--- Soul Calibur 2- For Playstaion 2, Xbox, GameCube, and arcade --- Mitsurugi FAQ guide: version 1.12 By RoyalFlush (shishioh at 1up.com) (edval89@hotmail.com) Copyright 2003, Edward Valdez. --- *Table of Contents* 1. Intro 2. Legend 3. Glossary and Notes 4. Move List 5. Stance Entrances, Mix-ups, Wake-ups, etc. 6. Secret Stuff 7. General Strategy 8. Frame Traps 9. Combos 10. Legal Stuff, Acknowledgements, and Credits --- *Intro* This here is my Mitsurugi FAQ guide. I've written this FAQ because he's my favorite character and also because I've been playing the game since it came out in the arcade. I hope that you learn from this FAQ and that you make good use of it. If there are any errors or things I need to change, please e-mail me at address above. I'd also like to hear some feedback or recommendations on what to add to my FAQ. Enjoy! --- *Legend* (Can also be found at guardimpact.com) Direction notations (Character Facing right) 7 8 9 4 5 6 1 2 3 7= Up-back 8= Up 9= Up-forward 4= Back 5=Neutral 6= Forward 1= Down-back 2= Down 3= Down-forward Button Notations A= horizontal attack B= vertical attack K= kick G= guard General Notations FC= while Fully Crouched WS= While Standing from a crouch 8WR= 8-Way-Run (hold or double-tap the direction) WL= While Landing from a jump [ ]= hold command += Press at the same time _= either/or ( ) = optional input , = followed by GB= Guard Break GB-SC lvl= Guard Break after a certain SC level GI= Guard Impact (performed by 6G or 4G) RC= Recovers Crouching BT= Back turned *= Delayed input SC= Soul Charge (performed by A+B+K [Level varies]) AC= Air Control ~= immediately after xY= roll from button X to button Y(examples: bA, kB) NC= Natural Combo RCC= Recover Crouching Cancel G-cancel= Guard cancel (cancel by pressing G) SCUB= Soul Charge Unblockable := Just Frame timing iFC= Instant Full Crouch WJ= Wall Jump ([G]7 when character's back is near a wall) Hit Properties RO= Attack can Ring Out enemy CH= Counter Hit AT= Attack Throw (An attack that is modified into a throw on hit) GI-h= Attack will Guard Impact horizontal attacks GI-v= Attack will Guard Impact vertical attacks BT= Back Turned OB= Forces opponent's back to face you OS= Forces opponent's side to face you OSB= Forces opponent's side to face you when blocked FrCH= Forced crouch on hit FrC= Forced crouch on block c= CH modifier co= crouching opponent modifier cco= CH on crouching opponent modifier Stuns DOS= Double Over StunCS= Crumple Stun THS= Toe Hop Stun FS= Fall Back Stun BN= Bounce Stun BS= Block Stun/Stagger uDOS= unbreakable Double Over Stun LS= Lift stun QS= Quake Stun SPS= Spin Stun TS= Thrust Stun CFS= Crumple Fall Stun HS= Hunch over Stun Hit Ranges l= hits low m= hits mid h= hits high L= Hits low and grounded opponents M= Hits mid and grounded opponents H= hits high and grounded opponents Sm= hits special mid UB-h= unblockable high UB-m= unblockable mid UB-M= unblockable mid that can hit grounded opponents UB-l= unblockable low UB-L= unblockable low that can hit grounded opponents *Glossary* -Buffer= The act of entering the command for a move during the execution of another move. -Wake-up= The art of pressuring a downed opponent -Mix-up= A simple series of attacks, which is designed to keep your opponent guessing. -Whiff= A failed or missed strike. -Tracking= A move's ability to stay locked on target. -Frames= Soul Calibur 2 runs at 60-frames a second. Frames express the speed of all of animations. -Counter Hit= Interrupting an enemy's attack with your own attack. CH's inflict more damage and produce added effects like knock-back ability or stuns. -Natural Combo= A canned (or guaranteed) string that combos on normal or counter hit. (Thanks to zigmover21 for definition) -Clean hit= When an attack hits at very close range. -Shallow hit= When an attack hits from mid to far range. -Post Guard Impact= An unsuccessful, missed GI. -Step= Performed by tapping 1_2_3_7_8_9 once. Sometimes it'll evade incoming attacks if timed correctly. Afterwards, you should strike with a quick attack. -Instant Full Crouch (iFC)= A special technique that'll allow you to access the FC mode by pressing 2G mainly during a G-cancel or right after you're attack has been GI'd. *Notes* -You can only AC after any time you've been hit while in the air. -DOS: The stun that'll cause your enemy hunch over and then slowly fall to the ground. It has many good follow-ups, but there's one disadvantage. DOS's can be escaped by holding G and then inputting five directional inputs. -Soul Charge properties: Lvl 1 can GB certain attacks. Lvl 2 can GB certain attacks and will make all attacks more damaging. Lvl 3 can GB certain moves, SCUB very few moves, make all attacks more damaging, and cause all moves to CH. -After you GI your opponent, you have the advantage in attacking them first, but they can still reverse GI your attack. When you are the one being GI'ed, you cannot immediately block the incoming attack, but can still reverse GI. -8-Way-Run= There are two different ways to perform an 8WR. You can hold the direction you want to run or double-tap the direction. Both have the same animations, but holding it is better suited for the actual movement of running in the direction, while double-tapping will allow you to both run around faster and execute 8WR attacks much faster (which adds to the amount of combos you can do). --- *Move List* Lay-out: Attack Damage Hit Range Hit properties Description --- A Attacks --- A,A 13, 16 h, h NC, 1st hit can be G-canceled A series of very quick, left-right slashes. This is Mitsurgi's 2nd most fastest attack(which is 10-frames). This is good for mix-ups and spacing. 1A 42 L Input and hold 1_2_3 to RC during attack Mitsurugi will sort of crouch down with his back slightly turned, and the spin around with sweeping slash. During this move, you can go in the crouching position by inputting a down the crouch direction. This will allow you to strike after the sweep and go straight to the crouching mode. Sometimes predictable on standing foes, though. This attack, overall, is probably the best of all of his wake-ups.1[A] 42 L Input and hold 1_2_3 to RC during attack This is a delayed version of the move above. Although it does the same amount of damage, it's sometimes more predictable. 1A,B 52 m Cancels 1A, GB This is a feint version of 1A. For a feint attack, it's VERY slow because Mitsurugi will spin too much before executing the slash. But if you ever do get this move to hit, it'll launch the enemy higher than any of his other launchers. Otherwise, don't use often. You can also hold the A input to delay the attack longer, but that would make this attack much slower than it already is. 2A 12 Sm RC Mitsurugi will crouch down and do a quick horizontal slash. Due to its speed, it's very useful for mix-ups and interrupting most attacks. 3A21 m DOSc A side-stab attack to the enemy's waist area. On CH, this attack will induce a DOS. Your main follow-ups during the DOS should be 2K,B (if your opponent knows how to escape the DOS), 3B (if your enemy doesn't know how to escape the DOS), or a throw. Good for mix-ups. 4A 28 h OBc Mitsurugi will do a quick spin and then do a horizontal slash during the spin. Good against opponents that are usually 8WR-ing or stepping around your attacks. It also makes a good mix-up and has good range. 4A6 28 hOBc, ends in Mist Same as move above, except that you'll end in the Mist stance. If it connects on a clean hit, you should follow-up with Mist B. This is one of the best Mist transitions Mitsurugi has. 6A,A 16, 23 h, m 2nd hit will cause DOS on CH (1st hit misses), NC on CH Basically, one fast slash followed by a fairly slow slash. Second slash can be easily blocked, but sometimes unpredictable and may cause a CH and then the DOS. It's best just to do the first slash and follow-up with quicker attacks (look at Combos section). 66A,A 23, 23 h, h NC A running version of the move above, except that the second hit won't cause a DOS on CH. 66A2_8 23 Ends in Half Moon Death This attack the same first slash as the move above, but instead of the second slash, Mitsurugi will go into the Half Moon Death. Follow-up with HMD~A for a simple combo. 44A 38 m Knocks enemy down on CH This is a fairly standard poke attack. He'll do a horizontal slash approaching from his right. 44[A] 38 m Knocks enemy down on CH, ends in Relic Same as move above except that it ends in the Relic stance. The stance entrance itself pretty safe, even when the attack blocked. 236A 28 h None Mitsurugi will do a slight crouch and then he'll push the top of his sword to the enemy's head. It's not the most useful poke attack that he has available, but it has decent speed. 236[A] 33 h None Same as move above except that it's slightly delayed and does more damage. A+B 23, 29M, M 2nd hit may RO if 1st hit misses Here, Mitsurugi performs 2 vertical slashes from side-to-side. The move itself is pretty powerful. Although, both hits can launch, DO NOT use this as a juggle starter. As soon as the second hit hits, any thing afterwards can be AC'ed. Instead, don't make any follow-ups if the attack launches. It makes a decent wake-up, but the second hit will usually miss if used as a wake-up. The first slash is also sometimes mistaken as Mitsurugi's 3B. A+B, G 23 M G-cancel (cancels 2nd hit) Same as the move above, but cancels the second hit. Reliable, since second hit is bad for wake-ups, so you can use a different follow-up. 6A+B None None Ends in Mist This is Mitsurugi's Mist stance. He brings up the sword and points the tip of it towards the enemy. This stance offers many offense tools. 4A+B None None Ends in Relic This is Mitsurugi's Relic stance. He'll take a small step back, put his sword in his scabbard and turn his back slightly, with his hand still on the sword. This stance offers several defensive tools and 3 different UB attacks. 66A+B 52 M SCUB This is one of Mitsurugi's more powerful single strikes. He'll do a quick spin, and then turn around with a downward slam with his sword. Good at mid to long range, but it can sometimes be easily sidestepped. Pretty good for wake-ups. 66A+B, G None None G-cancel He'll turn around, but won't do the downward slash. Useful for mind games, but it's a little slow for a G-cancel. 2A+B 28 M None A downward stab to the ground. Good for wake-ups. Also, it creates a good Block Stun if the enemy blocks it, so follow up with 66K afterwards. A+K Shallow hit= 30, Clean hit= 58 m RO, AT on Clean hit At mid to long range, it's a standard forward stab attack. At close range, it becomes a stab followed by a kick that knock the enemy back. The AT has great RO priority. A+K6 Shallow hit= 30, Clean hit= 63 M AT on Clean hit, can switch sides with opponent. Basically, the same attack above, but the AT is different, won't RO, and it'll do a little more damage. A6 or 4A+K 33 h GI-v (only downward strikes) A slash attack where he puts the scabbard in from of himself and then takes the sword out and then does a slash to the face of his foe. The only time it GI's is when the scabbard is out. 8WR 6A,A Refer to 66A,A 8WR 6A2_8 Refer to 66A2_8 8WR 3_9A 31 DOSc Slash to the mid-section that starts from Mitsurugi's left and goes to the right. It's a little slow, but the DOS makes up for it, but still, don't use this one very often. 8WR 2_8A,A 18, 24 h, h OBc Mitsurugi will step to the side and attack during the step, doing one slash and another while spinning. Very useful for avoiding a Ring Out, avoiding a vertical attack, and striking back or attacking sidestepping foes. Depending on which direction you press, he will slash and sidestep in that direction. 8WR 2_8A,A6 18, 24 h, h OBc, ends in Mist Same as move above, except it ends in the Mist. On when the attack hits, immediately follow-up with any Mist attack . 8WR 1_7A 36 l RC Mitsurugi will crouch and do a, somewhat, slow horizontal sweep attack. Good for wake-ups, but I think 1A is better compared to this. 8WR 4A Refer to 44A 8WR 4[A] Refer to 44[A] 8WR any direction except 4, A+B Refer to 66A+B 8WR any direction except 4, A+B, G Refer to 66A+B, G 8WR any direction, A+K Refer to A+K 8WR any direction, A+K6 Refer to A+K6 FC A 14 Sm RC Pretty much the same as 2A, except that it's slightly stronger and you do it while in the crouching mode. FC 1A+B 29 L None A low sweep attack. A little similar to 1A, but he doesn't move up forward. Very sneaky if used after a Crouch Dash, moving in closer to the enemy. WS A+B 38 M None A rising upward slash. This move will launch just like 1B. WS A,A 23, 19 m, h OB Mitsurugi will stand up and do 2 slashes and sidestep to his right at the same time. Similar to 8WR 2_8 A,A. BT A 17 h None Mitsurugi does a slash to the foe's head as he turns around. BT FC A 14 l RC Mitsurugi executes a slash to the opponent's shin while turning around and while crouching. 7_8_9A 42 h OB Mitsurugi will hop off the ground and do a high slash. WL A 23 L None Mitsurugi will hop off the ground and do a low slash as he lands. For a jumping attack, I don't think it's that bad, but don't use it a lot. [G]7_8_9A+B 7 and 8 versions: 28; 9 version: 38 M SCUB (9 version only) Mitsurugi will jump high up into the air and do a downward vertical slash as he comes down. Flashy and will evade most attacks. However, its biggest weaknesses are vertical attacks and high attacks. For the 7 version, the jump will move him back a little bit and will not produce knockdown. The 8 version will make him jump straight up and knockdown. The 9 version will move him forward as he jumps, knockdown, and is a SCUB. --- B Attacks --- B,B 17, 19 m, M NC, 1st hit can be G-canceled A series of 2 vertical slashes. This move is quite fast and has good range. Also good for creating space between you and your foe. B,B6 17, 19 m, M NC, Ends in Mist The same slashes from the above move, but this will end in Mist. A decent Mist shift. B*B 17, 19 m, M 2nd slash is delayed Same as B,B but the second slash is delayed. The second slash is usually unpredictable as long as you use this attack in moderation. B*B2_8 17, 19 m, M 2nd slash is delayed, ends in Half Moon Death Same as the move above, but it'll end in the Half Moon Death. This will add more to the unpredictability of the next attack, but only if you don't use this attack very often in battle. B2_8,1B 17, 41 m, m 2nd will RO Mitsurugi will do one downward vertical slash, then wave his sword around, and then roll forward and get up, stabbing the enemy's stomach. The second part of the attack can be predictable, but the roll will naturally sneak under high attacks. B2_8, by itself, will become a part of a Throw Shift if used after any standing attack (this will be explained in a later section of the FAQ). B6 28 Shallow hit= m Clean hit= h CSc A whack to the enemy's head while running forward. This is a great poking attack, but it'll become very useful on CH because of the CS. Also, you have the ability to walk around your enemy right after you hit them with it to avoid getting punished. 1B 33 M None This is one of Mitsurugi's launchers. It launches a bit differently than his standard launcher (which is 3B). However, on CH it'll launch higher than 3B, giving you the opportunity to make different follow-ups. It usually hits stepping foes from his left. 1[B] 33 M SC lvl.1- GB A delayed version of the move above. The GB is more useful compared to his other GB's, but this shouldn't be used to often, other than a post-GI tool. 2B 17 M RC A downward slash that ends in the crouching mode. 3B 33 M None This is Mitsurugi's standard launcher. It is the most reliable and hit very often. There are many follow-ups after this launcher. Use this attack often. 4B m DOSc He'll take a small lunge back and do a forward lunge as he stabs the opponent's stomach. The step back will sometimes evade some close range attacks from your enemy. A great defensive attack. 4[B] 55 m CFS, SC lvl.1= GB This move is like the move above, but it delayed and will create an inescapable stun. It is a rather powerful single strike, but the GB isn't useful because it makes the attack very predictable and very easy to evade. But, if your enemy uses a slow attack or an attack with slow recovery, then 4[B] isn't so bad. 4B6 None None Ends in Mist Mitsurugi will do a lunge back and then enters the Mist. It's safe at mid-to long range. If you use it at close range, your opponent may attack you while you try to go into the stance, but the small step back may evade the attack if it's low on range. Of all the Mist shifts, this is the only one where he retreats back. 6B 24 m None A straight-forward poke attack. It's good for mix-up or for interrupting your enemy's attack (especially at mid range). 6B8_9 20 h None A very quick poke to the enemy's face. This is one of Mitsurugi's best mix-ups and should be used as a mix-up very often. 6B2 20 L None A low poke attack to the enemy's feet. A good mid range mix-up. 6B:2 35 L THS Same as move above, but it comes out slightly slower, but it does induce a Toe Hop Stun and more damage. 6B,4B 24, 47 m, m None This is just the same thing as 6B followed by 4B. The difference is that he does the 4B animation immediately after 6B. The 4B input has to be done as 6B hits. 6B,4B6 24 m Ends in Mist Same as the move above, but the 4B is canceled into the Mist stance. 66B,B,B 19, 22, 38 m, m, M 66B,B= NC This is a series of 3 slashes while running forward. All three slashes are vertical, so you might think that the attack is easy to evade. Sometimes, you can evade it, but each hit will track the opponent as they walk. Use this when you're trying to move in for a closer hit and when you have the advantage in the fight. 66B,B,[B] 19, 22, 47 m, m, M Last hit will GB (if held to the maximum holding time) This attack is the same as the one above, but the last B can be held. If you hold to the maximum holding time, it will GB. Although it GB's, it's rather slow. Instead, hold the last B for a short period and then let go. If you do it this way, you may get some CH's and inflict more damage. 66B,B2_8 19, 22 m, m Ends in Half Moon Death, 66B,B= NC The first two slashes of this attack are the same as the attacks above, but the last slash is, instead, replaced with the Half Moon Death stance. 44B,B 22, 33 M, M None This attack looks like Mitsurugi's B,B attack, but a bit slower. The first hit, though, will cause the enemy to fall to the ground, allowing the second strike to hit for free as long as the first hit hits. 44B*B 22, 33 M, M None This is a slightly delayed version of the attack above. The second strike comes out a little slower. The only time I think this is useful is when this first attack misses and you hit you foe with the delayed second strike or if your foe doesn't expect a second strike. 44B,[B] 22, 38 M, M Second hit will GB if held to max This is the same attack as the two above it, but the second hit will GB if held to the max. The GB will usually be successful if the first hit hits. 44B*[B] 22, 38M, M Second hit will GB if held to max This is the attack as three attacks above it, but the last slash is delayed even longer because of the actual delay after the first attack and holding the second B. 236B 47 m SC-lvl.2= GB, Knocks back enemy on CH Mitsurugi will do a forward thrust attack with the sword, the blade facing the opponent. The attack is short on range, but it's very dangerous up close. It's quick for a powerful attack. And after a level 2 SC, it will GB (this is the best GB that he has because it doesn't require any holding time). To make things even better, it is the most reliable follow-up after a launcher. 236[B] 57 m RO, SC-lvl.2= GB This is the same attack as the one above, but it is a bit stronger and the execution of the attack is a bit longer. But even, if it's held for a short time, it'll still inflict the same amount of damage as if it were held to the max. B+K Shallow hit= 19; Clean hit= 61 M AT on Clean hit Mitsurugi will slam his sword downward on his enemy. From a distance, it's a regular strike. But up close, it becomes a powerful AT. 4B+K 36 M RO, GI-h Mitsurugi will take a big step forward while putting his scabbard in front of him, and then spin around, slashing his foe. This attack is most useful when used from a distance (mid-to-long range). The slash looks almost identical to the Relic B attack. bA 33 m CS on CH Mitsurugi will look like he's about to do his standard B attack, but he swiftly cancels it into a horizontal slash from his left. Good for tracking side steppers or for interrupting attacks, but you can use it for a Throw Shift (will be explained later on in the FAQ). You can also walk around after executing the attack to avoid getting punished, just like B6. 2_8B+K or 63214A None None Ends in Half Moon Death This is Mitsurugi's Half Moon Death stance. He'll raise up his arms with his arms still bent. This stance animation will only last for a few second. An attack during the stance can only be done during the animation. You can slowly walk up-forward or down-forward while you're in this stance. This should be used as bait for an incoming enemy attack and then you should counter attack. Because of this, going into this stance can be a bit risky. 3_6_9B+K or 63214B None None Ends in Full Moon Death Mitsurugi will wave his sword around as it becomes engulfed in flames (UB attack animation). Because it is in flames, you should expect to some UB attacks. The stance offer 2 UB attacks and 2 other attacks. However, this is his slowest stance, but there is a way to make the animation very fast (there will be explanation on this later on in the FAQ). You can move in any direction while the stance is still in it's animation. 8WR 6B,B,B Refer 66B,B,B 8WR 6B,B,[B] Refer 66B,B,[B] 8WR 6B,B2_8 Refer 66B,B2_8 8WR 3_9B,B 30, 43 M, M None First, Mitsurugi will do an upward vertical slash that will launch the enemy into the air. Then, he'll follow-up with a slash while the enemy is still in the air. This is a good, strong combo with great range and it tracks. Use this attack often. 8WR 3_9B*B 30, 34 M, M None This is a delayed version of the attack above. The first slash will be the same, but the second slash will happen a bit slower. It does less damage and the second slash will usually hit the enemy as they land on the ground. 8WR 3_9[B] 30 M Ends in Relic This is also the same attack as the ones above, but the second slash is canceled into the Relic stance. This is one of Mitsurugi's best Relic shifts. After the 8WR 3_9[B], you'll want to follow-up with Relic B. 8WR 3_9 B,B,G 30 M 2nd hit is G-canceled The first slash is the same as the three above attacks, but the second slash is canceled. I don't see the use of this G-cancel because if you get the first B to hit, you might as well follow-up with the second B. 8WR 2_8B 34 M FrC Mitsurugi will take a small step to the side and execute a downward slash. It has good range and makes a decent wake-up if the opponent Tech Rolls backwards. 8WR 2_8B,B 39, 34 M, M BN, Can only be done after a SC-lvl.2 or 3 Mitsurugi does the same slash as the attack above, but the second B will be the same slash again and it'll create a Bounce Stun. Even though it creates a Bounce Stun, I have found any follow-ups. 8WR 1_7B,A,B 23, 22, 47 M, h, M None A combo where Mitsurugi does one upward slash, followed by a slash that looks like 4A, and then an attack that looks like 66A+B. The first two hits are the best parts of the attack, but forget about the last part because of its predictability. The first hit can sometimes sneak under highs is quite fast and the second hit tracks well against side-steppers. 8WR 1_7B,A,B,G 23, 22 M, h G-cancels 3rd strike This is the same as the attack above, but the third slash is canceled before hitting the enemy. Good to use if your opponent expects the last B. 8WR 1_7B,A6 23, 22 M, h Ends in Mist This, again is the same as the two attacks above it, but instead of a third slash to end the combo, Mitsurugi will go into the Mist stance right after the second strike. 8WR 4B,B Refer to 44B,B 8WR 4B*B Refer to 44B,B 8WR 4B,[B] Refer to 44B,[B] 8WR 4B*[B] Refer to 44B*[B] 8WR 4B+KRefer to 4B+K 8WR 2_8B+K Refer to 2_8B+K or 63214A 8WR 1_3_6_7_9B+K Refer to 6B+K or 63214B FC B 17 M RC This is a crouching upward slash. Best when used after the Crouch Dash. FC 3B 33 m None Mitsurugi performs a forward stab attack while slightly crouched. It makes a good attack from mid-range and is best used after a Crouch Dash. FC 1B,B 36, 46 M, M 2nd hit will GB Mitsurugi will do an upward slash that will launch the enemy into the air and the then do a downward stab attack right after. This move probably would have been much better if the first slash launched a bit higher. But here, the second slash is usually escapable even if the first hit hits. But sometimes, if your enemy tries to tech-roll the second hit, their guard may sometimes get broken if it hits. WS B 23 m None This attack looks somewhat similar to FC B, but this one will slash a bit higher. 7_8_9B 28 m None Mitsurugi will do a little hop and execute a downward slash while in the air. It has okay range and it avoids lows. WL B 39 M None Mitsurugi will do a hop off the ground and then slam his blade downward to the ground upon landing. This attack is a little better the 7_8_9B, but don't use it very often. Does a unique stun on the opponent if it hits from the sides or back. BT B 33 m Returns facing enemy Mitsurugi will turn around and do a downward slash. BT FC B 24 M RC, returns facing enemy This move looks like a little but like FC B, but Mitsurugi's back is just slightly turned while doing the slash. --- K Attacks --- K 14 h Attack may be G-canceled This is an attack where Mitsurugi does a standing kick to the enemy's head. It's pretty quick, making it useful for mix-ups. Throw in the G-cancel for some post- GI's. 1K 14 L None Mitsurugi will do a little kick to the side of the foe's feet while crouching. It's a poor wake-up tool, but it makes one very good mix-up. 2K,B 23, 28 L, M 2K (without B input after)= RC This is one of Mitsurugi's best low attacks. The first part of the attack will trip the opponent. The second slash is an upward slash that will hit the enemy will still in the air after the trip. This is VERY useful when in close-range. This attack is also a good setup for quick wake-ups such as 2A+B, 1K, and/or another 2K. The only downside to this attack is the recovery time when blocked. 2K,B6 23, 28 L, M Ends in Mist This is the same attack as the one above it, but this one ends in the Mist stance right after the B attack. I, personally, follow-up with Mist K or Mist A+B after the B if the attack is not AC'ed. A decent Mist shift. 3K 20 m None A standing kick to the foe's mid section. It has good speed, so it makes another good mix-up. 4K,B 24, 30 m, m RO Mitsurugi will, first, do a lunging forward kick that makes them fly in midair and follow-up with a lunging forward downward slash, which will slam the enemy down to the ground. This is a good combo that should be used in mid-to-close range. Good for Ring Outs. Also, this also makes a good wake-up setup for 2A+B, 1K, and 2K. 6K 23 h Knocks enemy back on CH, RO Mitsurugi does a roundhouse kick. It's a standard poke attack, but on CH, it'll knock the enemy back, making it useful for Ring Outs. kB 22, 42 M, M None This is another one of Mitsurugi's good attacks. He performs two cool-looking downward slashes while moving forward. It's powerful and good when used from any range or after CH 66K for an easy combo. kB2 22, 19 M, M None This is the same attack as the one above, but although it's much weaker, there's one thing that makes this version more dangerous: Mitsurugi recovers from the second slash much faster. When the attack is blocked, he has the advantage in making the first move, creating a nasty Block Stun, which makes the attack completely safe when blocked. After the Block Stun, your enemy is forced to either: take a hit with normal damage, try to block your next attack, or do a FC or WS attack, but potentially get hit by a CH. Follow up with 66K or 1B (preferably 66K). This attack is best applied for a major offense set-up on an enemy that constantly blocks. 66K or K6 31 m Knocks enemy down on CH This is a rising knee attack. It's quick and creates a knock down to the enemy on CH, which has several follow-ups for combos. This should be used when up close to the enemy. 8WR 3_9K Refer at 66K or K6 8WR 2_8K 27 h Knocks enemy back on CH This is same attack as 6K, but this one's just a little bit stronger. 8WR 1_4_7K,B Refer to 4K,B 8WR 6K 26 L None Mitsurugi will do a "baseball slide kick". This is an attack that's available to every character. FC K13 L RC This attack is pretty much the same as 1K, but it is 1 hit point weaker and it recovers crouching. WS K 19 m None This is the same attack as 3K, but it is 1 hit point weaker. 7_8_9K 36 m None Mitsurugi will do a small hop off the ground and do a jumping kick. It's OK for a jumping attack, but don't use it very much. Jumps over lows. WL K 19 m None Mitsurugi will do a small hop off the ground and then do a standing kick upon landing. BT K 21 h None Mitsurugi will do a kick to the opponent's head while turning around. BT FC K 14 L RC Mitsurugi will do a low kick attack while crouching and while turning around. --- Relic Attacks --- The following attacks can only be done while in the Relic stance: A 38 h None Mitsurugi will turn around 360 degrees and as he turns, he'll take his sword out of his scabbard and execute a high horizontal slash that comes from the left, that'll knock the enemy to his right while step forward a little bit. The turning part isn't all that slow and the slash can hit the enemy if they try to 8WR or Step out of the way of the attack. A,B 38 h Ends in Mist This is the same attack as the one above, but this one immediately goes in to the Mist stance right after the slash. If the enemy gets up immediately after the attack, you should do the Mist B attack for a clean hit which goes into the AT. If the enemy gets up a little slower, you should strike with Mist K. B 36 M RO In this attack, Mitsurugi will take a small step to his left and then quickly take his sword out of the scabbard and do a downward slash that will knock the enemy back. The attack is among one of the best in this stance because the step to the left may sometimes dodge some incoming attacks and slash is quick and may get some CH's. K 17 L None Mitsurugi will do a small stomp to the foe's feet and takes his sword out right after the stomp. This is probably the worst attack in the Relic stance because it's low on range and it isn't very fast either, leaving you open for an attack from the enemy. [K] 17 L Ends in Relic This is the same attack is the same as the one above it, but he'll remain in the Relic stance after the stomp. A+B 28 UB-h Ends in Relic In this attack, Mitsurugi will take his sword out for a second and then put it back in the scabbard. When he puts the sword back in the scabbard, he'll turn his back slightly for a second and then do a slash to the side of the enemy's head. This is the fastest UB that he has in the stance. [A+B] (Held to max holding time) 42 UB-m Ends in Relic, RO Here, Mitsurugi will quickly take out his sword, put back in the scabbard, turn his back almost fully while charging up the weapon, and then do an upward slash that'll knock back the enemy. This UB attack has good range. [A+B] (Held for about 1 and a half seconds and release A+B) 23, 28 UB-l, l None Mitsurugi will take his sword out, put it back in the scabbard, turn his back half-way while charging up his sword, and then do two low slashes, where the second slash trips the enemy, while moving forward as he slashes. This is one of only low UB attacks in the game. B+K None None Ends in Mist Mitsurugi will take his sword out of the scabbard and then enter the Mist stance. The best follow-up after the shift is Mist B. A+B+K or 6G 56 (only on successful GI) None GI-h, Ends in Relic if GI is unsuccessful Mitsurugi will take his sword and scabbard and put it them in front of himself, with the sword partly taken out of the scabbard. This is Mitsurugi's Auto- Counter. It's rather risky doing this move, so use this only you see a horizontal attack or kick attack coming. Otherwise, you shouldn't be using this attack very much. G None None Exits Relic Mitsurugi will remove his sword from the scabbard and return to the regular stance. --- Mist Attacks --- The following attacks can only be done while in the Mist Stance: A,A,A 11, 11, 11 h, h, h NCc, 1st hit (without additional 2nd or 3rd hit)= Ends in Mist Mitsurugi will do three quick forward stab attacks to the opponent's face. It's best that you use this attack immediately after you get in the Mist stance so that it's not as easy to 8WR or Step around. A,B+K 11 h Ends in Relic Mitsurugi will do one stab to the face of the enemy and shift into the Relic stance afterwards. A,A,B+K 11, 11 h, h NCc, Ends in Relic Mitsurugi will do two stabs to the enemy's face and goes right into the Relic stance afterwards. A,A,A,B+K 11, 11, 11 h, h, h NCc, Ends in Relic Mitsurugi will do three stabs to the face of the opponent and goes straight into the Relic stance afterwards. B Clean hit=66, Shallow hit=38 m AT on Clean hit, RO This attack looks a lot like Mist A, but here, he stabs a bit farther. It also has the same properties as A+K. On clean hit, it'll become an AT where he plunges his sword into the chest area of his enemy and then kick the enemy back as they struggle. B6 Clean hit=71, Shallow hit=38 M AT on Clean hit, sometimes switches sides with opponent This is the same exact attack as the one above, but on a clean hit, the AT is different. Instead of kicking the foe back, he'll do several horizontal slashes while the sword is still plunged into the foe's chest. K 19 L RC Here, Mitsurugi will turn 360 degrees and then do a crouching, low kick attack after the spin. This is probably the most unpredictable attack in the Mist stance. A,B Clean hit=11, 54; Shallow hit=11, 26h, mNCc, AT on clean hit This attack is a combo version of Mist A and Mist B. Very powerful and very good up close. A,K 11, 19 h, L NCc This attack is a combo version of Mist A and Mist K. Good up close. A+B 52 M BN, GI-h/m Mitsurugi will bring his sword back and then do a downward slash. This attack is another one of Mitsurugi's launchers and it's pretty good for a wake-up attack. B+K None None Ends in Relic Mitsurugi will put his sword into his scabbard and enter the Relic stance. G None None G-cancel I consider this to be one of Mitsurugi's best G-cancels. He'll move forward like he's about to go into the Mist stance and attack, but cancels the stance entrance. This sometimes looks like an attack, so sometimes, the enemy may post- GI, allowing you to hit them for free. A+G_B+G Depends on the throw H None Mitsurugi can execute a throw attack during the Mist stance. It's useful because the opponent usually expects an attack instead of a throw. --- Half Moon Death attacks --- The following attacks can only be executed while in the Half Moon Death stance: ~A 24 h None Mitsurugi will do a very quick slash to the side enemy's head. It's good because your enemy will usually anticipate a slow attack instead of a fast one. This is Mitsurugi's fastest attack, but it isn't the most reliable one. Instead, stick will his regular A,A. A,A 25, 38 h, h NC, CS (on 2nd hit) Mitsurugi do one horizontal slash from the right to the opponent's head and then another horizontal slash from the left to the opponent's face. The first slash happens a couple seconds after you enter the stance. A,A:4A+B 25, 38 h, h NC, CS (on 2nd hit), Ends in Relic This attack is the same as the one above it, but this attack ends in the Relic stance. The timing of the 4A+B is very tricky though. There's a little trick I noticed for this (don't laugh at this): when Mitsurugi executes the two slashes, he yells out two battle cries. Input the 4A+B right after the second battle is over. The stance entrance is very quick and allows him to enter the Relic while the enemy is still in the Crumple Stun animation, so you can do Relic B immediately after the stance entrance, while the enemy is still in the CS, adding up to some major combo damage. B,B 19, 26 m, m NC, CS (Only if both strikes hit) Mitsurugi will first slam the hilt of the sword down on the enemy and follow-up with an upward stab attack. This attack happens faster than Half Moon Death A,A attack, so it's more reliable. K 23 L None Mitsurugi will do a stomp to the opponent's feet. This attack can be unpredictable as long as you don't use it very much. bA 41 m RO Mitsurugi will do a forward roll on the ground and then execute a stab attack to the mid-section of the enemy. The stab will knock the enemy back. Also, the roll can be done only immediately after he gets into the stance. Sometimes it's easy to evade, but it does sneak under high attacks. :6A+B None None Ends in Mist This is sort of like a Half Moon Death cancel because it cancels any attack from the Half Moon Death stance and Mitsurugi will go into the Mist stance instead. Input the 6A+B after he says "Ready." :4A+B None None Ends in Relic This has the same properties as the attack above, but instead, Mitsurugi will end in the Relic stance. --- Full Moon Death attacks --- The following attacks can only be executed will in the Full Moon Death stance: A 57 UB-h None Mitsurugi will charge up his sword, do a 360 degree, and then do horizontal slash from his right while stepping forward a little bit. The slash is moderately slow, but has some good range. B 66 UB-m None Mitsurugi will charge up his sword, bring his sword up, and then do downward slash. This attack is a bit slower than the Full Moon Death A. K 17 L None Mitsurugi will charge up his weapon, but instead of attacking will his sword, he'll do a stomp to the enemy's feet. [B+K] or [B] 28 h None Mitsurugi will charge up his weapon and then whack his opponent on the head. This attack looks exactly the same as B6, but unlike B6, it doesn't do a CS on CH or doesn't require the weapon charge, making this one a mere poking attack. --- Throws --- A+G 60 h Front throw, RO, Break command: A Mitsurugi will slam down his foe and do an upward slash will their still on the ground. This attack will Ring Out if the edge of the ring is facing Mirsurugi's left. B+G 60 h Front throw, Break command: B, switches sides with foe He'll leap high up into the air and do a flip behind his enemy. During the flip, he'll do three slashes: one to the chest during the jump, one to the head while in mid-air, and one to the back of the enemy upon landing. And since the throw switches side with the enemy, it'll save you from getting rung out. A+G_B+G 65 h Left throw, Break command: A_B (Depends on command chosen) Mitsurugi will do a low sweep attack to the enemy's feet, which will trip them. When the hit the ground, he'll stab his sword into the back of his foe, twist it, and then remove it. This is the throw that will usually happen during a successful Throw Shift (Check out what a throw shift is later in this FAQ). A+G_B+G 65 h Right throw, Break command: A_B (Depends on command chosen) Here, Mitsurugi will make a quick 360 degree spin, make a quick body check, and the stab the opponent's stomach area while his back is turned, then remove his blade, and turn back around. A+G_B+G 70 h Back throw, Break command: A_B (Depends on command, can only be broken by Voldo or Astaroth) Mitsurugi will do a heavy stomp on the back of the opponent's ankle, which will make the enemy fall to the ground. Afterwards, he'll do a quick 360 degree spin and slam his blade on the fallen foe. This is his most powerful throw. --- Wall Jump --- WJ A 23 L None Basically the attack as WL A, but Mitsurugi leaps off the wall before the slash and stays in the air for a long amount of time. WJ B 39 M None Identical to WL B with the same side stun properties, but Mitsurugi leaps off the wall before executing the slash, and stays in the air longer. WJ K 19 m None Pretty much the same as WL K, but Mitsurugi leaps off the wall before kicking and stays in the air longer. WJ A+B 38 M SCUB The same slash as [G]7_8_9A+B with the same properties, but Mitsurugi jumps off the wall and gets slightly less air than the regular version. --- Crouch Dash --- 236 None None RC, Special Movement First, I'll tell you all the characters that have this special ability: Mitsurugi, Cassandra, Sophitia, Lizardman, and Heihachi (Don't know about Link or Spawn, though, so if you know, come tell me). This is a special movement where your character will dash forward and crouch simultaneously (That's why's it called a Crouch Dash). It's another (and easier) way of crouching. Now, here are the many things that you may do during a Crouch Dash: -You can execute any 236 attack (For Mitsurugi, 236B and 236A) -Hold down 1_2_3 to recover crouching (RC) and execute any fully crouched (FC) attack. -Hold the 6 command (23[6]) or stay in neutral for a second and then tap 6(23656) and execute any 66-based attacks or just run forward. Note that the running animation will happen much faster than normally, so that means that you can execute 8WR 6K at any distance. -Stay in neutral for a second and then do any WS (While Standing from a crouch) attack. -Cancel Crouch Dash movement by pressing 6_4 during the Crouch Dash. -Execute another Crouch Dash (236, 236...) and then do any of the above. *Stance Entrances, Wake-ups, Mix-ups, etc.* Ways to enter the Relic Stance -4A+B_8WR 4A+B -44[A]_8WR 4[A] -8WR 3_9[B] -Half Moon Death:4A+B -Relic [K] -Relic A+B -Relic [A+B] (Max holding time) -Mist B+K -Mist A,B+K -Mist A,A,B+K -Mist A,A,A,B+K -Half Moon Death A,A:4A+B Ways to Enter the Mist Stance -6A+B -4A6 -B,B6 -4B6 -2K,B6 -Relic A,B -Relic B+K -Mist A -8WR 2_8A,A6 -8WR 1_7B,A6 -Half Moon Death:6A+B Ways to Enter the Half Moon Death Stance -2_8B+K -B*B2_8 -66B,B2_8 or 8WR 6B,B2_8 -63214A -66A2_8 or 8WR 6A2_8 Ways to Enter the Full Moon Death Stance -6B+K -63214B+K -8WR 1_3_6_7_9B+K Best Mix-ups -A,A -2A or FC A -3A -6B -6B8_9 -K -3K or WS K -1K -6K -6A -FC 3B -FC B -B,B -9A -4A -66K Best Wake-ups -1A (Best for all situations) -8WR 2_8B (For those that Tech-Roll to the sides or back) -Mist A+B (For those that Tech-Roll back) -66A+B or 8WR (any but 4)A+B (For those that Tech-Roll back) -8WR 1_7A (For those that get back up immediately) -kB (For those that Tech-Roll back) -FC 1A+B (For those that Tech-Roll in any direction) -8WR 3_9B,B (For those that don't move at all while on the ground) -Mist B (After Relic A,B) (For those the get back up immediately) Launchers -3B (Best overall) -1B or WS A+B -1[B] -Mist A+B -8WR 3_9B -1A,B Natural Combos-A,A -B,B-Half Moon Death A,A -Half Moon Death B,B -66A,A or 8WR 6A,A -66B,B or 8WR 6B,B -8WR 1_7B,A -Mist A,B (NCc) -Mist A,K (NCc) -Mist A,A,A (NCc) -8WR 2_8 A,A (NCc) -WS A,A (NCc) -kB (NCc) -kB2 (NCc) Ring Out attacks -4K (in front) -A+K on clean hit (in front)-Mist B on clean hit (in front) -Mist A,B on clean hit (in front) -Relic B (in front) -6B4 (in front) -CH 66K or K6 or 8WR 3_9K (in front) -236[B] (in front) -CH 236B (in front) -A+G front throw (Mitsurugi's left) -CH 6K or 8WR 2_8K (Mitsurugi's left) -Relic A (to Mitsurugi's right) CH modifiers -3A (DOS) -4A (OB) -4A6 (OB) -6A,A (DOS on 2nd hit) -44A or 8WR 4A (Knock back) -44[A] or 8WR 4[A] (Knock back) -4B (DOS) -B6 (CS) -6K or 8WR 2_8K (Knock back) -1B or WS A+B(launches higher) -1[B] (launches higher) -66K or K6 or 8WR 3_9K (Knock back) Soul Charge enhancements -1[B] (lvl.1= GB) -4[B] (lvl.1= GB) -236B (lvl.2= GB) -236[B] (lvl.2= GB) -66A+B or 8WR any (but 4)A+B (lvl.3= SCUB) -[G]9A+B (lvl.3= SCUB) -WJ A+B (lvl.3= SCUB)-8WR 2_8B,B (lvl.2= attack is available) Unlisted Moves -kB2 -A+K6 -Mist B6 -Mist A,B6 -Half Moon Death A,A:4A+B -Half Moon Death~ bA -Half Moon Death:4A+B -Half Moon Death:6A+B -7_8_9A+B -7_8_9A -7_8_9B -7_8_9K -WL A -WL B -WL K -WJ A-WJ B -WJ K -WJ A+B -BT A-BT B -BT K -BT FC A -BT FC B -BT FC K -SC lv2~ 8WR 2_8B,B Attacks that RC -2A or FC A -2B -WL B -2K -FC K -FC B -BT FC A -BT FC B -BT FC K -Mist K -Mist A,K -8WR 1_7A -236 G-cancels -A~G -B~G -K~G-66A+B~G or 8WR any (but 4) A+B~G-8WR 1_7 B,A,B~G -6A+B~G (Best overall) -8WR 3_9 B,B~G -8WR 3_9 B*B~G *Secret Stuff* -Throw Shifts- Throw shifts are attacks that give you the option to perform a throw (A+G_B+G) right after the attack hits and/or with additional inputs. Mitsurugi has 3 attacks that may be linked into a throw: B2_8, bA, and 8WR 2_8A. For his Throw shifts, the throw he usually ends up doing is the left throw. Throw Shifts also make great Block Stun traps. -B2_8: First, you do any attack (CH B[6] is recommended). Then, you do B2_8 and then ~A+G_B+G. So it goes like this: Any attack, B2_8~A+G_B+G -bA: Like before, do any standing (I recommend 6A). Then do bA~6~A+G_B+G. For this one, if the bA hits as a CH, you can grab them before they crumple to the ground. Flow chart: Any attack, bA~6A+G_6B+G -8WR 2_8A: Like the other two throw shifts, you first have to do any standing or WS attack. Then do 8WR 2A (when facing right) or 8WR 8A (when facing left) Immediately after that do 6A+G_6B+G. Flow chart: Any attack, 8WR 2A (when facing right) or 8WR 8A (when facing left)~6A+G_6B+G -Mist A: This is unique Throw Shift. You don't have to do any certain attack before initiating Mist A~throw. However, the timing for the throw input is a bit tricky. My trick: First, do Mist A, quickly pause (almost neutral), then throw. Commands: Mist A~G:A+G_B+G -Crouching Full Moon Death- The Full Moon Death stance is probably Mitsurugi's worst stance because of how long it keeps you open for an attack from your opponent, even if you 8WR while in the stance. The crouching mode may help you avoid high attacks, but it's still a little risky doing. First, hold G. Then, while G is held, input 23B+K and then you're in the Full Moon Death stance crouching. It's probably best that you use Full Moon Death K or Full Moon Death [B+K]. The commands are: [G]2:3B+K -Fast Full Moon Death Movement- Like I said before, the Full Moon Death is probably Mitsurugi's worst stance. But with the use of this, maybe it'll change your mind about it. Usually, when you do a regular Full Moon Death, you do an 8WR to probably dodge incoming attacks from your enemy, but they always end up hitting you. But if you do [6] (increase 3_9 running speed), 8WR 3_9B+K, you can walk in all the directions (other than 6) at an incredibly fast pace. The best thing for you to do is, then, retreat back and then do Full Moon Death B or Full Moon Death A (this attack benefits from this the most). Or you can do 8WR 1_3_7_9B+K to stay in the fast Full Moon Death movement to easily avoid enemy attacks. (restated version) Basically, all you have to do is get Mitsurugi to 8WR [3]_[9] at a really fast walking speed, then 8WR 3_9B+K, and then retreat in any direction at an incredible pace. Also, you can string multiple FMDs by pressing 1_3_4 (yes a 4 version is available)_7_9B+K immediately after one FMD is finished. Really good for gaining a lot of space or to try to win the battle by times-up. Commands: [6], 8WR 3_9B+K, any 8WR movement but 6 Or: 8WR [3]_[9]B+K, any 8WR movement (except 6), 1_3_4_7_9B+K... -Jumping Full Moon Death- This is another Full Moon Death special movement. This one, of course, is a jump ending in Full Moon Death. First of all, you need to have mastered the Crouching Full Moon Death because it's the first step of the Jumping Full Moon Death. During a successful Crouching Full Moon Death, hold G and jump in your desired direction. After landing from the jump, Mitsurugi will end in the standing Full Moon Death. You should jump back if you want to do FMD A or FMD B. Lastly, the only attacks you can do are FMD A, FMD B, and FMD K. Commands: 2G:3B+K, [G]7_8_9, land, FMD A_FMD B_FMD K -GI during Full Moon Death- Simply put, all this is a GI that cancels the FMD stance. Again, you need to know how to do the Crouching FMD. During the early frames of the Crouching FMD, do 4G (for lows and mids) or 6G (for highs and mids). Commands: 2G:3B+K:4G_6G -Full Moon Death to Wheel Slash- During the Crouching Full Moon Death, hold G and then press 7_8_9A+B to do the Wheel Slash. Commands: 2G:3B+K~[G]7_8_9A+B -Full Moon Death to Jumping Attack- During the Crouching Full Moon Death, immediately press G, then press 7_8_9A_B_K to do a jumping attack Commands: 2G:3B+K~G,7_8_9A_B_K -Immobile Full Moon Death- You may not want use this in the heat of battle, but I'm only posting this just so that you are aware of it. First, do 2G to crouch. Immediately afterwards, do 9B+K. During a normal FMD, you have the freedom to do an 8WR. Unfortunately, by doing 2G:9B+K, you'll just stand there in place in the FMD stance (you can still do any FMD attacks, though). In other words, you're in big trouble. Commands: 2G:9B+K -Relic [A+B] (Held to Max) Cancel- Mitsurugi has no unblockable attacks that can be G-canceled. But this is the only one that can actually can the attack. The timing for this is rather tricky: it's Relic [A+B] (held to max):66A+B. It's not the best UB cancel in the game, but will confuse your opponent. Commands: Relic [A+B]:66A+B -Relic [A+B] to Relic A+B- The Relic A+B UB attack is the fastest UB attack in the Relic stance. However, you can cancel Relic [A+B] (held to max) or Relic [A+B] (held for 1 and a half seconds) into the Relic A+B simply by tapping 4 any time during the holding animation. If you're confused, look at the flowchart. Commands: Relic [A+B], 4 -Mist JF Guard- You can guard while in the Mist stance, but only for a quick second. All you have to do press 2G while in the stance, but you can only guard your enemy's attack right as it's about to hit Mitsurugi. Commands: Mist:2G -Relic JF Guard- You can also guard while in the Relic stance, but also only for a second. Just press 2G while in the stance. You can only guard your enemy's attack right as it's about to hit Mitsurugi. Commands: Relic:2G -Mist A+B JF Guard- Mitsurugi can also guard during his Mist A+B attack. Press 2G once you see the purple in the weapon, indicating that the attack GI's. This is a useful technique because it can GI or guard if the GI fails. Commands: Mist A+B:2G -Soul Charge Cancels- Soul Charge Cancels immediately cancels certain attacks into a Soul Charge. Here's a list of Mitsurugi's Soul Charge Cancels. -1[B] to Soul Charge: 1[B] can be canceled into a SC. All you have to do is 1[B]A+K. A+K must be inputted during the first frames of 1[B] (before Mitsurugi actually attacks), so the input must be quick. Commands: 1[B]A+K or 1[B]~A+B+K -1[A] to Soul Charge: 1[A] can also be canceled into a SC. It's done just like the 1[B] SC cancel. Just do 1[A]B+K. While holding A, press B+K to cancel into a SC during the early frames of 1[A]. Commands: 1[A]B+K or 1[A]~A+B+K -44B to Soul Charge: This Soul Charge Cancel is just a little bit different to the ones above it. To cancel 44B into a Soul Charge, you have to hold the B instead of the normal tap. Then, while the B is held down, press A+K. Commands: 44[B]A+K or 44[B]~A+B+K -JF Back Turned- A JF Back Turned is where you end with your back turned for few quick frames after a certain attack (mostly G-cancels). This will allow you do any back turned attacks. The following attacks end in a Back Turned when done correctly. -8WR 1_7B,A,B~G: This attack is probably the easiest of Mitsurugi's attacks that easily end in a JF Back Turned. Press 4_7_8_9_6A_B_K right after before Mitsurugi is facing his enemy. Commands: 8WR 1_7B,A,B~G:4_7_8_9_6A_B_K -8WR 3_9B,B~G or 8WR 3_9B*B~G: This attack is quite easy to end in a JF Back Turned. Press 4_7_8_9_6A_B_K immediately after pressing G to G-cancel. Commands: 8WR 3_9B,B~G~4_7_8_9_6A_B_K Or: 8WR 3_9B*B~G~4_7_8_9_6A_B_K -66A+B or 8WR any (but 4) A+B: Probably the most difficult of Mitsurugi's attacks to end in a JF Back Turned. I have figured out when you press 4_7_8_9_6A_B_K, but if your enemy is walking around you as you do this, chances of getting a JF Back Turned are more likely. Commands: 66A+B:4_7_8_9_6A_B_K Or: 8WR any (but 4):4_7_8_9_6A_B_K -JF Back Turned Fully Crouched- This is the same thing as the JF Back Turned, but you can do Back Turned Fully Crouched attacks here. The attacks for these are the same, but you press 1_2_3A_B_K instead. -8WR 1_7B,A,B~G: Read description for JF Back Turned. Commands: 8WR 1_7B,A,B~G:1_2_3A_B_K -8WR 3_9B,B~G or 8WR 3_9B*B~G: Read description for JF Back Turned. Commands: 8WR 3_9B,B~G~1_2_3A_B_K Or: 8WR 3_9B*B~G~1_2_3A_B_K -66A+B or 8WR any (but 4) A+B: Read description for JF Back Turned. Commands: 66A+B:1_2_3A_B_K Or: 8WR any (but 4) A+B:1_2_3A_B_K *General Strategy* Mitsurugi is a fast character that excels most at mid-rangeand close-range. He's got some incredible wake-ups, several Block Stun traps, nice mix-ups, and powerful combos. He's very good when on the offensive, which has its merits and perils, but his defense is somewhat lacking, though. -Close-range- This is a somewhat dangerous place to be if you can't control Mitsurugi well, but despite its dangers, it offers several advantages. Any mix-up at this range works well. The best attacks that you'll want to use here are 66K and 3B. 66K is good because of its CH stun that offers some follow-ups that lead to some powerful combos. 3B, however, is offers some better and more reliable combos that doesn't require a CH to combo. Also, 2K,B is very good because it crouches against highs and its damage is always guaranteed as long as you get the first hit to make connection. -Long-range- You don't have many options here. If you want to attack, try to move in closer for better opportunities to attack at mid- or close-range or use 4B+K, Half Moon Death bA, 66A+B, 4B, and/or long range mix-ups like 6B and 6B9. If you're trying to play defensively, don't let any of these attacks out abruptly or mindlessly or else you're giving you enemy easy opportunities to hit you as you close in, thus giving them a CH, so don't act carelessly. -Mid-range- This is where should fight most of the time. He can contain his enemy with many of his attacks at this range. It is somewhat a blend of long-range and close- range, but you can fight bit safer here compared to the other ranges. Here are a few attacks should be used here, such as: 66B,B,B, B6, 3B, any in the Mist and Relic, 4K,B, 8WR 1_7B,A, 8WR 3_9B,B, kB2, and mid-to-long-range mix-ups. -Playing Defensively (A.K.A. Turtling)- This is one of Mitsurugi's weak points, but you can still do a few things. Although you fight to win the battle, turtling focuses more on surviving the battle. For one, Mitsurugi has a few evasive attacks: 4B, Relic B, 6B4, 4B6 (for switching to Mist) and 4A+B (for switching to Relic). Maintaining your distance from you enemy is a good idea, so when in close range knock you're your enemy and try to stay at mid-range. Evading attacks can be useful, but not 100% safe. Time the attacks well and don't pull them out of nowhere. Also, add step-and-guard to play even more defensively. When timed correctly, you may dodge certain attacks. Whenever you see an attack from your enemy about to hit you, it's safer to block instead of trying to get yourself a CH. Block often to prevent damage and attack at the right time, afterwards. And avoid attacks by stepping or 8WR-ing out of its way or crouching against high attacks. Immediately after avoiding an attack, quickly strike back with your own attack to gain the upper hand. GI is a risky factor. Only GI attacks which you can anticipate its range. GI the wrong range on post-GI'ing will likely get you punished. -Playing Offensively (A.K.A Pitbulling)- This is what Mitsurugi does very well. Many of his attacks are based on this. To play offensively, there are several things you can and should do. First, mix-ups are a good way to keep your enemy guessing where you'll hit them. Be sure to add variety to this by attacking different ranges. Also, poking attacks (B6, 66A+B, A6, 4B+K, 44A, etc.) aren't a bad choice. These are probably a bit slower than mix-ups, but they dish out more damage. Also, for guaranteed damage, add in Natural Combos, juggles, and other attacks (like 2K,B, 4K,B, 8WR 3_9B,B, 44B,B, A+B, etc.) that always inflict guaranteed damage as long as you get the first hit to hit. And after anytime you knock down your enemy, always pressure them with wake-ups. -Against Enemies That Play Defensively- There several options you have for when you play against an opponent that often turtles to win. If they block many of your attacks, try to setup some Block Stun traps. There are four Block Stun traps that I recommend: the two Throw Shifts, 2A+B, and kB2. For either one of the Throw Shifts, if they block against the second part of the attack links to the throw (bA~6 after any standing attack or B2_8 after any standing attack), you can go for a throw right after they block that part of the Throw Shift. And for 2A+B and kB2, when they block either one of those attacks, they'll be forced to either attack after the block or just take the attack. After the Block Stun, do 66K to most likely get a CH with it and combo afterwards. And if they try to Guard Impact your attacks, you can do one of the following. Use delayed attacks (B*B(2_8), 8WR 3_9B*B, and 44B*B), hold down an attack (1[B], 236[B], 236[A], and 4[B]) and/or do G-cancels to make your enemy Post-Guard Impact, where they'll unsuccessfully GI your attack and get punished by your next attack. -Against Enemies That Play Offensively- If your opponent recklessly plays aggressively, you can either fight back with your own attacks, avoid-and-counter, or block-and-counter. Fighting back with your own attack can be risky if the attack you use is either: too slow or just not safe, so go for fast attacks or attacks with long-or-mid-range and time them well. 8WR or step around the attacks to make your game more defensive and yet still offensive by using an 8WR attack or any attack after well-time step that avoids the enemy attack. Blocking and attacking can be good only if your enemy is not trying to do a Block Stun trap on you, but you won't always know, so be sure to interrupt the attack is you see one coming after you block the attack. -Stances- Mitsurugi's two primary stances are the Mist and the Relic. Many of his attacks can enter the stances right after striking and the stance can be switched while in the other stance by pressing B+K while in one of the stances. Mist offers more offense abilities, which most of the attacks go in a straight motion. While in the Mist stance, mostly Mist A+B for a launcher and wake-up, Mist A,B6 for a powerful AT combo, and Mist A,K for a combo ending with a sneaky low attack. Relic, compared to Mist, offers more defensive attacks and more variety. Relic A tracks well against side-steppers, Relic B evades and has good range, and all of the Relic's UB attacks have different hit ranges. For both Relic and Mist, don't stay in either stance for a long time and make your strikes quick. Half Moon Death is Mitsurugi's secondary stance. It's riskier than the other stances because the first few frames of the stance leave him open for attack. When the stance, use HMD~A for a very quick strike, HMD K for an unexpected low attack, HMD A,A and HMD B,B for a NC's that leave the enemy in CS, and HMD~bA at long range. Full Moon Death, however, is the stance you'll want to avoid using. *Frame Traps* Here are a few frame traps that will prove to be useful in the heat of battle. -2A, 66K -2A, throw -8WR1_7B,A, 6B9/66K -AA, 6B9/66K -6B9, bA~Throw shift -6A, 6B9/AA/BB/66K -B, 3A/66K -66K, AA/BB *Combos* Layout Start-up attack -Follow-up attack(s) (Damage amount) 3B -236B (66) -236[B] (73-75) Hold B for 1 second, then release. -6B9, 4A (64) -6B9, 44B (58) Great wake-up set-up. -6B9, 66B (58) -8WR 1_7B,A (62) -8WR 1_7B,A6 (62) Ends in Mist. 1B-66K (55) CH 1B -236B (70) CH 6A -A,A (48) -2A (31) 6B:2 -66A+B (73) CH B6 -236B (81) Opponent is left standing. -B,B (70) Opponent is left standing. -A+G_B+G (100) Only works B6 hits opponent's left. Throw can be escaped. -3K (54) Opponent is left standing. -3A (55) Opponent is left standing. -B[2]_[8]~A+G_B+G (111) Throw Shift. Damage varies with throw. Throw can be escaped. 8WR 3_9B -236B (63) -6B9, 44B (61) Great wake-up set-up. -6B9, 4A (61) -6B9, 4A6 (61) Ends in Mist. 4[B] -66A+B (94) 8WR 3_9[B] -Relic B (56) CH 66K or K6 or 8WR 3_9K -kB (82) -8WR 2_8B (61-62) -1B (60) 66A+B or 8WR any (but 4) A+B -2A (64) Opponent is left standing. -2K (69) Stronger, but less wake-up options afterwards. -1K (62) Weaker, but more wake-up options afterwards due to faster recovery. 66A2_8 or 8WR 6A2_8 -Half Moon Death~A (47) WS A+B -66K (60) CH WS A+B -236B (75) Mist A+B -236B (81) -236[B] (92) Hold B for 1 second then release. -44[A] (79) Ends in Relic. Relic B -8WR 3_9B (57) Unreliable on shallow hit. -1K (46) Reliable on clean hit. Half Moon Death A,A -:4A+B, Relic B (101) Requires just frame timing. -8WR 2_8B (87) Half Moon Death B,B -8WR 2_8B (72) -2A+B (67) 44B -236B (69) Will only work if enemy's back is near wall or edge. -2A (34) Will only work if enemy's back is near wall or edge. -1K (36) Will only work if enemy's back is near wall or edge. 1A,B -66A+B (90) -1B (75) Good for ring-outs. -4B (81) WL B -FC K (48) Reliable on clean hit. -FC B (51) Reliable on clean hit. -FC 1B, FC K (89) Side or back hit only. -8WR 3_9B,B (103) Side or back hit only [G]8_9A+B -8WR 3_9B,B (91) Side or back hit only. -3B, 6B9, 4A6 (96) Side or back hit only, ends in Mist. -3B, 236B (97) Side or back hit only. -4K,B (76) Side or back hit only. -2K,B (74) Side or back hit only. [G]8A+B -3B (53) Works only on a clean hit. 8WR 2_8B -2K (52) Stronger, but less wake-up options afterwards. -1K (45) Weaker, but more wake-up options due to faster recovery. *Legal Stuff, Acknowledgements, and Credits* -Notable websites- soulcalibur.com- You'll learn a lot from this website for just about any character, so go there. guardimpact.com- This is still under heavy construction, but you can still find the complete Legend and move lists for most of the characters. sc.relaxism.com- This is a Soul Calibur video archive website. It has some great videos from various tournaments like the Nationals. -Acknowledgements- zigmover21- zigmover21 helped me out the most in the making of this FAQ. He contributed by giving the NC definition and allowing me to use all of the Mitsurugi combos from his great Combo FAQ. He's also one of the only people that you'll ever see around this board who is also a well-known member from soulcalibur.com, so listen to whatever he has to say. Sou Chan- He gave me information on the iFC. Servbot15- Probably one of the only people I ever get to play against at home when he visits and have major competition. Dr.Hell- Thanks for suggesting a Frame Trap section. Feel free to contribute more if you like. Kageh, fLoE, XCTU, Fury, FetZ, and Chipper (all from soulcalibur.com)- If it weren't for these guys' strategies for some of the characters in the September 2003 issue of GameNow magazine and also at www.1up.com, I'd still be a major NooB at SC2. WCMaxi- For running soulcalibur.com. TooHectic- For running guardimpact.com. Ai-Uchi, Youngworld, Aris, Tharon_Mortis and the other people from the Mitsurugi Soul Arena forum at soulcalibur.com. Without them, I wouldn't know very much about Mitsurugi and my Secret Stuff section would be possible either. CJayC- For posting this guide on gamefaqs.com. Namco- For creating this incredible game. All of the other great people at soulcalibur.com. All of the great people at the gamefaqs.com message boards. And you for taking the time to look at my FAQ. -Disclaimer- Copyright 2003 Edward "RoyalFlush" Valdez Soul Calibur 2 is Copyright of Namco. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Any unauthorized use is a violation of copyright law. This guide is exclusive to gamefaqs.com, neoseeker.com and 1up.com, and may not be publicly distributed. --- *Revision History* --- 0.20: Finished A attacks (10/20/03) 0.30: Finished B attacks (10/30/03) 0.40: Finished K attacks (11/7/03) 0.50: Finished Throws and Stance attacks (11/9/03) 0.60: Finished Stance Entrances, Mix-ups, Wake-ups, etc. (11/14/03) 0.70: Finished Secret Stuff (11/17/03) 0.80: Finished Combos (11/21/03) 0.90: Finished Legal Stuff, Acknowledgements, and Credits (11/23/03) 0.95: Added more combos and other stuff. Began most of Strategies section, but I think it's still a little rough around the edges. If you think you know what to add or know any way to make it better, please contact and e-mail. (1-14-04) 0.97: Changed descriptions for some attacks and added another Throw Shift. Will work on Strategies section later. (2-22-04) 0.98: Added Wall Jump attacks this time around, more attack data, and several more combos. (7-22-04) 0.99: I've begun a new section that will contain information on how to utilize some of Mitsurugi's good attacks and how to use them in battle. It's still under construction, but I'll my best to do whatever I can whenever I can. (8-19-04) 1.0: Restated the Fast FMD movement because I've been playing around with it and never mentioned these things in my FAQ. Will work on in-depth section later... (8-23-04) 1.02: I just fixed a couple of typos, but otherwise, there's nothing really new... (9-12-04) 1.05: I fixed some data for the Throw Shifts, added a Soul Charge Cancel, and added Unlisted Moves. I'll try to work on the next section once I finish my English book report. That's all for now... (9-18-04) 1.07: Fixed some things in the combos section and added some combos. (9-19-04) 1.10: Added JF Back Turned and JF Back Turned Fully Crouched stuff, some combos, and fixed more errors. (9-20-04) 1.12: Added Frame Traps sections in replacement for the In-depth attacks section. Sorry! (5-10-05) For 1.2, I'll add some new stuff every once in a while. "Don't debate- Hibernate!" "Fetch me a forklift so that I may lift a fork to my lips." "Don't get eliminated!" ---