Soulcalibur IV: Zasalamel

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    Title                                Search

1.  Vital Information (Zasalamel)........[431VI]
2.  Why Should I Play Zasalamel?.........[123PZ]
3.  Death Scythe Discipline..............[647DS]
4.  How Do I Read the Notations?.........[889RN]
5.  Attack Listing.......................[543AL]
6.  In-Depth Attack Descriptions.........[433ID]
7.  Strategies With Zasalamel............[236WZ]
8.  Strategies against Zasalamel.........[113AZ]
9.  Legal Notices........................[666LN]
10. Contact Me...........................[130CM]

[431VI]===================[]VITAL INFORMATION (STRIFE)[]=====================[]

How to Unlock Zasalamel: Buy him in Character Creation for 4000 gold.

Name: Zasalamel
Age: Unknown, due to his ability to reincarnate.
Birthplace: Unknown, due to his ability to reincarnate.
Birthdate: November 5 of his current incarnation
Blood Type: B
Sex: Male
Fighting Style: Original Style
Favored Weapon: Death Scythe Kafziel
Family: Long since deceased

He hails from an ancient tribe that was tasked with the protection of the holy
sword Soul Calibur by Algol, the Hero King, many years before the game's set
timeframe. Zasalamel was angered by the sect's edicts that forbade the use of
the sword, which didn't allow the tribe to use the weapon if a crisis were to
occur. When trying to take Soul Calibur in his hands, he was discovered and
shunned from the tribe. Zasalamel spent his time later in pursuit of ancient
and forbidden knowledge thought lost, until he attained the art of

However, he reincarnated repeatedly over many generations, and gradually lost
the joy of living as his existence waned and the pain of death increased. In an
attempt to end what he considered a "curse", Zasalamel set his eyes on Soul
Edge. He would use its soul devouring properties to commit a form of suicide
and release himself from the circle of eternal reincarnations. However, even a
death by the sword was not enough, so Zasalamel turned his hopes to Soul
Calibur, but when he reached the place where his tribe existed, he found no
traces of it or the holy sword.

Tracking Soul Edge once again, he discovered the Soulcalibur appeared as well
to confront it. He hoped that he may be able to obtain both of them at once;
but he discovered the Soul Edge had lost half of its body and become sealed,
and the Soulcalibur had been infected by evil, gradually losing its strength.
Then, in order to restore both blades to its power, he revived the will of the
sword in the form of Nightmare. In order to aid the sword in its restoration,
he needed to create conflict within the mind of Siegfried, the bearer of both
blades, by leading survivors of Nightmare's past massacres towards him. If Soul
Edge regained its strength, so would Soul Calibur in order to confront it.

(BIO courtesy of

"This is it," he thought. "This power will put an end to my cursed life once
and for all."

Zasalamel felt certain of it as he stood before the opposing swords' rushes of
power. At least, he would be able to escape this endless, cursed cycle of
reincarnation. But just then, a wondrous vision appeared before him; towering
structures that seemed to reach as high as heaven itself, and steel boats that
flew freely through the skies. The birth of a plan for leaving Earth and
striking moonward, then the achievement of that goal. And the creation of new
life, the province of the gods themselves! He was witnessing the future: the
sum of all human potential.

To Zasalamel, it was a revelation. For the first time in ages, the will to live
swelled inside him. He had to be there when that vision became a reality! He
had to see it happen!

After returning to the real world, Zasalamel noticed the auras of the spirit
sword and the cursed sword were at a dreadful pitch. "Perfect," he thought.
His close encounter with the two swords' natures meant that surely next time,
he would be able to bend Soul Calibur and Soul Edge to his will. Yet someone
stood between him and that goal; a man of tremendous strength and will who had
slept deep within the spirit sword, and was now awakened; the Hero King.

To think that this legendary figure actually existed...

"Fascinating," thought Zasalamel. Such a mighty being was a worthy foe to stand
between him and his ambition. If the path he walked stretched to the ends of
eternity, then he would build his life to come atop this Hero King's broken

[123PZ]================[]WHY SHOULD I PLAY ZASALAMEL?[]======================[]

Zasalamel's been beefed up in Soul Calibur IV. He's a balanced character, in
terms of stats; he's got decent speed, damage, and defense, and his attack
speeds range from slow to fairly quick.

He's designed to trip up opponents and keep them off their feet; many of his
attacks are sweeps with a second, tripping strike. Some attacks are designed
to punish people who try to get to their feet too early, others are designed
to punish people for not getting up fast enough. A good guessing game, a good
ukemi game, and a good beginning to set up Zasalamel's momentum will allow
a Zasalamel player to get the most out of this dangerous piece of work.

Zasalamel also has several surprisingly useful and powerful kicks at his
disposal, most of which can get him out of a tight spot with proper timing
and patience.

[647DS]====================[]DEATH SCYTHE DISCIPLINE[]=======================[]

The following weapons are available to any character that uses Zasalamel's
moveset. Innate skills and weapon stats are listed, as well as the different
ability values that come with each. Ones that can only be attained after
completing Zasalamel's story mode are marked with an asterisk(*).

[] Attack: 100					[]
[]Defense:  50					[]
[] Health:  30					[]
[]  Power:   0					[]
[] Impact:   0					[]
[]  Boost:  20					[]
[]  Gauge:  40					[]
[]Special:  40					[]
[]Native Skill: None				[]
[]Initially Unlocked				[]

[] Attack: 100					[]
[]Defense:  50					[]
[] Health:  30					[]
[]  Power:   0					[]
[] Impact:   0					[]
[]  Boost:  20					[]
[]  Gauge:  40					[]
[]Special:  40					[]
[]Native Skill: None				[]
[]Initially Unlocked				[]

[]====[][Death Scythe][]========================[]
[] Attack: 140					[]
[]Defense:  40					[]
[] Health:  30					[]
[]  Power:  30					[]
[] Impact:  30					[]
[]  Boost:   0					[]
[]  Gauge:   0					[]
[]Special:   0					[]
[]Native Skill: Soul Gauge Boost C		[]
[]Initially Unlocked				[]

[] Attack: 150					[]
[]Defense:  60					[]
[] Health:  25					[]
[]  Power:   0					[]
[] Impact:  50					[]
[]  Boost:  30					[]
[]  Gauge:  50					[]
[]Special:   0					[]
[]Native Skill: None				[]
[]Bought for 8,000 Gold				[]

[] Attack: 130					[]
[]Defense:  35					[]
[] Health:  45					[]
[]  Power:  40					[]
[] Impact:  30					[]
[]  Boost:  40					[]
[]  Gauge:   0					[]
[]Special:   0					[]
[]Native Skill: None				[]
[]Bought for 7,000 Gold				[]

[] Attack: 200					[]
[]Defense:  45					[]
[] Health:  25					[]
[]  Power:  40					[]
[] Impact:   0					[]
[]  Boost:   0					[]
[]  Gauge:  60					[]
[]Special:  30					[]
[]Native Skill: None				[]
[]Bought for 7,500 Gold				[]

[] Attack: 165					[]
[]Defense:  45					[]
[] Health:  55					[]
[]  Power:  30					[]
[] Impact:  10					[]
[]  Boost:   0					[]
[]  Gauge:  40					[]
[]Special:   0					[]
[]Native Skill: Venom Fang A			[]
[]Bought for 20,000 Gold			[]

[] Attack:  85					[]
[]Defense:  40					[]
[] Health:  25					[]
[]  Power:  50					[]
[] Impact:   0					[]
[]  Boost:  30					[]
[]  Gauge:   0					[]
[]Special:  50					[]
[]Native Skill: Soul Repel			[]
[]Bought for 12,500 Gold			[]

The following skills can be used by any character using Zasalamel's discipline.

P = Power
I = Impact
B = Boost
G = Gauge
S = Special

"Activated" skills can be activated mid-battle by pressing A+B+K. All only
happen for a set amount of time and seem to be useable either once a battle
and/or only when your Soul Gauge (SG) is blue and outlined in white.

Level 1 Skills

Skill		 	Description					Cost

Shave Damage C	 	Shave small amount of HP when blocked		50P/20G
Nullify Counter C	Chance of making enemy counter normal hit	50I
Hysterical Strength	Stats increase inversely to SG remaining	50B
Start Dash C		Stats higher for a time at battle start		50B
Soul Gauge Boost C	Start with full SG				70G/40B
Soul Gauge Damage C	Small increase to SG damage when blocked	40G
HP Drain C		Recover small amount of damage with attacks	60G
Switch Speed Up		Increases rate which Switch Gauge increases	80S
Auto Grapple Break C	Chance of auto-breaking enemy grapples		30S/30I

Level 2 Skills

Skill		 	Description					Cost

Auto Counter C		Chance of turning normal hit into counter	60P
Auto Unblockable C	Chance of making hi-damage attack unblockable	80P
Auto Impact C		Chance of auto-GIing enemy attacks		60I
Will Power		Stats increase when HP is low			90B
Soul Gauge Recovery C	Increases rate SG recovers normally		30B/20G
Soul Gauge Rate Up C	Increases rate SG recovers when attacking	30G
HP Recovery C		HP recovers slightly with 3hit combos		50G
Double Edge Sword	Increases rate at which SG gains or loses	60S
Nullify Ring Out C	Chance of not being rung out			40S

Level 3 Skills

Skill		 	Description					Cost

Shave Damage B		Improved version of Shave Damage C		70P/30G
Nullify Counter B	Improved verstion of Nullify Counter C		70I
Impact Heal		Heals you with guard impacts			50I/30G
Alignment		Stats change with opponent's alignment		50B
Soul Gauge Boost B	Soul Gauge Boost C + Lessened damage to SG	80G/50B
HP Drain B		Improved version of HP Drain C			90G
Auto Grapple Break B	Improved version of Auto Grapple Break C	50S/30I
Venom Fang C		Applies poison state to downed opponent		50S/20P

Level 4 Skills

Skill		 	Description					Cost

Auto Counter B		Improved version of Auto Counter C		90P
Auto Impact B		Improved version of Auto Impact C		90I
Impact Edge		Damage the opponent with each Impact performed	80I
Soul Gauge Recovery B	Improved version of Soul Gauge Recovery C	40B/30G
Strengthen Horizontal	Strengthen A attacks, weakening B attacks	70B
Soul Gauge Damage B	Improved version of Soul Gauge Damage C		60G
Soul Gauge Rate Up B	Improved version of Soul Gauge Rate Up C	50G
Nullify Ring Out B	Improved version of Nullify Ringout C		70S
Magnet			Reduces Knockdown power of both players		75S

Level 5 Skills

Skill		 	Description					Cost

Auto Unblockable B	Improved version of Auto Unblockable Attack C  110P
Knock Down		Increases your Knock down power			80P/30S
Strong Impact		Turns attack following an Impact into counter	90I/40P
Start Dash B		Improved version of Start Dash C		60B
Soul Gauge Boost A	Improved version of Soul Gauge Boost B	       100G/50B
HP Recovery B		Improved version of HP Recovery C		70G
Venom Fang B		Improved version of Venom Fang C		70S/30P

Level 6 Skills

Skill		 	Description					Cost

Nullify Aerial Control	Launched foe cannot air-control after 3 hits   100P
Nullify Counter A	Improved version of Nullify Counter B	       100I
Appeal			Stats improve/decrease based on gender		50B
Hyper Mode		Activated: Increases all stats for some time	70B/30P
Soul Gauge Damage A	Improved version of Soul Gauge Damage B		90G
HP Burst		Activated: Recover HP at expense of SG	       130G
Nullify Ring Out A	Improved version of Nullify Ring Out B	       100S
Run Speed Up		Increases running speed				70S

Level 7 Skills

Skill		 	Description					Cost

Shave Damage A		Improved version of Shave Damage B	       100P/40G
Master Impact		All impacts are JI, but have tighter timing    130I
Soul Gauge Recovery A	Improved version of Soul Gauge Recovery B	50B/40G
Strengthen Vertical	Strengthen B attacks, weakening B attacks	60B
Soul Gauge Rate Up A	Improved version of Soul Gauge Rate Up B	80G
Auto Grapple Break A	Improved version of Auto Grapple Break B	70S/40I
Invisible		Activated: Turn invisible for some time	       130S

Level 8 Skills

Skill		 	Description					Cost

Auto Counter A		Improved version of Auto Counter B	       130P
Guard Breaker		Activated: All attacks are GB for some time	90P/40B
Auto Impact A		Improved version of Auto Impact B	       120I
Start Dash A		Improved version of Start Dash B		80B
HP Drain A		Improved version of HP Drain B		       120G
HP Recovery A		Improved version of HP Recovery B	       100G
Venom Fang A		Improved version of Venom Fang B	       100S/40P
Step Speed Up		Increase stepping speed				70S

Level 9 Skills

Skill		 	Description					Cost

Auto Unblockable A	Improved version of Auto Unblockable Attack B  140P
Soul Repel		Activated: Repel any attack if not airborne    110I
Skill Ability Up	Activated: Increase random abilities		80B
Soul Gauge Vamp		Activated: Absorb some of enemy's SG	       100G/30S
Charge Cancel		Activated: Cancel any move mid-execution       150S

[889RN]=============[]HOW DO I READ THE NOTATIONS?[]=========================[]

Attack and directional buttons are often notated as below, and assumes your
character is on the left side of the screen. Each number is shorthand for
each kind of directional button press for a character facing right.
For instance, 6A means "Forward A."

[7] [8]-[9]
   \ | /
   / | \
[1] [2] [3]

A - Horizontal Attack (360 default: X button)
B - Vertical Attack (360 default: Y button)
K - Kick Attack (360 default: B button)
G - Guard (360 default: A button)

In regards to hits:

H  - Hits High
M  - Hits Mid
L  - Hits Low
l - Special Low hit (can be guarded while standing or crouching)
m - Special Mid hit (can be guarded while standing or crouching)
T  - Throw
AT - Attack Throw

Some phrases that are also present in this movelist and are useful to know.

WJ        = While Jumping
WR        = While Rising
BT        = Back Turned
FC        = Full Crouch
FR	  = Full Run, or after holding forward for some time
C()	  = "On Counter" or when you manage any kind of counter hit
","       = "then press"
"_"       = "or"
[]        = Hold
(#_#_#)   = Press any of these buttons
[#]_[#]X  = Hold any of these buttons before pressing X
(#,#)_[#] = Either press the sequence in the parentheses, or hold the button
            in brackets
X+Y       = Press these two buttons together
xY        = "Slide", press the first button briefly before pressing the second
j(X)	  = "Just" Input, you need to press this button just as the last hit

The following notations found in the Notes portion of the movelist are not
all "official" notations, but what I felt would be best used to describe
each attack's abilities in as little space as possible.

(!)     = Unblockable
a(!)	= Unblockable with "Auto Unblockable" abilities (coming soon)
Cr      = Counter
rS      = Recoverable Stun
uS      = Unrecoverable Stun
GB      = Guard Break
GI      = Guard Impact Property
L	= Knocks opponent into the air
RO      = Ring Out
TD      = Knocks opponent to the ground in some way
SW	= Sweeps your opponent towards you, has a stun at the end or knockdown
PT	= Pulls an opponent towards you without stunning them
AT	= Attack Throw

Keep in mind that any attack with more than one button input
(IE Hook of Namtar) can be shortened by only inputting the first part. For
instance, let's say I just want to use Hook of Namtar as a poke, I'd simply
input 3A instead of inputting the full 3A,B. This is useful to condition
an opponent to expect you to stop after the first hit, in which case you can
input the full command to catch him off guard.

When you see something like [2] or [6], you can save time (and sometimes your
match) by simply tapping in that direction twice, instead. Everytime you see a
[#] remember that you can also treat it as a #,# command if it's easier for
you, or more advantageous.

[543AL]========================[]ATTACK LISTING[]============================[]

[Attack]                        [Command]       [Hits]  [Notes]

Chained Sickle of Shamash	A,A			HH
Damnation of Ereshkigal		6A,B			Hm	uS, SW
Hook of Namtar			3A,B			MM	SW, TD (first
Mutter of Bashm			2A			l
Talon of Zu			1A,B			LL	SW, RO
Ilabrat's Sapara		4A			Lm	SW
Judgement of Nergal		4A,C(B,2_8A)		HmT	
Roar of Nergal			4A,C(B,B)		HmT
Mutter of Bashm			FC A			l
Great Scythe of Shamash		WR A			H	uS
Great Scythe of Shamash	(Draw)	WR A4			H	uS
Shamash the Just		WJ A			L	PT
Shamash's Glance		BT A			H	
Sin's Glare			BT FC A			l	
Sin's Execution Scythe		[6]_[3]_[9]A		M	TD
Nergal's Anguish		[2]_[8]A		H	
Adad's Sickle Sword		[1]_[4]_[7]A		Hm	SW
Judgement of Nergal		[1]_[4]_[7]A, C(B,2_8A)	HmT	
Roar of Nergal			[1]_[4]_[7]A, C(B,B)	HmT	

Ea's Twin Hammers		B,B			MM	
Ea's Twin Hammers (Draw)	B,B4			MM	SW
Adoration of Gilgamesh		bK			MM	
Curse of Nergal			6B,A			MH	
Paean to Ishtar			3B			M	L, RO
Paean to Ishtar (Draw)		3B4			M	L
Ea the Grand Ruler		2B			M	
Ea the Grand Ruler (Draw)	2B4			M	PT
Marduk's Scythe of Conviction	1B,B,A			MMH	rS
Sacred Rite of Ishtar		4B			M
Sacred Rite of Ishtar (A.A.)	4B, C(jB)		MMH	RO
Ea the Grand Ruler		FC B			M	
Grand Air (Draw)		FC B4			M	PT
Prayer to Ishtar		FC 3B			M	L, RO
Belit-Sheri's Spear		WR B			M	AT, TD
Belit-Sheri's Condemnation	WR B6			M	AT, TD, RO
Anu the Radiant			WJ B			M	
Ea's Glance			BT B			M	
Ea's Glare			BT FC B			M	
Nergal's Talon			[6]B,B			ML	SW
Ea's Judgement			[3]_[9]B		M	uS, TD
Ea's Judgement (Draw)		[3]_[9]B4		M	TD, PT
Lilitu's Needle			[2]_[8]B		L
Prayer to Belit-Ili		[1]_[4]_[7]B		M	TD
Prayer to Belit-Ili (Draw)	[1]_[4]_[7]B4		M	L, RO

Will of Gilgamesh		K,K			ML	
Enkidu's Bravery		6kB			HM	
Lugalbanda's Protection		3K			M	
Shamhat's Allure		2K			L	
Wisdom of Utnapishtim		1K			L	
Siduri's Warning		4K			M	rS
Shamhat's Allure		FC K			L	
Devotion to Ninsun		WR K			H	
Enkidu the Valiant		WJ K			H	TD, RO
Gilgamesh's Glance		BT K			H	
Shamhat's Glare			BT FC K			L	TD
Triumph of Gilgamesh		[3]_[6]_[9]K		H	TD
The Ark of Utnapishtim		[2]_[8]K		HH	uS, TD
Enkidu's Frenzy			[1]_[7]K		L	TD
Enkidu's Karma			[4]K			H	TD
Urshanabi's Crossing		FR K			L	TD

Tiamat's Fury			A+B			MMM
Marduk's Thunder		6A+B,B			MMM	TD
Marduk's Thunder (Hold)		6A+B,[B]		MMM	GB
Offering to Kishar		4A+B			H	AT, only on
								airborne foes
Command of Tiamat		B+K			m	TD
Breath of Mushussu		6B+K			Hm	GB, SW
Judgement of Nergal		6B+K, C(B,2_8A)		HmT	
Roar of Nergal			6B+K, C(B,B)		HmT	
Asushunamir's Spear		2B+K			L	
Asushunamir's Spear (Hold)	2[B+K]			L	uS, TD
Adad's Great Shears		BT B+K			MM	GB, TD
Adad's Great Shears (Hold)	BT [B+K]		MM	GB, TD
Anshar's Halberd		A+K			H	GB, uS
Wrath of Tiamat			[6]A+B			M	TD
Blessing for Lahamu		[6]B+K			M	L, RO
Tiamat's Rampage		[4]B+K			MMM	(!)

Taunt				K+G			"I overestimated you."

[Throw]                         [Command]               [Notes]

Ereshkigal the Ruthless		A+G			Opponent ends face up
Kingu the Sly Lord		B+G			RO behind Zas
Ea of the Abyss			Left Side Throw		Opponent ends face up
Apsu the Origin			Right Side Throw	Opponent ends face down
Marduk the Tempest		Back Throw		RO in front of Zas

[433ID]==================[]IN-DEPTH ATTACK DISCRIPTIONS[]====================[]

For this section, some attacks have their damage as X+Y=Z. In this case, X is
how much damage the first hit in a string does, and Y is how much damage the
attack after it causes, and Z is how much damage the string does in total.

The damage will not always add up, simply because of the fact there might be
a hidden bonus for chaining certain moves together that increases the total by
1 or so. It's not bad math, it's just the info I got from the Practice mode.

[]====================[][A ATTACKS][]====================[]

Range: Close. Can be pulled off at Mid because Zasalamel advances.
Damage: 10+12=22
Description: Zasalamel bashes his opponent with the butt of his scythe, then
	     slashes horizontally with the blade.
This is a poke that can be used to interrupt attacks and push opponents
away at the same time. Hopefully, after using this, you can follow up with
K,K and free yourself up to renew your assault. If you intentionally whiff
the first attack, you might be able to catch an opponent that attempts to
charge you with the second, but that's typically not very safe, especially
if the opponent enjoys rushing with vertical attacks.

Range: Close-Mid
Damage: 20+5=25
Description: Zasalamel swings his scythe forward, hooking the blade around
	     his opponent's neck before tugging it forward, bringing his
	     opponent to his knees.

I love using this as part of my wake-up mix-ups early in the match. It's quick,
and often the opponent doesn't realize that there's a second attack coming the
first few times you use it. A major downside is that this move only hits
high, so your opponent can just duck it. This move is only useful the first few
times you use it. After that you'll have to use your other sweeps. On the plus
side, if you hit the opponent close enough and manage to sweep him, you're in
prime position for a side or back grab if your opponent ukemis without
crouching or blocking.

Range: Close-Mid
Damage: 14+18=32
Description: Zasalamel slashes his scythe into his opponent's waist, then tugs
	     him forward.

This is also a decent move when facing an opponent that's managed to get up.
It looks like it comes in low, so when he crouches to block it, he'll still
get hit and dragged towards you. Conditioning your opponent to expect a low
kick after the initial hit will make it easier to surprise him with the second
attack. Usually, after the second attack, you'll be capable of pulling off a
low kick to rising B attack, which will allow you to keep the pressure on him.
On a critical hit, this move rings out behind Zasalamel.

Range: Close
Damage: 11
Description: Zasalamel crouches to whack his opponent's knee with the butt of
	     his scythe.

11 damage for a special low attack that can be blocked standing or crouching.
The only thing this move is good for is positioning you for a Belit-Sheri's
attack, especially if your opponent doesn't realize it's a special low.

Range: Close-Mid-Long
Damage: 19+22=42
Description: Zasalamel swings his scythe over his head, bring it in low to hook
	     the blade around his opponent's ankle, then tugs it back to lay
	     him flat on his butt.

This can be pulled out while the opponent's standing, but its long wind-up
makes it much better suited to opponents who have just been knocked down in
some way, shape, or form. Since it hits low both times, and keeps the opponent
from blocking when it hits the first time, it's great for keeping anyone
who doesn't manage to get into a crouching block the moment they hit the
ground from being capable of staying up.

Range: Close-Mid. Can be used at long range because Zasalamel advances.
Damage: 16+5=22
Description: Zasalamel spins around, hooks his scythe around his opponent's
	     neck, then tugs backwards to bring him to his knees.

My only problem with this move is that you can't NOT do the second hit. That,
and the second hit's only a special mid, so it doesn't matter if your opponent
is standing or crouching; if he's guarding, it's blocked. However, on the plus
side, Zasalamel recovers quickly enough that you can at least guard or attempt
a grab after being blocked, since its brings your opponent into grab range
even when blocked. If anything, its slower windup time could goad your opponent
into attempting an attack, and you could get a nice counter hit on him, which
puts you into good position for a side grab if you're close enough.

Range: Close
Damage: 21
Description: Zasalamel rises up, slashing his scythe with enough force to cause
	     his opponent to spin uncontrollably in place.

If you can land this attack, it's a decent set up for any number of other quick
attacks, especially if your opponent is mashing buttons to get out of the spin
stun. This is also a good chance to condition your opponent to expect attacks
of one variety so you can eventually surprise him with attacks of another. Be
careful using this on people who can attack quickly out of a block, as this
attack is pretty unsafe on a block. Suggestion: Unless you have a good plan
for it, don't bother with the (Draw) version of this attack.

Range: Close-Close/Mid
Damage: 28
Description: Zasalamel jumps into the air, only to land with a powerful sweep.
It's a decent setup into Belit-Sheri's attacks or a Prayer of Ishtar, just be
careful that you don't get hit out of the air when you try it. You could
concievably whiff it intentionally to draw out an attack from the opponent,
which, hopefully, you'll be able to interrupt. Also, use this to punish whiffed
low attacks.

Range: Close
Damage: 12
Description: Zasalamel spins around and slashes his scythe once against his
	     opponent's face.

I wouldn't build a strategy around it. You're better off just turning around
and rushing down your opponent if you're on the offensive,  or just guarding
or guard ducking if you're on the defensive.

Range: Close
Damage: 14
Description: Zasalamel turns around to deliver a quick slash to his opponent's

It's better than Shamash's glance due to its ability to duck highs, but, again,
it's better to either rush on the offensive or guard on the defensive.

Range: Close-Mid
Damage: 28
Description: Zasalamel swings his scythe around as he charges forward, knocking
	     his opponent to the side.

It's a good rush attack that hits mid. Use it on people who are too used to you
attempting to use [6]A+B or [6]B,B.

Range: Close-Close/Mid
Damage: 25
Description: Zasalamel sidesteps as he brings his scythe swinging overhead,
	     slamming it into his opponent's face.

It's a decent enough side-step move, but try not to whiff it as it's a
closer-ranged move than it appears. It's fairly safe if blocked, as long as you
just go straight to blocking rather than trying to follow up. Be careful if
your opponent ducks, as you will more than likely get punished.

Range: Close-Mid. If you're too far away, though, the second hit will whiff.
Damage: 23+5=28
Description: Zasalamel spins around, hooking his scythe around his opponent's
	     neck, then tugs his opponent forward.

Essentially, it's the same as Ilabrat's Sapra, except you're probably
retreating when you pull this move off. It's a great move to pull off on
anyone that whiffs their charge. If you manage to hit with a counter of any
kind, for the love of god, chain Judgement or Roar of Nergal into it. You'll be
glad you did.

[]====================[][B ATTACKS][]====================[]

Range: Close-Close/Mid
Damage: 11+11=23
Description: Zasalamel spins his scythe around vertically, twice.
Use this when your opponent is expecting a low attack of some kind, or when
you need a quick attack to get out of a bind. The (Draw) version is only
useful when you actually hit, as it opens your opponent up for a quick
6A+B or a grab.

Range: Close
Damage: 14+18=32
Description: Zasalamel swings his scythe down, then follows up with a knee to
	     the stomach.
I have a feeling this was a planned follow up to [6]B,B by Team Soul. I think
this because sometimes, after you perform [6]B,B, Zas gets the same white aura
he has when he does Judgement of Roar of Nergal. That said, this is a good
followup for most sweep moves if you're tired of your opponent trying to block
low after a sweep. 2 mid hits will knock anyone trying it out of it, and leave
them open for either another sweep or a 2K~WR B chain.

Range: Close
Damage: 20+20=40
Description: Zasalamel advances with the butt of his scythe, then slashes at
	     his opponent's midsection.
Two mid hits, and fast enough to counter most attacks, makes this move a very
important part of your arsenal as a Zasalamel player. The fact that you can
opt not to use the second hit of this move is great as you can condition your
opponent into trying to attack after the first hit's blocked, leaving him open
to a counter and some punishment, as a counter pushes him back and leaves him
open to a 6A+B or a sweep. Be careful; very quick attacks from characters like
Taki or The Apprentice will end up turning the tide against you with this move.

Range: Close
Damage: 21 (20 Draw)
Description: Zasalamel swings his scythe upward, launching his opponent into
	     the air.
The (Draw) version is useful to set yourself up for a 4A+B air grab, which in
turn will set you up for a sweep or a good ole-fashioned rushdown. Otherwise,
this move is quick and useful for getting a counter launch, which can Ring Out
your opponent if you're close enough to the edge. It's a good move, but use it
sparingly, as its best use is for surprise Ring Outs.

Range: Close
Damage: 15 (23 Draw)
Description: Zasalamel crouches as he brings his scythe down for a vertical
The (Draw) version does more damage, but brings the opponent right up to your
face. Either version is a decent setup for a WR B attack, or a quick low kick,
but be careful with the opponent to close to you if it's someone like The
Apprentice or Taki, who have very quick, close-range attacks.

Range: Close
Damage: 15+18+22=55
Description: Zasalamel hits his opponent with the butt of his scythe in a down
	     ward vertical strike, then swings the blade into his opponent in
	     an upward vertical strike, then, with a horizontal strike, slams
	     the blunt end of the scythe blade into his opponent's face.
High damage, the opening hit's a Mid, and every stage of this attack can be
opted out of for conditioning; the fact that it puts the opponent into a
recoverable stun is just icing on the cake. In a situation where you're feeling
creative against an ukemi-ing opponent, pull this move out and proceed to knock
him back down again.

Range: Close
Damage: (Non-Counter) 10 (Counter) 12+11=23 (Additional Hit) 12+11+6=30
Description: Zasalamel slams the blunt end of his scythe blade into his
	     opponent's face, swings it around for a quick upward slash,
	     then, as the opponent is popped into the air, uses his scythe
	     to pull his opponent over his head through the air.

If you can get the Just Input off on this attack, you pretty much have a free
hit with your choice of BT A or BT B. Or, if you want, just rush him and use a
[6]B,B. This move's most useful on a counter, as even if you miss the just
input, you'll pop your opponent into the air for a sweep or any other number
of rush-down tactics. It's a decent enough poke, though, without the
counter hit.

Range: Close
Damage: 17 (25 Draw)
Description: Zasalamel, while crouching, slashes his scythe overhead in a
	     downward vertical strike.

More useful than the standing version, in that usually, when you're crouched,
the opponent is either trying to hit you or also crouched, inexplicably. This
is a good set up for WR B, no matter which version you use.

Range: Close
Damage: 31
Description: Zasalamel stands up, drawing his scythe forward in an upward
	     vertical slash.
Insane pop-up, rings out, and people hardly ever expect it the first time
you do it. Excellent for surprise ringouts or to set up for a 4A+B.

Range: Close-Mid. Has a deceptive range due to the fact Zasalamel advances.
Damage: 15+30=45
Description: Zasalamel rises, holding his scythe upside down. He hooks it
	     between his opponent's legs, turns around, and with great effort,
	     rips the head through their body vertically.
Surprisingly, this move is the bread and butter of a good round. Even if it's
blocked, it's safe enough to try another quick attack or guard. A lot of
Zasalamel's ground attacks and low attacks lead to great set ups for this move,
and if you ever happen to be knocked to a low guard, don't be afraid to let go
and use this move while you're opponent's trying to attack. It could turn the
tide of the battle back to your favor. It also has deceptive range, as you can
hit with the very tip of the scythe and still land the attack throw.

Range: Close
Damage: 15+8=23
Description: Zasalamel rises, holding his scythe upside down. He hooks it
	     between his opponent's legs, turns around, and with great effort,
	     rips the head through their body vertically.

Trading damage for increased ring out potential. That's fine in my book.

Range: Close-Close/Mid
Damage: 28
Description: Zasalamel jumps into the air, descending with a vertical strike.
Best used when punishing people who whiff their low attacks, or in the same
situations as WJ A.

Range: Close-Mid
Damage: 15 
Description: Zasalamel slashes downward with his scythe as he turns around.
It's just a longer ranged version of BT A, made decent by the ability to crush
horizontal moves (being a vertical move).

[][EA'S GLARE][]
Range: Close
Damage: 16 
Description: Zasalamel slashes downward with his scythe as he turns and
A bit like Ea's Glance, only with a shorter range and the ability to duck high

Range: Close-Mid
Damage: 17+20=38
Description: Zasalamel slashes down with a powerful cleave, then tugs his
	     scythe backwards, bringing his opponent with him.
This is beautiful, it hits both mid and low. It's pretty much the best startup
to your game, and allows you to set up for so many different sweeps and
ukemi punishers when the sweep lands. More often than not, even though your
opponent will be expecting the second sweep, they don't guard down fast enough
to negate it, even after blocking the first one; don't be afraid to exploit
this to the fullest. Also, you're safe after the first hit if you try the
second, as all but the fastest attacks by opponents are interrupted by the
sweep. Also, you're capable of blocking as soon as the second sweep is finished
most of the time, so you can find another way of knocking your opponent down
should Nergal's Talon fail you.

Range: Close-Mid
Damage: 31
Description: Zasalamel rears up, hesitates, then brings his scythe crashing
This is a good move to pull whiffed Impacts, if you use Nergal's Talon often
enough. If you manage to pull whiffed attacks with it, more power to your as a

Range: Close
Damage: 18
Description: Zasalamel crouches down as he drives the butt of his scythe into
	     his opponent's ankles.
If you get it off early enough, you can duck high horizontals while delivering
an interrupting poke of your own in the process. I haven't found much use for
it myself.

Range: Close-Mid
Damage: 27 (31 Draw)
Description: Zasalamel rears back, then steps forward as he unleashes a
	     powerful upward vertical strike.
No matter if you choose to knock your opponent flat on their butts or launch
them well behind you, this move, once connected, leaves you open to sweep or
charge, whatever is your preferred method. The (Draw) version is good for
Ringing Out charging opponents, while if you have someone against the edge,
the normal version works fine, as well. Good Ring Out potential, good set-up
for sweeps and rush-downs, and a decent amount of damage to boot; its only
drawback is that sometimes it's too slow to interrupt a charge if you don't
try to anticipate it well beforehand.

[]====================[][K ATTACKS][]====================[]

Range: Close
Damage: 10+10=20
Description: Zasalamel hits his opponent with a roundhouse, then stomps his
Never again will I underestimate how useful Zasalamel's kicks can be. If you
are in a bind, try to use this kick against the attacking opponent if you think
you can connect. Even if they block the first kick, they almost never see the
next low coming, and at that point it's connected with a counter. Also a decent

Range: Close-Close/Mid
Damage: 16+20=36
Description: Zasalamel lets loose with a sidekick, then advances with the
	     butt of his scythe.
The kick alone is a good poke, and if you condition your opponent to only
expect the kick, you can get a counter with the second strike, which will
leave him open just long enough to get off a 6A+B,B.

Range: Close-Close/Mid
Damage: 15
Description: Zasalamel uses his scythe as support as he front-kicks his
	     opponent in the chest.
As wierd as it looks, it's almost as fast as 6K and hits mid rather than high.
If your opponent keeps ducking your 6K, use this to hit him.

Range: Close-Close/Mid. It's only close/mid because Zasalamel advances.
Damage: 10
Description: Zasalamel crouches to kick at his opponent's feet.
It's a good low poke, fast, ducks high attacks, and leaves you in a good set-up
for a WR B attack. I tend to use it a lot, especially when opponents are down,
either for extra damage or as an incentive to make them stand up and eat
Belit-Sheri's Spear/Condemnation.

Range: Close
Damage: 14
Description: Zasalamel feints as if to use his scythe, but instead kicks at his
	     opponent's shins.
This looks like a wind up for another attempt to sweep, but instead turns into
a low kick. It's a good low poke if your opponent keeps blocking your more
telegraphed 2K, but you're going to need to figure out a better way to get him
back to the ground.

Range: Close-Close/Mid
Damage: 20
Description: Zasalamel pops his opponent in the face with a hook kick.
It's a high poke that looks like it comes out fast but more often than not
gets interrupted. If it's ducked you're a sitting duck. You've got better
kicks to work with.

Range: Close
Damage: 17
Description: Zasalamel rises with a spinning high kick to his opponent's face.
Actually a good rising move, especially if you're opponent's in the middle of
a vertical attack when you're on the ground. Fast, throws them off balance,
and can be quickly followed with a sweep due to a quick recovery time. Hits
high, though, so it can be ducked.

Range: Close
Damage: 20
Description: Zasalamel performs a spinning jump kick into his opponent's face.
This move has decent knockback and can ring out on a successful hit. Best used
to punish a low attack, if the opponent is still mostly standing up while
attacking. Other than that or surprise ring outs, not especially useful.

Range: Close-Close/Mid
Damage: 16
Description: Zasalamel wheels around with a kick to his opponent's face.
It's quick, but hits high. It can, however, be followed up pretty quickly with
a sweep, making it a bit more useful than the other BT moves, if it's not
blocked or ducked.

Range: Close
Damage: 13
Description: Zasalamel drops down and sweeps out his opponent's feet from
	     under him.
Probably the best BT move in your arsenal, this move, on a hit, will knock
your opponent to the ground and set him up beautifully for further sweeps or
an ukemi game.

Range: Close-Close/Mid
Damage: 21
Description: Zasalamel wheels around, roundhousing his opponent in the face.
This move is a decent side-stepping move that could be used once or twice
to get the opponent to start ducking later on for more powerful mid-hitting
moves. This kick, however, rings out to Zasalamel's left, so it could be good
as a surprise KO move against someone who's especially leary of being between
you and the boundary or having you between him and the boundary.

Range: Close
Damage: 10+10=21
Description: Zasalamel ducks as he wheels around, kicking his opponent's face
	     once, then twice, stopping in a crouch.
This move stuns on the second hit, which is good for some poking afterwards.
The good news is that while this is easily ducked, you can opt not to input
the second kick to either condition your opponent or to punish an opponent
that's been conditioned to expect the second kick with a vertical attack.
If he falls for both kicks, you can rough him up with an ukemi game.

Range: Close-Mid
Damage: 15
Description: Zasalamel drops down to the ground to perform a full sweep with
	     his foot.
Ducks highs, hits low, knocks the opponent to the ground; it's a good retreat
move to use to try to turn the tide of the battle back in your face. Especially
good to punish whiffed verticals.

Range: Close-Close/Mid. Can be used at Mid range because Zasalamel advances.
Damage: 31
Description: Zasalamel uses his scythe as support as he steps forward to plant
	     a powerful kick to his opponent's chest.
A good retreat move that's useful in catching an opponent in mid-attack if
their attack takes a while to charge up. It knocks them back on the ground,
even on a non-counter, and allows you to rush them again and restart your
sweeps and ukemi games.

Range: Close-Mid
Damage: 26
Description: Zasalamel jumps, then slides across the ground, sweeping his
	     opponent off his feet.
It's a pretty basic move, but also a good one to pull out every once in a
while if your opponent keeps blocking your mids.

[]====================[][X+Y ATTACKS][]==================[]

Range: Close-Close/Mid. He steps forward, but at extreme range he'll miss
       the second attack.
Damage: 14+16+20=(Practice Data: 36, actual math is 50)
Description: Zasalamel steps forward, spinning his scythe to his sides three
	     times before retreating.
It's a powerful move, but it leaves you too open before and after you actually
hit, and it's far too easy to it knocked out of it. Best left as an ukemi
punisher, if used at all.

Range: Close-Mid. Can be used at mid/long because Zasalamel advances.
Damage: 10+10+25=45
Description: Zasalamel steps forward, spinning his scythe vertically into his
	     opponent, then slams the blade down over his opponent's head.
This is, by far, one of the most useful attacks you will ever use in this game.
Almost always, there's going to be one hit the opponent fails to block, either
due to bad reaction time, bad guessing, or bad timing on the attack that's
supposed to counter you. It's great for ukemi punishing, it's great for
battering at the opponent, and it's great for coaxing out a whiff/counter if
you intentionally whiff the first portion of the attack. This move is a
staple. (Hold) version's not too useful, just because of the delay making it
too easy to interrupt, but if you find yourself against a turtler, feel free
to try it every once in a while. Who knows, you might get a Critical Finish.

Range: Close-Mid-Mid/Long
Damage: 12+5+14=31
Description: Zasalamel throws his scythe into the air, hooks it around his
	     airborne opponent, and brings him crashing to the ground behind
Unlike in Soul Calibur III, this move doesn't hit the opponent anymore if he's
extremely close to you. However, that wasn't a good use for it anyway. It's
good to rack up the damage on the opponent if you manage to pop him up into
the air high enough to recover in time, it's good to punish a jumper, and it's
also a funny way to tell an opponent who you've almost rung out, or almost
rings himself out, "Get back here, I'm not done with you yet!" You recover
fast enough from the move to attempt to rush the opponent; I suggest [6]B,B.
Extra damage never hurts; if you think you can hit with it, use it. It recovers
fast enough for you to be capable of at least guarding when your opponent
recovers from their popup.

Range: Close. Can be barely Close/Mid because Zasalamel advances slightly.
Damage: 30
Description: Zasalamel throws his hand forward, knocking his opponent back.
This is one of the few moves that I'm not worried about being special mid.
It's about as fast as his kicks, and knocks the opponent just as far. It's
a decent move to use to get yourself out of a tight situation against an
aggressive opponent. Counters cause you to taunt, which will leave you open
unless you quickly interrupt it.

Range: Close-Close Mid. Can be used at mid, but second attack whiffs.
Damage: 15+5=20
Description: Zasalamel thrusts the blade of his scythe forward, like a spear,
	     then tugs it back against his opponent's weapon.
I haven't used it too much, but with its speed, and the second attack, it looks
like it could be a good way to put pressure on the opponent, as even if he
guards the second attack he takes a good chunk out of his soul gauge. Both hits
are high, however; be careful if he ducks either attack, you're more than
likely going to eat it. This move's saving grace is that Roar and Judgement
of Nergal can be chained into it on a counter.

Range: Close. Can be used close/mid because Zasalamel advances.
Damage: 28
Description: Zasalamel stabs the butt of his spear into his opponent's toe.
Uncharged, it's a slower poke. Charged, if you manage to get it off, it puts
the opponent into a fall-down stun. There are better moves out there for what
it does, but it could probably be used to coax a counter or a whiffed GI.
If the charged move does hit, he doesn't recover nearly as fast as you do.
You should know what to do by now when that happens.

Range: Close-Close/Mid
Damage: 24+21=45
Description: Zasalamel spins around, slamming the scythe down head-first
	     between him and his opponent, then ripping it upward to send him
It's quick and can be used every once in a while to surprise your opponent.
The popup will allow you a free attack while he's in the air, and the move
rings out behind Zasalamel. It's also a good way to relieve pressure on you
if the opponent's about close/mid distance from you, which sometimes happens
if you keep guarding his attacks.

Range: Close-Close/Mid.
Damage: 17+15=43
Description: Zasalamel spins around with a powerful downward cleave, then
	     quickly tugs his scythe away to sweep his opponent to the ground.
This move is quick. Definitely the quickest BT move he has at his disposal.
If your opponent is close, definitely use this move to sweep him and get back
into the fray. Stay away from using the hold unless you know your opponent is
going to ukemi right away or you want to coax out a counter. Any time you
perform a launch that lands him right behind you, definitely use this move.

Range: Close-Mid-Mid/Long
Damage: 35
Description: Zasalamel winds up for a powerful horizontal strike.
Use this against turtlers or when all you need is one more powerful hit to
pull off a Critical Finish. It's too slow and easily ducked to be extremely
useful in all but the best-set-up ukemi traps.

Range: Close-Close/Mid
Damage: 42
Description: Zasalamel jumps over his opponent, striking under him with his
This move is a fun one to start off matches with, and opponents will often get
caught by several before they figure out they need to sidestep or block it.
Often you'll be able to block immediately after getting blocked with it, where
you go from there depends on how close you are to your opponent. If you manage
to knock your opponent down with it, rush with a [6]B,B or another move you
like to rush opponents with.

Range: Close-Mid. Can be used Mid/Long because Zasalamel advances.
Damage: 26
Description: Zasalamel propels himself into the air in a circular upward slash.
SHORYUKEN. It's a decent mid-hitting charging move. Try to anticipate your
opponent's reaction so you don't eat a counter attack trying this. It doesn't
hit downed opponents, so only use this either on someone standing or someone
you are certain is going to ukemi from another hit. It's a popup and a possible

Range: Close. Can be close/mid because Zasalamel advances.
Damage: 16+16+31=63
Description: Zasalamel rears up, charging his soul into his weapon, and
	     unleashes a torrent of fiery vertical slashes against his
It's a lot easier to hit people with Unblockables this time around, especially
online. If your opponent is too free with the blocking and you really want to
put the fear of Tiamat into him, feel free to try this move out. Be careful,
you can ring yourself out on this move.

You can also start this up on a popup and hit him as he falls. If you hit him
just right, you'll be able to hit him with all the attacks, not just the first
one or two.

[]====================[][STRINGED ATTACKS][]=============[]

Range: Close
Damage: 2+3+3+19=27
Description: Zasalamel glows a white aura as he picks his opponent up by his
	     hair, and proceeds to stab his scythe butt into his chest, rip
	     it back out, then slash his face with his scythe to send him

If we look at it for pure damage, this is a better move than Roar. This attack
is extremely safe, as it punts the opponent a decent distance away, setting
you up for another [6]A+B or [6]B,B, and it never fails to elicit at least one
"Holy ****" from players watching the match. Fun Fact: In the right situations,
this turns into a back throw instead. Generally, if you land any of the attacks
that can chain into this move, chain into either Roar or Judgement of Nergal.

Range: Close
Damage: 2+3+3+2=10
Description: Zasalamel glows a white aura as he picks his opponent up by his
	     hair, and proceeds to stab his scythe butt into his chest, rip
	     it back out, then slap him for good measure.

Damage wise, this attack isn't amazing on its own. Good thing it's stringed
into a bunch of other attacks in Zasalamel's arsenal. A little more damage
is always great, this attack is extremely safe, as it puts the opponent into
a falling stun, and it never fails to elicit at least one "Holy ****" from
players watching the match. Fun Fact: In the right situations, this turns
into a back throw instead. Generally, if you land any of the attacks that
can chain into this move, chain into either Roar or Judgement of Nergal.


Range: Grab
Damage: 9+14+24=48
Description: Zasalamel slams his opponent to the ground with the butt of his
	     scythe, then hooks the blade into him and swings him around
	     for another ground smash.
Nothing too special about this grab. It's a fair bit of damage, and easy to
pull off. If you can do it, go for it.

Range: Grab
Damage: 17+27=45
Description: Zasalamel grabs his opponent, skewers him on his scythe, and
	     proceeds to send him flying with an upward swing.
A fair bit of damage, a bit less than Ereshkigal the Ruthless, but it rings
out behind Zasalamel. If you've got your back to the edge, you can use this
to save yourself with a ringout.

Range: Grab
Damage: 11+48=60
Description: Zasalamel grabs his opponent, kicks him onto his back, then
	     twirls his scythe over his head before impaling his opponent
	     with the butt of the weapon.
This grab doesn't have any special properties worth noting. Just use it when
you can.

Range: Grab
Damage: 8+43+2=55
Description: Zasalamel sets his scythe's blade on the ground, knees his
	     opponent in the stomach, then jumps, using his knee to push
	     his opponent's neck into the scythe blade.
Nothing really special to say about this grab, just use it when you can.

Range: Grab
Damage: 57 total
Description: Zasalamel sets his scythe's blade onto the ground, kicks his
	     opponent onto it, pushes his opponenet down with his other foot,
	     then savagely rips the scythe vertically through his opponent's
This rings out in front of Zasalamel. If you can sneak behind the opponent
somehow and get him between you and the edge, getting him with this grab will
end it.

[236SZ]=================[]STRATEGIES WITH ZASALAMEL[]========================[]

[]==================[][BASIC STRATEGY][]=================[]

Team Soul set out to make a character designed entirely around disorientation.
As Zasalamel, your main goal to put the enemy off balance and keep him that
way. At your disposal, you have plenty of sweeping attacks, tricky double-hit
attacks, and a few attacks with deceptive ranges or unexpected hit levels that
allow you to confuse your opponent even as you pull his legs out from under

As Zasalamel, you need to realize you have to control the momentum of the match
from as early a point as you can. Against most characters, an early charge
utilizing either [6]A, [6]B,B, or [6]A+B will set the opponent up perfectly.

Once you get your opponent down, 1A,B is a great follow up if he's about mid
distance away from you. Farther away, it's best to either use [6]B,B or rush
with a [6]A+B if you're certain he's trying to recover during whatever hit
knocked him down. Up close, either 1A,B or [6]B,B are good moves to use, or
you can opt for 6A+B,B, instead. Another good tactic is a move like 2B, 2A, or
2K, eventually followed by a WR B attack. The WR B will stun the opponent
enough for you to lay down another sweep or any other move you think would
work best in the situation.

Against opponents who tend to stand and guard, 3A,B is excellent in that it
hits both mid and low, so even in the first hit is blocked, if your opponent
isn't observant he'll get sweeped by the second hit and laid flat on his back.
Judicious use of 6B+K or 4B+K can also be helpful, as can 4A or 1B,B,A.

Pop-ups are also excellent ways to get an opponent onto his back, as you
recover much quicker than he will and you'll be able to pull up anything from
a 1A,B for the moment he hits the ground, to a [4]B+K if you're feeling lucky.

A sweep got blocked? No problem. If he's standing, hit him with a grab right
out of the sweep; he should have a long enough recovery time that he can't
attack you fast enough to interrupt the grab, and he'll be downed again so
you can renew the attack. (Special thanks to Gamertag "VegaGF" for
demonstrating this effectively in our Zas vs Zas matches.)

Special Matches:

Because a Zasalamel in the right hands can deal amazing amounts of damage while
leaving his opponent helpless, you can benefit greatly from skills like HP
Drain, Venom Fang, Auto Counter, and Auto Unblockable. It's also concievable
to set Zasalamel up as a Critical Finisher by giving him Double Edge Sword and
Soul Gauge Damage, which would really be all you need.

[]=============[][CHARACTER-sPECIFIC STRATEGIES][]============[]

Coming in next version.

[113AZ]===============[]STRATEGIES AGAINST ZASALAMEL[]=======================[]

[]==================[][BASIC STRATEGY][]=================[]

Zasalamel is good and keeping up the pressure and keeping his opponents
helpless, but only when he's allowed to. Guard his sweeps, and try to recover
in a guard, crouched if he's trying a low sweep, standing if he's trying
to perform a WR B or if he's attempting a mid/high sweep. Deny him his opening
momentum by blocking or striking first.

Special Matches:

Auto Impact and Auto Grab Break are great counter-skills to Zasalamel's sweeps
and grabs. If your counters on your attacks are capable of stuns, Auto Counter
is great; Null Counter is also a good move in case you accidently get hit with
an attack that could prove lethal as a counter, such as Zasalamel's 3A,B or

[]=============[][CHARACTER-sPECIFIC STRATEGIES][]============[]

Coming in next version.

[666LN]=========================[]LEGAL NOTICES[]============================[]

Soul Calibur, Zasalamel, Mitsurugi, Taki, Soul Edge, and all other character,
item, and move names created by Namco-Bandai Games within this guide belong to
Namco-Bandai Games.

This guide is Copyright 2007 to Hamlin Ortiz and is authorized for display on Permission to display this document on any website other than the
aforementioned requires my written consent and the condition that my name and
personal contact information be included with the unaltered plain text file,
as are my rights as creator of this written work.

[130CM]===========================[]CONTACT ME[]=============================[]

Thank you for taking the time to read my guide, and I hope you found it helpful
in any way, shape, or form! Feedback, positive or negative, is always welcome!
Have any questions, complaints, suggestions, moves and combos to add? Email me
at and please use something regarding the SCIV Zasalamel FAQ
so I don't end up ignoring it or deleting it with the spam.

Anyone that wants to exchange pointers for Zasalamel play or want help with
anti-Zasalamel strategies, or want to help me with Zasalamel strategies for
other characters, send a message to ManiacCentipede. I'll be able to play over
summer or winter breaks when I have access to my 360. If you're new or not good
at the game, don't worry, I'll help you out where I think I can.