_______________________________________________________________________________ / ____| | | / ____| | (_) | |___ \ | (___ ___ _ _| | | | __ _| |_| |__ _ _ _ __ __) | \___ \ / _ \| | | | | | | / _` | | | '_ \| | | | '__| |__ < ____) | (_) | |_| | | | |___| (_| | | | |_) | |_| | | ___) | |_____/ \___/ \__,_|_| \_____\__,_|_|_|_.__/ \__,_|_| |____/ _______________________________________________________________________________ MMMMMMMMMMMM( ____ \\__ __/( ____ )\__ __/( ____ \( ____ \MMMMMMMMMMMMM MMMMMMMMMMMM| (@MMM\/MM@) (@MM| (@MM@)|MM@) (@MM| (@MMM\/| (@MMM\/MMMMMMMMMMMMM MMMMMMMMMMMM| (_____MMMM| |MMM| (____)|MMM| |MMM| (__MMMM| (__MMMMMMMMMMMMMMMMM MMMMMMMMMMMM(_____ )MMM| |MMM| __)MMM| |MMM| __)MMM| __)MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMM@) |MMM| |MMM| (\ (@MMMMM| |MMM| (@MMMMM| (@MMMMMMMMMMMMMMMMMM MMMMMMMMMMMM/\____) |MMM| |MMM| )M\ \_____) (___| )MMMMMM| (____/\MMMMMMMMMMMMM MMMMMMMMMMMM\_______)MM@)_(@MM|/MMM\__/\_______/|/MMMMMMM(_______/MMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM@MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMM@M@@MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMM@MM9n@MMX0MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMM .t;i cMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMM@MW ::. :AY #MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMM@MMv9#8tE@00t.MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMi,MZvBAi16MYiMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMM@Mo 7bo . o@.2. $MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMM@M6c, Q6 .$:zX.;MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMM@MMMMMMM00c. @MMMM.WM :cI$MMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMIMMMM.z1$#MM#M0MMiM :1 0MMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMM@Yn ;@nzAzMMMMMoS#@t:QMM2: #MMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMB .M@t;i Y@M0 .:CM@$M#@MMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMn .i;i. .$b#82B;i:BMBMMMM.7MM6@. MMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMEMMMM#MMWQb MMMMMMMM@Uv S0MWtBvv #MMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMM@Ev.MM#MMMM@ . c; M@MZ0#tMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMM .Wt.AM2I , . c2. .M@MMMM6MMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMiXE1AMMM7, ;i .W7 .oz .M#M#1t@Y@MMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMWEMM@MM@M#S:8@0:;,o21MM#o0 iM@M@MMW#0MMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMEbMM$@M@@@MMc nBM$@$$BMM$W@ MMo8@@$ zM MMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMM8$WM#6AMM@8;EMB00CtUv;:;.:Q; MM@BEM.;MvvMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMb$#$Mz;,MM#MQYtQ2. :XUIt0zA#Mi M@@$Ict$;MMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMM0B#B@MU;:0M@@MMnbMMMMMMMMMMM;EM#MM@. tzYBY0$W@MMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMM$0#B#@0@Yc1MM##M01AEQni tMMME7M0MM @8i#M; @MBEI8Q@MMMMMMMMMMMMMM MMMMMM oMMMMMME#WMMQ$Mi. @M#MQZ. i. v b$Y; MM@2i t 7 iMB$#@6Eb9EQQQW00bZ696n MMMM$ MMMMMM0B$@0W90Mn2S#@M$AMMM $C@ni. :7,M$7; M# YMMB$$M$n800E8966999Z8Zb6 MMM i:vMMMMM@E#WM ;. 9MMM@MZZ2bM A@AMMzo#@M .MB nMM@W$@MW16869EZbbbb8bb888A MM0 76 MMMMMZWB$$MXiE$6.A7MQUBQMU MM6$MB.Wb:X. #BM#B$$@BASZZ999666666Z996Z8A MM6M@zY. vMM@@@#W$M; WY M0EB#M7,7, 7X U@W,W:AM MMB$$##@b0QEEEb8888Z9998888b6 MUAoM8@ .c.;MMMMMMM .CcWM06Z@Mz.i:Y A WM@MMMi MM@@##$#BW$BWQQEEEEEEbb89ZZbEt M@zZMMt$$ME b. ,@MM: . AME96WM i..tZbvA@M$BMEYMMM@@@##BW$BWWBWWWQ00EEEbZ8ZZY$ MMMMMMMMMMMMM ,A ;WA ,i MMW##MMv. , Yzo90 8X7b0B,2M@@@@#$$$BBB$BBWWWQQ0EEbE7#M MMMMMMMMMMBMAoEM2M. tMM02S#@QW0Mn . . A6M ,$ I b.IM@@@@@@@#$#B$BW$$$$####W$b0MM MMMMMMMMMMEZM0@@MQi..0t1U6IMM@MMYc:Q MZ i2.QtWSZnMM#@@@@@@#$$WB$##########bMMM MMMMMMMMMMEBW@#Q#0Mc.X .b2t@7C#MMiz .M..BMz@#@$9WWiMM@@@@@@@$$$BB$B#@#####B$MMM MMMMMMMMMMEQWWB$W@M71M#9E0McAc ACiWctW8MM:UZU2E@MM$,MM@@@@@@@#$$WBBBB@@@@#$@MMM MMMMMMMMMM00BQB#$B@@B@MMIM@M@#M. i6Mi@M8YiMM@MM1 ;MMAMM@@@@@@@@$BWBBBWB#@@#MMMM MMMMMMMMMMB8WBW$#$$@@$QM@66b$M@@E99C.M .:7.i.. iUMMM@@@@@@@@$BWBBBWW$$MMMM MMMMMMMMMM@AWWWB$$$$$$$@$@W8$@MMcQ6:MM C t1 . 7MMMM@@@@@@##BBB$$E#M@M@ MMMMMMMMMMMZ0BWB$$$$#B@@2bB@##QM@S@M9:... U.v. ... tMMMM@@@@@$#B$WZMMMMM MMMMMMMMMMM@AQ0QW$$B$$W@MM#W@MM@ QMM88v. ;E;7 . . UMMMM@@#$BQZ@MMMMM MMMMMMMMMMMMA8QQQB$W$#WMMEWEQi vM@vM@@@W@@M2Y. . . WMMMM$#@MMMMMMM MMMMMMMMMMMMMt00EEB$WB#M .:M#@MM6vt@WW#Qivo001:. . .. .$MMMMMMMMMMM MMMMMMMMMMMMM#78889QBQ#@C#MMn@S.MM@M.;EC##:;t;;71BW0o ... i@MMMMMMMM MMMMMMMMMMMMMM679AZU0WWM,ni Qi,;0:@Mi v@QicYX2tv;;:tW00t. .:,. ;MMMMMM MMMMMMMMMMMMMMM7XIzI28W#70 @@ #z7 @MM M#00Yc:vXI21SY;io9@@Q7 . ::i. XMMM MMMMMMMMMMMMMMMMiC2SzzY7@McMzSE;W2M$M,0i@MM@W87icII9E0XiCI8BM$6: ..:,i, W MMMMMMMMMMMMMMMMM:tzS.IMMz0. 7i9o@$W#M,zMQEEZ20MccccXnb$IXCYCU##@0Y .::;i,. MMMMMMMMMMMMMMMMMM.t:BMMMM0#i9M$EM@#Q@E$QEAzI#MMMYM91viY1t1IIz11Y6@@#0, ..::v, MMMMMMMMMMMMMMMMMMM YMMMMW zCM. 9MMMMMM@@@MMMMMMMM @M@@Yb;:icI9A6ooz0$M$C;.. .. MMMMMMMMMMMMMMMMMMM@#MMMMM .1:o0MMMMMMMMMMMMMMMMMM7iMt@6 MMS;,:YnIEEIzCbWM@8X: MMMMMMMMMMMMMMMMMMMMMMMMMM.c9@ .QMMMMMMMMMMMMMMMMMM7XMXM.,MMMMQCi.,7zAEUbA6EBMS MMMMMMMMMMMMMMMMMMMMMMMMMM. . XboMMMMMMMMMMMMMMMMMMM 7M9; MMMMMMMM8c;,;oU8E6nz0 MMMMMMMMMMMMMMMMMMMMMMMMMMi :MMntMMMMMMMMMMMMMMMMMMME M,E@ MMMMMMMMMM@6c:,;nZbI MMMMMMMMMMMMMMMMMMMMMMMMMMM#$WBiQMMMMMMMMMMMMMMMMMMMM@Z@ 2 EMMMMMMMMMMMM@ZYi;v MMMMMMMMMMMMMMMMMMMMMMMMMMM:.,M;MMMMMMMMMMMMMMMMMMMMMtEE MB$ iMMMMMMMMMMMMMMM@t MMMMMMMMMMMMMMMMMMMMMMMMMMc nii$WMMMMMMMMMMMMMMMMMMMM2:iZS .. #MMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMW 6cMMMMMMMMMMMMMMMMMMMMMMBC .., . MMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMM cU;.E MMMMMMMMMMMMMMMMMMMMMMMM@ IQ90MMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMM;Svvv: tMMMMMMMMMMMMMMMMMMMMMMMMMMQWQ$MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM _______________________________________________________________________________ Strife (Iron Sword) Guide Version 0.80 Last Updated November 14, 2007 Copyright 2007 Hamlin Ortiz [000TC]========================TABLE OF CONTENTS========================= Title Search 1. Vital Information (Strife)......[431VI] 2. Why Should I Play Strife?.......[123PS] 3. Iron Sword Discipline...........[674SW] 4. How Do I Read the Notations?....[889RN] 5. Attack Listing..................[543AL] 6. In-Depth Attack Descriptions....[433ID] 7. Comboing With Strife............[236CS] 8. Legal Notices...................[666LN] 10. Contact Me......................[130CM] [431VI]===================VITAL INFORMATION (STRIFE)===================== Name: Strife Astlar Grandall Age: 17 Birthplace: Parousia, Grandall Empire Birthdate: November 11, 1574 Blood Type: B Sex: Male Fighting Style: Malloy Mercenary Swordstyle Favored Weapons: Ambition, Soul Edge Family: Father (former Grandall King), killed in war Mother, deceased Blood Relatives, executed History: Strife is the only heir of the Astlar dynasty ruling the empire of Grandall. After his father's death during a battle, he's appointed as the heir of the reign when he was only ten years old. Blinded by greed and power, his close relatives plotted everyday to kill him and take control of Grandall for themselves. Strife endured days without a proper meal, without good sleep and hiding a knife every time. Eventually the stress and fear started eating away his sanity. Then one day he started hearing voices every time he sat on the throne. The voices came from deep within the castle. Eventually at the time he understood those voices, his behavior changed completely. He started executing his relatives, and torturing anyone who arises his suspicions. His leadership turned into dictatorship. He also started amassing armies in silence, while not interfering with the war between Dalkia and Halteese. Around this time, he apparently got ahold of the cursed Soul Edge, which further deteriorated his mind. During the Chronicles of the Sword, Strife takes little actions during the first half, mostly giving orders to the player and the unit to confront Dalkia first, then Halteese. His orders are always discussed by Girardot, as they are almost suicidal. Strife is also reluctant to send more troops to help the player against entire armies. All this because the player is gaining fame among the people, and this has enraged him to the point of wishing to see him/her die. A year after the end of the war, Strife sent the player against a rebelled Girardot apparently under the advice of Chester, who has turned into his minister. After the Cadet defeats Giradot in battle, Strife appears to finish Giradot off. Unfortunately for Strife, this action causes the Cadet to realize the malevolence of the emperor and his ambitions, and causes the Cadet to rebel as well. Unfortunately, Strife implanted fragments of Soul Edge into the player's former allies when the Cadet rebelled, somehow allowing Strife to control their minds. As the player, you must fight and defeat Aeneas and the others who helped you in the earlier chronicles. After the Cadet defeats his friends, it turns out they do not die, but instead they wake up from their trance and decide to join the Cadet once again. Apparently, whoever controls the main body of Soul Edge controls the people it's fragments are forcefully implanted in. This "mind control" power that Soul Edge possesses has never been revealed prior to Soulcalibur III. Strife meets the player's unit at last during the last chronicle, sending his elite troops against them. Even with his best warriors, he's at last confronted by the player and killed in battle. (BIO courtesy of Wikipedia.org) How to Unlock Strife: Clear Chapter 20 in Chronicles of the Sword mode. [123PS]================WHY SHOULD I PLAY STRIFE?========================= Strife is, essentially, Nightmare's little brother. He's a solid mid-range fighter that, despite his goofy haircut and lacking dialogue, is capable of pulling a few tricks out of his sleeve to confuse opponents. He's got great tools for dodging high attacks and punishing whiffs caused by these tricks. He's got decent power, decent speed, and quite a few of his moves knock down or ring out his opponent in some way. His Annhilation and Demon Buster alone are extremely useful in almost all cases. He, does, unfortunately, suffer from the same drawback that all custom classes suffer from. He's just not as varied or fleshed out as the main character styles are, and therefore can become very predictable if the player is not careful. [674SW]=====================IRON SWORD DISCIPLINE======================== Iron Sword can be used by Barbarian, Pirate, Assassin, Knight, and Swordmaster classes in Character Creation or Chronicles of the Sword mode once appropriate conditions have been met. Barbarian: Initial weapon discipline Assassin: Achieve level 10 as an Assassin character. Knight: Achieve level 10 as a Knight character. Pirate: Achieve level 20 as a Pirate character. Swordmaster: Unlock Swordmaster by reaching level 50 as an Assassin Character OR fighting 610 total battles. The following sword descriptions are based on the legend they came from, game canon, or simple put together based on the primary wielder of that weapon in Chronicles of the Sword and the effects the weapon has. Except for a couple swords, you are required to spend gold to use Iron Sword discipline weapons once they have been unlocked. ====[Iron Sword]==========================   Initial weapon for Iron Sword characters.    No advantages or disadvantages.      A simple weapon of no great craftsmanship,  it is still a deadly tool in the hands of  an experienced warrior, and a key component  in a grand general's greatest victory.    ============================================== ====[Claymore]============================   11,800 Gold at Weapon Shop.    Easier Guard Impacts  Defense Power Increases    A large weapon with a large hilt, it's design  focused as much on defense as offense, and a  warrior wielding one could shrug away the  worst of attacks.    ============================================== ====[Demon Knife]=========================   24,800 Gold at Weapon Shop after Chronicle 1.    Attack Power Increases  Knockback Increases    A weapon feared for its seeming ability to  increase a warrior's rage and strength. Some  believe it to be made from the heart of the  devil himself.    ============================================== ====[Hercules Sword]======================   37,200 Gold at Weapon Shop after Chronicle 7.    Defense Power Increases  Penetrates Defenses    The fabled sword of the great Greek hero  Hercules himself. It's said his superhuman  strength and unmatched spirit still rest in  the blade, bringing glory to each new wielder.   ============================================== ====[Alondite]============================   96,600 gold at Weapon Shop after Chronicle 18.   Attack Power Increases, Health Recovers Slowly Auto-Dodge Some Throws, Avoid Some Ringouts    Blessed by a Goddess for a brave knight, this  weapon continues to gift Her divine grace upon every soldier who has been called to bear this divine weapon once again upon the battlefield.   ============================================== ====[Ambition]============================   Gained once you unlock Strife.    Attack Power Increases  Defense Power Decreases    A huge sword used by Strife. Ambition is the  Astlar dynasty's symbol of imperial power, and was his father's weapon. Strife's madness and  hunger for power still lingers with this blade even as Strife himself is eventually forgotten ============================================== (Ambition information courtesy of Wikipedia.org) ====[Soul Edge]===========================   Gained once you defeat Strife.    Attack Power Increases, Lose Health Slowly  Recover Health from Every Successful Attack  Attack Power Increases Further with Time    The Sword of Legend, the Ultimate Weapon, the  goal of every warrior to one day bear. This  infernal instrument of war offers great power  to any who would wield it in battle, at the  cost of their souls.  ============================================== ====[Brutal Terra]==========================   Defeat Aege in Chronicle 11.    Defense Power Increases, Health Loss on Attack Some Counters have No Effect    Even the spirit of Mother Earth herself wishes an end to the constant wars and bloodshed  above her - with this weapon, she grants her  champion the means to finally bring peace and  order to the ever-raging chaos.  ============================================== [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."  - \ | / -- / | \    A - Horizontal Attack B - Vertical Attack K - Kick Attack G - Guard Some phrases that are also present in this movelist and are useful to know. 8wr = 8 Way Run WJ = While Jumping JD = Jump Delay WR = While Rising BT = Back Turned FC = Full Crouch QCF = "Quarter Circle Forward" or 2,3,6 "," = "then press" "_" = "or"  = Hold (#_#_#) = Press any of these buttons (#,#)_[#] = Either press the sequence in the parentheses, or hold the button in brackets Y+X = Press these two buttons together yX = "Slide", press the first button briefly before pressing the second GA = Grim Advance (Stance/Special Movement) AR = Advancing Roll (Stance/Special Movement) 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 Cr = Counter CS = Crumple Stun FdS = Fall Down Stun GB = Guard Break GI = Guard Impact Property Launch = Knocks opponent into the air RO = Ring Out SC = Soul Charge SC_Cr = Soul Charge OR Counter SCGB = Soul Charge Guard Break SCUB = Soul Charge Unblockable TD = Knocks opponent to the ground in some way [543AL]========================ATTACK LISTING============================ NOTE: Almost all of Strife's moves are just like Nightmare's moves, whether it's Soul Calibur II or Soul Calibur III Nightmare. Therefore, I've given Strife the names of Nightmare's moves where applicable, and attempted to fill in the blanks with move names that follow suit. [Attack] [Command] [Hits] [Notes] Twirling Slash A H Double Slash A,A H,H Slash Cross A,A,B H,H,M FdS Grounder A,2A H,L TD, RO Double Grounder A,2A,A H,L,L TD, RO Shadow Slicer 1A L TD, RO Leg Slash 2A L Annihilation 3A M CS on SC_Cr Annihilation ~ AR 3[A] M CS on SC_Cr Advancing Roll 3A,G Stance, Dodges High Attacks Spin Slash 4A H TD on SC_Cr, RO on SC_Cr Phantom Slasher (4,4)_A M Phantom Shatter (4,4)_A,B M,M TD, RO Phantom Toe Kick (4,4)_A,K M,H TD, RO Quick Temple Buster 6A M FdS on SC_Cr Advancing Hook Slash (6,6)_A H TD, RO Gut Slash WR A M Leg Slash FC A L Fatal Spin Slash WJ A H TD, RO Diving Slash JD A L Shadow Slicer 8wr (1_7)A L TD Cross Grounder 8wr (1_7)A,A L,H FdS Quick Right Slasher 8wr (2_8)A H TD, RO Advancing Hook Slash 8wr (3_6_9)A H TD Phantom Slasher 8wr 4A M Phantom Shatter 8wr 4A,B M,M TD, RO Phantom Toe Kick 8wr 4A,K M,H TD, RO Turning Head Slash BT A H Turning Leg Slash BT 2A L Maelstrom GA A L Maelstrom Feint GA A,2 Helm Splitter B M Cannonball Splitter B,B M,M TD, RO, 2nd hit SCGB Buster Grounder B,2A M,L TD, RO, 2nd hit +kb on Cr Buster Grounder (Delayed) B,2[A] M,L TD, RO, 2nd hit +kb on Cr Gauntlet Buster b6 M Leaves Opponent Crouching Grim Impact 1B L TD Dark Impact 1B,B L,L TD, RO Shadow Buster 2B M Sky Splitter 3B M Launch, RO Fiend Splitter 4B M TD, RO Raging Cannonball Splitter (4,4)_B M TD, GB, SCUB Demon Buster 6B M TD, RO Torpedo Buster (6,6)_B M FdS, SCUB Earth Divide QCF B M (!), TD Sky Splitter WR B M Launch, RO Shadow Buster FC B M Fatal Buster WJ B M TD, RO Diving Splitter JD B M Launch, RO Turning Sword Buster BT B M FdS on SC_Cr Turning Kneeling Buster BT 2B M Fiend Shatter 8wr (1_7)B M TD, CS on SC_Cr, SCGB Midnight Launcher 8wr (2_8)B M Launch, RO Terror Stomper 8wr (2_8)B,B M,M TD, RO Torpedo Buster 8wr (3_6_9)B M SCUB Raging Cannonball Splitter 8wr 4B M SCUB Demon Slayer GA B M Launch, RO Dark High Kick K H Planted Gut Kick 1K sM Grind Low Kick 2K L Standing Axle Kick 3K L Windup Shoulder Rush 4K M Basher 4K,K M,M TD, RO Reverse Toe Kick (4,4)_K H TD, RO Sky Splitter (4,4)_K,B H,M TD, 2nd hit Launches, RO Phantom Toe Kick 6K M Helm Buster 6K,B M,M TD Basher (6,6)_K M TD on SC_Cr Death's Claw WR K M Launch, RO Fatal Brave Kick WJ K M TD, RO Diving Axle Kick JD K L Turning Dark High Kick BT K H Turning Dark Low Kick BT 2K L Reverse Toe Kick 8wr (1_4_7)K H TD, RO Sky Splitter 8wr (1_4_7)K,B H,M TD, 2nd hit Launches, RO Sword-Braced Gut Kick 8wr (2_8)K M Rushing Knee 8wr (3_9)K M Sliding 8wr 6K L TD, RO Death's Claw AR K M GI, Launch, RO Basher GA K M TD, RO Oppression A+B M,M Leaves Opponent Crouching Flying Edge (1_2)A+B M TD, RO Dark Impact 3A+B L TD, RO Dark Rage A+K M GB, CS Axel Grinder 8wr A+K M TD Grim Advance B+K Stance, Ducks High Attacks Grim Somersault B+K,4 M [Throw] [Command] [Notes] Hilt Impact G+A_G+A from Side Does NOT Ring Out Soul Devour G+B_G+B from Side Demon Wheel G+A_G+B from Back [433ID]==================IN-DEPTH ATTACK DISCRIPTIONS==================== For this section, some attacks have their damage as X/Y. In this case, X is how much damage the attack does when it's the only part of a combo/string that hits the opponent, and Y is how much damage the combo/string that ends with that attack does, assuming all attacks hit up to that point. ====================[A ATTACKS]==================== [TWIRLING SLASH] Range: Close-Mid Damage: 18 Description: Strife slashes to hhis right with her sword, spinning in place from the momentum. Synopsis: This is your basic poking move with a bit of a bad twist. I recommend not using this move often unless you've got a little distance between you and your opponent, as this particular slash will leave you spinning in place for a few frames. The only thing that redeems this move is the ability to be cancelled, which can be done to goad whiffed Guard Impacts from an opponent. [DOUBLE SLASH] =As a follow-up to Twirling Slash= Range:Close-Mid Damage: 24/42 Description: Strife slashes to his right, then to his left, with his sword. Synopsis: A better version of the normal twirling slash, the recovery time on the double slash is a bit shorter. Beyond that, it's just your run-of-the-mill two-button string. It's not a combo, the opponent can block your second attack, which means there's not a lot of use for this outside of catching sidesteppers. [SLASH CROSS] =As a follow-up to Double Slash= Range: Close-Mid Damage: 23/64 Description: Strife slashes twice, then brings the sword down in a punishing overhead slash. Synopsis: This three-hit string is easy for the opponent to block, even if the first attack or the first two attacks hit. It is, however, a good move to pull off on someone who's sidestepping around you, or is some distance away. This move will leave a guarding opponent crouching, but they will recover too quickly for you to capitalize on that at all. Hope that they let the third hit through, as that will stun them and leave them on the ground, in which case you can attempt to punish. [GROUNDER] =As a follow-up to Twirling Slash= Range: Close-Mid Damage: 22/43 Description: Strife slashes to his right, then, his torso tilts as he slashes downward at his opponent's legs, knocking him away and off his feet. Synopsis: If you have an opponent that keeps guarding or guard-impacting your Double Slash, you can always spring this on them as it takes about the same time for either attack to hit. Like Nightmare's own Grounder, however, the move is telegraphed well ahead of time, so if your opponent is extremely attentive, this mixup may not work well. =On its own= Range: Close-Mid Damage: 35 Description: Strife dips as he spins low, swiping at his opponent's ankles with the sword blade. Synopsis: It ducks high attacks and deals out considerable damage. This is a valid move for your arsenal. [CROSS GROUNDER] =As a follow-up to the 8-Way Run version of Grounder= Range: Close-Mid Damage: 50/87 Description: As Strife continues to spin, he stands up and delivers another spinning slash, this time to his opponent's face as he tries to stand. Synopsis: It causes a Fall-Down Stun, but is otherwise too easily blocked or avoided. Might be worth once or twice, but don't bother with it unless your opponent consistently attempts to attack you right after getting swept by the Grounder, or doesn't know how to block. [DOUBLE GROUNDER] =As a follow-up to chained version of Grounder= Range: close-Mid Damage: 37/74 Description: Strife slashes to his right, then, his torso tilts as he slashes downward, twice, at his opponent's legs, knocking him away and off his feet. Synopsis: The only time you should not use this attack where the Grounder is viable is a situation where the first hit is blocked. You can even intentionally whiff the first grounder attack in order to catch your opponent when he attempts to attack or run at you. If your opponent's a jumper, however, you'd be in trouble after that first attack. [SHADOW SLICER] Range: Close-Mid Damage: 27 Description: Strife quickly ducks and spins himself counterclockwise, slashing his sword against his opponent's legs and sweeping him off his feet. Synopsis: Ducks high attacks quickly and is fast enough to catch opponents before they recover, therefore this is a very good move to use when you're stuck on the defensive. There are also offensive applications, and, with a few other moves such as Fiend Splitter, can be useful in keeping your opponent guessing and guessing wrong. The potential for a ring out is also enticing. [LEG SLASH] Range: Close-Mid Damage: 16 Description: Strife ducks to slash at his opponent's leg with his sword. Synopsis: Ducks highs and interrupts attacks. It works. Can be followed by Sky Splitter, Death's Claw, or Gut Slash just by mashing B, K, or A, respectively, during the attack. [ANNIHILATION] Range: Mid Damage: 18 Description: Strife swings his sword counterclockwise over and around his head, striking the opponent's chest with his blade. Synopsis: This is exactly what SCII Nightmare's Annihilation would look like if he did it from his normal stance. It's good for punishing whiffed attacks, and if you hold the A button and go into Advancing Roll from this attack, you're safe from any Mid and High A attacks from the opponent. Against Guard Impact happy characters, cancelling this into Advancing Roll~Death's Claw works perfectly. A great move for faking your opponent out. If you use this constantly but change up just how it progresses, you're going to make your opponent eat it like nothing. [ADVANCING ROLL] Range: Close-Long Damage: Stance Description: Strife does a barrel roll across the ground, closing distance with his opponent. Synopsis: It ducks high attacks and mid attacks, which make it great if you can guess well in advance what kind of attack is coming your way. Due to its long windup and the fact that this roll is well-telegraphed, you're better off using this to sneak under enemy attacks or catch up with backsteppers to punish them with Death's Claw. It's a shame that no other attacks lead into this stance, and a bigger shame that no other attacks can be made coming out of this stance. [SPIN SLASH] Range: Close-Mid Damage: 22 Description: Strife spins himself counterclockwise, quickly slicing his sword through his opponent. Synopsis: An amazingly fast attack and perfect for when your opponent is far too close for your own liking. It pushes your opponent back a great deal even when blocked, and will actually leave you at an advantage if the opponent does block it. However, it is a high, and if your opponent ducks it be prepared to eat steel. [PHANTOM SLASHER] Range: Close-Mid Damage: 21 Description: Strife winds up and swings his sword, backhandedly, into the opponent's stomach, while stepping back. Synopsis: By itself, not too good. It's too easily telegraphed and, by that token, broken by a well-timed B attack. However, if it hits, or if you intentionally whiff it against a GI-happy opponent, its follow-ups are pretty much guaranteed. [PHANTOM SHATTER] =As a follow-up to Phantom Slasher= Range: Close-Mid-Mid/Long Damage: 40/61 Description: Strife spins in place, bringing his sword around for a devastating overhead strike. Synopsis: This attack is beautiful, as it not only does a decent amount of damage (especially if Phantom Slasher hits) but also has terrific knockback and the ability to ring out an opponent standing near the edge. This move can also be delayed for fake-outs, although, admittedly, not by a huge amount of time. It can also catch an opponent off guard as it will advance you just enough to hit them if you intentionally whiff the Phantom Slasher. [PHANTOM TOE KICK] =As a follow-up to Phantom Slasher= Range: Close Damage: 24/45 Description: Strife plants his foot in his opponent's face. Synopsis: This move comes out much faster than Phantom Shatter does, but will more than likely whiff unless you're right next to your opponent once you've hit him with Phantom Slasher. This move has less knockback than Phantom Shatter but can ring-out opponents who are father from the edge of the stage. Generally, use this if you are close to the edge and you think you can get a quick ring-out. This move can also be delayed, though by even less than Phantom Shatter can be delayed by. Only useful in a few occasions, so I wouldn't use this often if at all. [QUICK TEMPLE BUSTER] Range: Mid Damage: 32 Description: Strife winds up, then spins around to deliver a powerful horizontal slash. Synopsis: When this move connects, it will spin your opponent 180 degrees. Since this attack is Mid, it'll catch anyone who thinks they can duck it, and if you're blocked against it, the opponent doesn't get enough advantage to really hurt you. It's safer than most of Strife's attacks, though the only follow up that I can see from this is Demon Buster. If your opponent is Guard Impact-happy, though, and you manage to get this off, you can do Advancing Roll~Death's Claw to knock him up for some air time. [ADVANCING HOOK SLASH] Range: Close Damage: 43 Description: Strife rushes, looking more like he's hooking the opponent with his bicep rather than actually slashing at him. Synopsis: This is a close-ranged attack, but you can cover some distance with this and do it out of an 8 Way Run as long as you're advancing on your opponent. It would be more useful if it wasn't a high attack though. Since it's a fast attack (in comparison to most of Strife's arsenal, anyway) you could knock a few people out of their own attacks. If this hits, a Demon Buster follow-up is a safe bet. [GUT SLASH] Range: Close-Mid Damage: 27 Description: Strife rises only slightly to slash his sword into his opponent's ribs, stopping as it hits. Synopsis: This attack is capable of ducking High attacks, just as if he were crouching. In addition, you can follow up with Shadow Slicer almost immediately and never leave yourself open to those highs. Too bad a good player will probably respond with a mid or a low attack after blocking the Gut Slash, though. Not a favorite of mine by any means. [LEG SLASH] Range: Close-Mid Damage: 13 Description: Strife, while ducking, swings his sword at his opponent's ankles. Synopsis: It's a good low poke while standing, and timed right will dodge high attacks. Gut Slash serves as a nice follow-up, but Death's Claw or Sky Splitter are faster and launch. [QUICK RIGHT SLASHER] Range: Close-Mid Damage: 40 Description: Strife swings his sword over his head as he spins to his right, slamming the blade into his opponent's neck. Synopsis: This is a good move to pull on your opponent when the edge is near his left, as it will slam him with nice knockback in that direction and, most likely, ring him out. Otherwise, it's an easily ducked high attack. [FATAL SPIN SLASH] Range: Close-Mid Damage: 38 Description: Strife jumps and spins counterclockwise, slamming the blade of his sword into his opponent's neck. Synopsis: One heck of a ringout move, that's for sure! If you don't jump very often, or your opponent is fond of low attacks, this move works great as a surprise killer. Damage isn't too shabby, either. Generally best used as a counter to any low attacks an opponent swings at you. Won't hit an opponent who's also crouched for his attack, but you're no worse off if you do whiff it, in most cases. [DIVING SLASH] Range: Close-Mid Damage: 24 Description: Strife jumps, then slashes at his opponent's legs just as he lands, knocking them off their feet for a moment. Synopsis: It's only good when against opponents who like to just stand and block, or who constantly guard-impacts the Fatal Spin Slash. Damage is decent, and opponents who block it will slide away just far enough to keep you fairly safe from counter attacks. [TURNING HEAD SLASH] Range: Close-Mid Damage: 25 Description: Strife turns around to slash at his opponent's face. Synopsis: It's a safer but stronger version of the Twirling Slash. That's about it, really. [TURNING LEG SLASH] Range: Close-Mid Damage: 16 Description: Strife turns, remaining crouched, to slash at his opponent's legs. Synopsis: It's a slightly more powerful version of the Leg Slash. That's it. [MAELSTROM] Range: Mid Damage: 34 Description: Strife spins around as he advances, slashing down at his opponent's legs and knocking them to the ground. Synopsis: Not a bad way to catch your opponent off guard once or twice. Can be cancelled by pressing Down in order to make your opponent whiff a Guard Impact, in which case you can punish with whatever you like. Leaves you open if blocked, however. ====================[B ATTACKS]==================== [HELM SPLITTER] Range: Close-Mid Damage: 23 Description: Strife swings his sword down on his opponent's head. Synopsis: It's slow, but can be followed up into two different moves or be cancelled for further trickery. [CANNONBALL SPLITTER] =As a follow-up to Helm Splitter= Range: Mid-Mid/Long Damage: 45/68 Description: Strife somersaults over his sword, bringing it crashing down upon his opponent's head. Synopsis: I love this move, simply because it's so theatrical. Unfortunately, unlike Nightmare's Cannonball Splitter from Soul Calibur II, Strife doesn't get any hits from his legs, but he still has the bonus of jumping low attacks. This also makes for a good advancing move, because if the opponent blocks, they're put into a crouching position and don't recover until you do. Safe move for the most part, at least after it hits. You're a bit of a bit target in the sky while you're somersaulting. Also, if you are Soul Charged and you whiff the Helm Splitter, the Cannonball Splitter makes up for it by becoming a Guard Break property attack. [BUSTER GROUNDER] =As a follow-up to Helm Splitter= Range: Mid-Mid/Long Damage: 40/63 Description: Strife hesitates before spinning around, dealing a slash at his opponent's ankles. Synopsis: This move, in conjunction with the fact that it can be delayed, is good. It can be used to goad whiffed Guard Impacts and can also be used on an opponent who's been conditioned to expect the Cannonball Splitter. [GAUNTLET BUSTER] Range: Close Damage: 27 Description: Strife quickly shoves his blade into his opponent's face. Synopsis: Nightmare had the exact same move, and I still don't know why it's called "Gauntlet" Buster. However, it's a fast move, can be used after cancelling a normal Helm Splitter or Twirling Slash, and, by virtue of being a vertical attack, can break horizontal attacks. It's not a bad move at all. [GRIM IMPACT] Range: Mid Damage: 25 Description: Strife pulls his sword back and shoves it, point first, at his opponent's feet. Synopsis: It's a much quicker version of Nightmare's Dark Impact, and it is also a good option against opponents who have been launched or have just hit the ground. Has no ring-out qualities, however. [DARK IMPACT] =As a follow-up to Grim Impact= Range: Mid/Long-Long Damage: 39/64 Description: Strife lunges as he pulls back his sword, thrusting it out far out at his opponent's feet. Synopsis: The natural follow up to Grim Impact, though you could actually pass on this and use Demon Buster to fake out opponents expecting the second low hit. This move has great knockback and ringout qualities, as well, and damage is good. [SHADOW BUSTER] Range: Close-Mid Damage: 23 Description: Strife brings his sword crashing down on his opponent's head as he drops to a crouch. Synopsis: This move is almost identical to Helm Splitter, save for final positioning, but still useful for readying yourself for a Sky Splitter or Death's Claw. [SKY SPLITTER] Range: Close-Mid-Mid/Long Damage: 36(Close), 28(Mid-Mid/Long) Description: Strife drops, then rises back up, swinging his sword up with him to slash it up his opponent's torso. Synopsis: It can hit from a good distance away, but you have to be close in order to get the really useful launching qualities of this attack. Since about the only way for Strife to get any kind of combos in is through launches, this may be one of your most useful attacks. If you are right next to a ledge, you can also ring your opponent out with this move, though this is more likely when you hit with a counter or while Soul Charged. [FIEND SPLITTER] Range: Close-Mid Damage: 26 Description: Stepping to the side, Strife spins himself around and slams his sword's blade down upon his opponent's head in a circular, downard swing. Synopsis: It's a really fast attack and is also capable of dodging some vertical swings, provided they track very well. It has a good knockback property, even without a counter or being Soul Charged, and can ring out the opponent if you're close to the edge. In addition, even if you are blocked, you still have the advantage, as the opponent is knocked away and slightly off-balance. Great move. Doesn't hit downed opponents unfortunately. [RAGING CANNONBALL SPLITTER] Range: Mid-Mid/Long Damage: 45 Description: Energy crackles around Strife as he somersaults through the air, cleaving through his opponent with a brutal downward strike. Synopsis: SOUL CHARGE UNBLOCKABLE. This attack makes for a good advancing tool, especially against a turtler who keeps trying to back away from you. You can attempt to mix Demon Buster, Shadow Slicer, and Grim Impact into your possible follow ups, and see if you can't get him on a failed Guard Impact or a poor guess. [DEMON BUSTER] Range: Close-Close/Mid Damage: 24 Description: Strife rushes forward, slamming the entirety of his blade's edge into his opponent. Synopsis: I like this move. A lot. Not only does it push back the opponent a decent distance, and not only is it fast, but it's a vertical move that's actually capable of tackling side-steppers! If your opponent is near the edge, you can also ring him out with this move. It's also a guaranteed hit after any launching move if you time it fast enough. Any. If your opponent goes into the air, Demon Buster will send him back to the ground in pain and far away from you. [TORPEDO BUSTER] Range: Mid-Long Damage: 30 Description: Strife hurls himself into an aerilon roll before bringing his sword crashing down onto his opponent. Synopsis: SOUL CHARGE UNBLOCKABLE. This move is fast, great for closing distances, and has a short recovery time. However, if you are too close to your opponent, you'll sail right over them and land right behind them. Save this move for when you are some distance away from the opponent. Another good thing about this move is that it will catch people in an 8-Way Run, though it can be dodged by just side-stepping at the right time. Make good use of this move's short recovery time and lay on the pain with either Demon Buster or your own favorite moves. Be careful if your enemy has his back to an edge; this move will almost assuredly ring Strife out. Great advancer overall. [EARTH DIVIDE] Range: Close-Mid Damage: 80 Description: Strife winds up, bringing his sword over his head as it is bathed in orange flame, before bringing it down in a catastrophic overhead cleave. Synopsis: Cool description, eh? Too bad the move's useless, just like in Soul Calibur II. Not only does it take too long to wind up, it's also easily sidestepped, easily interrupted, and has no tracking to speak of. The only time I've ever seen this move being anywhere near useful was when it was used to goad a whiffed Guard Impact in the middle of a Guard Impact burst. Most vets won't make that kind of mistake. Best to avoid this at all costs. [FATAL BUSTER] Range: Close-Mid Damage: 34 Description: Strife jumps up in the air to deliver a one-handed, downward slash. Synopsis: A jumping attack that breaks horizontals, knocks the opponent to the ground, has almost no recovery time, and can even ring an opponent out? Yes please! This move is great as an advancing move, a retreating move, and an answer to all kinds of pesky low attacks. If you see an opportunity to use this move, abuse it to the fullest. [DIVING SPLITTER] Range: Close-Mid Damage: 30(Very edge of attack distance), 34(Anytime else) Description: Strife jumps and unleashes a powerful upward swing as he lands. Synopsis: Unlike the grounded version of this move, Sky Splitter, this move will always launch and has a better chance at ringing out an opponent. Use this in any situtation you would use Fatal Buster, and enjoy the added benefits of launching your opponent in the process. I smell a guaranteed follow-up. [TURNING SWORD BUSTER] Range: Close-Mid Damage: 36 Description: Strife turns around quickly to slash his sword downwardly at his opponent's head. Synopsis: This move is good. It won't be needed often, but it's good. If it hits, it inflicts a Fall-Down Stun on your opponent, which, in turn, means you practically get a free hit on them. If you're fast enough, you can get a launcher off on your dazed opponent, giving you a free Demon Buster. All this might lead to a whopping 101+ damage if you get a counter on the first hit. That's his most powerful combo I've managed with him. The only shortfall is that this move is about as fast as Helm Splitter. [TURNING CROUCHING BUSTER] Range: Close-Mid Damage: 28 Description: Strife turns quickly, while crouched, and swings his sword down on his opponent. Synopsis: This move is a safe way to recover from being exposed, but the only really good time to pull this move out is if your opponent is crouching for whatever reason. If you manage a hit, a followup launcher is guaranteed, which can then be followed by the always-guaranteed Demon Buster. [FIEND SHATTER] Range: Close-Mid/Long Damage: 33 Description: Strife spins, sidestepping further, and brings his sword down in a one-handed strike. Synopsis: This move, once it hits, is a bounce launcher, which means the opponent is struck into the ground and actually bounces back up into the air. You know what to do with that. Also, this is a Soul Charge Guard Break attack, although, as per the usual, the only way you'll capitalize on this is with mind games as there's no such thing as a guaranteed ground hit with Strife. [MIDNIGHT LAUNCHER] Range: Close-Mid/Long Damage: 24 Description: Strife spins around as he swings his sword upward. Synopsis: I've found this to be a move that more often than not catches an opponent off-guard. Being a very quick vertical, you can break a horizontal coming your way and make your opponent fly in the process. By itself, has okay ringout potential, if your opponent doesn't know anything about Air Control. [TERROR STOMPER] As a follow-up to Midnight Launcher Range: Close-Mid Damage: 24/43 (In the combo, it has damage taken off for being an air hit) Description: Strife puts his whole body into it as he slams his sword back into the ground, taking his opponent with it. Synopsis: It's an excellent way to get some extra damage into the combo. Why not? Follow-up for it, though, can be tricky. If you're lucky, you'll catch the enemy with a Demon Buster just as he's getting up for an attack. [DEMON SLAYER] Range: Mid-Mid/Long Damage: 40 Description: Showing great bravado, Strife launches himself into the air with a heroic upward thrust, lifting his opponent off his feet. Synopsis: Boy, when I discovered this move, I found myself laughing at how silly Strife looked trying to be Yun-Seung. However, its range is nothing to laugh at, as with the Grim Advance adding to it, he could easily catch up and knock around someone trying to 8-Way Run their way outside his range. This move rings out characters near the edge, but also characters a big chance of Strife ringing himself out if blocked. Maelstrom and Basher might be better options unless you see a big chance for the Demon Slayer. ====================[K ATTACKS]==================== [DARK HIGH KICK] Range: Close Damage: 12 Description: Strife lashes out with a high sidekick to his opponent's face. Synopsis: A high poke that's safe on block, and nothing more. [PLANTED GUT KICK] Range: Close Damage: 17 Description: Strife plants his hands on the ground behind him, spinning a leg around for a gut strike. Synopsis: It's special mid, so it can be blocked by crouchers or those standing up, but boy is it fun to dodge high attacks with it and mess up an opponent's groove. It's also fast enough to be used as a guaranteed hit on a launcher. [GRIND LOW KICK] Range: Close Damage: 10 Description: Strife drops down to swing his foot into his opponent's ankle. Synopsis: It's a decent low poke, but that's it. [STANDING AXLE KICK] Range: Close-Close/Mid Damage: 22 Description: His sword on his shoulder, Strife spins his body around as he kicks at his opponent's shin. Synopsis: If you have ever played Soul Calibur II, you'll probably know Raphael's pirouette kick. This move is a lot like it, only with less flair afterward but a little more wind up time. Use with Windup Shoulder Rush (which looks a little different, but more alike than anything else) to try to trick your opponent. Useless after a launcher, however. Unless your opponent is almost dead and has been turtling for the past 5 seconds, I don't recommend using this move a lot. [WINDUP SHOULDER RUSH] Range: Close-Mid Damage: 22 Description: Strife rears back, then plows himself forward to smash his shoulder against the opponent. Synopsis: Good to use when rushing an opponent, maybe goading a wiffed a guard impact from them, and can also be used to avoid a grab if done quickly enough. This causes an opponent to go crouched when hit. [BASHER] =As a follow-up to Windup Shoulder Rush= Range: Close-Mid Damage: 32/56 Description: Strife rushes the opponent, this time his sword flat between his shoulders and the opponent's body. Synopsis: Great ring out potential, guaranteed with a successful Windup Shoulder Rush, and also good to catch opponents by surprise if you whiff the Shoulder Rush. =On its own= Range: Close-Close/Mid Damage: 20 Description: Strife braces his sword against his shoulder and rushes his opponent. Synopsis: There's no knockback like the Combo version of this move unless you manage a counter attack. That should be easy though, as this move is fast with almost no wind up and a quick recovery. [REVERSE TOE KICK] Range: Close-Close/Mid Damage: 27 Description: Strife leans back as he plants his left foot in the opponent's face. Synopsis: Quick, powerful, and great ring out potential. Good to use if you're backing away and the opponent tries to close in for a running attack on you. [SKY SPLITTER] =As a follow-up to Reverse Toe Kick= Range: Close-Mid Damage: 32/53 Description: Strife, without missing a beat, switches hands and further punishes his opponent with an upward slash. Synopsis: This attack is guaranteed if Reverse Toe Kick hits, and you can get a further guaranteed hit by tagging on a Demon Buster at the end. I think now you're starting to understand why I like Demon Buster so much. [PHANTOM TOE KICK] Range: Close-Close/Mid Damage: 19 Description: Strife leans back as he plants his right foot in the opponent's face. Dynopsis: Quick, damaging, and has a follow-up to play with your opponent's mind. That's about it. [HELM BUSTER] =As a follow-up to Phantom Toe Kick= Range: Close-Mid Damage: 26/45 Description: As Strife's foot meets opponent's face, he grabs his sword's hilt in two hands and brings it down in a punishing downward strike. Synopsis: The timing on this is more 6kB than 6K,B, so you're going to need to anticipate the first hit actually hitting. Even then, this isn't guaranteed. If this does hit, however, you may have enough time for a Demon Buster or a similar quick move, as the opponent reels for a brief moment. [DEATH'S CLAW] Range: Close Damage: 29 Description: Strife rises with a powerful uppercut, using his sword as leverage and protection. Synopsis: One of the best moves in Strife's arsenal, and can follow up pretty much any move that ends with him crouching. It's also the only move that can be chained out of the Advancing Roll. Death's Claw will launch the opponent on a successful hit, and can ring out decently. In addition, it has a Guard Impact property, meaning if anyone's attacking you, you can knock them back and get a sweet counter for extra damage! Since it launches, it can also lead to a guaranteed hit or two. [FATAL BRAVE KICK] Range: Mid Damage: 22 Description: Strife jumps into the air with a spinning side kick to the face. Synopsis: It's a high attack that can be easily ducked. It's not as useful as Fatal Spin Slash or Fatal Buster, but, if it hits, it has decent knockback and can ring out the opponent. If your opponent doesn't expect you to jump alot, this might be useful. This can also be used in place of Fatal Spin Slash when in similar circumstances to that move's usefulness, with the only difference being that the edge is behind your opponent rather than to his right. [DIVING AXEL KICK] Range: Close Damage: 22 Description: Strife jumps into the air, then crouches as he uses his momentum to spin his leg around and into his opponent's legs. Synopsis: This doesn't knock the opponent down like the Axel Grinder does, but it might be useful if you want to be creative with how you punish dodged low attacks. Might also be useful on opponents conditioned to expect Fatal Brave Kicks. [TURNING DARK HIGH KICK] Range: Close Damage: 19 Description: Strife strikes with a back kick before turning to face his opponent. Synopsis: This is a quick move that might catch your opponent off guard. Safe even on block. [TURNING DARK KNEE KICK] Range: Close Damage: 12 Description: Strife turns quickly and crouches, kicking at his opponent's legs. Synopsis: This is also a really quick attack while your back is turned, and is also safe. Your crouching state will leave you vulnerable to verticals if you whiff it, though. [RUSHING KNEE] Range: Close-Close/Mid Damage: Description: Strife rushes his opponent with a rising knee attack. Synopsis: This move is a mid attack, and since it looks like it should hit high it will probably catch your opponent crouching every once in a while. You could use this to mess with your opponent by conditioning him to expect and duck the Advancing Hook Slash and then pulling out the Rushing Knee. Honestly, I haven't found much use for it, as it's always blocked by human players when I try it. [SWORD-BRACED GUT KICK] Range: Close-Close/Mid Damage: 30 Description: Strife half-turns, thrusting his sword into the ground as a brace for his side kick. Synopsis: Mid attack, long startup and easily blocked. Does almost nothing other than its decent damage amount. Might be useful on opponents expecting the Quick Right Slasher. [SLIDING] Range: Mid-Mid/Long Damage: 25 Description: Strife jumps and then slides against the ground, knocking his opponent's feet out from under him. Synopsis: It's a good tool for when you want to trick your opponent into thinking you're doing a jumping attack. Without Nightmare's Dropkick as an option, though, this move's usefulness as a mindgame tool is lessened slightly. It can still be used for a ring out, however, as the opponent, on a good hit, is knocked up and back. ===================[X+Y ATTACKS]=================== [OPPRESSION] Range: Close-Mid Damage: 20/27/47 Description: Strife winds up for a brief moment, then advances forward with two alternating, devastating vertical attacks. Synopsis: This move looks brutal, and that's is driven home by the fact that the opponent is left crouching for both attacks if he blocks. The fact that he recovers enough to block the second attack should tell you that neither hit is guaranteed in this attack, however, if the second attack does hit, the opponent is stunned (complete with static noises and yellow lightning around him) and is a prime target for a Demon Buster. This move does come with a drawback, in that it doesn't track extremely well, even for a vertical attack. This is also termed an "Anti AI" move as the AI in the game will, more often than not, let the second hit of this attack hit them. [FLYING EDGE] Range: Close-Mid Damage: 45 Description: Strife flops onto his back, spinning his sword around in the air with him. Synopsis: This is a great advance-negater, as it strikes fast and often will catch opponents in the middle of their attacks if timed correctly. It's also not a bad move to start a match with, especially against opponents who like to rush. It has considerable knockback and is capable of ringing out an opponent. [DARK IMPACT] Range: Close-Mid/Long Damage: 39 Description: Strife brings his sword back, then thrusts it forward into the opponent's legs. Synopsis: This move has amazing knockback and can ring out an opponent easily. It's useful as a starting move against opponents who like to charge or like to stand guarding for a few moments, though it will miss some characters automatically due to their stances. Useful on opponents you launch, as it will hit them the moment they hit the ground and still slide them backwards a distance. [DARK RAGE] Range: Close-Mid Damage: 40 Description: Strife advances and spins, his sword crackling with blue energy as it slams into his opponent's side. Synopsis: This move causes a Fall-Down Stun on a hit, and is a guard breaker. Being a Mid attack, it can't be ducked. What's the problem? It's slow. Really slow. Being a horizontal move doesn't help it either, as it can also be broken by a good vertical move. If it hits, though, you get a guaranteed launcher followed by a guaranteed Demon Buster. [AXEL GRINDER] Range: Close Damage: 16 Description: Strife crouches and spins, driving his leg into his opponent's legs to sweep them off their feet. Synopsis: This is a good move to use when your opponent is expecting a whole slew of other kinds of attacks while you're running around them. It's also fast enough that your opponent may not be able to react in time if he isn't expecting it. A Demon Buster may or may not be guaranteed with the recovery time, but it's always worth a shot. [GRIM ADVANCE] Range: Close-Close/Mid Damage: 0 Description: Strife crouches and rushes forward purposefully. Synopsis: This move is great for sliding in under high attacks and punishing with either A, B, K, or 4. [GRIM SOMERSAULT] Range: Close Damage: 12 Description: Strife flips back away from the opponent, his feet clipping him in the jaw. Synopsis: This is a good surprise move for when your opponent is expecting Maelstrom, as it hits mid and hits fast. However, you need to be extremely close for it to actually hit. Its paltry damage makes it useless for anything else other than added flair. [HILT STRIKE] Range: Throw Damage: 55 Description: Strife grabs his opponent by the collar, slams his hilt once into his face, and, while he's stunned, grabs his sword in both hands for a double-fisted hilt smash, knocking his opponent away. Synopsis: First and foremost, this differs from Nightmare's version in that it doesn't ring out. It's a less powerful throw in that regard, though it still does a decent amount of damage. It can be broken out of by pressing A. [SOUL DEVOUR] Range: Throw Damage: 55 Description: Strife grabs his opponent by the throat, pulling him down to smash the pommel of his sword into his shoulders, and then lifts his opponent up by the throat again before smashing him down and behind him. Synopsis: This throw doesn't throw the opponent back nearly as far as Nightmare's version does, but still, a throw's a throw. It can be broken out of by pressing B. [DEMON WHEEL] Range: Back Throw Damage: 65 Description: Strife grabs his opponent by the back of the neck, jams his sword laterally into his opponent's spine, then flips him over his head for a painful cartwheel, planting his opponent into the floor before removing his weapon. Synopsis: A brutal looking backthrow, but nothing amazing. Can't be broken out of by anyone but Astaroth and Voldo. That's about it for the moves. If there are any hidden moves that anyone's discovered, please, let me know and I will put it up here with proper credit to anyone who manages to find any hidden moves. [236CS]======================COMBOING WITH STRIFE======================== First and foremost, Strife has very few ways of getting guaranteed hits while his opponent's feet are planted on the ground, due to the amount of time it takes for Strife to recover from most of his attacks. However, he does have that one attack, Demon Buster, that allows him to take advantage of near any kind of launch he manages. Generally, when you manage to inflict a Crumple Stun or a Fall-Down Stun on an opponent, you want to follow that up with a launcher, as that is where most of his combo power lies. The following is a list of combos (arranged in order from weakest to strongest) with Strife where every hit after the first should be guaranteed. Most of them have the notation for each attack, however, for setups that can be done in more than one way (like Death's Claw) I used the name of the attack instead. 1. GA A->2K === 2 hits, 42 points of damage 2. 8wr (2_8)B,B === 2 hits, 43 points of damage. 3. Death's Claw->6B === 2 hits, 46 points of damage. (GI Counter does more) 4. 8wr (1_9)B->1K === 2 hits, 47 points of damage. 5. (4,4)_K,B === 2 hits, 53 points of damage. 6. 3B->6B === 2 hits, 53 points of damage. 7. Torpedo Buster->6B_1B === 2 hits, 55 points of damage. 8. 4A (Counter)->6B_1B === 2 hits, 55 points of damage.(1B stronger variant) 9. Death's Claw->3B === 2 hits, 56 points of damage. (GI Counter does more) 10. A+K->6B === 2 hits, 59 ponts of damage. 11. Advancing Hook Slash->6B_1B === 2 hits, 60 points of damage. 12. A+K->3A === 2 hits 61 points of damage. 13. Advancing Hook Slash->1A === 2 hits, 62 points of damage. 14. 4A (Counter)->3B === 2 hits, 64 points of damage. 15. 8wr (1_9)B->3B === 2 hits, 66 points of damage. 16. A+K->3B === 2 hits, 68 points of damage. 17. 6A (Counter)->(1_2)A+B === 2 hits, 71 points of damage. 18. Torpedo Buster->3B->2K === 3 hits, 75 points of damage. 19. Torpedo Buster->3B->1K === 3 hits, 80 points of damage. 20. 8wr (1_9)B->3B->6B === 3 hits, 83 points of damage. 21. Torpedo Buster->3B->6B_1B === 3 hits, 85 points of damage. 22. Torpedo Buster->3B->(1_2)A+B === 3 hits, 99 points of damage. 23. BT B->3B->6B_1B === 3 hits, 101 points of damage. (1B stronger variant) This is by far not a complete list and some of it may not be completely accurate. If you happen to find more combos or happen to prove one of my combos wrong, please feel free to let me know. For the moves requiring 3B, however, you need to note that you have to be up next to your opponent to launch him. If he's not launched, less damage is done and Demon Buster or Grim Impact cannot be performed. [666LN]=========================LEGAL NOTICES============================ Soul Calibur, Strife, Chester, Girardot, Abelia, Grandall, The Empire of Grandall, Dalkia, The Kingdom of Dalkia, The Halteese Republic, 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 GameFAQS.com, and Neoseeker.com. 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 firstname.lastname@example.org and please use something regarding the Strife/Iron Sword FAQ as the title so I don't end up ignoring it.