--------------------------------------- VOLDO, CHARACTER GUIDE - SOUL CALIBUR 4 Version 3.03 --------------------------------------- CONTENTS #1.0 PURPOSE AND INTRODUCTION #1.1 Who this guide is for #1.2 Who this guide is not for #1.3 Notes and version history #1.4 Using the search function #2.0 THE BASICS #2.1 Story #2.2 Character description #2.3 Strengths and weaknesses #2.4 Notation and jargon used in this guide #2.4A Controls #2.4B General jargon #2.4C Move information and properties #2.4D Voldo's Stances #3.0 LEARNING TO PLAY WITH VOLDO #3.1 Basic strategies #3.2 Moves to learn first (my movelists) #3.2A Using my movelists #3.2B Normal stance #3.2C Normal stance to blind stance #3.2D Blind stance #3.2E Blind stance to normal stance #3.2F Caliostro rush stance #3.2G Death roll stance #4.0 COMPLETE MOVELIST #4.0A Reading the movelist and move properties #4.0B Notes on the mantis stance and down stance #4.1 Normal stance #4.1A Normal stance to blind stance #4.1B Normal stance to mantis stance #4.1C Normal stance to death roll stance #4.1D Normal stance to caliostro rush stance #4.1E Normal stance to down stance #4.2 Blind stance #4.2A Blind stance to normal stance #4.2B Blind stance to mantis stance #4.2C Blind stance to down stance #4.2D Blind stance to blind caliostro rush stance #4.3 Mantis stance #4.3A Mantis stance to normal stance / blind stance #4.3B Mantis stance to death roll stance #4.3C Mantis stance to down stance #4.4 Death roll stance #4.4A Death roll stance to normal stance / blind stance #4.4B Death roll stance to mantis stance #4.4C Death roll stance to down stance #4.5 Calistro rush stance #4.5A Caliostro rush stance to normal stance #4.5B Caliostro rush stance to blind stance #4.5C Caliostro rush stance to mantis stance #4.5D Caliostro rush stance to down stance #4.6 Down stance #4.6A Down stance to normal stance #4.6B Down stance to blind stance #4.6C Down stance to mantis stance #4.7 Blind caliostro rush stance #4.7A Blind caliostro stance to normal stance #4.7B Blind caliostro stance to blind stance #4.7C Blind caliostro stance to mantis stance #5.0 CREDITS, INFORMATION AND VERSION HISTORY ******************************************************************************* ----------------------------- #1.0 PURPOSE AND INTRODUCTION ----------------------------- #1.1 Who this guide is for: -People who want to start playing Voldo, or want some basic information about him to help fight against him. I found that it is hard to know where to start with him, his move list is all over the place, he has lots of strange stances with lots of ways of getting between them. This guide will give you some sets of moves to get you started. -People looking for some basic strategy hints on how to play Voldo. -People who want an organised list of Voldo's complete moves including getting into and between his stances, with information on damage, hit ranges, horizontal/vertical information, properties, range and speed. #1.2 Who this guide is not for: -People who have just got hold of Soul Calibur 4 and have not played any previous SC games or got to grips with the basics. If this is the case, please either read the instruction manual or another comprehensive FAQ, have a good play around with the game, and return when you have a handle on how the game works. Be warned that Voldo is one of the more complicated characters, for a starting character you may prefer to learn Astaroth or Kilik as they are very straightforward and powerful. But if you are feeling brave, I welcome you to use my guide to get you started on one of the most interesting characters in the game! -People who are already competent with Voldo and are looking to become much better players. I do not consider myself good enough to be able to give you advanced strategy hints. Im sorry! Maybe one day I will feel more confident to do so. Feel free to browse my strategy hints at the end but you probably know more than me already. -People who want a frame data. I have described how quick the moves are generally, but not anything precise. You can find a lot of this information at www.caliburforum.com in the soul arena section of the forum. -People who want details about all of Voldo's equipment, weapons stats and such. All this information is can be found in other FAQs: Equipment http://www.gamefaqs.com/console/xbox360/file/940048/53716 Weapons http://www.gamefaqs.com/console/xbox360/file/940048/53656 #1.3 Notes -This guide was made using the Xbox 360 version, but it should apply to the PS3 as I believe they are pretty much identical. -I have omitted the standard jumping attacks in blind stance as they won't connect and seem pointless, and left out attack information for those attacks which are almost certain to not connect. -Make sure you read the notation and jargon section and the how to read the complete movelist section before jumping into the complete movelist, or you will be unlikely to make sense of most of it! #1.4 Using the search function If you want to jump to a particular section in this guide, this is the quickest way to do so: -Find the reference of the section you wish to jump to in the contents, for example #6.3D -Put the cursor at the very top of this guide -Hold Ctrl and press F, and where it says 'Find what' or 'Find' type in the reference number (if using Firefox instead of Internet Explorer, the 'find' tab may appear at the bottom left of your screen) -Check that direction is set to down, then click the 'find next' button twice (click the 'next' button twice if using Firefox) -You should now be at the section you want to find --------------- #2.0 THE BASICS --------------- #2.1 Story (my interpretation): Voldo is an intruiging character who was a devoted servant to a master. After the master's death Voldo continues to carry out his wishes, this is all he cares about. Spending so long in service underground has left him blind and heightened his other senses. He also learned to move and fight more like an insect than a human. This makes him a hard character to fight against as he is so unorthodox. He uses nekode type weapons, claws or spikes attached to his wrists. #2.2 Character description: Voldo plays much like any other character, with the addition of many stances and transitions. The most interesting thing to note about him is the fact that in his back turned stance (referred to here as blind stance) he can guard and parry, this makes him unique. Also, he constantly moves on the spot even when you don't press any buttons (this doesn't affect gameplay, unless it is creeps your opponent out). Also when he guards or has a move impacted when in blind stance, he is forced to turn around back to normal stance. Strangely he uses his head to parry incoming moves rather than his weapon. You have to wonder how he could ever be hurt! For some reason they game him the falling chop which is the signature move of Scotty 2 Hotty's "worm" from WWE as an unblockable. #2.3 Strengths: Fairly fast, some scary long range moves including diving throws, huge move variety, hard to predict, many stances and attacking choices, being unorthodox makes him hard to play against and read, a lot of nice low moves, mainly easy to input his moves, a few decent unblockables (but not that great). Weaknesses (or development points for the PC): Generally fairly limited range, not super high damage, complicated to learn, not the best at ring outs. #2.4 Notation and jargon used in this guide: #2.4A Controls 1: Down+left on the controller. 2: Down on the controller. 3: Down+right on the controller. 4: Left on the controller. 6: Right on the controller. 7: Up+left on the controller. 8: Up on the controller. 9: Up+right on the controller. A: Press the A button (as referred to in the control scheme you have). B: Press the B button (as referred to in the control scheme you have). G: Press the G button (as referred to in the control scheme you have). K: Press the K button (as referred to in the control scheme you have). +: Simultanious button presses. /: Indicates alternative inputs. ~: Indicates the next input must be made extremely quickly. [x]: Indicates the input x should be held down. In the case of directional inputs, this can also be replaced with a double tap in that direction. (x): Indicates an additional optional input. #2.4B General jargon BLOCK: See guard. COMBO: This is a succession of attacks that form into one longer move with two or more hits (such as A A). GUARD: Holding down the G button while standing to block high, mid, special mid or special low attacks; or holding down the G button while crouching to block low, special mid or special low attacks. This stops the attack damaging you. IMPACT (guard impact): A defensive move which deflects an incoming attack if timed correctly. INTERRUPT: To hit an opponent who is performing a move by doing a faster move. Sidestepping: Using the 8 way run system to try and move around your opponent's attacks. REPEL (guard repel): A type of impact, using 6+G or 3+G to repel high/mid or mid/low moves respectively. The player repelled cannot move, attack or block for a short time. PUNISH: This means to land your own attack on a helpless opponent after they miss you with a move or are out of position. SIDESTEPPING: Using the 8 way run system to try and move around your opponent's attacks. STANCE: One of Voldo's various fighting style positions. You will become familiar with them as you try out his attacks. The stances often link together with various moves. TRACKING: The ability of a move to follow the opponent as they move. #2.4C Move information and properties h,l,m,sl,sm (high,low,mid,special low,special mid): The parts of the opponent an attack aims for. *n: Indicates special property number n which will be explained below the section of moves in which it appears (n is a number). AT (attack throw): A move which turns into a throw animation if the hit lands successfully and at close enough range. CH (counterhit/counterattack) : Striking the opponent during one of their attacks. EC (ends in crouch): A move which will initially leave you in the crouching position when it is complete. EV (evasive): A move which is good at getting around, under or over other moves giving you the chance to hit without being hit back. GB (guard break): Indicates that a move has the guard break property. The move has a blue lightning effect, and when guarded causes a short stun. H (horizontal): A move that hits in a sideways motion, designed to hit sidestepping opponents. Usually involves the A button. HG (hits grounded opponent): A move which is able to hit an opponent who is lying prone on the floor. KD (knockdown): A move that knocks the opponent off their feet, giving you a big advantage as they can't do much from that position. LA (launching): A move which sends the opponent high into the air, usually allowing you to use a combo on them before they land. RO (ringout): Knocking the opponent out of the ring, winning the round instantly. A move with this property is capable of causing a ringout, although you and/or your opponent have to be in the correct positions for it to happen, these vary with each move. SP (spins): A move which causes the opponent to spin around on the spot. ST (stun): An effect of a move which incapacitates the opponent for a short while. TA (taunt): A move which serves no purpose other than to infuriate or mock the opponent. TH (throw): Indicates that a move is a throw/grapple, a move that cannot be blocked or impacted. It can be escaped by A or B depending on the input of the throw. I suspect the new download 'fix' can allow throws to be impacted as a just frame. TR (turn round): A move that turns the opponent round. UB (unblockable): Indicates that a move is unblockable. The move has a flame effect and cannot be guarded or impacted. V (vertical): A move that hits in a forward motion, designed to have priority over horizontal moves, but that can be sidestepped. Usually involves the B button. WC (while crouching): Perform this move while crouching. To crouch, press 2+G, then you can release G while holding 2. WR (while rising): Let go of 2 while crouching. #2.4D Voldo's stances BLIND STANCE: Facing away from the opponent. BLIND CALIOSTRO RUSH STANCE: A strange little sprint backwards from blind stance. Returns to blind stance if no move is inputted after a little while. CALIOSTRO RUSH STANCE: A strange little sprint forward. Returns to normal stance if no move is inputted after a little while. DEATH ROLL STANCE: Cowering in a ball on the floor. DOWN STANCE: Lying on the floor, can be face up or face down. MANTIS STANCE: Crawling on all fours with stomach arched up. Returns to normal or blind stance if no move is inputted after a while. NORMAL STANCE: Standing up normally as you do when you begin the round. -------------------------------- #3.0 LEARNING TO PLAY WITH VOLDO -------------------------------- #3.1 Basic strategies Use these tips while working through my movelists in the next section. 1) Vary your moves and your stances. I find one of the biggest advantage of Voldo is he is so strange in his movements and stances that if someone doesn't play him themselves, they will probably have no idea what is going on or what to expect. The more you can play on this, the more you can intimidate a player and dictate how the duel will play out. Get into blind stance often as it offers many long range and evasive moves. Use the caliostro rush stance as a suprise long range weapon now and again, and the death roll as a confusing addition to throw the opponent off guard when you feel it's the right time. 2) Learn all of the moves below well. Know what range they have, whether they are mid, high or low, how fast they are, and how much damage they do. Do not try to learn any more moves until you feel 'at one' with the moves you have so far. Learn them one group at a time and break them down if needed. 3) Make use of Voldo's low moves. He has many of these, a lot of which knock the opponent to the floor, and some are very fast. Mix them up with your other moves and throws, so the opponent never knows what's coming next. From normal stance 1 A has good range and damage, 2+A+B 236+B is a nice combo which hits mid then quickly low, and 236+B is very fast. In blind stance make use of 1+A, 2+B (K/[K]) and [4] K. 4) Get used to being able to guard and impact while in blind stance. At first I found it hard to do, I instinctively want to run away or turn round again, as normally being turned away from your opponent leaves you vulnerable. Be cautious still however, you don't want to get thrown while in blind stance by an inescapable back throw. Don't worry about the same thing happening if your moves are guard repelled though, as you will automatically turn round and have a chance at escaping an incoming throw attempt (with A or B). 5) In normal stance use A A as a very quick combo to interrupt slower attacks. Use B B as a decent damage, reasonable range advancing combo. Use 3+A as a reasonably fast catch-all move, both mid and horizontal to catch sidesteppers, and gives a nice stun on counterhit. [3]/[6]/[9] B is a great fast move to use to interrupt attacks at medium range. 6) Make use of Voldo's high range moves. Although he generally suffers from fairly short range, using his caliostro rush he can attack from a long way away and launch into throws, and [2]/[8] K can hit from some distance while evading. 236+B is a fairly long range, extremely fast low move. 7) If you like using throws a lot (like me!) and someone is getting wise to your tactics, close in on them to fake a throw attempt. If they duck to avoid it, punish them with 3+B B for considerable damage. 8) Be aware of Voldo's evasive moves and stances. A lot of the stances such as death roll make it hard to be hit by many moves at all. Don't stay in one stance for too long, make sure that by the time the opponent has figured out what to do about the stance you're in, you've changed to another one and kept them off balance. In blind stance [4] K is decent damage and range, and gets you out of the way of many things by sliding under them. Seriously annoying! 9) If you are going for ring outs, the best moves I find to use are 3+B B or [6] A+B for a mid-hit ring out and 236+B for a low-hit ring out. Other moves for this include [2]/[8] K and from blind stance A+B or 3+B then 3+K if closer to the edge. Check the complete movelist for moves with property RO if you want to find more ringout moves. 10) If you repel an attack while in blind stance, you can use 3+B to launch at medium range quicker than the opponent can block, although they can impact it. This can also be used at close range after a repel as a mixup with the safer option of a throw (which cannot be dodged if you are close enough after the repel). 11) To beat Voldo, you need to learn to play him, I think this is true of most characters. At least get a feel for his most powerful moves and what he is capable of in each stance, rather than wondering what the flaming heck is going on when he is crawling all over the shop. Keep him out of short range if you play a longer range character, but keep a sharp eye out for his diving moves from his caliostro rush stance. 12) To beat story mode most easily, just put it onto normal difficulty. Approach each enemy and use a throw, A+G or B+G. When they get up, repeat. You should beat the whole mode with little trouble this way. Against more difficult opponents a mixture of A A, B B, [3]/[6]/[9] B and 1+A will probably do to start with, after that just use all the moves you have mastered and treat them as a real opponent, unless you notice one move is giving the particular opponent much difficulty! #3.2 Moves to learn first (my movelists) #3.2A Using my movelists I will cover which moves you should focus on when you first start to learn how to play Voldo. To help with this I have selected groups of moves from the complete movelist, and given commentary on how to use them. I recommend trying to learn each section of the moves one at a time. Here are some hints for this (skip this part if you are used to learning character moves): -Go into practice mode and go through all the moves in the list, get a feel for their timing, the range they hit from, their damage and whether they hit high, mid or low. Imagine as you do them what kind of situations they would be useful in. Keep going through the moves until you can remember them all and perform them as second nature. Feel free to print out any part of this guide. -Start having matches using this movelist, ideally against a human opponent, but even against the computer will help. As you use the moves in the movelist, see when they are successful, and when they are not, and learn when best to use them. Keep playing matches using these moves until you can recall all the moves, having the list in front of you may help to glance at after each match to see if you are forgetting any. Learn when each move is appropriate and effective, instead of performing moves randomly. I have provided comments for each move to help with this. Also refer to the Voldo strategy section. -Once you feel you have mastered the movelist, repeat this process with the next section of the movelist, continuing to apply all the moves you have learnt so far. I'd highly recommend learning these in order by section, but you can tackle them in whatever order you feel is best for your playing style. I have kept each section quite short so it should be easy to remember them all, and you can make steady progress. This is better in my experience than trying to remember vast amounts of moves at once and not really knowing how to use any of them. If you find any of the sections too long to remember in one go, split them up into smaller parts and learn them one at a time. I have put the moves in each section into roughly the order of importance as I see them, so focus on the moves towards the top of each section the most. I have left out the mantis stance, blind caliostro rush stance and down stance to make Voldo easier to learn from scratch. I feel they are the least important of his stances to being with. You can experiment with them once you feel comfortable with the rest of his stances, along with the rest of the complete movelist. #3.2B Normal stance A A ... Very fast 2 hit combo to interrupt attacks [3]/[6]/[9] B ... Bread and butter flash elbow, fast mid attack to interrupt moves giving nice stun on counterhit 1+A ... Long range knockdown low move K ... A very quick poking kick for applying pressure B B ... Advancing 2 hit mid combo 3+B B... Damaging close range mid combo 3+A ... Quick horizontal slicing mid move, hard to avoid, stuns on counter hit [2]/[8] A ... Medium range mid to deal decent damage to sidesteppers [2]/[8] K ... Decent range spinning high kick to dodge attacks and kick sidesteppers [6] A+B ... Decent range stepping in double mid attack, medium damage [6] A+B K ... Same as above except an evasive high kick instead of second hit 2+A+B (2 3 6 to calistro rush stance, enter before the hit) ... Decent range swooping knockdown mid strike leading to possible follow ups A+B ... Safe to use weapon spin, can help avoid or knock away some attacks 2+A ... Useful for interrupting attacks #3.2C Normal stance to blind stance 4+A ... Very fast high jab 6+B B ... Deceptive high mid combo [2]/[8] B ... Fairly slow mid attack but a nice move to punish a sidestepped attack and get to blind stance WC 3+B ... Far reaching and evasive mid stab WR [K] ... Fast and slightly evasive spinning kick, an easy way to blind stance from crouching #3.2D Blind stance (Use this often as an alternate attack stance, I usually find it stronger than normal stance) A A ... Very fast horizontal strikes to interrupt moves 1+A ... High damage medium range evasive knockdown low move 2+B (K/[K] to down stance) ... Deceptive decent range knockdown low move, can be followed up by drop kick which can be charged up, evasive as you'll land on the floor B B ... Quite quick mid hitting advancing combo [2]/[8] A ... Spin attack to catch sidesteppers and duckers, to turn them round or knockdown on counterhit 3+A ... Nice range and damage, stun on counterhit, good for punishing or pressure K ... A very quick poking kick for applying pressure 3+B ... Launching mid hit [6] B ... Decent range and speed evasive mid stab [1]/[4]/[7] A... Medium range knockdown evasive high move 2+A ... Useful for interrupting attacks #3.2E Blind stance to normal stance A+B ... A huge smack in the face from medium range to send your opponent flying and which can knock aside some attacks 4+B A A ... Agressive close range 3 hit combo using mid and horizontal attacks 6 6+A+G ... A throw with a little extra damage A+G/B+G ... Just keep in mind you can throw as normal in this stance [2]/[8] B ... Hits opponents on the ground, and if you have launched them you can relaunch with this move #3.2F Caliostro rush stance (Throw this in now and again for some suprise moves, especially at longer range) (236 or 2+A+B 236 to enter stance, note all moves from this stance can be delayed to any point during the sprint animation, if you do no moves it ends in crouch) B ... Very fast long range knockdown sliding low move, use as a suprise move as it can leave you at a disadvantage A+G/B+G (Throw, B+G leads to mantis stance on success) ... Leaping long range throw attempts, a unique suprise Voldo weapon A A ... Close in with 2 quick strikes especially if they expect B instead A+B ... A fast long range knockdown leaping high attack with guard break, great for suprising or punishing at distance [A+B] ... Same as above except a little slower and unblockable, heavy damage, a great suprise move but easily ducked if overused K (To down stance) ... A hit and run downwards mid kick leaving you on the floor and hard to hit #3.2G Death roll stance (A low down stance which is evasive, good for confusing and getting sneaky damage then retreating) ([3]/[6]/[9] [A] or 4 [K] to enter stance) A ... Low hit while creeping on the floor, evasive and difficult to deal with, effective if not overused B B B ... Nice advancing mid bash, can just use one attack and mix up with A for confusion, or use 2 or 3 for advancing combo K (To normal stance) ... Use this when you think the opponent is wise to your crawling about to retreat and regroup A+B ... Thrown in as a suprise, this unblockable could catch a player clamming up because of your unusual style and attacks with A / B, don't overuse ---------------------- #4.0 COMPLETE MOVELIST ---------------------- #4.0A Reading the movelist and move properties INPUT: How you perform the move. HITS: Which areas of the opponent the move aims at, followed by whether it is vertical or horizontal. A sequence of letters shows the information about all the attacks in a combo in order. DMG (Damage): The damage the move does if all the hits connect. Note that on counter hit the damage may vary. I have left out the individual damage of each move in a combo to save space. This is a general estimate of the damage, it may vary with how well moves connect and what way the opponent is facing. Note that the damage of throws can change if you are to the side or behind the opponent. The damage shown will be the standard throw when the opponent is facing you. PROPERTIES: Any special properties the move has. A little c after a property shows that the property only applies if the attack is a counterhit. A little s after a property shows that the property only applies on a standard hit (not a counterhit). If a property is followed by (n) it shows that the property applies to attack n in a combo. This property may be overridden if the combo is continued past that attack. A move is noted to be evasive (EV) if it is generally more evasive than the stance from which the move is performed. See move information and properties in the notation and jargon section. I have noted only the more significant stuns. RGE (Range): Shows at what range the move can connect from; short, medium or long (S,M,L). If this varies during a combo I will assess the overall range. SPEED: Shows how fast the move is on a scale of 1 to 5, 1 being a very fast move and 5 being a very slow move. If the move has more than one attack, the speed of each attack is listed in order. These are based on my own observation of the moves, not on any calculations. If you feel I have assigned the wrong number to any attacks, please let me know. If there is a delay between one hit and the next, that is taken into account in the speed of the move after the delay. This is a measure of how fast attacks connect after the input, not the recovery time afterwards. Note that some moves do not hit the opponent or cause damage, so not all moves will have an entry in each of these categories. Example (fictional move) INPUT HITS DMG PROPERTIES RGE SPEED 2+A [B] B~K h-H,l-V,sm-H 57 KDc(1),GB(3) M 1,2,4 This shows a move which you input by pressing down and A, then hold B, then press B and then quickly press K. The first hit will be high and horizontal, the second low and vertical, and the third special mid and horizontal. The total combo will do 57 damage. The first hit causes knockdown on a counterhit, and the third hit has guard break. This combo should be used at medium range. The first hit is very fast, the second hit is fast, the third hit is slow. #4.0B Notes on the mantis stance and down stance There are two versions of his mantis stance, one facing towards the opponent and one facing away from the opponent. Which one you enter depends on which way you were facing when you went into the mantis stance, and which move you used to get into it. Which way you face when you come out of the mantis stance depends similarly on which way you were facing in the mantis stance, and which move you use to come out of it. Moves which go into or out of mantis stance either have the property 'switch facing direction' (SW) or 'same facing direction' (SA). So for example if I am in blind stance and I use a move that goes into mantis stance with property SW, I will enter facing towards mantis stance. If I then use a move that leaves mantis stance with the property SA, I will enter Normal stance. Or to put it another way, if I enter and leave the mantis stance with moves both with the same property (SA or SW) then I will end up facing the same way as I started. If I use one SA and one SW move (in either order) I will end up facing the opposite way to when I started. When Voldo enters the down stance, he remembers which way he was facing when he went into this stance, and will face the same way when he returns to standing (unless you entered the down stance from the mantis stance using a move with property SW, in which case it will switch as above). You can tell which way Voldo will face when he leaves the down stance by looking at how he is lying on the floor: Face up and head away from opponent: Will face forward Face down and head away from opponent: Will face away Face up and head toward opponent: Will face away Face down and head toward opponent: Will face forward Note that the move that takes you to mantis stance from down stance B+K has property SW so it will reverse the direction that Voldo remembered. If anyone is still confused as to how this all works, feel free to email me with your question. #4.1 Normal stance INPUT HITS DMG PROPERTIES RGE SPEED A A h-H,h-H 20 S 1,1 A~B B B l-V,l-V,l-V 15 HG S 3,1,1 B B m-V,m-V 28 S 2,1 K h-V 14 S 1 (Run 3+ steps) K l-V 26 HG,KD,RO S 2 A+B m-V,m-V 20 KD,EV S 3,1 A+G h-V 50 KD,TH,*4 S 2 B+G h-V 54 KD,TH,*5 S 2 B+K m-V 20 S 3 [B+K] m-V,m-V,m-V 70 S 4,1,1 A+K *14 1 A+K 6+A+K EV 1 A+K 2/8+A+K EV 1,1 A+K 4+A+K EV 1,1 K+G TA 1+A l-V 34 HG,KD M 3 1+B m-V 20 EV,HG S 3 1+[B] m-V 20 AT,HG,*15 S 3 1+K m-V 20 EV,LA,RO S 3 2+A sl-H 10 S 2 2+B m-V 16 S 2 2+K l-V 12 HG S 2 2+A+B m-V 30 HG,KD L 3 2/8+A+K EV 2 3+A m-H 18 STc S 2 3+B B m-V,m-V 55 HG(1),KD(1),*16 S 2,3 3+K m-V 14 S 2 4+K h-V 18 EV,KDc S 2 4+A+B m-H,m-H,m-H,m-H 40 M 3,1,1,1 4+A+K EV 1 6+A h-H 22 S 2 6+K h-V 20 EV,KDc S 3 6+A+K EV 1 6~6+B m-V 20 HG,KD,*17 M 2 7/8/9+A h-H 26 EV S 3 7/8/9+B m-V 28 EV S 3 [1]/[4]/[7] A h-H 28 KD M 3 [1]/[7] B B B l-V,l-V,l-V,h-V 30 M 3,2,2 [1]/[7] K l-V 16 S 2 [2]/[8] A m-H 31 TRc M 2 [2]/[8] K h-H 37 KD,RO M 3 [2]/[8] A+B TA [3]/[6]/[9] B m-V 20 KDc M 2 [4] A+K (G) h-H 78 KD,RO,UB,*18 S 5 [4] B m-V 20 KDc M 3 [6] A+B m-V,m-V 40 KD,RO M 3,1 [6] [A+B] m-V,m-V 30 KD,RO,*19 M 3,1 [6] A+B K m-V,h-V 40 EV(2),KD,RO M 3,3 WC A sm-H 10 S 1 WC B m-V 16 S 2 WC K l-V 14 S 2 WC A+K sm-V 18 S 2 WC 3+A+B h-V 45 GB,KD,RO L 3 WC 3+[A+B] h-V 70 KD,RO,UB L 5 WR A h-H 18 SP S 2 WR B m-V 20 LA M 3 WR K m-V,h-V 18 S 3 *4: RO if you grab the opponent from their front or their left. *5: RO if you grab the opponent from their left. *14: If Voldo is hit while doing this move, instead of taking damage he slides to the floor. *15: The attack throw only works if the opponent is on the ground. It does no damage, just lifts them up to standing. *16: Becomes ringout if you hit with both attacks. *17: If this hits an opponent in the air or on the ground, Voldo automatically does a second elbow attack. (Thanks to the people on caliburforum.com for this.) *18: If G is pressed, Voldo cancels the attack. *19: On counterhit, Voldo does the superfreak dance and strange white and red particles seem to come from his weapons, I have yet to understand the point of this! I'll be very interested if anyone can tell me. #4.1A Normal stance to blind stance INPUT HITS DMG PROPERTIES RGE SPEED 1+[K] h-V 18 EV,KD,RO S 3 4+A h-H 20 S 1 4+B A m-V,h-H 35 S 2,2 6+B B h-V,m-V 36 KDc(1) S 2,2 [2]/[8] B m-V 43 KD M 4 [3]/[6]/[9] K h-V,m-V 34 EC,HG,KD(2) L 3,1 WC 3+B m-V 28 EV,KD,RO M 2 WR [K] h-H,m-H 19 M 2,1 #4.1B Normal stance to mantis stance INPUT HITS DMG PROPERTIES RGE SPEED 2+B+K SW 4 2+A+K 2 EV,SW 2,3 6+[A+K] EV,SW 2 8+A+K 8 EV,SW 2,3 [4] [B] m-V,m-V 40 HG,KD(1),SA M 2,2 [4] [K] h-V 26 EV,HG,KD,SW M 4 WC [A+K] EV,SW 3 WR [B] m-V 21 LA,SW M 3 #4.1C Normal stance to death roll stance INPUT HITS DMG PROPERTIES RGE SPEED 4+[K] h-V 18 KDc S 2 [3]/[6]/[9] [A] h-V 26 HG,KD,ROs L 4 #4.1D Normal stance to caliostro rush stance INPUT HITS DMG PROPERTIES RGE SPEED 236 EC 1 2+A+B 236 m-V 30 EC,HG,KD,*1 M 3 4+[A+K] EV 5 *1: Enter 236 before the initial attack lands. #4.1E Normal stance to down stance INPUT HITS DMG PROPERTIES RGE SPEED 7/8/9 K h-V 22 EV,HG,KD,*2 M 3 [1]/[7] B B B K l-V,l-V,l-V,h-V 51 HG,KD,*2,*3 M 3,2,2,3 [3]/[6]/[9] A h-V 26 HG,KD,ROs L 4 [4] K h-V 26 EV,HG,KD L 4 *2: Voldo enters the down stance as if he had entered it from the blind stance. *3: You can omit 1 or 2 of the B inputs. #4.2 Blind stance INPUT HITS DMG PROPERTIES RGE SPEED A A h-H,h-H 20 S 1,1 B B m-V,m-V 29 S 2,2 K h-V 14 M 2 1+A l-H 30 EV,KD M 3 1+K m-V 18 KD,RO S 3 2+A sl-H 10 S 2 2+B l-V 20 KD M 3 2+K l-V 14 S 2 2+A+B sm-V,m-V 48 KD(1) M 3,5 3+A m-H 10 STc M 2 3+B m-V 30 LA M 3 3+K m-V 16 S 2 6+B m-V 21 KD S 2 6+K h-V 20 KD S 3 2/8+A+K EV 2 [1]/[4]/[7] A h-H 20 KD M 3 [1]/[4]/[7] B m-V 20 KDc M 3 [1]/[7] K l-V 16 STc S 3 [2]/[8] A m-H 28 KDc,TR M 2 [3]/[6]/[9] A m-H,m-H 36 KD,RO M 3,1 [3]/[6]/[9] K m-V 30 KD,RO M 2 [3]/[9] B B m-V,m-V 35 KD(2) S 2,2 [6] B m-V 24 KDc M 2 WC A sl-H 10 S 1 WC B m-V 15 KD,ROs S 2 WC K l-V 16 S 2 WR A m-H 24 M 2 WR B m-V 28 KD S 2 WR K h-V 18 S 2 #4.2A Blind stance to normal stance INPUT HITS DMG PROPERTIES RGE SPEED A+G h-V 50 KD,TH,*4 S 2 B+G h-V 54 KD,TH,*5 S 2 A+B h-V 33 KD,RO,*23 L 3 B+K m-V 20 KDc M 3 1+B m-V 20 HG M 3 4+A h-H 14 S 1 4+B A A m-V h-H m-H 50 HG(1),SP(2),*6 M 2,2,2 4+A+B m-H,m-H,m-H,m-H 40 M 3,1,1,1 6+A B B h-H,m-V,m-V,m-V 52 KD(4),*6 M 2,3,3,1 6 6+A+G h-V 65 KD,TH S 2 [2]/[8] B m-V 30 HG,LA,*22 M 3 [2]/[8] K K l-V,h-V 42 KD(1),LA(2),*6 S 4,3 *4: RO if you grab the opponent from their front or their left. *5: RO if you grab the opponent from their left. *6: Remains in blind stance if you omit the last input. *22: Relaunches an airborne opponent. *23: Is able to knock aside some attacks. #4.2B Blind stance to mantis stance INPUT HITS DMG PROPERTIES RGE SPEED 2+A+B G sm-V 23 HG,KD,SW M 3 2+B+K m-V 20 HG,KD,SW S 4 6+[B] m-V 20 KD,SW S 2 [1]/[4]/[7] [B] m-V 20 KDc,SA M 3 [2]/[8] K [K] l-V,h-V 42 HG,KD(1),LA(2),SA,*6 S 4,3 2+A+K 2 EV,SW 2,3 8+A+K 8 EV,SW 2,3 *6: Remains in blind stance if you omit the last input. #4.2C Blind stance to down stance INPUT HITS DMG PROPERTIES RGE SPEED 2+B K l-V,l-V 43 EV,HG(2),KD,*6 M 3,3 2+B [K] l-V,m-V 48 EV,GB(2),HG(2),KD,*6 M 3,5 2+A+B K sm-V,l-H 56 EV,HG,KD,*6,*7 M 3,5 2+A+B 2 l-H 37 EV,HG,KD,*6 L 3,4 2+A+B [2] l-H 37 EV,HG,KD,*6 L 3,5 4+K A m-V,h-V 44 EV,KD,RO,*6 S 3,3 4 4+K (B+K) l-V 30 EV,HG,KDc,*8 M 3 *6: Remains in blind stance if you omit the last input. *7: Can only input K on successful hit of first move, while Voldo flies up into the air. *8: If the optional B+K is inputted, Voldo will 'swim' away from the opponent, and will enter the down stance as if he entered facing forwards. #4.2D Blind stance to blind caliostro rush stance INPUT HITS DMG PROPERTIES RGE SPEED 236 EC 1 #4.3 Mantis stance INPUT HITS DMG PROPERTIES RGE SPEED A+K m-V 25 EV,KD S 2 B+K m-V 20 LA S 3 [B+K] m-V 30 LA S 4 A+B G sm-V 10 *20 S 3 *20: You must enter the G as the first hit connects. #4.3A Mantis stance to normal stance / blind stance INPUT HITS DMG PROPERTIES RGE SPEED Facing towards A m-H 20 KD,RO,SW,*9 S 3 Facing away A m-H 30 KD,SW,*9 S 4 B m-V 36 KD,HG,SA S 2 K m-V 20 KD,HG,SW M 3 A+B sm-V 10 HG,KDc,SW S 2 6 6 l-V HG,RO,SW,*10 L 2 *9: This is really a two hit combo, but since he hits behind him then in front of him, he will almost certainly only connect with one of the moves so I have listed these as two seperate moves. *10: This move will only hit the opponent if Voldo is in the facing toward mantis stance. If it hits successfully, Voldo scampers past underneath the opponent and will then stand up in normal stance. #4.3B Mantis stance to death roll stance INPUT HITS DMG PROPERTIES RGE SPEED 2/8 SW 3 #4.3C Mantis stance to down stance INPUT HITS DMG PROPERTIES RGE SPEED G SW 3 A+B 2 Sm-V,l-H 24 HG,SW S 2,4 A+B [2] Sm-V,l-H 24 HG,SW S 2,5 #4.4 Death roll stance INPUT HITS DMG PROPERTIES RGE SPEED A l-H 18 KDc,ROc M 3 B B B m-V,m-V,m-V 50 KD M 3,2,2 A+B m-V 40 KD,UB M 5 A+K l-V 16 *21 M 3 *21: Reverses the way you are facing #4.4A Death roll stance to normal stance / blind stance INPUT HITS DMG PROPERTIES RGE SPEED K m-V 20 KD L 4 #4.4B Death roll stance to mantis stance INPUT HITS DMG PROPERTIES RGE SPEED 2/8 SW 2 #4.4C Death roll stance to down stance INPUT HITS DMG PROPERTIES RGE SPEED G 2 B+K m-V,m-V,m-V 30 HG,*11 M 3,1,1 *11: Voldo enters the down stance as if he had entered from the blind stance. #4.5 Calistro rush stance #4.5A Caliostro rush stance to normal stance INPUT HITS DMG PROPERTIES RGE SPEED A A h-H,m-H 37 KD(2),SP(1) S 2,1 B l-V 25 EC,EV,HG,KD,RO M 2 A+B h-V 45 GB,KD,RO L 3 [A+B] h-V 70 KD,RO,UB L 5 #4.5B Caliostro rush stance to blind stance INPUT HITS DMG PROPERTIES RGE SPEED A+G h-V 50 KD,TH,*12 L 3 A+K EC 4 *12:If you miss or hit the opponent while they face away from you, you end in normal stance. #4.5C Caliostro rush stance to mantis stance INPUT HITS DMG PROPERTIES RGE SPEED B+K m-V 15 HG,LAc,SW S 3 B+G h-V 50 KD,SW,TH,*12 L 3 *12:If you miss or hit the opponent while they face away from you, you end in normal stance. #4.5D Caliostro rush stance to down stance INPUT HITS DMG PROPERTIES RGE SPEED K m-V 24 HG,KD,*11 M 3 *11: Voldo enters the down stance as if he had entered from the blind stance. #4.6 Down stance #4.6A Down stance to normal stance Face up and head away from opponent / face down and head toward opponent INPUT HITS DMG PROPERTIES RGE SPEED A h-H 18 SP M 3 B m-V 20 LA S 3 K m-V,h-V 18 S 3 #4.6B Down stance to blind stance Face down and head away from opponent / face up and head toward opponent INPUT HITS DMG PROPERTIES RGE SPEED A m-H 24 M 3 B m-V 28 HG,KD S 3 K h-V 18 S 3 #4.6C Down stance to mantis stance INPUT HITS DMG PROPERTIES RGE SPEED B+K SW,*13 2 *13: If Voldo is face down, he flips himself over into the mantis stance instead of arching himself straight up, this makes it a slower speed of 3 #4.7 Blind caliostro rush stance #4.7A Blind caliostro stance to normal stance INPUT HITS DMG PROPERTIES RGE SPEED A+K EC 4 #4.7B Blind caliostro stance to blind stance INPUT HITS DMG PROPERTIES RGE SPEED A m-H 24 KD M 2 B m-V 28 HG,KD S 3 K h-V 18 KD S 2 A+G h-V 50 KD,TH,*12 L 3 *12:If you miss or hit the opponent while they face away from you, you end in normal stance. #4.7C Blind caliostro stance to mantis stance INPUT HITS DMG PROPERTIES RGE SPEED B+K SA 3 B+G h-V 50 KD,TH,*12 L 3 *12:If you miss or hit the opponent while they face away from you, you end in normal stance. --------------------------------------------- #5.0 CREDITS, INFORMATION AND VERSION HISTORY --------------------------------------------- Version 1.0 -Initial guide aimed at players just starting to play Voldo Version 2.0 -Added complete movelist -Reorganised moves into more logical order -Other minor improvements and corrections -Layout changes -Changed my advice on how to best use my movelist Version 3.0 -Added move information: high/mid/low and vertical/horizontal, move speeds, properties -Improved presentation and added to jargon section -Added more notes on facing away and towards in mantis stance -Added some missing moves -Removed some incorrect moves -Thanks to NEV1NYRRAL for bringing to my attention that I'd wrongly stated that Voldo has no throws that can ringout, now corrected -Added help for using the search function -Made clear the different ways in which Voldo enters and leaves the down stance including how to identify which way he will face upon leaving it -Added seperate down stance to normal stance and down stance to blind stance sections as they are different moves -Added more special notes and comments in the complete movelist for special properties of moves Version 3.01 -Corrected and added some minor things Version 3.02 -Minor corrections and layout changes Version 3.03 -Changed the order of contents, and made easier for a new player to read. Thanks to NEV1NYRRAL for suggestions for this and for some corrections. Created by Robert Watts (Robvalue). The only sources I have used are the game itself and my experience except where noted. Feel free to reproduce anywhere, being credited would be nice. Please contact me if you have any suggestions, questions, comments or find an error. Please let me know if you find this guide useful. My email is robvalue (at) yahoo.com About me: I'm an avid gamer of some 25 years, having played on almost every game system in that time. I've been a particular fan of 'fighting games', dating back to things like IK+. Anyone remember that? So of course there was the huge SF2 obsession, of which mine outlasted that of those around me. I was introduced to Tekken by my brother, and eventually overcame the shame of being beaten into the ground repeatedly to learn how to play. I stuck with the series until Tekken 5, having played that for a long time I eventually tired of the importance placed on silly looking juggle moves and learning and practicing tricky inputs and combos. So after some soul searching, I focused on the Soul Calibur series (with some overlap). I have played since SC2, my Tekken background giving me a baseline, and picked up a few moves to make myself feel I could give someone a decent game. Now with SC4 I have focused more seriously on learning characters thoroughly and improving my game. I have dabbled with most of the characters, but have so far learnt the groundwork for Voldo (funny chap), Mitsurugi (Paul Pheonix in disguise), and Astaroth (who is bigger than you). I consider myself a reasonable player but by no means an expert. While learning Voldo I made many notes, and decided they could be useful to someone else who was in my position of being overwhelmed by his move list and not knowing where to start. This game is great and I am preferring it to Tekken now for sure. Thanks for reading my FAQ!