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Mitsurugi Guide by Shiva.

Version: 1.0 | Updated: 12/06/1998

Shiva's Mitsurugi FAQ
Version 1.0
6 Dec 98


This is a FAQ on the Soul Calibur character Heishiro Mitsurugi.  In certain countries,
he is known as Arthur due to certain anti-samurai sentiment.  Some Soul Calibur players 
consider him to be the most powerful character, due to speed, priority, and a combination
of quick moves and large power moves.  Mitsurugi has no real weaknesses and does not have
any matches in which he has a disadvantage.

This FAQ basically runs through the entire www.soulcalibur.com movelist, except with
explanations of moves, and when/how to use them.  Also, advanced strategies regarding
okizeme, throws, and parries will be at the end of the movelist.


f - tap forward
[f] - tap and hold forward
b - tap away from the opponent
[b] - tap and hold away from the opponent
d - tap down
[d] - hold down
u - tap up
[u] - tap up
u/f -
u/b -
d/b -
d/f - tap to diagonal between specified directions
[u/f] - 
[u/b] -
[d/b] - 
[d/f] - tap to and hold diagonal between specified directions 
N - let controller return to neutral
A - tap A button (horizontal attack)
[A] - tap and hold A button
B - tap b button (vertical attack) 
[B] - tap and hold B button
G - tap G button (guard)
[G] - tap and hold G button
K - tap K (kick) button
[K] - tap and hold K button
~ - perform commands in rapid succession
+ - perform commands simultaneously
, - perform commands in succession
() - parentheses indicate damage values
8WR - Eight-way run
(H) - Attack strikes high
(M) - Attack strikes mid
(L) - Attack strikes low 
(G) - Attack will hit grounded opponent (Example: (M(G),M) means first mid hit can hit ground, second is mid only)
(SM) - Attack will hit special mid

Soul Calibur basics:

f,f - quick dash forward
f,[f] - run foward
K while running - low slide attack
b,b - quick dash back
d,d/f,f - crouch dash (high attacks will miss you)
d, D - crouch until you let go of the down direction
b+G - high and mid parry (parries throws)
d/b+G - mid and low parry
f+G - high and mid repel (repels throws)
d/f+G - mid and low parry
[G] in air - air recovery
[G] when hitting ground - tech roll
A+B+K - Soul Charge: (green) makes moves counter hits
A+B+K,G - Spirit Charge: (yellow) makes certain moves unblockable

The eight-way run: (8WR)

Soul Calibur is one of the first games to allow totally free 3D movement.  Start an 8WR by pressing
and holding the controller in any non-down direction.  From there, holding the controller
will allow walking in that direction while still facing the opponent.  To start an 8WR towards you, or
down, press d,N,D so you won't crouch.  During an 8WR, the character's move set will be modified.
Certain moves have different controller inputs during 8WR, while certain moves can only be done from
8WR.  One major use of the 8WR is to attack your opponents from the side while dodging incoming attacks.
Generally, vertical B attacks are easy to avoid by 8WR, while horizontal A attacks more difficult to 
8WR away from.

In my movelist, 8WR alternatives will be prefaced with (8WR).


There are two kinds of blocking: passive and active.  Passive guarding is also present in Tekken 3.
If you just stand there and don't touch anything, your character will automatically block high and mid.
While moving or attacking, you lose passive guard.  Certain moves will knock down passive guard, such
as Mitsurugi's f+A.  When passive guard is knocked down, the character will flash for a moment, look like
he/she is about to stumble, and there will be a whitish-gray spark at the impact point.

Active guard involves, most simply, holding G.  While holding G, you (generally) cannot move in any
direction but up.  There are two levels of blocking, high and low.  While blocking high, you block
high and mid attacks, and can be thrown.  While blocking low, you will dodge high attacks and block low
attacks, but will be hit by mid attacks.  Most throws will miss, with the exception of certain
mid throws.  Special mid attacks can be blocked high or low, but cannot be ducked.  Usually these
are quick or useful moves which justify their easy defense.  


A throw is an attack that must be done at close range.  Generally, throws must be done to standing
opponents.  Throws cannot be blocked, and take precedence over attacks.  Throws can, however, be
parried or repelled so be careful.

Throws are generally performed with A+G or B+G.  Certain characters have special throws that require
controller inputs or other button presses, but Mitsurugi has no such special throws.  Almost all throws
have a little "setup" animation.  For instance, in Mitsurugi's A+G throw, he pommels the opponent in the
face before inflicting his multiple slashes.  Between the moment of contact and just after the "setup"
animation, all non-air throws can be escaped by pressing the same button the opponent pressed in 
conjunction with G.  The exceptions are special throws that do not involve either G or K.  At any
rate, any throw that can be escaped can be done so with A or B.  To escape a throw, you must cleanly
press the button without any other buttons or controller movements.  Upon escaping a throw, both
characters will be knocked back with equal recovery time.

When a character performs a throw, he or she will shout depending on the throw used.  
If you are REALLY good you can escape throws based on this sound.
The good thing about Mitsurugi's throws is that they are perfectly symmetrical.  His front throws are 
both identical in terms of damage.  His side throws do the same amount of damage as well.  This means
there is no reason for a Mitsurugi player to favor any throws, unlike Voldo or Taki players who decidedly
have a strongest front throw.  For a Mitsurugi player, there should only be a 50% chance of escaping any
throw because you should be mixing them up.

Stuns and Staggering:

A stun paralyzes a character and allows free hits.  Mitsurugi has one such move which will be 
explained later.

A stagger is when a character recoils after blocking a very strong attack.  This is so they can't
retaliate against the strong attack immediately.  Most moves that stagger when blocked have long
recovery times themselves so only use them when you are guaranteed to at least connect!


Mitsurugi's throws:
Sea of Madness (front) (55) - A+G
	This throw can ring the opponent out if their back is towards the ring edge.
Pulling Ivy (front) (55) - B+G 
	Mitsurugi ends up on the opposite side of the opponent.
Gate of Hell (left) (70) - A+G or B+G
	Mitsurugi knocks down the opponent, plunges the sword into his/her back, and twists it.
8th Bill of Punishment (right) (70) - A+G or B+G
	Mitsurugi kicks out the opponent's knee and slashes downward.
Divine Gift (back) (80) - A+G or + B+G
	Mitsurugi thursts the sword deep into the opponent's back, and then extracts it forcefully.

Standard moves:

Samurai Slashes	(H),(H) (13,16) A,A
	This is Mitsurugi's quickest standing attack.  It is a good option to stop close
	sidestep games and also good after a repel due to it's speed.

Calm Breeze (H) (23) f+A
	This is a high horizontal slash which is slower but more powerful than just pressing A.
	This move will disable passive guard.  A guaranteed followup to the passive guard stun is G+A.

Sudden Gale (M) (37) f,f+A
	(8WR) - f+A
	Mitsurugi steps in with a horizontal slash which is great for stopping sidesteppers.
	However, this move is slow in coming out, and will lose to Sophitia's f,f+A everytime.

Splitting Gold (M) (21) d/f+A
	This is Mitsurugi's stun move.  This move has absolutely no range since he's punching
	the opponent.  However, if you get the stun, you can throw the opponent, or even better,
	use the d/f+B float starter.

Knee Slice (SM) (12) d+A
	This move is useful in close because it sets up Mitsurugi's brutal from-crouch games.
	It is pretty fast but has short range.

Shin Slicer (L(G)) (42) d/b+A
		(delay) d/b+[A]
	    (M) (52) d/b+A,B
	This is one of Mitsurugi's awesome low attacks.  It has good range, ducks under throws
	and high attacks.  It does good damage and can ring out if the opponent is close to the edge.
	It is one of the best okizeme attacks.  The delay variation I have not found to be too terribly
	useful, but it can be a good fakeout if the the opponent is reckless.
	If you cancel the d/b+A version with B, Mitsurugi will start to perform the attack,
	but "fake out" the opponent by drawing back and performing a rising middle vertical slice.
	This is VERY good for fake outs and okizeme, but a good player will know what to look for
	and successfully block low AND high, so it's not a true yomi game.

Drawn Breath (H) (28) b+A
		      b+A,f to end in Mist Stance
	Mitsurugi spins 360 degrees and does a high horizontal slash.  It's pretty good in close range
	but seems to come out by accident when you're trying to do d/b+A.  Against hasty opponents, do
	the Mist variation and quickly press B.  Many times they'll just fall right into it.

Vacuum (M) (42) b,b+A
		b,b+[A] to end in Relic Stance
	(8WR) - b+A
		b+[A] to end in Relic Stance
	A short mid slash.  This is Mitsurugi's quick mid horizontal attack.  I don't use this move
	too much since it's range kind of sucks.  If the move is close enough to hit, you're better off
	doing d+A or B,B.  The good thing about this attack is that the opponents shows his/her side
	when hit, which may throw them off, but as you may have noticed, people can turn around
	pretty damn fast in Soul Calibur.

Stump Banish (L) (23) [G],u,A after top of jump
		      [G],u/f,A to jump forward
		      [G],u/b,A to jump backward		
	A jumping attack.  Jumping is generally bad in Soul Calibur, as most 3D fighting games.
	The only use for this one is of the opponent is going to do a predictable low attack.
	The move comes out rather slowly, and initiating an attack with this move will get you
	hit in the air.

Stump Cross (H) (42) u+A
		     u/f+A to jump forward
		     u/b+A to jump backward
	An even less useful jump move.  Since it hits high, it will miss most people doing low attacks.
	It comes out faster than the Stump Banish, but I can't recommend using this move.

Silent Step Slash (M) (33) while standing up+A
	This is a shorter, faster version of the f,f+A.  It's nice after doing d+A because it has
	slightly more range.  If you have the quarter circle motion down, it's a good non-committal
	attack starter.

Forced Prayer (M,M) (19,20) B,B
			    B,B,[f] to end in Mist Stance
	This is the samurai's basic downward slash to upward slash.  It has okay range and good speed
	and priority.  Being vertical, it is easy to 8WR out of.  This is a good basic attack
	when you're in close.

Mountain Divide (M) (33) B~A
	This is a good, fast horizontal attack.  It has very long range and stops sidesteppers.
	It has a tiny right sidestep built in, so under certain circumstances I have managed
	to avoid the K slide by using this move.  The caveats are that this move has a rather
	long recovery time, and it's not as wide as other horizontal attacks.

Mask (H) (28) B,f
	This is a high attack to the head.  It knocks the opponent back if blocked or not blocked.
	This move is useful in floats, and on a counterhit, the opponent will be stunned long enough
	for a d,d/f,f+B.

Wind Hole (M) (24) f+B
	A quick mid stab.  Good for getting opponents off of you, although I suspect A+K is superior.
	Can be cancelled by pressing back for a little "twitch" of confusion.  Psych them into a parry, then
	go to the cancel variation for a nice pointy surprise.

Wind Hole Lower (L(G)) (20) f+B,d
	A toe stab which makes the opponent hop around on one foot before falling down.  It comes
	out pretty slow and only has slightly more range than d+K,B, so I can't really recommend
	using it.

Wind Hole Upper (H) (37) f+B,u
	A quick stab to the face.  This move comes out VERY fast, since the blade only has to move
	a couple of inches.  A very good keep out tactic, but the slightly more complicated 
	execution may make A a better choice for high keep-out games.

Heaven Dance (M(G),M(G)) (28,43) f,F+B,B
			   f,F+[B] to end in Relic Stance
	(8WR) - u/f+B, B
	(8WR) - u/f+[B] to end in Relic Stance
	A sword uppercut followed by a jumping slice.  If the first hit is a counter hit, the second
	hit is guaranteed.  The second hit can be delayed, so you can wait and see if the first hit
	connects before doing the second hit.  If you delay it, the second hit does less damage (34).
	This move is less and less useful the better your competition becomes.  The Relic variation
	is the most useful way to get into Relic stance and begin one of the Mitsurugi's deadly
	Relic unblockables.
	If this move misses, the opponent can counter with a fast attack.  However, if the opponent 
	likes to throw instead, do b+B for a nasty surprise.  For opposing Mitsurugis, I typically
	do b+K,B against blocked second hits of the Heaven Dance.
	Also, if your opponent insists on just lying on the ground, do this move for free hits.
	Overall, this is an excellent and easily abused move, but it has some weaknesses.

Heaven Cannon (M(G)) (38) d/f+B
	Mitsurugi's float starter.  This move has dismal range so you have to be in pretty damn close.
	I will elaborate later on good times to use this move when I talk about floats and okizeme.

Rust (M(G)) (17) d+B
	A mid attack that ends crouching.  From here you can being Mitsurugi's crouching games.
	This move has better range and priority than d+A, but can be easily sidestepped.

Cloud Divide (M(G)) (21) d/b+B
	A vertical uppercut.  This move has a step in, so it has much better range than d/f+B.
	A good single offensive attack at close to medium range.

Wind Hole Vortex (M) (47) b+B
			  b+B,[f] to cancel to Mist
			  f+B,b fake Wind Hole to Wind Hole Vortex
	This is Mitsurugi's back step stab.  This move is used to punish overzealous attackers.
	When they come in, do this attack, watch them miss and get stabbed in the chest.
	The Wind Hole variation is not very useful as the Wind Hole fake happens VERY fast.
	This move is great for punishing throwers and people who try short, powerful moves
	after miscalculated vulnerabilities.  However, a lot of common counterattacks
	have the range to beat this attack, such as Sophitia's f,f+B, and any of the long
	attacks of Nightmare or Kilik.
	The Mist variation is a good dodge back.  Use the Mist B for a similar result with
	less step-in.  Use the Mist A+B to retalitate against a big, deep attack.

Forced God (M,M) (22,23) b,b+B,B
	(8WR) - b+B,B
	Mitsurugi does two huge vertical slashes.  This is a very good defensive move, especially 
	in the 8WR.

Samurai Thrust (M) (47) d,d/f,f+B
		   (56)	d,d/f,f+[B] delay
		   (66) d,d/f,f+[B] longest delay
	Mitsurugi reinforces the back of his sword with his other hand and presses the sword forward,
	vertically.  This is a good move to use in floats, and actually can be used at close range to
	get someone out of your face.  The motion delay version does more damage, but is not recommended
	if the opponent is in your face.

Dragon Fly Slash (M) (39) [G],u,B
			  [G],u/f,B to jump forward
			  [G],u/b,B to jump back
	Another jumping attack.  This one isn't too bad.  It recovers crouching, but like all 
	jumping attacks, it feels like you're just drifting in the air like a pinata.

Stalk Cutter (M) (28) u+B
		      u/f+B to jump forward
		      u/b+B to jump backward
	A faster and less powerful version of the above.

Pocket Pick (M) (23) while standing up from crouch+B
	An upward slash.  It has reasonable range and priority, but not one of his best while standing
	moves.  It is however one of the fastest, so do this one if you suspect a fast counterattack.  
	If instead you feel your opponent is playing defensively, go for d/b+A+B or d/b+B,B.  

Time Hole (M) (33) from crouch,d/f+B
	Mitsurugi stabs the opponent in the gut with the sword blade facing up.  It stuns on
	counter-hit, but the opponent falls back so no free launchers or throws.  A free hit such as
	A+B or b+K,B will suffice.

Cloud Divide to Cold Stitch (M,M(G)) (36,53) from crouch,d/f+B,B
	Mitsurugi does a large vertical upper slash from crouch and then plunges the sword 
	into the fallen opponent.  The second hit is guaranteed if the first hits at close range.  
	The second hit takes a while to come out, so be careful if the first hit misses or is blocked!

Obedience (M,M(G)) (22,42) K~B
	Mitsurugi jumps forward with a vertical down slash, and somersaults with another one after.
	This move has great range and speed, just piss-poor recovery time.  The second hit is 
	guaranteed if the first hit is a counter.  This is one of my favorite moves, as it takes
	Mitsurugi in air.  This move is also the stance-killer.  It shuts out Relic, Mist, Monument,
	and Mantis Crawl.  It also goes over most low attacks and that annoying running slide.

Wheel Kick (H) (23) f+K
	A fast full roundhouse kick with good priority.  Stops close sidesteppers and works well up close.

Front Kick (M) (20) d/f+K
	A front kick to the middle.  I don't really use this move.  For all I know I could be missing 
	out, but I'll never know.  I would prefer a B or b+K in any situation where I could possibly
	use this attack.

Rising Knee (M) (14) f,f+K
	A jumping knee.  This move has short range, but good priority and knocks the opponent back
	when blocked.  Immediately follow up with a throw or quick attack if this attack is blocked.

Stalk Shaver (L(G),M) (23,28) d+K,B
			      d+K,B,[f] to end in Mist Stance
	A low kick followed up by a upward slash.  The second hit is guaranteed after the first connects.
	This move is often abused and many compare it to Paul's falling leaf.  However, unlike
	the falling leaf, this move is a lot slower, has more recovery time, and most importantly,
	doesn't knock the victim down if the first hit is blocked but not the second.  Use this in 
	okizeme games and up close.  Your opponent will most likely not be able to block this 
	move on reflex.

Hem Stitch (L(G)) (14) d/b+K
	A quick little low kick.  Someone equated this move to the low jab of Soul Calibur, which it is.
	The range is pretty short but it can keep someone from throwing you and works well in close-range
	interrupts, so poke out with this move every now and then.

Bullet Cutter (M,M) (24,42) b+K,B
	(8WR) - b+k,B
	Quick front kick followed by an overhead slash.  The second hit is guaranteed if the first hit
	connects.  This is an excellent counter move, due to it's speed and priority.  It's also a
	good attack initiator, but watch out for the sidestep.  Sadly, just doing b+K has abyssmal
	recovery time so b+K,throw is not possible unless your opponent is brain dead.  However, b+K
	will knock an opponent down by itself and is less vulnerable to sidestepping, so use your 

Dive Kick (M) (36) [G],u,K
	A jumping side kick of sorts.  You know how I feel about jumping.

Outer Snap (M) (19) [G],u,K after top of jump

Shadow Kick (M) (19) u+K
	A fast hop kick and probably the most useful jumping attack.  The range is pretty short, but
	sometimes a little boot to the head is what that low attacking Nightmare or Kilik needs.

Steel Slicer (M(G),M) (23,42) A+B
	Two big sword uppercuts.  A very powerful move.  
	If the first hit lands, the second is guaranteed.  A good okizeme mixup move if the opponent
	expects a low attack.  You almost always can't go wrong attacking someone with this move,
	provided you can hit them.  The range is a tad short, and the recovery time is a tad long.
	If your opponent doesn't like to tech roll, this move can sometimes be done twice in succession,
	or during floats.  Also, if someone is starting this move, don't use K~B, as you will get hit.
	Instead, make a wide sidestep and go for the side attack or throw.

Phoenix Tail (M(G)) (61) f,f+A+B
	(8WR) - A+B
		Press G sometime before the apex to cancel.
	Mitsurugi's big vertical slash.  This move is deadly if it connects and is another
	good okizeme alternative.  The best thing about this attack is that you can cancel it!
	The cancel point seems to always be the same regardless of when you press G.  After that,
	mix up throws, d+K,B, or d/f+B to frustrate your opponent.  Every once in a while you need to 
	follow through with the move just to show them they can't afford to not block it.
	I came up with the cancel strategy independently and I see it being copied and envied.
	This move's cancel yomi games will make you the most hated person in the arcade.  I would estimate
	that I lose the yomi games after this move about one time out of eight.

Cold Stitch (M(G)) (28) d+A+B
	Mitsurugi's ground attack.  I never do it, favoring okizeme games.  It is almost never
	guaranteed, because of tech rolling.  The opponent can stand up blocking right away.

Wheel Slash (M(G)) (28) u+A+B
			u/f+A+B to jump forward
			u/b+A+B to jump backward
	Mitsurugi's old pounce.  He jumps WAY into the air and brings his sword down.
	This move isn't totally useless.  It avoids a lot of moves, but usually won't connect unless
	the offending move has abyssmal recovery time.  The recovery time on this move is pretty good
	so you most likely won't be punished too severly for having the audacity to jump in a 3D
	fighting game.

Shin Banish (L(G)) (23) from crouch, d/b+A+B
	A low horizontal slash from crouch.
	The final touch to Mitsurugi's crouching games.  This move is pretty slow so be careful.

Dividing Thrust (M) (30) A+K
			 A+K,[f] other throw variation
	A mid thrust, very good for keep out games.  On a clean hit, if the opponent is standing,
	Mitsurugi will go to the throw variation, which does 30 more points of damage.  The first
	variation can ring out if the opponent's back is to the edge of the ring.  The second
	variation's only difference is positioning.  Mitsurugi ends up facing the other way instead.

Autumn Requiem (M(G)) (18) B+K
	Overhead slash.  On a clean hit, if the opponent is crouching or standing, Mitsurugi will
	go to a throw variation for 45 more points of damage.  Mitsurugi ends up crouching if
	this attack is blocked, so it's a perfect set up to his from crouch games if the attack
	doesn't connect.

Driving Stitch (M) (30) d/f+B+K
	A pommel smash.  This move is pretty slow and has short range.  The only use I can really see
	for it is if you get into a parry fight, this move should come out slow enough to get the
	parry's recovery time and cause the opponent's parry attempt to fail. 

Parting Thrust (H) (33) b+K+B
	A high pommel smash.  This move comes out very fast and is good for getting people off of 
	you.  I seem to do this time by accident quite a bit when I am going for b+K,B.  However
	I have found it to be rather useful up close.


Mitsurugi whirls his sword above his head before performing some powerful unblockables.

Half Moon Death: f,d/f,d,d/b,b+A
Half Moon Death cancel to Full Moon Death: f,d/f,d,d/b,b+A, f,d/f,d,d/b,b+B

Moon Death Fake (H) (24) f,d/f,d,d/b,b+[A]
	Cancels Half Moon Death to a high attack.
	For those that like to rush and interrupt unblockables, eat this.

Half Moon Slice (M) (61) during Half Moon Death, press A
	A standing unblockable.  Hard to avoid if you're in range.

Full Moon Death: f,d/f,d,d/b,b+B

Full Moon Death cancel to Half Moon Death: f,d/f,d,d/b,b+B, f,d/f,d,d/b,b+A

Full Moon Slash (M) (85) during Full Moon Death, press B
	Mitsurugi's most powerful single move.  Like all other big unblockables, it takes forever
	for the thing to come out.


Mitsurugi stands side facing the opponent, with sword horizontal and pointed at opponent.
All Mist techniques can be buffered in, since the rigour time for going into the actual stance
is pretty short.
You can walk or hop in Mist stance by holding in the desired direction.  You may not sidestep or block
while in this stance, though.  Dashing is accomplished by tapping and releasing in the desired direction.
Pressing G takes you back to normal stance.
Mitsurugi can perform throws from Mist stance as normal.

Mist Stance: f+A+B
	     (8WR) - A~B
Mist Stance to Relic Stance: Mist B+K
	Do this to toggle between Mist and Relic to confuse opponents.

Mist stab (H) (19) Mist A
		   Mist [A] to end in normal stance
	A quick stab middle stab.

Mist stab combo (H,H,H) (19,17,17) Mist A,A,A
				   Mist A,A,[A] to end in normal stance
	Three quick stabs in succession.

Dividing Thrust (M) (37) Mist B
			 Mist [B] to end in normal stance
	A slower stab which, upon clean hit, will shift to a throw variation just like A+K.
	The throw does an additional 30 points of damage.  Just like A+K, this has a B,F variation,
	and also just like the A+K, the difference is only in position.

Water Mist Kick (L) (24) Mist K (ends in crouching normal stance)
	A sweeping low kick.  A good fake out is f+A+B,K.  You will go into Mist for a very short
	time, then do the low kick.  

Divide (M(G)) (52) Mist A+B (ends in normal stance)
	This move is a lot like f,f+A+B.  The awesome thing about this move is that if Mitsurugi 
	gets hit while doing this move, he will take the hit, lean back, and continue with the attack.
	Rapid hits in succession will stop this attack, but not a single attack.  You do take
	damage when this happens, so don't do this if you're almost dead.


Mitsurugi sheaths his sword and leads with his right foot.  He appears to be looking down.
Sidestepping quickly takes you back to normal stance.
Walking in Relic stance is accomplished by holding in the direction desired.  Mitsurugi can dash forward in the
Relic stance by tapping the direction of the opponent.  
The whole point of Relic stance is to do one of the deadly unblockables.  The normal Relic moves are pretty
weak, so positioning and timing are the key to effectively using Relic stance.

Relic Stance: b+A+B
	      (8WR) - B~A
Relic Stance to Mist Stance: Relic B+K
	Do this to toggle between Mist and Relic to confuse opponents.

False Purification (M,M,M) (9,9,37) Relic G to end in Relic
				    Relic [G] to end in normal stance
	This move is guard impact which only works on horizontal attacks.  However, if it connects,
	Mitsurugi does a devastating figure-eight with his sword.  Getting this move to work is VERY rare,
	and if it does, it will pretty much take away your opponent's will to fight.  The slashes are not
	guaranteed after a successful guard impact, as you can impact one of Astaroth or Nightmare's long
	range moves and not be close enough to connect with a counterattack.

Cross Sword Seal (H) (13) Relic A to end in Relic
			  Relic [A] to end in normal stance
	A horizontal sheath attack.  The only reason to use this attack is if the opponent is too close.

Slash Sword Seal (M) (10) Relic B to end in Relic
			  Relic [B] to end in normal stance
	A vertical sheath attack.  

Relic Low Kick (L) (17) Relic K to end in Relic
			Relic [K] to end in normal stance
	A low side kick.  It's slower than most of his other low kicks.

Bill of Fire (UH) (47) Relic [A+B] for 22-32 frames or over 76 frames
		       Ends in Relic
	The high Relic unblockable.  Mitsurugi charges up his sword with fire and lightning, and performs
	a devastating high horizontal slash.  This is the fastest of the Relic unblockables and can get a 
	lot of people if you mix it in with f,f+[B].
	In case you didn't know, there are 60 frames in one second.

Ticket to Hades (UM) (56) Relic [A+B] for 33-40 frames or 61-75 frames
			  Ends in Relic
	The vertical mid Relic unblockable.  This is the one I use the least.  Maybe if you train them into
	ducking the Bill of Fire you can nail them with this one.

Path of Damnation (UL,UL) (23,42) Relic [A+B] for 41-60 frames
				  Ends in normal stance
	Two unblockable low slashes.  Mitsurugi travels forward while he does these, so they have good
	range.  This attack is pretty awesome.  Most people get defensive when they see a Relic unblockable
	start, and the Path of Damnation has a chance of catching them with it's long range.  Newbies have
	absolutely no chance in hell if you use this attack, but more seasoned players just back WAY up
	and avoid the Relic unblockables entirely.  


The only moves listed here are the ones you can ONLY do in 8WR.  The rest are listed above with their respective 

True Vacuum (L) (36) 8WR d/b+A or u/b+A recovers crouching 
	Mitsurugi crouches and takes a horizontal low swing.  Not as much range as d/b+A, but more subtle.

Hell Flash (M) (34) 8WR u+B or d+B
	A huge downward vertical slash.  This move is pretty easy to avoid, so use it only when avoiding
	static attacks.  Speed and priority are good on this one, but recovery time is a bit long.  Don't use
	this move against someone else on the move or you will most likely miss.

Peak of Flame (M,H,M) (23,22,47) 8WR d/b+B,A,B or u/b+B,A,B
				 hold forward after A to go to Mist stance
			 	 press G before third attack comes out to cancel
	The first two hits are pretty quick and catch most people off guard, but the last hit is a Hell Flash
	which takes a long time to come out.  It's almost like a delay combo in which you don't have a choice
	about the delay.  Train people with this one, then do the Mist or cancel variations.  With the cancel 
	variations, you can do all the evil things I mentioned above with the Phoenix Tail cancels.

Trooper Roll (M) (41) 8WR B+K
	Mitsurugi does a forward roll and stabs his opponent.  This one has pretty good tracking but Mitsurugi
	is vulnerable while rolling.  It goes under high attacks so enjoy.

TACTICS: Okizeme

Okizeme is what you do after your opponent has been knocked down.  From this point, you control the fight.  These
are some of the best options, most of which will beat a rising attack.
d/b+K: Quick little extra damage, nothing special.  Low risk, low reward.
d+K,B: Knock them down again, but you'll be vulnerable if they block low.
f,f+A+B: Start all Phoenix Tail cancel variations.  Cancel variations will lose to rising attacks.
	Cancel, Throw
	Cancel, d/f+b
	Cancel, d+K,B
A+B: Train them to block low, then hit them with this.
f,f+[B]: Start the Relic stance goodies.
Slide: Be careful, you can slide out of the ring or they can block low.  If you happen to ring them out,
	be prepared for some flames.


High/mid repel: f+G
Low/mid repel: d/f+G
High/mid parry: b+G
Low/mid parry: d/b+G

Repelling knocks the opponent's attack back by a fixed amount for a fixed time. 
Parrying knocks the opponent's attack back for a time and distance proportional to the power of the attack.

The guard impact is a very powerful tool which cannot be ignored.  It turns the opponent from offensive to defensive,
which is to you advantage.  After a successful guard impact, I typically do a quick A,A if the opponent simply doesn't
parry, or I go for a throw.  d+K,B also works after guard impacts very well.

After you are guard impacted, you can almost always guard impact back.  This becomes a guessing game of high/low and
delay.  After guard impacting, some people delay for a fraction of a second to throw off the counter-impact.  I have
been in exchanges of 6-8 guard impacts before I finally had the good sense to attack low.

I typically guard impact after attack sequences like B,B or A,A, and also when the attacks come in a predictable 
rhythm, such as Hwang's f,f+K,K,K.  In the latter case you should ALWAYS guard impact instead of just blocking.  
(Unless you want to just avoid or interrupt the attack which is also good.)

During recovery time of a move, you can guard impact before you recover enough to block.  In this way guard impacting
is clearly superior to blocking.  This is Soul Calibur's way of rewarding aggression to turn the tables back towards
the aggressor. 

Many times you get guard impacts when you want to block instead.  Be careful and hold the stick neutral if you want to 


Mitsurugi can float off of d/f+B and f,f+B on a counterhit.  Because of air control, few floats are guaranteed.
Here are some good ones:


I have not refined floating to the point I did in Tekken 2 or Tekken 3, because floats are less rewarding now, not
being as guaranteed and all.  Floats are also great ring-out tools.  Mitsurugi's floats are
good but not great in this department.

Namco for making a great game.
The Soul Calibur offical website (www.soulcalibur.com) for being a good SC resource.
My adversaries for being such good test subjects.


Soul Calibur and all this stuff are most likely some Namco copyrights.  I am not making a cent
from writing this thing so don't even bother suing me.

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