sahig:

Air Blade Thrust:

Vertical Abaniko:

Paayan Thrust:

Blue Sky:

Whirlwind Hambalos:

Kick Attacks:

Roundhouse Sipa:

Low Sipa Sweep:

Sweeping Breeze:

Sweeping Gale:

Reverse Sipa:

Inner Sipa:

Side Sipa:

Sipa Trip:

Sipa Rising:

Special Attacks:

Ice Wind:

Shearing Blades:

Desert Gust:


Twin Baraw Lift:

Rapid Force:

Cold Wind:

Paayan Thrust:

Tumbling Razors:

Twin Espadas:

8-Way Run Attacks:

Double Abaniko:

Paayan Thrust:


Desert Gust:

Wind Sault:

Blade Cyclone:

Gust Hook:

Sipa Slash:

Desert Gust:

Wind Charmer 1:

Planchada Cyclone:

Rising Gale:

Sipa Windmill:

Desert Gust:

Spinning Low Hiwa:

Isa Hampas:

Low Sipa Sweep:

Desert Gust:

Tornado Assault:

Tornado Assault Kamay:

Vertical Abaniko:

Sipa Trip:

Desert Gust:

Tumbling Razors:

While Crouching Attacks:

Tuhod Slicer:


Rising Baraw:

Low Sipa Sweep:

Twin Baraw Lift:

While Rising Attacks:

Left Witik:

Rising Elbow Blade:

Front Sipa:

Back Facing Enemy Attacks:

Turning Espada:

Tuhod Strike:

Baraw Strikes:

Diving Wind Kick:

Olisi Turn:

Baraw Punch Turn:

While Crouching, Back Facing Enemy Attacks:

Turning Low Hiwa:

Turning Satik:

Turning Sipa Sweep:

While Jumping Attacks:

Jumping Witik:

Swift Leap:

Sipa Jump:

Wall Jumping Attacks:

Diving Tuhod Slicer:

Swift Leap:

Diving Low Sipa Sweep:

Diving Satik:

Jump Delay Attacks:

Diving Tuhod Slicer:

Diving Satik:

Diving Low Sipa Sweep:


Tagga Na Kamay:

Sungabb Throw:

Tower Kick:

Piggy Back Tulison:

Diving Wind Kick Throw:


Monsoon Season:


Wind Charmer Stance Attacks:

Wind Charmer 1:


Blade Cyclone:

Wind Charmer 2:

Wind Leap Stance Attacks:

Wind Leap:

Paayan Thrust:

Wind Sault Stance Attacks:

Wind Sault:

Double Inwardi:

Double Bartikal:


Diving Wind Kick:

*The rest of the sections will be coming soon.*

XV. Credits:

     This FAQ is copyright Mike Zielinski.  You cannot steal or borrow
this FAQ without written consent from me.  This FAQ is exclusive to at this time.  If you wish to post this FAQ/Move List, you
must E-Mail me at with a link to your website
before you post FAQ, as well as another link after you post the FAQ,
fully credited to me.

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