MKOnline Soul Calibur 2 Strategy Guide (Updated: Ivy)...
0
posted04/21/2004 10:34 PM (UTC)by
Avatar
Starwinderbeta
Avatar
Member Since
02/10/2003 10:22 PM (UTC)

This is the mortalkombatonline.com official SC2
strat thread for the mortalkombatonline.com General Discussion forum.
Anything about SC2, gameplay wise, should be posted HERE. This guide is designed by me, Starwinderbeta (aided by ThePurpleBunny), to help any SC2 newbies and experts alike with their
favorite characters. One can add their own strategies in this
thread too, if wished. Anything not finished on a character will be updated every weekend. So expect to see a new character covered each weekend.

Let's begin.

Note: If you don't know the legend, ask around or go to Guard Impact



Table Of Contents

Introduction
SC2 Vocabulary
SC2 Basics
Characters
-Astaroth
-Cassandra
-Ivy
-Kilik
-Maxi
-Mitsurugi
-Necrid
-Nightmare
-Raphael
-Taki
-Talim
-Voldo
-Xianghua
-Yunsung

-Heihachi
-Link
-Spawn

-Cervantes
-Charade
-Seung Mina
-Sophitia
-Yoshimitsu

-Assassin
-Berserker
-Lizardman

Weapon Master Mode
Weapon Characteristics



INTRODUCTION

Transcending history and the world, a tale of souls and swords,
eternally retold.
-Anonymous



Chosen by history, a man becomes a warrior. Engraved into history,
a warrior becomes a hero.
-Song by a 14th century troubadour



A plague of suffering and violence has swept Europe into an age of heroes a
nd 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?
-Official Soul Calibur 2 Guidebook





SC2 VOCABULARY

Buffering
Buffering is when a command for an attack is inputted while another attack is in motion.

Example: Nightmare attacks Raphael with Rook Splitter (66B). As Nightmare is executing
Rook Splitter, another maneuver such as 8WR (88 or 22) can be buffered. After Nightmare
executes the Rook Splitter, he will immediately move into 8WR and can use his 8WR attacks
without wasting time. This is a good thing to know if you wish to be on continuous offense
without pausing. It has to be timed a bit though, so that the last input of the attack is
entered right after Rook Splitter ends.

Telegraphing
Telegraphing is when players cannot hide the nature of their attacks. Or when players
use the same attacks and tactics repeatedly, so they become very predictable (As in the
opponent will know exactly when the move hits, which direction it comes from, etc.). Do
not ever, EVER telegraph! It leaves one subject to many things such as Guard
Impacts, 8WR Evasions, etc. That leaves one open, and it's very dangerous.

Juggling
When knocked airborne, the opponents are privy to a few attacks before they land on
the ground. Because airborne opponents are not able to block, they can be hit several
times in the air before they fall. This is juggling.

Example: Link launches Cassandra with Half-Moon Swipe (3B), and follows up with a juggle
combo (Cross Slash Combo, ABK). If executed right, Link will hit Cassandra three times
before she lands on the ground.

Launcher
Launchers are attacks that launch, or throw opponents into the air. This is best
followed by a juggle combo.

Example: Astaroth's Ax Volcano (3B) launches an opponent high into the air.

Slide Input
SC2 runs at 60 Frames Per Second, which means that one frame is 1/60th of a second.
If you don't know what a frame is, check at Guard Impact. Slide Input commands must be
entered very, very fast. Slide Input moves are usually written like this (agA or bgBB, etc.).

Example: aB means that the A button must be pushed before the B button within a single frame
shift. Basically, You must press A and B in less than 1/60th of a second. Pretty damn fast, eh?
It's called a slide input, because it's best done when the buttons are slid from one to another.
For aB, just slide your finger from A to B. The attack will succeed if both buttons are
pressed correctly and under 1/60th of a second.

Soul Charge
When A+B+K is pressed, the character begins a pose in which a glowing light travels
from their feet to their waist. This is the Soul Charge. It can be stopped at any time by
pressing G when performing the SC. Soul Charge has three levels: Yellow, Green and Blue. If the
glowing light is stopped (G) at the shins, a Yellow SC will be in effect. This turns some regular
attacks into guard break attacks. Pressing G when the light rises to the knees or lower thigh
puts the character into Green Soul Charge mode. This actually makes the character stronger, and
makes much more attacks Guard Break attacks. Letting the Soul Charge go all the way to the waist
without stopping it (G) will lead to the Yellow Soul Charge mode. A character's attacks become
very damaging and devastating, and some of his/her attacks turn into unblockable attacks. Some
attacks will gain Guard Break status as well. Note that one is completely vulnerable when Soul
Charging, so it's best to follow a Soul Charge prior to an attack that pushes one away. Basically,
knock the opponent far back before attempting a SC.
Here is a little chart explaining the damage modifiers for the three levels of Soul Charge.
(Level Of Soul Charge)| (Modifier)| (Explanation)
Yellow (Level 1)| 0%| None
Green (Level 2)| 15%| Only effects the next successful hit, even if it's part of a combo.
Blue (Level 3)| 40%| Only effects the next successful hit, even if it's part of a combo.

Basically, Say a normal attack such as A takes 75. If a Level 2 Soul Charge is executed,
15% of 75 (Which is 3) will be added to 75, making 78. It may not seem like much, but it counts
a lot in the long run. A LOT!

WakeUp
WakeUp is the animation during the time a character gets up from the ground. Use low
attacks against opponents who lie still on the ground. Use tracking ground attacks against
opponents who Quick Roll. and quick mid attacks for opponents who rise directly into a crouch.
Use throws for opponents who like to get straight up. Vary your WakeUp game to keep your
opponents guessing.

Back Facing Enemy
These attacks can only be done if a character has his/her back turned to an opponent.

While Crouching
These attacks can only be done if a character is crouching.

Jump
Press 7, 8, or 9 and any button or combination of buttons for a jumping attack. To
just jump regularily, press 7, 8, or 9 and G. Most of these attacks are slow and hit high.

Jump Delay
These attacks are done by regularly jumping in the air (7,8,9G), then pressing an attack
button. Most of these attacks hit mid and low and are slow as well.

While Rising
First, the character must be crouching. To crouch, press 2G and release G(It is also known
as Instant Full Crouch IFC}). Release 2. The animation of the character standing up is While
Rising. WR moves can only be done while the character is in the animation of rising from a crouch.
It also applies to when rising from being knocked down.

Auto-Counter
Some characters have really special moves that are specifically meant to Guard Impact an
oncoming attack if it hits.

Example: If Nightmare attacks Raphael at the same time Raphael executes Blood Roar (9A+B),
Raphael will automatically Guard Impact Nightmare's attack. Most Auto GI moves lead to a free
throw (The throw is part of the auto GI). These attacks hit after the initial impact.

Counter Hit
This is when a character hits the opponent at the same time the opponent is attacking.
Whoever gets the succesful hit gives extra damage to the opponent. Sometimes, counter
attacks make the opponent stagger or immediately fall down, opening up some nice follow ups.
20% of the damage is added to the successful attack.

Guard Break
Guard Break moves are often very powerful moves that knock the defender's weapon out of
the way, opening way for a free hit. The defender cannot move until he/she recovers. The
only defense against the free hit followed by the GB attack is a guard impact.

Hits Grounded
Moves that are able to hit opponents that are lying down on the ground are Hits Grounded moves.
These play a major role in WakeUp games.

Example: Several of Nightmare's attacks are HG attacks. A quick one is 3B.

Knockback
Knockback is the ability of an attack to push defenders away.

Knockdown
Attacks that knock their victims down on the ground are Knockdown attacks. Once the opponent
is down on the ground, they are exposed to several possible WakeUp attacks.

Stagger
Several attacks in Soul Calibur 2 can cause an effect called a Stagger. If a stagger attack
successfully hits an opponent, the opponent will stagger, and will not be able to move, defend,
and attack. Staggers are best used to set up for powerful attacks or juggle combos that often
get GI'd or blocked.
Here's a chart of the various kinds of staggers and their effects...

Stagger Property: Effect Of Stagger
Crumple: Characters collapse to the ground; best followed up with low attacks.
Double Over: Characters double over. This stagger can actually be broken by holding G
and mashing everything else.
Fall Back: Characters collapse quickly; as with Crumple, low attacks are the best follow ups.
Hop: Characters hold their foot in pain and hop up and down a few times; Any relatively fast
attack can be used as a follow up.
Spin: Characters spin in circles. Any attack can be used as a follow up.
Quake: Affected characters lose their footing, but don't fall over.

Tracking
Tracking attacks, as the name implies, track the opponents movements and follow. These
attacks follow the opponent with light or heavy accuracy before striking. Yoshimitsu's Ninja Sun
Flare (44B+K), is the only move that has 100% tracking potential. It never misses. Nightmare's Rook
Splitter (66B) also tracks very well, but can be sidestepped if timed right.

Unblockable
These attacks are often begun with a lot of graphic effects, such as fire and electricity
surrounding the character. Most unblockables can be easily evaded or countered, because they
telegraph and they have long charge up times. Unblockables are among one of the strongest types
of attacks in the game. They cannot be blocked, as the name implies.

8-Way Run (AKA 8WR)
Holding any direction engages 8WR. It's one of the best ways to evade vertical strikes
or kicks. But 8WR can be thwarted by a horizontal attack. But the opponent can crouch the horizontal
strike if he/she has fast reflexes. But the vertical attacks crush the horizontals. It works like a
Rock, Paper, Scissors game. 8WR beats vertical, horizontal beats 8WR, and vertical beats horizontal.
Another way to enter 8WR is to tap the direction you wish to go to twice. This is better than holding
the direction because it's faster, and actually includes an evading sidestep on the first tap.

Air Control
When characters are launched into the air, one can perform a meneuver called air control,
which prevents the launched character from possibly getting juggled. Once launched in the air,
holding a directional button will shift the characters' weight, allowing them to fall in the
direction desired instead of straight down. This is excellent for avoiding juggle combos.

Guard Cancel
Guard Cancel is when G is pressed while an attack is being executed. This often cancels
the attack animation and the character recedes into a guarding position. These are excellent
to use in a Guard Impact battle. It causes the opponent to wharf a GI and leave him/herself open.
Some guard attacks include Nightmare's Mail Splitter (bgBB) and Quick Back Spin Slash (agA). The
first B in Mail Splitter is cancelled and opens up the path for BB to execute. The same applies
to Quick Back Spin Slash.

Guard Impact
Guard Impacts (AKA GI) are one of SC2's more developed defensive techniques. Guard Impacts
are divided into two categories: Repel and Parry. To repel, press 6G at the exact time an opponent's
attack hits you. To parry, press 4G at the same time an opponent hits you. What's the difference
besides the directional inputs, you ask? Repel thwarts high and mid attacks and Parry thwarts low
and mid attacks. GI causes a character to deflect and guide the opponents attack another way, making
the opponent open. The opponent cannot attack, move, or defend after being GI'd. There is a wide
opportunity to attack an opponent that has been GI'd, but one and only thing the opponent can do
to stop that attack is to launch a GI as well. This could lead to a GI Battle. This is when every
attack gets GI'd every time. One character attacks and gets GI'd the opponent counter attacks and
get's GI'd, etc. The best way to avoid this is to GI the opponent and use a guard cancel move or a
slow hitting move. This messes up their timing, possibly making them screw up the returning GI. It's
best not to live by GI's. It causes more harm than good if one waits for an attack to come by just
to GI it. The opponent can GC it and launch another attack, or a GI Battle could ensue. It takes a
toll on the players strategy. The best times to use GI's are when opponents begin to telegraph
themselves repeatedly, so the player knows their attack patterns like second nature. Once the attack
pattern is known, the player can GI an oncoming attack, because he/she knows when it's going to hit
and how. Basically, don't try to GI all the time. Actually, do it rarely. Only use it if you're
extremely sure that the opponent's attack is going to hit.

Step In/Step Out/Step Back/Side Step
This is the most basic form of movement in SC2. Just tap a direction, and the character steps
that way. This evasive movement is much more effective than 8WR, because the character steps a
large distance to sidestep instead of just regularly walking in the desired direction (8WR). This
is the best defense against vertical attacks. If a player is good, he/she can buffer the same
directional input as the input used to sidestep and launch an 8Wr attack.

Quick Recovery
Quick Recovery makes an airborne character land on his/her feet instead of just falling down,
becoming an easy WakeUp target. Press G when the character hits the ground (Exact time) to Quick
Recover.

Quick Roll
When a character is knocked down, Quick Roll can be used to roll back to a character's feet.
Press G8 or 2 directly after falling to Quick Roll.

Roll
When a character is knocked down, he/she can roll sideways, forward, or backward to evade
WakeUp attacks. Pess 8,2,4,or6 when down on the ground. The character can roll three times, and
the roll is "comboable". Example: One can roll sideways twice, then backwards, etc. It is advised
to try to avoid Rolling with characters that have fast, tracking ground hits such as Nightmare.

Horizontal Attack
Press A to perform a horizontal attack. These usually arc side to side to prevent opponents from
sidestepping or entering 8WR.

Vertical Attack
Press B to perfirm a vertical attack. These swipe either directly up or down, and most tend to
have more covering space than horizontals. 8WR or sidestepping is effective is evading verticals.

Kick
Press K to perform a kick. These are fast, and don't always make the character kick.
Some characters punch or headbutt when a combination of K moves are performed. These are
best used to interrupt attcks from oncoming opponents.

Throw
Press A+G or B+G to throw. These deal a truckload of damage. Most throws hit high,
and execute regardless or the opponent's state (If blocking, throws will still hit).
Some characters have special throws that hit mid or low, so be sure to watch out for them.
To break a throw, press A to break an A+G throw and B to break a B+G throw. These must be
pressed when the opponent initially grabs you.

On to the Characters section.



CHARACTERS

Note that I'm not going to type out the movelists for all the characters. Just a select
few that aren't easily available. Besides, you've probably got the game running in your system.
Don't be lazy. Go to practice mode and check them out.

Astaroth
Click here to view
his movelist, biography, etc.



THERE ARE SEVERAL THINGS THAT CAUSE MONSTERS. THE FIRST IS THE GLORY OF GOD.
-Ambroise Pare, Animaux, monstres et prodiges

Astaroth's Perks:
This creature is a bloody monster! If one keeps a clear head and stays a step ahead, Astaroth is a straight up killing machine. He can push and shove opponents to around the arena with his gigantic ax even when they block the initial attack. His range is pretty far as well, so he can punish foes from a safe distance. His Ring Out potential is dead excellent. With his large body and intimidating look, it adds even more to his psychological game. He's not easy to learn or use, but mastery pays off in chunks when he's mastered. Astaroth can perform crouching throws, a rarity in SC2. It is so great of an advantage. Turtlers (People who do nothing but defend) who love crouching Astaroth's mighty horizontals will be forced to find another tactic of horizontal defense. Mixing his low throw game up with his horizontals will improve ones game folds. Astaroth isn't invincible, though. He can be brought down with repeated pokes.

Astaroth's Strengths:
Astaroth's strength is at the top of his strengths list. Get it? grin (I crack myself up sometimes. Don't mind me). Seriously, Astaroth is all power. Combined with his range, he becomes quite an adversary. As a plus, some of his attacks are auto throws, but these are mostly comprised of shoving an opponent in a direction. Poseidon Rush (214A), is a very, VERY notable move here. Upon a successful hit, it will connect into a throw that takes much more damage than a regular throw. Astaroth is almost fully protected when launching this attack, as it comes out fast, spins around him, forming a dangerous barrier. It's range also makes opponents pause with caution before attacking. This is one of the most abuseable moves in the game. The only true defense against this is a Guard Impact. Regular blocking works well too, but it pushes oneself backward, so it might not be helpful to close ranged attackers like Talim or Taki to be pushed, as they have to rush back in Astaroth's vicinity. This can set the pace and control of the fight to Astaorth's liking. One learns quick to never be neutral when fighting Astaroth, even when in a Knockdown position. Astaroth has a wide range of arcing horizontals in his repertoire of moves; most dangerous are his low horizontals. Even without the horizontals, Astaroth still has his throws. He can throw on any height level. He has high, mid, and low throws that can even catch opponents who are in Knockdown position. One must be very cautious about position when facing Astaroth.

Astaroth's Weaknesses:
As with every large, slow brute in any fighter, Astaroth suffers with speedy opponents. To be effective when using Astaroth, one must fully utilize 8WR and interrupt attacks. One miscalculation, and a Taki or Talim player can abuse Astaroth until kingdom come. GI's will work on beginners, but with an expert, trying makes the situation even worse. Astaroth isn't a very good character for evasion. Astaroth's sidestep is too slow to dodge most verticals, and even his crouch can barely dodge horizontals. Opponents can easily get in many attacks before Astaroth can successfully evade an attack. It's best to go for countering the attacks instead of evasion, but that's not easy at all. Astaroth has some long range, but it doesn't do any good if his vertical attacks are too slow to hit anything. Once a vertical is launched, Astaroth might as well start praying to Ares. All it takes to destroy Astaroth is a well placed sidestep and rush. This can be heralded with a multitude of hits with Taki, Talim, or Xianghua before Astaroth can free up space.

Astaroth's Best Attacks:
Ax Crash (66B): One of the better moves to use against button mashers. It hits mid, and it's fast enough to interrupt some fast attacks from some opponents. Don't ever use this unless against a button masher. It telegraphs easily, and can be punished severely, especially on block. Don't abuse it too. Throw it in every once in a while. Variety is gold here.
Bull Rush (66K): It serves the same purpose as Ax Crash, and it hits knockdowned opponents as well. Use this to mix it up with Ax Crash. The advantage Bull Rush has over Ax Crash is that Bull Rush can be guard cancelled. This is very helpful after GI'ing an opponent. The opponent would probably try to GI back. This is when Bull Rush can be cancelled, then transitioned into a throw. The command looks like this: 66[K]GB+G/A+G.
Bear Fang (4B): This is best used to interrupt speedy pokes. It can be held to confuse the opponent. Mix it up with throws, and Bear Fang will be invaluable.
Titan Ax (A+B): It's a good tracking attack. This is better used to stop sidesteppers and attackers who enjoy 8WR attacks.
Ax Grave (1B): This is excellent for countering opponents who like to charge at Astaroth. It is best used at long ranges.
Poseidon Crest ([8/2]AA): This is the better of Astaroth's defensive maneuvers. He spins twice when doing this attack, so his ax protects him from and close and mid range attackers. Abuse this, but don't overabuse this.
Drop Of Lava (8B+G): This is best used after abusing the opponent with low attacks. Once they get used to blocking low, use Drop Of Lava to add to the damage.
Flood Of Lava (3B+G): This serves the exact purpose as Drop Of Lava. Flood Of Lava can actually dodge low attacks if timed correctly, as it has a jumping animation. Mix it up with Drop Of Lava and low pokes for devastation, then immediately switch to mid and special mid attacks to disrupt Astaroth's pattern, adding to the mind game benefit.
Double Discus (1[A]A): One of Astaroth's best low attacks. This sweeps a full arc, so sidestepping won't help evade it. It comes out slow and telegraphs if abused, so use it sparringly. Mix it up with Discus Breaker for better results.
Discus Breaker (1[A]B): Serves the same purpose as Double Discus. Be sure to mix them up. Some opponents will try to be slick and rush Astaroth inbetween the first and second hits. If this happens, only execute Discus, and not the second hit. When the opponent tries to rush after discus hits, quickly buffer into Poseidon Tide Rush for an almost guaranteed throw.
Hades Break (2A): It's a fast low attack. It's useful against opponents who neglect blocking low. Switch it up with Reverse Tamer for better results.
Reverse Tamer (1KA): This is a good mixup with Hades Break. It's best to abuse Hades Break until the opponent gets used to it, then bust out Reverse Tamer for a low hit, then a high hit. This can also be used to lure the player into a rush (From long range). The opponent will think that the attack is over after the K, but the opponent will likely run into the following A. Good stuff.
Ax Lower Cannon (3B+K): This is pretty slow, but it's a useful low attack. Mixing this up and abusing it after an array of high attacks equal devastation and woe. It hurts.
Poseidon Tide Rush (214AAAAAA): This is THE move for Astaroth. It can be overabused like crazy (Though not advisable). Astaroth is very well protected during the attack animation too. Only another Astaroth, Kilik, Seung Mina, Ivy, and Nightmare can easily knock Astaroth out of this powerful attack. While Astaroth is spinning, the player can press the D-Pad or move the Joystick. This makes Astaroth move in the desired direction while spinning. This is the best way for Astaroth to retreat and advance. Once again, abuse this move. Astaroth definitely makes it rain blood when this attack gets abused. wink
Offering (3A+B): This is a very useful surprise attack. Follow this after Poseidon Tide Rush for best results.

Other Tips:
Try to use Guard Impacts a lot when playing as Astaroth. This is common sense, as his space gets invaded easily by fast characters. Follow a successful GI with Bear Fang (4[B]) and follow up with Hades Cannon ([8/2]B). Mix it up with delayable attacks or Flight of the Wicked to rack up damage points.



Cassandra
Click here to view
her movelist, biography, etc.



HERE I SIT, FORMING MEN IN MY IMAGE, A RACE TO RESEMBLE ME: TO SUFFER, TO WEEP, TO ENJOY, TO BE GLAD-AND
NEVER TO HEED YOU, LIKE ME.

-Johann Wolfgang Goethe, Prometheus

Cassandra's Perks:
Unlike Astaroth, Cassandra is a pretty fast character. She's an awesome player for those who prefer short to mid range characters. She has a pretty good defensive lineup, an even better offensive line up, beautiful launchers, and mind-wrenching mixups.

Cassandra has a pretty balanced offensive lineup. She has linear attacks that dish out a fairly good amount of damage, and coupled with her speed, they become pretty dangerous if the opponent does not know how to defend. Her launchers are excellent, and can be followed up with very damaging juggles, if one takes the time to learn them. She loses a bit of mojo in the sidestep game, though, but she can still play a pretty mean sidestep game if the right moves are utilized.
Players new to Cassandra would probably play her better defensively than offensively. Some of her moves are excellent for counters, due to the tendencies of them having Cassandra crouch very low, countering opponents who tend to attack high most of the time. With the Angel Step stance, she can even counter mid and special mid attacks before they're pulled off. Usually, mid/special mis attacks cancel low counters.
If you're one that loves speedy characters with flashy, yet effective moves, and is willing to dedicate time, Cassandra should be one of your strong choices. Plus, smacking someone up the side of their head with a shield should be loads of fun. wink

Cassandra's Strengths:
Cassandra is simply of of the better characters in Soul Calibur 2. Her mix ups and regular attacks usually make opponents think twice before charging ahead for the attack. Her several horizontal attacks are excellent for barring a sidestepper from entering her space. She has a fair bit of nice natural combos as well.
It's better to start small with fast natural combos such as Slide Rush (AB) and Slide Tornado (AK), the mix up with larger naturals such as Slide Rush (ABB). Slide Sweep (ABK) serves as a good mixup when the opponent gets used to Slide Rush. Brave souls can even use slower low attacks such as Cutlass Serendipity (44AA) to throw off timing.
Another excellent low attack is Cutlass Thruster (44AB), similar to Cutlass Serendipity. These effective natural mixups usually throw a defender's game off, as it causes debate as whether to block or GI low, or block and GI high. Good stuff. Mix that up with strong mids then switch to Undertow (1A), to strike low again, and follow up with attacks that hit fallen opponents. Other nice low attacks to mix things up are Seraphim Heel (1K), which can throw off the opponent's perception, and Pure Stinger ([1] or [7]B).
When the opponent feels safer to clock low altogether, move on to her nice mids to annoy the opponent, maybe even add more tension to their game. A good one to use is Seraphim Tornado ([3] or [9]K~K). Most defenders at this point, will most likely fall for this throw off move. Guardian Strike (2BB) is another good mid to crush a croucher. One of the best ones to use is Twin Step Grace, a two in one hit move that hits mid on both times. It's very damaging as well, and can be used as a good juggle to follow up a launcher.
The Angel Step Stance (236) is a pretty effective stance, which offers some excellent moves to use against the opponent. The stance itself can be used as an evasion technique, as Cassandra slides into a crouch. Use this to avoid incoming high attacks. The best move to use when in Angel Step is Angel's Exile (236B). It's highly abusable, has RO abilities, it has insane damage on counter, AND it gives Cassandra an advantage on block. Mix this up by going into Angel Step, tap G, and perform any of Cassandra's regular attacks (Low attacks are excellent here). Mixing Angel's Exile and attacks from Angel Step lead to serious mind games that could turn the tides of the match in Cassandra's favor. Good stuff...
Cassandra's Weaknesses:
Like most characters in Soul Calibur 2, a weakness is created once one decides to play predictably, by telegraphing their attacks usually. This is the case with Cassandra. Some players try to repeatedly use Cassandra's best moves, which obviously telegraphs their intentions. This, of course, can lead to several instances where the player gets punished for situations that could have been avoided altogether. As long as one plays Cassandra in a semi-random fashion, dishing out her insane attacks here and there, one should have no problems playing her. This makes Cassandra more of a character that is easy to learn, but hard to master.
Cassandra players could have problems with long-ranged fighters such as Astaroth and Ivy, if not well-versed in the opponent's playstyle. Most close-to-middle rannged fighters suffer this slight disadvantage. A little bit of practice against these kind of fighters will prove invaluable to mastery of Cassandra.

Cassandra's Best Attacks:
Twin Step Grace (3A+B): This attack is a pretty good attack to use against crouching opponents, and can also double as a juggle attack.
Heaven Lift (3B): A good launcher to throw out against unwary opponents, and opponents that tend to prone a lot.
Shooting Star (66A+B): An excellent attack to use against turtlers. Especially when the open up their defenses to back up a bit.
Artemis Dart (6B): A quick attack that covers a surprising amount of range, compared to Cassandra's other basic poke attacks. Bring this out once in a while to disrupt the flow of the opponent.
Seraphim Kicks ([3]KK or [9]KK): Use this to punish an evaded vertical with an average recovery time. Dont use it too much, especially against turtlers who like to stand still and punish.
Angel's Embrace (66B+G): A fairly weak throw, but better to use at times than her normal throws, as the frame window for reversing it is very low. Basically, the throw is much harder to disrupt than regular throws. It's a good throw to use once in a while against turtlers that do not crounch much.
Angel Step (236): The stance alone covers a bit of range, which can mess up the calculations of a turtler's defense. The stance often opens up a myraid of mind games, if used in conjunction with similar looking regular attacks, or if used out of the blue. It's especially effective when used in the form of Angel's Exile (236B).
Angel's Exile (236B): Look at Angel Step, above this one.

Other Tips:
Seeing as I have not played Cassandra in a good while, I don't have concree tips to give. But if there's one thing one should do to better their Cassandra, it's repeated, arduous, practice sessions. Keep practicing with Cassandra, as she's a very easy character to pick up, but difficult to master. Watch other Cassandra players, and implement some of their techniques into your playstyle, if you deem it necessary. Such is the key to being a good Cassandra player.



Ivy
Click here to view her biography, movelists, etc.


SHE IS THE ONE WHO HIDES HER SECRETS.
-Max Ernst, La Femme too Jetes

Ivy's Perks:
As most people realize, Ivy is the toughest character to master in Soul Calibur 2. Memorizing her stances, and the several ways to enter them, several frame-specific attacks, memorizing her moves and distinguishing them from a similar one, and artfully crafting them all into advanced techniques like juggles. All of this are the basics to an Ivy Player. If you don't have a lot of patience, Ivy is not the character for you.
She has the two strongest throws in the game, as well as high damaging moves and juggles that are a blast, visually and damage-wise. She's also outranges every character in the game. Being a mostly long ranged fighter does have it's disadvantages, though. If Ivy does not evade, guard, and impact accordingly, sneaky Talim and Taki--even Xianghua players, will be able to cut the ideal distance Ivy fights in and invade her space, leading to often ugly outcomes.

Ivy's Strengths:
It's a no-brainer that one of Ivy's strengths come from her range. Being able to outrange any character in Soul Calibur 2, Ivy can set the pace of the match the way she pleases, so long as she keeps the opponent's distance from her in check. Summon Suffering, her strongest throw, factors majorly into Ivy's playstyle. The many buffers into Summon Suffering, and the many moves that can branch in and out of the directional inputs for Summon Suffering are just delightful. All that, and it also has insane damage, toppling the hundreds value. Summon Suffering isn't Ivy's only insane damage dealer. Her juggles, if pulled off well (Especially if the launcher is a counter), can easily cut half an opponent's health! With the right combinations, Ivy easily becomes one of the best damage dealers.

Ivy's Weaknesses:
Ivy's range is one of her better strengths, but it is also a weakness. Most of her moves consist of long range strikes and swipes, making her a poor close range character. She does have some moves to make this weakness less impacting. Close ranged characters will have a ball if Ivy's defense is breached. That's the only major weakness Ivy has. Anything else can be remedied by practicing.

Ivy's Best Attacks:
Summon Suffering (376231A+B): This is a no-brainer. The insane damage, the several ways to buffer it, seperate attacks one call pull off in and out of it...It's a doozy.
Eye of Madness (3A+B): This move launches out very fast, and can be held for a bit of mind games. A very effective launcher, that can be accompanied by Ivy Lick (8B+K).
Ivy Lick (8B+K): An excellent move to accompany any of Ivy's launchers. This attack literally pulls you from the sky and slams you down to earth. Skilled players juggle the opponent with one or two strikes, then follow up with Ivy Lick, ripping pretty much half of the opponent's health.
Royal Huntress ([8]K or [2]K): One of Ivy's better attacks. It's a nice, arcing sweep best used after a sidestep. It's one of the better sweeps in the game.
Raven Knee: This knee is one of Ivy's better close range attacks. It looks high, but it hits mid, which works against crouchers well.

Other Tips:
To master Ivy, one requires patience. Expecting to fully grasp Ivy in a week is pretty much absurd. Unlike Cassandra, Ivy is hard to grasp and even harder to master, so she requires several hours of practice to be even remotely useful. Learn Summon Suffering, and the several ways to buffer into it. Learn her juggles. Focus a large portion of practicing on defensive maneuvers and evasion. All of this is pretty musch required to be a decent Ivy player.

More to come.
Next character: Kilik.
Avatar
Scorpio_Death
03/23/2004 01:11 AM (UTC)
0
woa, thnxs SWB and TPB. A lot of stuff in that post :\.
Avatar
NeoScorpion
03/23/2004 01:48 AM (UTC)
0
Whoa thanx a bunch Starwinder...I was at a LAN party this weekend where they were playing SCII and this will come in handy on the next one...
Avatar
Starwinderbeta
03/23/2004 02:57 AM (UTC)
0
I'll try to update it with a new character every weekend. Most likely on late Fridays or early Saturdays. I should always be finished with the new character before 5: 00 PM (est) on Saturday. Note that I'm going in alphabetical order as well.
Avatar
|Cham|
Avatar
About Me

Setup85.com

03/23/2004 05:48 AM (UTC)
0
Bad ass starwinderbeta smile
Avatar
the_shirt_ninja
03/23/2004 11:30 AM (UTC)
0
Awesome. Can't wait for Cervantes, Ivy and Seung Mina tactics...
Avatar
the_shirt_ninja
03/23/2004 11:30 AM (UTC)
0
t3h doubl3 p0st!!!11
Avatar
Nikodemus
03/23/2004 04:17 PM (UTC)
0
That’s all pretty good stuff although I don’t really agree with the assessment of Cassandra as being one of the best characters. Of course that’s just a matter of opinion from the various Cassandra players I’ve faced. I just find her to be limited by her good moves. She just seems horribly predictable although definitely not as bad as her big sis Sophitia. I look forward to reading more...hopefully you will be able to teach me some new tricks for Ivy and Cervantes. I've read most of the stuff on soulcalibur.com and guardimpact.com that I found relevant... I need more!
Avatar
Versatile
03/23/2004 06:19 PM (UTC)
0
Dont forget that bull rush with astaroth goes under high attacks and can be delayed.

66B is definately not just for button mashers only..get out of town bro. Asta needs that move to win basically. I think it's his third best move besides bull rush and poseidon tide. Fourth best if you count his throws.

Cassandra is good..just not as good as X,Cerv,Mitsu,Yoshi,etc..but who is?
Avatar
Starwinderbeta
03/28/2004 09:52 PM (UTC)
0
Updated the rest of Cassandra's section. Because of a few issues outside of here, I haven't been able to update with the next character, Ivy, yet. So I'll update with her information during the course of the week...
Avatar
tgrant
Avatar
About Me
Project MKK: Coming soon...

Currently working on: MKD & MKA - The One Ring Theory
03/28/2004 10:04 PM (UTC)
0
This is all great work, Star. You've done an excellent job. I can't wait to see Ivy, Taki and Link's tactics.
Avatar
Starwinderbeta
04/21/2004 10:34 PM (UTC)
0
I updated with an Ivy guide.
I need to stop playing so much FFXI and get to more guide writing and research. Heh...
Pages: 1
Download on the App StoreGet it on Google Play
© 1998-2024 Shadow Knight Media, LLC. All rights reserved. Read our Privacy Policy.
Mortal Kombat, the dragon logo and all character names are trademarks and copyright of Warner Bros. Entertainment Inc.