Soulcalibur II

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Release Date: August 27, 2003

Guide part 9

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Advanced Tutorial 

One Frame Shifts and Just Frames
One of the cooler things in Soul Calibur 2 is the ability to perform moves that give you extra damage based on your timing.  These moves are called Just Frames, and are the hardest moves in the game to perform consistently.  Just Frames require you to input an attack during the animation of another move.  For example, Cassandra's 2BB:K is a JF where you will have to input the K attack as soon as the previous attack connects with your opponent.  Another example would be Kilik's 6AA:B+K.  Here you'll input B+K as soon as the second attack smacks your opponent.  In many cases Just Frames require precise timing, but a lot of times they don't.  In fact, usually the grace period for Just Frames is fairly liberal, so it shouldn't be too hard to get the hang of them.

Kilik-justframe.jpg <p>

</p><p></p>Instant While Standing (iWS) and Full Crouch (iFC)
One of the strengths of Soul Calibur 2's engine is that it's extremely flexible, allowing you to perform techniques that would not be possible in other games.  This technique is one of them.  By holding down 1G or 3G, you'll instant go into a crouched position.  While alone this tidbit of information is only somewhat useful, combined with your knowledge of buffering it becomes extremely potent.  Imagine performing an attack, buffering in 1G or 3G to instantly go into a crouched position to setup either a FC or WS move.  Performing both types of moves is relatively simple.  Hold down the direction to remain in a crouched position for an FC attack, or you can let go of the direction to return to neutral and go into a WS stance.  A good application of iWS/iFC is Taki's CH WS K, WS BB combo.  Here Taki will perform her WS K attack on a counterhit, which will cause a stun on your opponent.  By using iWS you can go back into a WS stance to perform Taki's WS BB attack.

Instant-ws.jpg <p>

</p><p></p>Recover Crouching Cancel (RCC)
RCC relies on the same type of thinking as iWS/iFC did.  The only difference here is that with RCC you want to cancel the stance you're going into, rather than entering it with iWS/iFC.  In Soul Calibur 2 there are certain moves in the game that are noted as "recovers crouching".  In this situation, your character will be a crouched position after the execution of this move.  This means that the only options available to them for attack are WS/FC moves and throws.  By using RCC, you can cancel this recovery and go back to a standing position where you have far more options.  To perform RCC, simple tap 4G or 6G while your first attack is still in execution.  When you do this the recovery on your move will be cancelled and you'll revert to a neutral state.  The best application of RCC would be Yoshimitsu's 1A series, which recovers crouching.  Normally you can use this attack up to five times before Yoshimitsu becomes dizzy and falls over.  By using RCC, you can extend this far beyond five attacks by using RCC after the first few strikes and then going into the move again.  The result is that your opponent will never know when you'll stop spinning like a top. <p>
Advancing & Retreating Guard
Advancing and Retreating Guard is a new technique in Soul Calibur 2, in fact it's a new technique for fighting games in general.  It allows players to control the distance between them and an opponent while they are blocking to a certain degree.  This allows players to attack or defend themselves in ways that weren't possible in earlier games. 

By holding 4G you can reduce the overall guard push a move induces. While effective in terms of single hits, it is most effective against strings since it cuts down the overall push of each hit of the string, vastly reducing the string's overall push.

By holding 6G you can increases the overall push a move induces. Where this is most effective is against characters whose attacks keep them close to you.

On to Players on the Stage of History...

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Guide part 8

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