Controller Layout and Conventions
Soul Calibur 2 is
available on the Xbox, GameCube and PlayStation 2. Because of their
different button layouts this guide will be using the conventions that are found
in the arcade version of the game. This allows gamers with any system to follow
our guides and movelists with ease.
Arcade |
GameCube |
Xbox |
PlayStation 2 |
G (Guard) |
B |
A |
X |
A (Horizontal Attack) |
A |
X |
Square |
B (Vertical Attack) |
Y |
Y |
Triangle |
K (Kick) |
X |
B |
Circle |
This guide uses Japanese-style notation for directional inputs. The notation is as follows:
7 |
8 |
9 |
4 |
5 |
6 |
1 |
2 |
3 |
These numbers represent the positions on the joystick/directional pad if you were on the 1st player side. So if a move required you to press back on the joystick, the corresponding number would be "4". For a traditional fireball move, the notation would look like "236" and a Dragon Punch motion would be "623". This notation is especially important to learn in the world of Soul Calibur because it is the standard form used in all serious discussion of the game. Here are the rest of the conventions that we'll be using in the guide.
+ - Press both buttons at the same
time.
, - Press the first button after the second
button.
~ - Press the first button slightly before the second button.
This is far strictier than the "," timing.
* - You must
bring the directional pad/joystick back to a neutral state (aka the "5"
position) before you execute the next move, or else the move will not come
out.
M > N - Pressing M (button or direction) will allow
you to enter into stance N
: - Just Frame; you must press
the button during the specific frame
m_n - You have the
choice of using either button M or button N for your attack
Lexicon
For a game that is
as deep as Soul Calibur 2 is, a lot of terms and slang have been developed by
players in order to simplify explaining many of the advanced concepts in the
game. This Lexicon will provide you with explanations on all of
the Soul Calibur-specific terms used by many players as well as general terms
that can be found in other fighting games.
Universal Terms
GI (Guard
Impact): Gives a player the ability to
deflect or repel incoming attacks. GIs that deflect high or mid attacks
are performed with 6G, while mid or low attacks are done
with 4G.
AT (Attack Throw): An attack that shifts to a throw when it hits an opponent.
CH (Counter Hit): Hitting an opponent while they are in the middle of an action (such as attacking or moving). Getting a CH bonus for an attack can give your attack different properties depending on the situation. In a lot of cases you'll get extra damage, but for some attacks you'll get special stuns that open an opponent up for more attacks.
8WR (8 Way Run): Soul Calibur's movement system that allows players to move in eight different directions in the arena.
Step: Sidestepping an attack. This is different from 8WR as it requires precise timing to accomplish.
Turtle: A playing style used to describe overly defensive players who do not focus on attacking. Much like a turtle, they will block or guard impact everything in order to get an opportunity for a counter attack.
Pitbull: The exact opposite of a turtle. Pitbulls are known for their high offense strategy that involves nothing but brute force to crack an opponent's defenses. Also known as Rushdown.
BT (Back Turned): A state in which your character has their back turned to their opponent. Every character in the game has at least three attacks from a BT state, and some (such as Voldo) actually thrive on this.
FC (Full Crouch): When a character is in a crouching position, they are considered in a Full Crouch state. Some moves can only be performed while in Full Crouch.
WS (While Standing): When a character makes the transition from a crouching position to a standing position, they are considered While Standing. Some moves can only be performed while in While Standing.
WL (While Landing): When a character is just about to land from a jump. Some moves can only be performed While Landing
RCC (Recover Crouching Cancel): There are some moves that force your character to finish the move in a crouching position. Because of this your followup options can be limited to FC and WS attacks. RCC is a technique that allows you to escape from this and go immediately into a standing position.
AC (Air Control): The ability to contort your character's body in the air while being attacked. By tapping in any direction, your character will in that direction to avoid further contact.
GC (Guard Crush): Attacks that allow players to break through an opponent's block to leave them open for an attack.
JF (Just Frame): Special attacks that require timing that is far more precise than normal moves.
SCC (Soul Charge Cancel): A special technique that allows you to cancel an attack into a Soul Charge.
SCUB (Soul Charge Unblockable): An attack that becomes unblockable when you are using a Soul Charge.
SCGC (Soul Charge Guard Crush): An attack that becomes a Guard Crush when you are using a Soul Charge.
RO (Ring Out): Winning a round by tossing your opponent out of the arena.
DOS (Double Over Stun): A special stun that occurs with several moves. With DOS, the character will clutch their stomaches and double over in pain. The player can then repeatedly tap back and forth on the directional pad in order to break out of the stun. It is the only stun in the game that can be broken out of, but it is also the longest lasting.
Punish: "Punishing" an opponent for a failed attack, whether the attack missed or was blocked.
Track(ing): The ability of an attack to home in on an opponent while they are moving. This term is usually only applied to vertical attacks, as horizontal attacks track opponents by nature. While most vertical attacks have very little tracking, there are some (such as Yoshimitsu's 44B+K) that track an opponent all the time.
Flowchart: A sequence of moves that are not guaranteed, but set up each other for potentially more damage. They can often be referred to as "setups" as well, depending on the game you're talking about.
Character-Specific
Terms
Astaroth
PT - Poseiden Tide
BR - Bull Rush
Cervantes de Leon
DC - Dread Charge
GDR - Gero de
Ray
Chai Xianghua
HL - Hou Lee
Hong Yunsung
LW - Landwalker
CR - Crane stance
Isabella Valentine
SL - Spiral Lust
SR - Spiral
Serenade
ST - Spiral Tribute
SE - Serpents Embrace
CS - Criminal
Symphony
SS - Summon Suffering
Kilik
MO - Monument
TR - Tribute
LR - Legend
Rush
Maxi
PSLn - Pure Soul Loop, where n represents the loop
number
RO - Right Outer
BL - Behind Lower
RC - Right Cross
LI - Left
Inner
LO - Left Outer
Mitsurugi Heishiro
HMD - Half Moon Death
FMD - Full
Moon Death
Nightmare
NBS - Night Behind Stance
NLS - Night Lower
Stance
NSSR - Night Side Stance Right
NSSL - Night Side Stance Left
Raphael Sorel
Prep n - Preparation Stance n, where N is
either A, B, C or D
CE - Circular Envelopment
SE - Spiral Envelopment
Talim
WC1 - Wind Charmer 1
WC2 - Wind Charmer 2
WL
- Wind Leap
WSA - Wind Sault
Taki
PO - Possession
PORC - Possession
Rush Cancel
EXC - Exorcism Cancel
WR - Wind Roll
WRF - Wind Roll
Front
WRS - Wind Roll Side
Voldo
MC - Mantis Crawl
CR - Calisto
Rush
BS - Blind Stance
RC - Rat
Chaser
Link
LR - Link Roll
LS - Linksault
ARW - Arrow Stance
BMB - Bomb
Stance
BMR - Boomerang Stance
Mishima
Heihachi
WGF - Wind God Fist
TGF - Thunder God Fist
EWGF -
Electric Wind God Fist
Spawn
LV - Levitation stance
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Soulcalibur II at IGN
Soulcalibur II Cheats at IGN
Soulcalibur II Guide at IGN
Soulcalibur II at GameSpy
Soulcalibur II at GameStats
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