--------------------------------------------------------------------------- Soul Calibur Arcade to Dreamcast Changes version 3.0 written by Sherwin Tam (sct8@cornell.edu) --------------------------------------------------------------------------- -------------- ---CONTENTS--- -------------- Introduction Version Changes Conventions Characters General Kilik Xianghua Maxi Mitsurugi Taki Voldo Sophitia Astaroth Nightmare Ivy Hwang Yoshimitsu Lizardman Siegfried Rock Seung Mina Edge Master Inferno Cervantes Disclaimer Credits ------------------ ---INTRODUCTION--- ------------------ This is a quick (well, not anymore) list of changes between the arcade and Dreamcast versions of the arcade game Soul Calibur. The list is intended for arcade players interested in what has changed between the versions and anyone who is using an arcade FAQ and wants to know the differences. --------------------- ---VERSION CHANGES--- --------------------- 3.0 (3/8/00): A small update to Kilik, Yoshimitsu, and Seung Mina regarding some obscure Soul Charge cancels. Thanks to WCMaxi for the info. 2.91 (11/22/99): After finally finding an arcade machine, I've determined that the QCF moves from crounching are actually in the arcade version, which I've noted. Also, Kilik's Sheng Lung Kick Combo and Seung Mina's Banishment actually hit as far in the arcade regardless of counterhit, so I've modified their descriptions. 2.9 (11/10/99): Little tidbit to Kilik's Bridge added. 2.8 (11/9/99): New info on Voldo's Gate Opener added courtesy of a misato- san posting on the Soul Calibur forum. Weird! Also info on his Lunatic Wheel. 2.71 (11/6/99): Formatting. I swear I'm going to learn this editor... 2.7 (11/5/99): Found an interesting new set of changes: new ways to do non- crouching moves from full crouch. I'm pretty sure these aren't in the arcade version, although, not having access to a machine, I'm not completely sure. I'll refer to these new inputs as "crouch crawls." They're similar to the new input for Xianghua's Lian Hua Cannon that I noted earlier, namely that some moves can now be done from a crouch if a diagonal d/b or d/f is held. This trick seems only to work when the character starts inching backwards or forwards, thus the "crawl" part. It's not quite as versatile as the Recovers Crouching Cancel, working only on moves that require multiple button presses, but it doesn't require the character to rise from a crouch. Somewhat related are the QCB/QCF moves which can now be done from crouch, allowing Mitsurugi to crouch dash from a crouching position. It seems that except for Kilik characters with QCB/QCF moves didn't get crouch crawls, and vice versa. See below for specifics; all characters except Ivy (who I couldn't find anything new for) have been updated. 2.61 (10/31/99): Typos. Not worth a whole version change. 2.6 (10/25/99): Found some more damage for Seung Mina's Spinning Divide. And more typos corrected. 2.5 (10/15/99): New Kilik, Seung Mina, Yoshimitsu info. Added description of Siegfried's new costume. Modified the conventions a tad. 2.4 (10/6/99): More typos = more corrections. Added some Lizardman and Rock info, including new Rock throw info courtesy of Mishmashi. Also added sections for Edge Master, Inferno, and Cervantes and added more stuff to general changes. 2.3 (10/4/99): Mr. Hibiki has kindly pointed out that some of the moves I've listed are in the System Technical section of the official Soul Calibur site (www.soulcalibur.com/systemtec.html). I've thus noted some of the moves as from the SysTech section, which means that they're actually possible in the arcade version but not formally documented. Also, I've added a few of them as move changes to characters, both for my personal edification of moves I will never be skilled enough to do and as a note to those who haven't seen the section, which I recommend everyone to do if they haven't already. A few of these neat tricks from that section are made obsolete in the Dreamcast version, which I have also noted. Oh, and of course, there are more minor corrections... 2.2 (10/2/99): A few more corrections. Added new Kilik, Seung Mina info. Also added a small general section for changes that affect all characters. 2.1 (9/28/99): Minor grammatical and notational corrections. Removed some Sophitia SCUs (too slow to work, but the unblockable part is irrelevant for the air combos anyways...). 2.0 (9/27/99): I decided to revamp the format to waste less space. The Spirit Charge unblockables have been put into their own section; the non- running, running, and any other inputs for the same move have been put in one place. Also a lot more esoteric information about jumping attacks, most of which isn't really useful for gameplay but is something I discovered anyways. Also, I greatly expanded the lists of SC unblockables after reading Jesster's FAQ and finding a bunch I missed. As I'm only doing the changes from the arcade, anyone who's interested in the full listings from the Dreamcast should look at Jesster's FAQ. All the characters have new stuff added and should now be complete, barring corrections. 1.3 (9/22/99): Made corrections, added lots more to SC and damage info. Also, I've discovered weird differences in the jumping attacks depending on the direction you jump, which I documented even though I have no idea whether these modifications are in the arcade, as not a lot of people use jumping attacks; thus a number of new comments are added to Mitsurugi, Voldo, Sophitia, Astaroth, Nightmare, and Ivy. 1.2 (9/20/99): Fixed some errors and added more information. Characters through Sophitia should be complete. 1.1 (9/16/99): Added more Ivy modifications. Boy, talk about her getting an upgrade... Also added more to Kilik and started noting the Spirit Charge and damage changes on all characters. 1.0 (9/12/99): First version, from a simple playtest and move list comparison between the game and online lists. As I'm not an expert on every character, I'd appreciate info on the more obscure changes, i.e. modified properties of existing moves, changes to the Spirit Charge properties, removal of different items, etc. ----------------- ---CONVENTIONS--- ----------------- --Movement Conventions-- f tap forward [f] hold forward b tap back [b] hold back d tap down [d] hold down u tap up [u] hold up d/f tap down + forward [d/f] hold down + forward d/b tap down + back [d/b] hold down + back u/f tap up + forward [u/f] hold up + forward u/b tap up + back [u/b] hold up + back QCF quarter circle forward (d,d/f,f) QCB quarter circle back (d,d/b,b) HCF half circle forward (b,d/b,d,d/f,f) HCB half circle back (f,d/f,d,d/b,b) --Position Conventions-- WS while rising from a crouch FU while lying down, facing up FC while fully crouching FD while lying down, facing down BK while facing backward DN while lying down Some positions can be combined. For instance, FC/BK means "fully crouched while facing backward." --Button Conventions-- G tap guard button [G] hold guard button A tap A slash button [A] hold A slash button B tap B slash button [B] hold B slash button K tap kick button [K] hold kick button Note that these are the arcade button conventions. The Dreamcast equivalents for the default settings are: G->A B->Y A->X K->B I happen to be more comfortable with the arcade settings, so those are the button notations I will use. --Command Notation-- , "then"; input the first command, then the second + "and"; input the first and second commands at the same time ~ quickly input the second command immediately following the first { _ } "or"; for example, {f_b} means tap forward or back on the joystick < the second input can be delayed slightly after the first --Range Conventions-- H high attack (can be guarded while standing or crouched under) M mid-level attack (can be guarded while standing; cannot be guarded while crouching) L low attack (can be guarded while crouching; cannot be guarded while standing) SM special mid-level (can be guarded while either standing or crouching) Special this command is a special movement and not an attack Stance this command is a stance change and not an attack Cancel this command cancels the previous attack (previous attack does not finish execution) Throw standard throw (performed on a standing opponent) LS Throw left side throw (performed from a standing opponent's left side) RS Throw right side throw (performed from a standing opponent's right side) BK Throw back throw (performed from behind a standing opponent) C Throw crouch throw (performed on a crouching opponent) LK Throw linked throw (performed after the previous move in sequence) --Range Modifiers-- U the indicated attack cannot be guarded, repelled, or parried ( ) indicates a modified range for a delayed/charged attack ( *) indicates a modified range as a result of maximum delay/charge --Miscellaneous-- 8WR during 8-Way Run SCU this move becomes unblockable during a spirit charge (A+B+K,G) SysTech this move is documented in the System Technical web page on the official Soul Calibur web site ---------------- ---CHARACTERS--- ---------------- Format: Move Name (Input) / (Other Input) / ... Hit Level / Damage Description: Comments: The moves listed under the modified sections won't have the hit level and damage, unless it's listed under the comments. ----------- --General-- ----------- Obviously there are a ton of cosmetic changes to the game, since it looks and moves better in the Dreamcast version. There are more animations, although they don't seem to affect gameplay. One notable changes that does affect play, though, is that there are no longer different shouts for each throw. All the characters now say the same thing when they are attempting a throw, making throw escapes more difficult, as you cannot rely on the shout to determine which button to push to escape the throw. I don't know whether this was just an oversight on Namco's part or if they intended this change in throw effectiveness, but it does count as a significant enough to mention. Also, the transparent costume available for all costumes has been replaced by a liquid metal costume, a silver one and a gold one for the second player. This is a step down, IMO, because the new costume doesn't look as good as the transparency effect did. While the highlights on the new costume continually shift as the character moves, they don't take into account the stage lighting and look wrong in strong light conditions compared to non-metallic characters. The costumes also don't reflect the surrounding area, remaining a constant silver/gold color. Lastly, they seem to exhibit more dot crawl and aliasing than the non-metallic costumes, perhaps because of their smooth nature compared to the textures on the normal costume. I would have preferred that Namco kept the transparency, although realistic shadowing would have then been a problem due to light shining through the characters... These are the new stages that are not present in the arcade version: The Adrian and the Fortress (Cervantes's stage) Emperor's Garden(Autumn) (Xianghua's stage with Autumn leaves) Maze of the Dead (Seung Mina's new stage) Additionally, these stages have had their names changed: Chaos (formerly Gap of the World, now selectable) Emperor's Garden (formerly Ming Emperor's Villa) Harbor of Souls (formerly Indian Port) Hoko Temple (formerly Hoko-ji Temple) Kunpaetku Shrine (formerly The Edge of Chaos) Palgaea Shrine (formerly The Evil Shrine) Proving Grounds (formerly Pure Training Spot) Shrine of Eurydice (formerly Shrine in the Air) Silk Road Ruins (formerly Remain in the Desert) Silk Road Ruins(Night) (formerly Remain in the Desert) Takamatsu Castle (formerly The Inundated Castle) Water Labyrinth (formerly Water Vein) --------- --Kilik-- --------- --New Stances/Moves-- Pounding Stones Feint Cancel (FC,A,A+B~A+B+K) A cancel of the Pounding Stones from the crouching A feint (see below) into a Soul Charge. Very difficult to do (and a mouthful to say). Legend Rush (b+B~K) Stance / (no damage) Description: Kilik rushes forward while waving his bo in circles. Comments: Press any direction except forward to cancel Legend Rush into an 8-Way Run. Legend Rush Thrust (During Legend Rush,B) M(UM) / 55(71) Comments: Damage depends on when you push B. A fast push will result in the normal Phoenix Thrust animation, while a later push (when Kilik's bo circling gets tighter) results in an unblockable with increased damage. --Modified Moves-- Raging Phoenix (f+A,A,A) Damage for the last hit has been increased to 33. Escaping Bo (b+A) Now seems to knock the opponent head over heels whenever it hits, instead of just on counterhit. Pounding Stones (FC,A~A+B or FC,A+B) Additional input. This is noted in SysTech. The new input is a faked crouching A fake cancelled into Pounding Stones. Pounding Stones Feint (FC,A,A+B) Noted in SysTech. This is a crouching A followed immediately by Pounding Stones. Sky Divide ({u/b_u_u/f}+A) / (Hold [G],{u/b_u_u/f}+A) Doing Sky Divide while guarding reduces the damage to 18. Trick Bo (d/f+A+B) / (FC,[d/f]+A+B) New crouching input. Dirty Bo (d/b+A+B) / (FC,[d/b]+A+B) New crouching input. Phoenix Cross (A+K) The second hit is now medium level instead of high. Phoenix Claw (d/f+A+K) / (FC,[d/f]+A+K) New crouching input. Phoenix Tail (d/b+A+K) / (FC,[d/b]+A+K) New crouching input. Yin and Yang (QCB+B) / (FC,d/b,b+B) New crouching input. Can be done in the arcade version as well. Phoenix Thrust (b+B) / (8WR,{d/b_u/b}+B) Will now Guard Impact vertical attacks. Phoenix Rage Thrust (b+[B]) / (8WR,{d/b_u/b}+[B]) Will now Guard Impact vertical attacks. The motion delayed version seems to have a slightly larger window of opportunity for the Guard Impact. Sheng Mirage Kick (B~K) The aim of the second hit seems to have improved so that it whiffs much less. Bridge (Sidestep Left,B) Not sure whether it's really in the arcade, but Bridge can actually hit twice at point-blank range. Rising Bo Feint (B+K) / (8WR,{d/b_d_u/b_u}+B+K) / (During Monument,B+K) Additional inputs for the running version. Yin Rising (f+B+K) / (8WR,{d/f_f_u/f}+B+K) Damage for the second hit has been increased to 28. Playful Phoenix ({d/b_d_d/f}+B+K) / (FC,{[d/b]_[d/f]}+B+K) Additional inputs and a new crouching input. Make sure not to hold down the direction when doing this from crouching if you don't want to cancel. Phoenix Lunge ((b+B+K) / (8WR,b+B+K) New running input. Sheng Lung Kick (f+K) Will now knock down instead of stunning if it connects. Sheng Lung Kick Combo (f+K~B) Not sure, but might knock the opponent farther away. Yang Hop Kick (f,f+K,K~A+B+K) As noted in SysTech, the Yang Hop Kick can be cancelled into a Soul Charge after the second hit. The timing is quite strict. Biting Kick (b+K) Damage has been reduced to 15. You can now tag on the stab from Biting Heaven (see below). Biting Heaven (b+K~B or b+K
Shatter Star Kick ({u/b_u_u/f}+K) / (Hold [G],{u/b_u_u/f}+K)
Doing Shatter Star Kick while guarding reduces the damage to 20.


--Moves No Longer SCU--
Twin Heavens (A+B) (both hits, see below)

--Moves Now SCU--
Base Return Blade (A~B)
Twin Heavens (A+B) / (FC,[d/b]+A+B) (second hit, only when first is
  blocked)
Hail Storm (B~A)
False Diving Thrust (WS,B~A)
Radiant Cross (FC,d/f+B)
False Radiant Cross (FC,d/f+B,B)
Roundhouse Kick (8WR,{d_u}+K)
Hook Claw Kick (8WR,{d/b_u/b}+K)


--------------
--Yoshimitsu--
--------------
--New Stances/Moves--
Sudare Wheel ({u/b_u}+A+B)
M / 28
Description: Yoshimitsu leaps in the air before coming down with a slash.
Comments: Same as Mitsurugi's Wheel Slash, except that Yoshimitsu can't
  jump forward.  Note that this makes the information in SysTech obsolete.

Yoshimitsu Flash (A+K)
Special / (no damage)
Description: Yoshimitsu holds his sword vertically across his body.
Comments: Will Guard Impact horizontal attacks.

Manji Blood Petals (d+A+K,A,A,A,A)
UM,UM,UM,UM,UM / 97,13,13,13,13
Description: After stabbing himself through the gut, Yoshimitsu spins in
  circles.
Comments: A way to compensate more for causing yourself 100 damage...

Steel Wind (u/f+B+K,K)
M,M / 20,20
Description: Yoshimitsu does two somersaulting stomp kicks.
Comments: The original Poison Wind now has a second kick.  Note the reduced
  damage for the first kick from Poison Wind.

Firmiana Solar Kick Cancel (8WR,{d/f_u/f}+B,B+K~A+B+K)
A cancel of the Solar Kick from the running Firmiana Branch - Solar Kick
  combo (see below) into a Soul Charge.  Very difficult to do.

Rolling Spark (During Sword Pogo,A)
L / 30
Description: Yoshimitsu rolls out of his pogo stance into a low slash.
Comments: Will knock down.  Recovers crouching.

Pogo Leap (During Sword Pogo,B)
UM / 36
Description: Yoshimitsu hops on his sword.
Comments: While you can travel farther using the new tap directions, you
  can also hit B and go straight up for slightly more damage.  Holding B
  results in a higher leap.  Yoshimitsu has slight air control while doing
  the Pogo Leap.

Meditation (B+K~[d])
Stance / (no damage)
Now Yoshimitsu can chant instead of rocking and gaining health when he sits
  down.  This is technically a new stance, and the Healing and Warp moves
  from a sitting position are considered to be from this stance.  However,
  there is no advantage to Meditation over Healing, which automatically
  happens when the joystick is kept at neutral, so there's really no reason
  to use this move.


--Modified Moves--
Bill of the Demon (WL,A)
Jumping backwards reduces the damage to 18 and will not knock the opponent
  right as the other versions do.

Rebirth of the Demon ({u/b_u_u/f}+A) / (Hold [G],{u/b_u_u/f}+A)
The up/back versions have a reduced damage of 28.  Doing the up/back
  version while guarding will not turn the opponent as the other versions
  do.

Crying Spirit Sword (f,f+A+B~{A_B}) / (8WR,{Any Direction}+A+B~{A_B})
It is no longer necessary to hit Guard to cancel into a Sword Pogo or Death
  attack.  You can now simply hit A or B immediately after to execute Sword
  Pogo or Death, respectively.  This is not documented in the Dreamcast
  move list.

Fake Turning Suicide (f,f+A+K~{A_B}) / (8WR,f+A+K~{A_B})
New running input.  You can now cancel this suicide into a backwards Pogo
  Stance by tapping A or a backwards Meditation by tapping B.

Turning Suicide (f,f+[A]+[K]) / (8WR,f+[A]+[K])
New running input.

Sword Spirit Lower (f+B~d)
There are now two versions of this move.  If down is entered very quickly,
  the original, slower move comes out, and the opponent hops on one foot
  before falling at 35 damage.  However, if down is entered later, the
  move will come out faster but will only do 20 damage and will not knock
  down.

Sword Slice (d/b+B) / (d/b+[B])
A new damage level has been added.  Sword Slice now does 23 with no delay,
  and the previous 26, 37, and 102 with each successive shuffle.  It is
  also now Guard Impactable for the non-unblockable versions, as it was
  not Guard Impactable in the arcade version.

Moon Sault Slayer (QCF+B) / (FC,d/f,f+B)
New crouching input.  Can be done in the arcade version as well.

11th Moon (WL,B)
Jumping backwards reduces the damage to 28 and will not knock down as the
  other versions do.

Door Knocker (f+B+K