Seung Mina by MKim

Version: 0.0.3c | Updated: 01/31/00 | Printable Version

                               Soul Calibur
                 "Welcome back to the Stage in History"
                          Seung Mi Na Moves List
                    For both the Namco Coin-Op Upright
          and the Sega Dreamcast Version developed and published
                                 by Namco
                   Compiled by Mark Kim (Vesther Fauransy)
                               Version 0.0.3c
            Date of Completion: January 31, 2000 (No Time Given)
          Date of Public Release: January 31, 2000 (No Time Given)

Copyright Information
Unpublished work trademarked (tm) and copyrighted (c) by Mark Kim.
All Rights Reserved.

 This file is basically derived from Namco America's official Soul
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 some combos, notes, and other rants you may need to know about.

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 Soul Calibur, the Soul Edge Sword, Siegfried Schtauffen, Nightmare,
 and all other Soul Calibur-related events and objects are registered
 trademarks and copyrighted (c) 1995, 1996, 1997, 1998 Namco, Ltd.  All
 Rights Reserved. is copyrighted (c) 1998 Namco America
 Inc.  All Rights Reserved. This document was carefully prepared and
 created by Mark Kim in respect to all Namco Properties, as no copyright
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FAQ SO BE IT!!!  It is to remain in its original state, free of charge,
and in one piece at all costs.  And that's the bottom line.


Genre: Fighting
Number of Players: Featuring head-to-head competition against two players
or play against the computer
Platform: Arcade and Dreamcast
Usual Price: Arcade, 50 cents US; Dreamcast, Not Available
Developer: Namco
Publisher: Namco
Dreamcast ESRB Rating: Teen for Strong Animated Violence
Arcade AAMA Rating: Strong Animated Violence
Features: Continue for Arcade, Memory Card Save for Dreamcast


January 11, 1999
I really don't like to play as Seung Mi Na because of her many low points
(aside from her exceptional range and adequate variety), but since a lot
of Soul Calibur Male Players appreciated Seung Mi Na's return, then I would
have to give you guys a helping hand.  Though I am biased towards Siegfried
and Astaroth (not to mention Rock), I WILL meet the demands of the many
Seung Mi Na players around the world.  Be sure to visit my domain
( to purchase your Year 2000-Fixer Software
today as there are only 355 days until the 20th century ends.

April 18, 1999
Use of Vesther Fauransy Brand Name begins.  An emergency site has been
given out in the event that you can't get the text file directly from
Verasnaship Interactive.  Also, missing theories are being completed for
the first time.  Nuts and Bolts for some extent...  Mi Na is the weakest
character in the game meaning that she will take more time to get used
to as opposed to Ivy, Xianghua, Sophitia, or even Taki.  Basically, nearly
all of her moves are derived from Kilik's so I minus well throw my hat
onto the ring.

January 3, 2000
It's been a while since I've last updated the move list for Seung Mi Na.
I highly recommend that you go over this move list once again to see
what twists and surprises that I have included.  Also, some of the
legalese and the credits have been adjusted a bit in order to accomodate
more space for more Soul Calibur-related stuff.

January 29, 2000
OOPS!!!  Sorry!!!  Got the Newsflash wrong!

January 31, 2000
Al Amaloo looks to be a promising licensee: I've given him my seal of
approval to mirror 6 out of 8 Soul Calibur FAQs (Notice that I have yet
to update 2 of them which is Astaroth and Rock, and I have to tune up
Astaroth and Rock before I can give Al my seal of approval to mirror
the Astaroth and Rock Move Lists).  The FAQs that Al now has in mirrored
stock are Seung Mi Na, Nightmare, Siegfried, Voldo, Yoshimitsu, and
Lizard Man.  I have yet to update both Astaroth and Rock so that it
can be presently mirrored by Al Amaloo.  Thanks for your patience.


- Newsflash
- Reasons for a Massive Update
- What is Soul Calibur?
- What was the Seung Mi Na Move List intended for
- Seung Mi Na Rants
- Seung Mi Na at a glance
- Starting Theories
- Advanced Theories
- The Notations
- Move List
- Combos
- How to use Seung Mi Na efficiently
- Seung Mi Na Ending
- Playing your Soul Calibur Share
- Do's and Dont's
- Resources
- Acknowledgements


As always, newer versions of this document can be found at Verasnaship
Interactive, which is my website ( to be
exact).  If you have any suggestions, bug busts, or other things that
you need to share with me, please point your browser to my convenient
Web Mail Form (

I give you explicit rights to e-mail me using the E-Mail Form, however
USE OF AN E-MAIL CLIENT.  I will only be able to answer letters that
have been submitted via the Form Mail Page (The URL again is  If you send any e-mail
directly to my POP3 Mailbox through use of an E-Mail Client, then
I won't answer it unless it came from the form mail page.

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Many months has passed since I have last updated this guide for Seung
Mi Na.  However, I felt that I need to tighten my efforts a little bit
more in order to include rants about how to really take advantage of
Seung Mi Na's strengths and to tame Seung Mi Na as far as her major
drawbacks are concerned.

However, with Calibur out for the Dreamcast right now, it becomes
obvious that you should try to buy the Dreamcast with Soul Calibur if
perfection to Seung Mi Na is what you want.  For the Dreamcast version
of Soul Calibur, the conditions on how to get the extra characters have
changed.  IMO it's best to play Calibur at the Arcades, though.

If you are concerned whether I will be creating FAQs for other characters,
you are to be advised that I WILL NOT CREATE AN FAQ FOR TAKI, CERVANTES,
OR OTHER CHARACTERS.  I have created enough FAQs for Soul Calibur, with
my Siegfried Move List being the best effort since I was the first one
to create a Sieg move list in the Net for Soul Calibur.

Also, much of the reason why I have to refurbish my Seung Mi Na move list
is because I felt that I could do a little bit better in order to explain
how to really tame up her major drawbacks.  Her major drawbacks as far
as I know of are poor hitting strength, mediocre vitality, poor KO
Recovery times, and crappy throw reach.  In order to win, you definitely
need to continue pounding and pounding right at your opponent.

like how they look.  You need to select a character that you will be able
to last for more than 5 minutes on Versus Games the first time you play
the fighting game.  Don't get all pissed if you can't master the
character in one day as fighting games require you to spend a lot of
time with one character and to take full advantages of a character's
strengths while you tame the weaknesses to make the character work for
your repetoire.

For Soul Calibur, I don't recommend that you make Seung Mi Na your first
character because of her aforementioned drawbacks.  You should choose
either Sophitia, Lizard Man, Nightmare, or Heishiro Mitsurugi the first
time you play them since they are easy to use and they are pretty much
forgiving to use.

For those who live in jusrisdictions that replaces Mitsurugi with
Arthur: I WILL NOT RECOGNIZE ARTHUR AT ALL.  If you ask me regarding
about Arthur once again, I WILL DELETE AND FILTER YOUR E-MAIL.  So
please, let me follow the formula of the Samurais here.


Soul Calibur is the sequel to the Three Dimensional Weapon Arcade Hit
Soul Edge which was created by Hajime Nakatani utilizing the System 12
Board.  Soul Calibur boosts the same gameplay of Soul Edge but with
even smoother frame animation, octogonial-dimensional running, and even
more features that may burn its father to a crisp.

Captain Cervantes De Leon has taken the Soul Edge when he was only 21
years of age, and during the next 2 decades, rumors have been discovered
that Soul Edge has been deemed as the Sword of Salvation, while others
consider Soul Edge as the Ultimate Evil Sword.  Not all warriors were
able to reach Soul Edge, as some souls (such as Li Long) has been killed
by Cervantes's strength and agility, but there are a few who were able to
reach Cervantes and best him in sorts.  Sophitia Alexandra destroyed the
Soul Edge Female, but was wounded by the shards.  At the self-same instant,
Cervantes vowed to kill Sophie with the Soul Edge Male, but was attacked
and defeated without warning by Taki.  Taki took a shard of the destroyed
Soul Edge Female while taking Sophie back to Greece.  As Siegfried
Schtauffen attempted to retrieve the Soul Edge Male, he is forced to wield
his Zweihander (Faust) against Soul Edge, the keeper of Secrets.  After Soul
Edge's demise, Siegfried took the Soul Edge Male, not realizing that the
sword was trying to accept Sieg as a new host to house its evil power.
Meanwhile, a village at Spain has witnessed the birth of the Evil Seed,
which are grounds for serious disasters of the world.  Due to the death
of the Soul Edge Female, the stability of all evil within has been altered
in some way for a while.

This game features 10 characters when the game is first stocked:

- Xianghua
- Kilik
- Nightmare
- Heishiro Mitsurugi
- Sophitia Alexandra
- Voldo
- Astaroth
- Maxi
- Taki
- Isabella Valentine a.k.a. Ivy

There are also Time Release characters available after the TRC warms up.
Here are the confirmed character addies as per SoulCalibur.Com:

- Hwang Sung Kyung
- Yoshimitsu
- Lizardman
- Siegfried Schtauffen
- Rock
- Seung Mi Na (Now note that I have remodeled this document)
- Edge Master (Inferno's clone)

There were many reasons why I had to remodel this Mi Na Move List and
among them was to explain how you can take full advantages of her
strengths and how you can tame her 4 major drawbacks that will eventually
turn beginners off.  Seung Mi Na is a tough character to learn even
though she plays similar to Kilik because you need to unleash variety
like crazy.  That is why learning Seung Mi Na from head to toe is as
important as knowing how to use the moves.  However, if you want to use
variety like crazy, then I highly recommend that you use Voldo as your
Variety Character.  Later on, once you are able to "make Voldo one with
you", then you can try your luck with Seung Mi Na, but I recommend that
you move on to Ivy first before Mi Na.


This move was intended to serve primarily as a very descriptive move list
for the deviant daughter of Seung Han Myong, Seung Mi Na.  I am NOT
going to help you on how to fight the CPU foes (since the focus is human
against human competition), but I am also going to help you out on some
combos.  Seung Mi Na basically plays the same as Kilik, but she isn't as
conventional as Kilik is, and there are some more variety in her moves.

Unfortunately, her major drawbacks (again) is that she has poor hitting
power, mediocre throwing range, abmyssal KO Recovery, and her vitality
isn't that great.  No matter how many times you try to win a match with
Mi Na, you might take some hits, and you might lose.  That is why it is
really important to mix moves up as there are times when you have to
avoid pattern games.  Juggles are acceptable, though I don't recommend
doing this.  I create Text-Based Move Lists so that you can print-out
and since I'm doing it on a character to character basis, my whole
intention for this work is to make learning a character simple focusing
on one character at a time.

I will also review some of the theories with you.  These theories are
universal to all characters.  Because a fighting game has some theories
that you need to learn for a healthy fight, I recommend that you read the
Fighting Theories in this document.

Read this guide over and over again, and practice your I/O on a "fake"
controller.  Therefore, you will be prepared to execute the moves that
will keep your foes at bay.

Seung Mi Na takes a lot of time to get used to.  If you are more experienced
with conventional characters like Nightmare, Siegfried, Astaroth, Rock,
Kilik, or even Heishiro Mitsurugi, then you may find Seung Mi Na to be hard
to get used to because her range is slightly shorter than Kilik's and she
can only inflict as much damage as Taki can.  Also, if you have the ability
to play as Ivy damn well, then Seung Mi Na will take more time, so get
ready to persevere in all cases.  I highly recommend that you master
a conventional character (like Mitsurugi or Siegfried), or Ivy (she's
pretty hard to use, but her variety is rewarding to master) before tackling
on Seung Mi Na.  If you have been mastering Kilik, then you shouldn't have
a problem persevering to Seung Mi Na.  Seung Mi Na has no fancy stances, so
you may have to keep that in mind.

You're welcome to offer me with any bug fixes at this location:



There are bound to be times in the Soul Calibur Forum (located at when people will say
"Voldo is the man!" just because that character doesn't have any weaknesses
at all.  That is wrong.  You should understand that by writing this work,
NO CHARACTER is complete without any strengths or weaknesses.  some rants
that you need to know:

Seung Mi Na actually plays like Kilik as far as her moves are concerned.
However, the similarities end here.  Part of the reason why Soul Calibur
is a complicated game is not because of the gameplay, but because of the
personality of the characters ranging from strength, dexterity, vitality,
spirit, and finally, other attributes that determine how hard he/she
may be as far as skill is concerned.

Without a doubt, Seung Mi Na is a lot faster in her attacks and she has
more variety in her moves than Kilik does.  However, Kilik sacrifices
speed and variety for ease of use for beginners and for better hitting
strength.  Kilik also recovers slightly faster and has slightly better
vitality than Seung Mi Na.  There's a common drawback that both Seung
Mi Na and Kilik shares: Abmyssal Throwing Range.  Try to avoid throwing
with these two characters as their reach leaves them no error to spare.

Seung Mi Na has more disadvantages than advantages, but these dissies
can be tamed up so that you can make Seung Mi Na a more useful character.
Her major drawbacks (I said it before, so get used to it!) are her poor
hitting strength, modest vitality, mediocre KO Recovery, and abmyssal
throwing range.  This means that you really have to mix up your moves
a lot and if you want to get the quickest time with this rather hard
character to learn, but it is rewarding once you can get the variety
timing right.  However, due to her poor hitting strength, you will need
to hit your foe and mix your move like nuts if you want to win.  That
is one of the reasons why I told you to go right to Voldo if variety is
what you want.

Beginners shouldn't start out with Seung Mi Na because her drawbacks
leave no room for error at any point of the fight.  Again, I'm pretty
vehement to convince beginners and Seung Mi Na fans from Soul Edge that
Seung Mi Na plays totally different in SC.  Now that is why I'm so
vehement to convince beginners to use either Lizard Man, Sophitia,
Nightmare, or Heishiro Mitsurugi.

The Glaive Twirl has pretty abmyssal range as opposed to Kilik's Kali
Yuga Twist.  However, the Glaive Twirl allows Mi Na to pull more variety
in some cases.

Overall, Seung Mi Na takes a lot of time to get used to because of her
four major drawbacks, but the rewards are quite significant once you
can tame the four drawbacks and take some time to "make Mi Na's Variety
work with the power of the Force".

More rantings are welcome.


Power: *
Dexterity: ****
Range: ****
Vitality: *
Spirit: *
Health: **
Throw Range: Pathetic


This section of this document has been taken from Namco America's Soul
Calibur Site at and from Fighters.NET's Soul
FAQ by Mr MG (

Catch Copy:      The Heart and Soul Girl
Weapon:          Glaive (Ancestral Zan Ba To)
Weapon's Name:   Scarlet Thunder
Special Note:    "ZANBATO" is actually pronounced, "Zahm-bah-toh"
Style:           Quarreling the art of the Halberd in the fields of
                 Seung's Long Blade and the Secret Ling Sheng Su Style
                 of the Seven-foot Bo.
Age in Years:    19
Date of Birth:   The Third of November
Family:          Seung Han Myong (Father), her mother and brother has
                 passed away.
Place of Origin: Chili San, Lee Dynasty, Korea
Height:          5 foot, 4 inches
Weight:          106 lbs
Blood Type:      A
Stage:           Shared with Hwang Sung Kyung
BGM:             Shared with Hwang Sung Kyung
Sub-Boss:        Hwang Sung Kyung
                 CDF DUTIES ALL THE WAY!!!!!!!!!

Seung Mi Na *apparently* tricked her father in order to go west to search
for the sword she deems the "Sword of Salvation", Soul Edge.  Unfortunately,
her search for the ultimate sword has been all for naught as Hwang Sung
Kyung found her so soon and she was forced back to the Seung School.  Seung
Han Myong, irate with her behavior, was forced into *extremely* harsh
training at all corners as punishment for her *suspected* feminist behavior.

Because both Seung Han Myong and Hwang Sung Kyung were *so* kind to each
other, Seung Han Myong wanted to show Hwang his gratitude for favoring him
ever since he was accepted to the Seung's Long Blade School of Martial Arts
by proposing a marriage between Hwang and Mi Na.  However, Seung realizes
that he can't complete the marriage because Hwang was always faithful to
his country, and to Lee Sun Shin.  Han understood Hwang's patriotism,
knowing that "the Seung student of extreme pride" would always be faithful
to serve in the Korean CDF (The Korean Marine Corps), keeping Hwang away
from Chili San for military duties.  Once Hwang is finished with his duties,
Seung Han Myong will proudly honor Hwang's return.

Unfortunately, this has increased Mi Na's anger and to make things worse,
the prodigal son of the wealthy Kim Family has asked Seung Han Myong
permission to marry Mi Na at all corners.  While Han and the "bastard son"
of the Kim family negotiated, Mi Na's temper has risen up, and because
of the actions the prodigal son has made, Mi Na left the Seung School
once again in order to search for the Sword of Salvation.

Mi Na knew that she won't be able to be accepted to the CDF anytime soon
because she's a female.  She thought that if she got the Soul Edge, maybe
she would be accepted.  However, she is caught in the middle as Lee Sun
Shin, Hwang Sung Kyung, and Seung Han Myong were making sure that Mi Na
will not interfere with the CDF once again.  If she has to stand near the
CDF, then she will be thrown back to Seung School once again.  Seung Han
Myong is more likely to ground Mi Na for the rest of her life from there

While Mi Na looked everywhere for Soul Edge, she eventually ran into
Isabella Valentine (Ivy).  Ivy asked Seung Mi Na what she was looking for.
Seung Mi Na replied that she was looking for Soul Edge.  Ivy *flamed* that
the sword Mi Na was looking for was the Sword of Evil, and if she was not
aware what the sword is, then she should go back home.  Ivy taunted at
Mi Na, and this has angered Mi Na.  A fight has materialized between Ivy
and Mi Na, and Ivy won the battle.  Everybody left and Mi Na was standing
alone in the lonely willow of where the fight was held at.

Mi Na was surprised that her skills has not matched Ivy's.  In order to
make up for the upset, Mi Na has decided to meet up with Kong, who became
her master in the ways of Ling Sheng Su.  Although Mi Na learned something
new during her training, the Ling Sheng Su Master decided NOT to furtherly
train Mi Na in order to retain a certain degree of suspense to her.  Mi Na
was angry because the master decided NOT to fully train her.  Mi Na then
took advantage of the additional skills to search for Soul Edge again, and
to eventually earn a rematch against Ivy.  What a nasty piece of work. =)

Mi Na's independence was NOT to last forever as the master who taught her
the ways of Ling Sheng Su has reported Mi Na's escape to the CDF, Lee
Sun Shin, and Hwang Sung Kyung.  This incident has also been forwarded to
Seung Han Myong, who was notified of the incident as well.  Now Hwang has
every intention to find Mi Na, and Seung Han Myong has the final intention
of grounding Mi Na for the rest of her life.

Please credit either Mark Griffin as Mr MG (,
Jason Arney ( as WCMaxi, or just type in the
aforesaid URLs in your Acknowledgement section where credit is due.


This section is basically derived from Namco's explanation of Basic
Soul Calibur Theories (  I won't
explain too much of them with the exception of partial explanation since
the aforementioned acknowledgement in parentheses does a good job handling
the theories in detail.  Remember, this document is basically a depriative
of Namco's index of theories at their Soul Calibur Site with the exception
of text descriptions and only partial description of the theories in the

If for any reason you MUST learn a Martial Art, then the obvious art that
you learn at the early stages of development is DEFENSE.  Without defense,
the Martial Art is all for naught.  To play the game efficiently, I'll
tell you what each type of blocking means.  Here's how to execute a
Neutral Guard (first seen in Tekken 2):

- Neutral Guard High, Joystick Neutral.  Blocks all High and Mid Attacks
- Neutral Guard Low, Joystick Down.  Blocks all Low Attacks

Be aware that there is a minus when using Neutral Guard: Any attack that
forces a Block Stagger WILL deplete your guard, meaning that the next
blow could hurt you in some sorts.  I call Neutral Guard "Weak Guarding"
as this type of guard was meant for blocking attacks that doesn't block
stagger you.  This falls into the term of Heavy Guarding, which you do
by holding the Guard Button.  Here's how to continually block without
receiving a hit during a Neutral Guard:

- Heavy Guard High, Hold G and Joystick Neutral, Blocks all High and
  Mid Attacks, and any High and Mid Staggers
- Heavy Guard Low, Hold G and Joystick Down, Blocks all Low Attacks and
  Low Staggers

Even though you are staggered, provided that you ARE holding the Guard
Button you will continue to block even though you are staggering.  To
start blocking right after you are attacked during a combo, you need to
joystick Neutral and hit and hold Guard at the right time.

For abbreviations about properties, see the Notations.  Also, during
the moves, I MAY BE ABLE to alert you if a move is a block stagger or
a whatever.

High: A Head Hit.  Crouchable.  Nuff Said

Mid: These hits will hit you in your mid-section.  Definitely must be
blocked high.

Low: Slice the legs!  Block Low or try to jump.

Special Mid: These will hit you in your midsection, but can be blocked
either high or low, just be sure to jam in that Guard Button.

Ground: Limited use, only hits prone foes.

Unblockable Moves
Unblockable Moves are techniques that require a long time to charge but
when the move hits the foe, it will cause damage even though it's blocked.
Unblockable moves leave you vulnerable during the execution of the move
which can cause some spectacular (and embarrasingly painful) counterhits
if for any reason your foe gets into you.

Unblockable High: Defeats a High Guard, MUST BE CROUCHED!

Unblockable Mid: This will hit the Mid section and will defeat any type

Unblockable Low: Defeats a Low Guard.  Dodge or jump to avoid getting

No need for much explanation here.  Throws also defeat guard, but unlike
Unblockables, with the right timing, you can escape throws, a feature
first seen in Tekken 2.  As you are being grabbed, press the following
button(s) to escape the throw.  If you are not fast enough, oh well... =O

All G+A Throws: A
All G+B Throws: B
Side Throws, and Back Throws: Escape dependant on throw used

Throws mainly are considered high hits, but Astaroth has a Mid Throw and
a Ground Throw.  To escape Astaroth's Drop of Lava, A at start of throw.
To escape Astaroth's Burial, B at start of throw.  I don't want to spoil
all the fun of having to discover the throw escape methods so I'll leave
the escapes up to you (with the exception of the universal throw commands).

No need for explanation here.  All you need to do is to just tap the
joystick lightly in any direction and return joystick to Neutral.  In
Soul Calibur, you can step at any direction!  This is good because this
gives you a way for free movement around the arena!

Octagonial-Way Running (Eight-Way Run)
This is brand new in a Namco Fighting Game, and is probably the most
obvious skill you need to learn if you want to master Soul Calibur at a
faster pace than in Soul Edge.  Eight-Way Running is done by tapping the
joystick at the desired direction you want to run, and holding the lever
at the SAME DIRECTION you want to run once again.  Please remember that
in order to make the Eight Way Run work, the key to make the run work
correctly is to make the lever "touch" instead of tapping the direction
too quickly.  Also, please be aware that some moves can only be executed
using an Eight Way Run, so keep that in mind.  For example, in Tekken 3,
if you press Back, and hold Back, then you would just leap backwards.
In Soul Calibur, if you tap back, and then hold back, then you would run
backwards (though not as fast as if you were to dash forward).  Tapping
on the desired direction you want to move and holding the desired
direction you want to run (with the exception of forward) is the key to
effective defensive assaults.  MORE ON EIGHT-WAY RUN ATTACKS ON THE OFFENSE

No need for much explanation here.  Just hold Down all the way while
pressing guard to crouch.  Remember since you are given freedom of
movement in this game, you may not need to crouch unless you need to
block a low attack, or et. al.

In Soul Edge and Tekken 3, you can jump depending on how long you hold
UP on the joystick.  Now those days are gone.  In Soul Calibur, you can
only jump by performing certain moves or by holding Block and pressing
UP while the Block Button is held.  You shouldn't need to use a jump
because Soul Calibur's Freedom of Movement puts this feature to a crying

Offense Overview
Soul Calibur's offense system is pretty complex, that it would take a
beginner about $25 to master offensive arts.  Here are the types
of offense Soul Calibur has available (Examples and/or descriptions on

- Button Tapping (Astaroth's B,B)
- Button Rolling (Mitsurugi's K~B)
- Button Holding (Nearly all of Asta's attacks for variety)
- Multiple Buttons (Mitsurugi's A+B)
- Tapping (Yoshimitsu's f+B)
- Double Tapping (Yoshimitsu's f,[f]+B)
- Shift Motions (You press a button first and then tap a Joystick
  Direction, gives this game more depth!)
- Joystick Rolling (Kilik's QCF+A+B)
- Completely Crouched (Hold G, Press down.  Now release G and a good
  example would be Nightmare's WC+df+G+B)
- Rise up from a Crouch (Siegfried's WS+B)
- Eight Way Run Attacks (Siegfried's Brain Masher)
- Combination Commands (Probably the most difficult form to understand,
  let's take Mitsurugi's f,[f]+A+B for instance)

It's easy to do these motions than to say, so I recommend going onto
Namco's explanation at for
a more in-depth explanation of the Basic Arts of Sword Fighting as I
don't want to spoil all the fun of theory discovery. :)


Now here's the CREME DE LA CREME of Soul Calibur.  Read them carefully
as these will be important to know on your quest to become a good player
in Soul Calibur.  This section basically runs through Namco's index
of Advanced Soul Calibur Theories (
but I will ONLY go partial on these theories because I don't want you
to rely on this document directly.  As much as I want you to have fun
with Namco's Soul Calibur Site, you are encouraged to browse through
the aforementioned acknowledgement in parentheses.

Guard Impacts
Something new way back in Soul Edge.  You block the instant you see a
slash coming at you.  In Soul Edge, when you block the instant something
is coming at you, you just stagger the foe.  Now there's something more
in Soul Calibur.  Pressing Forward and the Guard Button as soon as some
slash is coming at you will push the offensive character into a back
stagger.  You can only do a Forward and Block Button Impact Stagger
at High to Mid Attacks.  Pressing Down-Forward and Guard Impact Staggers
any Mid to Low Attacks.  This is one important move to learn because
sooner or later you may get upset seeing your foe play pattern games, etc.
and if your patience has been used up, then it's time to Impact-Cut your
foe off.  I like to call this "Frontal-Push" because Guard Impact
Repelling also pushes your foe backwards.

To be more descriptive, here's how to "Front-Push" your foe:

- f+G to Repel High and Mid Attacks
- df+G to Repel Low Attacks

Guard Parries
Guard Parries are something new in Soul Calibur that isn't included in
Soul Edge.  To Guard Parry, press Back and Guard the moment a slash is
coming at you to side-push your foe at high and mid attack heights or
press Down-Back and Guard at the same time to side-push your foe at Mid
to Low attack Heights.  This seems to be a great counterattack because
when mastered, can be satisfying to pull off at times just because you
can go into a side throw afterwards.  The Guard Impaction causes your
character to block the attack and side-push your foe at the same time.
A must do for the faster characters like Taki, Sophitia, Hwang Sung
Kyung, Maxi, and Heishiro Mitsurugi.

In more-depth explanation, here's how to "side-push" your foe:

- b+G to parry High and Mid Attacks
- db+G to parry Low Attacks

Parries are best done when your foe tries to use a powerful long-range
move on you.

Understanding Throws
I'm not going to explain too heavily on this (mainly because I want
you to just sit back and enjoy Namco's Advanced Theory Explanations
at but this seems weird:
Characters sometimes scream differently when doing throws, meaning
that there are some time for error to jam in that escape button before
all is lost.  Use this as a hint for what button you need to use in
order to escape throws.  A good example would be Siegfried's "Taaah!"
in one throw and "Eiihhh!" in another throw.

What is a stagger?  It's when you throw a blow and if the opponent
blocks it, he/she falls back, causing you to maintain your distance
away from foe.  However, there are also some moves that drain you after
it's blocked so be careful.  You need to learn how to stagger and then
try to let him/her have it with a move that hits at a different location
other than the height he/she is trying to block you at.  Variating hits
and hitting him/her at the unguarded area while he/she is staggered will
help, though you may need to allow some room for error.

Pinning Attacks
In Soul Edge, you had to jump up and stab at your opponent by using a
certain command.  Gone are the days of those sissy pin attacks.  Now
you can use VIRTUALLY ANY ATTACK to perform all the Pin Attacks when
your foe is down!  However, Pin Attacks are a lot harder to get this
time around now that quick recovery has been enabled.

Quick Recovery
When you are knocked over the air, or right after you get knocked down,
hit the Guard Button as much as you can to recover.  This reduces the
amount of juggling pain and Okizeme the foe can commit.  If you are
knocked down on the ground, try leaving the joystick neutral and hit
the Guard Button rapidly to recover blocking.  The recovery time and
the amount of drama required to recover depends on your character's
physical attributes.

Ever since my Nightmare Move List I first created, I felt that it's
time to go with the Namco way of using moves.  I suggest that you
read the Notations over and over again in order to become familiar
with the moves.  The Notations I've been using on the Nightmare Move
List and Siegfried Move List has been confusing, so I'm planning to
fix the notations on these move lists as well.

Soul Charging
Soul Charging allows you to perform more powerful versions of your
special moves.  I call Soul Charging a preparation for Desperation because
this allows you to inflict as much damage as a Counter Hit would cause.
Soul Charging also has some added bonuses such as longer staggers.  Be
careful that while you are Soul Charging, you leave yourself vulnerable
for high-damage hits so use the Soul Charge wisely.  Hold A+B+K and as
soon as you are charged up, let loose.

Spirit Charging
Spirit Charging allows you to perform even more powerful attacks that
a Soul Charge would have dreamed of.  Spirit Charging takes more time and
effort to perform than a Soul Charge.  BTW you can't block while you are
on Soul or Spirit Charge Mode so use these features wisely.  Spirit Charges
are also called Divine Desperations which allows you to perform attacks that
has higher bonuses than a Soul Charge, and it's possible that some attacks
using a spirit charge may become unblockable!  All you have to do is to
hold A+B+K, and then hold G to charge up.  As soon as you are flashing
yellow, let loose.

Delaying to Increasing Weight of the Moves
So what do I do on this?  I simply hold the button to increase the
weight of the move and I inflict extra damage with the move.  This is
actually called a Motion Delay, a feature that allows you to delay the
move to either change property or increase damage, or even TO TRICK THE
Maximum Delay at times, the move will either turn into an unblockable
move, will have the hitting location change, or more commonly, increase
the damage done to your foe.  Combine that with either a Soul or Spirit
Charge-Up for maximum OUCH!  Use this feature wisely, though.

Part of the reason why I had to omit some of the more useful theories
bubbled out at Namco's Index of Advanced Soul Calibur Fighting Theories
( is because I DON'T WANT TO
PARENTHESES like I said before.  Keep on browsing through the two
aforementioned acknowledgements in both the Basic and Advanced Sections
of the Theory Review and you should be fine.  Remember, I'm only reviewing
theories derived from Namco's official Soul Calibur Site.


f: Forward
b: Tap Backward
u: Tap Up
d: Tap Down
uf: Tap Up-Forward
ub: Tap Up-Backward
df: Tap Down-Forward
db: Tap Down-Backward
n: Point the Joystick back to Neutral
A: Horizontal Slash Button
B: Vertical Slash Button
K: Kick Button
G: Guard Button
~: Tap the control Command immediately
+: Tap the control command at the same time
[x]: Hold the aforesaid command control
8WR: Perform an Eight Way Run first
WS: Crouch, then Rise up with the following commands performed at
    the same time.
WC: Fully Crouched
BT: Back Turned
qcb: Do a quarterspin of the Joystick from Down to Back
qcf: Do a quarterspin of the Joystick from Down to Forward
hcf: Do a halfspin of the joystick from Back to Forward
hcb: Do a halfspin of the joystick from Forward to Backward
qcdf: Do a quarterspin of the Joystick from Down-Back to Down-Forward
qcdb: Do a quarterspin of the Joystick from Down-Forward to
STL: Side-step Left
STR: Side-step Right
RTW: Face your foe towards right
LTW: Face your foe towards left
L: As you land
H: The move will hit high
M: The move will hit mid
SM: The move will hit mid, but can be blocked while crouching
L: The move will hit low
!: Unblockable Mid
?: Unblockable High
&: Unblockable Low
P: Hits Prone Foes


WARNING: Please don't tell me to add any Dreamcast-exclusive stunts in
this document as I want to make this document both Arcade and Dreamcast
friendly.  Any Dreamcast-exclusive tralala will be filtered.

Throwing Moves
The following are available to Seung Mi Na as Throw Moves.  Keep in mind
that Astaroth's throw range is excellent while Seung Mi Na's throw range
is rather lame.  At first, I thought that Xianghua has the worst throwing
range in the game.  Later, with the help of Jason Arney, I was able to
verify that Mi Na has the worst throwing range in the game (mainly because
her arm reach is rather poor), though I still have yet to experiment with

Dropping Embrace
Execution: G+A at Front
Throw Type: Front Throw
Button to Escape: A at the start of the motion
Seung Mi Na grabs her foe and smacks her foe HARD enough to force him/her
on the ground so soon.

Crushing Soul
Execution: G+B at Front
Throw Type: Front Throw
Button to Escape: B at the start of the motion
Seung Mi Na places her hands on her foe's shoulders, leaps up before
slamming her foe back-first with the force of her muscles.

Riding Mustang
Execution: Any throw at foe's left side
Throw type: Left Side Throw
Notes: This throw MUST be executed directly at the foe's left side
Button to escape: Escape dependant on the throw used.  The escape MUST
be done at the start of the motion to escape successfully

Mi Na Frakensteiner
Execution: Any throw at right side
Throw Type: Right Side Throw
Notes: This throw MUST be executed directly at the foe's right side
Button to escape: Escape dependant on the throw used.  This escape MUST
be done at the start of the motion to escape successfully
Mi Na shows her strength by doing a Frakensteiner.

Stalk Cutter
Execution: Any throw close from behind
Throw Type: Back Throw
Notes: This throw will only work if Seung Mi Na's hands were touching
her foe's back *directly*
Button to escape: Escape dependant on the throw used.  This escape MUST
be done at the start of the motion to escape successfully

I still have some work to do with these throws as I try to explain the
effects of execution as well.  I still have a lot of browsing to do at  Face it.  I hate to look up at this website
just to get the job done.  I know it sucks but I have to use this site
and credit them because their information's pretty reliable on the long
run.  Forgive me on this. =(

Regular Moves
These moves can be performed at anytime.  Keep in mind that now that
there are Eight-Way (Octo) Run moves, your strategy has to change a bit.
The explained here are the following that you can perform assuming that
you did not press any direction twice and attack after initiating an
Eight-Way Run.

Wind Gale
Execution: A,A,B
Locations: H,H,M
Note: Third hit staggers blocking foes
Seung Mi Na does two horizontal slashes and ends the combo with an
Uppercut.  The B is great for starting a juggle, but Mi Na's chances of
starting a juggle with this move becomes greater whenever the B Button
is a counterhit.

Gale Feint
Execution: A,A,d_u
Locations: H,H,Side Step
Note: Shifts to Side Step
Seung Mi Na does two horizontal slashes before sidestepping out of the
foe's line.  Press Down to side step to Mi Na's right and press Up to
side-step to Mi Na's left.

Gale Stream
Execution: A~A,B
Locations: H,H,M
Note: Very hard move to do because of the A~A starter.  Hits 2 and 3
staggers blocking foes
Mi Na waves her Glaive much like a Billard stick before striking hard
with a shove-knockdown stab.

Blunting Kick
Execution: f+A,K
Locations: H,H
Seung Mi Na does a horizontal slash followed by a roundhouse kick that
hits high.  Not pretty effective because your foe's more likely to counter
you HARD after the execution of this move.

Strangling Flower
Execution: f,[f]+A
Locations: H,H
Note: Staggers blocking foes
A turnaround Glaive swing with disgusting range.  Knocks your foe out.

Strangling Slash
Execution: df+A
Locations: M
Note: Staggers when blocked
Backhanded turnaround slash that knocks your foe out the same way
Kilik's version did.

Sweeping Circle
Execution: d+A
Location: L
Note: Recovers Crouching
Seung Mi Na does a slash that bites your foe's shin.

Biting Strike
Execution: db+A
Location: L
Note: Recovers Crouching
A sweeping Glaive Swing that knocks your foe down on the ground.  Not as
spectacular as Siegfried's db+A, though.

Shadow Step Slice
Execution: b+A
Location: L
A move starting in a back-step and ending into a shin slice.

Wing Cross
Execution: b,[b]+A,A
Location: L,L
Mi Na does a turnaround Kidney Slash and finishes the combo with a slash
to the foe's shin.  Good range, but Mi Na does not recover from special
attacks as quick as Kilik, so use this one sparaingly.

Diving Bite
Execution: [g]~u, LN+A
Location: L
A slight air leap followed by a turnaround slice to the shin.

Gale Cross
Execution: u+A
Location: M
A slight air leap into an immediate slap at the Kidney that will negate
any foe's trip to the bathroom.  Bad girl.

Fang's Way
Execution: ws+A
Location: M
Standing up, Seung Mi Na gives her foe a good tap at the foe's kidney.
If the attack HAS TO BE A HIGH HIT, let Mi Na block low as high hits
miss crouching foes.  If high hits has to persist, just jack them with
this move, as this is a good While Standing Counterattack.  Just make
sure that they are not going too ballistic with attacks.  If in doubt,
the Crouching A,B, or K is still good.

Splitting Divide
Execution: B,B 
Location: M,M
An overhead slash followed by a chest stab.  The second hit does not
strike prone foes much like Kilik's B,B did.  That is why Kilik is better
than Mi Na. =)

Sheng Mirage
Execution: B~K
Location: H,M
Just like Kilik: A high kick into a Chest Lunge.

Hidden Fang
Execution: f+B,A
Location: M,L
Mi Na stabs her foe's chest, and then decides to give her foe a good
slap at her foe's shin.  The f+B starter has more variety than Kilik's
version thanks to the fact that Mi Na can end her stabbing ways in two
differnt ways.

Thrusting Fang
Execution: f+B,B
Location: M,M
Mi Na starts a Chest Stab, and then ends the move with a turnaround
overhead slash.  This move will drain Mi Na long enough for a vicious
counterattack by a foe, and the range of this move is rather disgusting
so use this one wisely.

Heavy Fall
Execution: f,[f]+B
Location: M
Note: Staggers blocking foes
Mi Na tilts her body leftwards, resulting in a short-ranged overhead
slash that hits prone foes as well.  Very quick in Mi Na's terms, but hard
to get the timing right due to the command of the move.

Lifting Heavens
Execution: df+B
Location: M
Mi Na does an uppercut slash that starts the juggling combos for her.
Mi Na's chances of landing a guaranteed combo is greater if this one
is a counterhit.

Air Parting
Execution: d+B
Location: M
Note: Recovers Crouching
Mi Na does an overhead slash and recovers from this move crouching.
Depending on the following conditions, Mi Na may be able to negate
airborne foes with this move.

Spinning Divide
Execution: b+B
Location: M
Note: Staggers whenever blocked
Mi Na's trademark turnaround overhead slash can be executed independently.
Unlike Kilik's stab to the chest, this move WON'T shove your foe backwards
so keep that in mind.

Earth Poke
Execution: b,[b]+B
Location: L
Mi Na does a stab at the foe's foot.  Although this move has lots of range,
be careful when doing this move in front of Nightmare, Ivy, Siegfried, Voldo,
Astaroth, and any of the longer-reaching characters, as this low move can
be easily countered after Mi Na throws the low blow.

Rising Moon
Execution: [g]~u+B
Location: M
Note: Staggers blocking foes
A slight air leap followed by a Siamese Chop.

Diving Heavens
Execution: [g]~u,LN+B
Location: M
Note: Staggers blocking foes
A slight air leap followed by a severe overhead swing as Mi Na lands from
the jump.

Moon Falling
Execution: u+B
Location: M
Note: Staggers blocking foes
A slight air leap paired with an immediate overhead slash.

Lifting Slash
Execution: WS+B
Location: M
Note: Staggers blocking foes
Seung gets up from the crouch to land an Uppercut Slash that starts out
juggles.  Counterhits increases the guaranteeness of the juggling combo
depending on the hit positioning to timing ratio the player exerts.

Liquid Poke
Execution: CR,df+B
Location: L
Note: Staggers blocking foes and recovers crouching.
Nasty shin poke.  Nuff said.

Willow Branch
Execution: STL+B
Location: M
Note: Staggers blocking foes
Mi Na sways left and then does a slash that hits her foe's mid-section.
Good defensive maneuver, but some expert players may be able to catch onto
this one since the move can be blocked standing.

Gale Kick
Execution: K~B
Location: H,L
Mi Na does a turnaround Heel Kick followed by a slash at the shin.  Has
good variety, but the transition between the two hits are rather slow and
can be counterattacked after the low hit fails up.

Banishment Kick
Execution: f+K
Location: M
Mi Na stabs the ground with the end of her Glaive, flies around her Glaive,
and then kicks her foe at the midsection.

Execution: f+K~B
Location: M,H
Note: Hit 2 staggers blocking foes
Mi Na does a "Hold the Glaive" kick, and then ends the combo with a slash
that hits high.  Since both hits can be blocked while standing, Mi Na's
more likely to get jacked from a failed Banishment.

Circular Heaven
Execution: f,[f]+K,K,K
Location: M,M,H
Note: Third hit staggers blocking foes
Mi Na does two mid-section kicks and ends the combo with a turnaround
Roundhouse Kick.

Belly Crush
Execution: df+K
Location: M
Seung Mi Na kicks her foe at the ?!Grotch?! *does his funny look*

Earth Kick
Execution: d+K
Location: L
Note: Recovers Crouching
A nice slap at the Ankle.  A perfect move to perform massive Okizeme.

Liquid Rising
Execution: db+K,K
Location: L,M
Note: Second hit staggers blocking foes
Seung Mi Na starts out with a Shin Kick and ends the combo with a kick
to the Mid-Section.  Great Variety with the move, but you need to be aware
that if all the hits are blocked, then Seung Mi Na will leave herself
suspectible to a vicious counterattack.

Fatal Kick
Execution: b+K
Location: M
Note: Auto deflects H and M attacks
Although just another kick at the Mid-Section, there's one thing I just
want to say with this one: Use this as a Countermove!  A good example of
using this move would be whenever Siegfried Schtauffen does his Brain
Masher to jack Mi Na for gobs of damage.  The Auto Deflecting feature
of this move is important to know since Mi Na can save some hit points
this way.

Check Mate
Execution: b+K~B
Location: M,M
Note: Auto deflects H and M attacks.  The second hit staggers blocking
Give your foe a nice kick in the midsection followed by a stab at the
cranium with this one.  Follow the same counterattack principle as with
the Fatal Kick.

Thunder Kick
Execution: b,[b]+K
Location: M
Note: Staggers whenever blocked
Turnaround kick right into the cranium, I guess.

Opening Kick
Execution: [g]~u+K
Location: H
Seung Mi Na leaps in the air doing a powerful turnaround roundhouse to
give her foe a nice slap in the cheek!

Falling Earth
Execution: [g]~u,LN+K
Location: L
Note: Recovers Crouching
Seung Mi Na starts out with a short leap into the air, and lands giving
her foe a boot to the shin *real hard*.

Quake Mask Kick
Execution: u+K
Location: H
Note: Staggers Blocking Foes
A simple kick to the face while jumping.

Shattering Kick
Execution: WS+K
Location: M
Note: Staggers Blocking foes
Seung Mi Na gives a nice boot to her foe's mid-section.

Retreating Fang
Execution: G+K
Location: H
Note: If hits shifts to retreat
Mi Na hits her foe at the face with the Glaive.  If she hits, she will
leap right into safety.

Dancing Crane
Execution: A+B,A,B
Locations: M,M,H,M
Note: Final hit staggers blocking foes
Seung Mi Na twirls her Glaive and then does a head decapitator into an
overhead slash.  The Twist has disgusting range, so be sure to execute
the A,B the quicker the better.

Heavy Crane
Execution: A+B,A+B
Locations: M,M,M,M,M,M,M
Seung Mi Na twists her Glaive like she doesn't care all the way.  Not
a good move to use because the range of the Twist is rather disgusting
and Seung Mi Na is vulnerable to a vicious counterattack after she's
done twisting her Glaive for 7 swings.

Fang Barrage
Execution: f+A+B
Location: M,M,M,M,M
Seung Mi Na does 5 heart stabs to her foe, with the 5th hit knocking her
foe crisp.  Disgusting range and can easily be side-stepped.  Use this
move wisely.

Spinning Ritual
Execution: b+A+B
Locations: M,M,M,M
Seung Mi Na does a counter-clockwise twist of her Glaive.  Still has
disgusting range, but the range is slightly better than Seung Mi Na's
clockwise Glaive Twist.

Spinning Ritual Combination
Execution: b+A+B,B,B
Locations: M,M,M,M,M,M
Note: Final two hits staggers blocking foes.  The following after
initial b+A+B can be entered to shorten the combo.
Seung Mi Na starts out the combo with a counter-clockwise twist of
her Glaive.  Now she does a flying Glaive Uppercut ending in a heart
stab from her Glaive.  A good way to confuse your foe that you are
going to do the Glaive Twist all the way (The Standard Glaive Twists
are noticeable because Mi Na swings her Glaive really fast).

Opening Treasure
Execution: df+A+B
Location: L
Special Notes: Shifts to throw on Clean Hit.  Press A to escape throw
The escape command MUST be executed at the start of the throw shift.
Seung Mi Na stabs your shin with a clean poke of the Glaive.  If she
can throw you with this move, then Seung Mi Na raises her Glaive, and
suddenly lowers her Glaive *quickly* to cut her foe in half.  Uh-oh.

Rapid Earth
Execution: d+A+B
Locations: L,L,L,L
Seung Mi Na does four Shin Stabs in a row.  Be careful when doing this
because if any or all the hits of this move is blocked, then Seung Mi
Na is vulnerable for a vicious WS counter attack.

Holding Treasure
Execution: db+A+B
Locations: L
Special Notes: Shifts to throw on Clean Hit.  Press A to escape throw
The escape command MUST be executed at the start of the throw shift.
This move is virtually the same as the Opening Treasure Move, except
that instead of doing "up-down" with the Glaive during the Clean Hit,
Seung Mi Na will toss you using the edge of her Glaive.

Radiant Wing
Execution: u+A+B
Location: M
Mi Na does a split before doing a mid-section slash of sorts.

Mi Na Crushing Blade
Execution: uf+A+B
Location: (!)
Special Notes: Press G to cancel move
Seung Mi Na stabs the ground and hangs upside down for a short bit (holding
her Glaive's handle) before landing on the ground feet first, overhead
slashing with a clash of lightning.  This is one of the more damaging
unblockables in the game.

Glory Fan
Execution: WC+A+B
Locations: M,M,M
Note: Third Hit staggers blocking foes
Seung Mi Na goes into a series of overhead slashes that covers her front.
Good defensive move while crouching, but expert players will more likely
step out of the way since you need to execute this one from a crouch.

Circular Blade Kick: A+K (M)

Zanbato Face Smacking Bag
Execution: f+A+K
Locations: H,H,H,H,H,H
Seung Mi Na swings her Zan Ba To like her foe's head is a punching
bag.  An ineffective move because if your foe crouches underneath the
Smack-Bag (which is likely), you'd wish you would stay home!

Earth Fang
Execution: df+A+K
Location: L
Pretty much like a stab right at the shin if I can tell by this move.

Fang Sweep
Execution: d+A+K
Location: L
Note: Staggers blocking foes
Mi Na shows her way by sweeping you off the floor (hitting you at the
shin) with this Korean Shocker

Double Fang Sweep
Execution: db+A+K
Location: L,L
Note: Both Hits staggers blocking foes
A Double-Korean Shocker that sweeps you off the ground.

Glory Wing
Execution: B+K
Location: M
Note: Press G to cancel the move, staggers blocking foes
Mi Na does two dancing horizontal slashes to your foe's mid-section.

Execution: f+B+K
Location: M,M
Note: Staggers whenever blocked
Seung Mi Na does a Jun Kazama-style Windmill Kick.  It can hit prone foes
like Jun's did in Tekken 2, but the kick will only hit 2 times.

Rock Breaker
Execution: d+B+K
Location: L
A stabbing move at the ankle, if I can assume what it is...

Oak's Branch
Execution: b+B+K
Location: L
Swaying Backwards and Hilt-Impacting your foe at the ankle is what this
move is all about.

Heaven's Wheel
Execution: uf+B+K
Location: M,M
Mi Na, this time around, does jumping dancing slashes instead of dancing
on the ground.  Ouch.

Eight way Run Moves
Eight Way Run Moves are stronger versions of some of the Normal Moves that
Seung Mi Na can use.  There are also some moves that Seung Mi Na can only
execute during an Eight-Way Run.  Please be aware that some of the Eight-Way
Run Moves can be more harmful than helpful if you are not careful with them.
While Eight-Way Running, you are not restricted to run in one direction.

Heavy Fall
Execution: f+A
Location: H,H
Note: Staggers blocking foes
Same as the original version of this move.

Willow Divide
Execution: RTW+A,A
Location: M,M
Note: Staggers blocking foes
Mi Na attempts to cut you in half with this move

Heavy Willow
Execution: LTW+A,A
Location: M,M
Note: Staggers blocking foes
Same as the Willow Divide

Falling Divide
Execution: d_u+A,A
Location: M,L
Note: Second hit staggers blocking foes
Seung Mi Na starts out with a turnaround slash to the foe's kidney, and
ends with a sit-down slash to the shin!  Second hit has HIGH LAG TIME
so don't use it unless you can variate with this move.

Black Wing
Execution: d_u+A,B
Location: M,M
Note: Second hit staggers blocking foes
Same as with the Falling Divider, but Mi Na ends this one with an Overhead
Slash instead of a Shin Slash.  Much better recovery time as opposed to the
Falling Divide.

Sparrow Sweep
Execution: db_ub+A
Location: L
It appears that Seung Mi Na does a turnaround Shin Slash that's more than
enough to knock her foe off his/her feet...

Wing Cross
Execution: b+A,A
Locations: M,L
Same as the original version.

Heavy Fall
Execution: f+B
Locations: M
Note: Staggers blocking foes
Same as the original version of the move.  Disgusting range.  Use this
one wisely.

Rising Void
Execution: d_u+B
Location: M
Note: Staggers blocking foes
Seung Mi Na does a jumping Uppercut Slash that starts out juggles, and if
this hit is a counterhit, then the juggling height will increase.

Spinning Divide
Execution: db_ub+B
Location: M
Note: The B Button can be held for increased attack weight.  This move
also staggers blocking foes
Seung Mi Na does a turnaround overhead slash that will cut her foe in
half.  You can hold the B button to increase weapon weight and attack

Earth Poke
Execution: b+B
Location: L
Note: Staggers whenever blocked deep
Same as the original version

Wild Leaves
Execution: df_uf+K,K,K
Locations: M,M,M
Note: Third Hit staggers blocking foes
Just like Hwang Sung Kyung's version of the Seung Triple Kick.

Dark Curtain
Execution: d_u+K~A
Locations: L,H
Mi Na does a low shin hit and ends with a face hit, forcing her foe to
block low and to crouch the high hit.  Not a good move to use because if
the Low Hit is blocked, then that means the foe is likely to dodge the
high hit and to counterattack viciously afterwards.

Thunder Kick
Execution: b+K
Locations: M
Note: Staggers blocking foes
Mi Na does an overhead kick that doubles as a hammer punch of sorts

Execution: f+B+K
Locations: M,M
Note: Staggers blocking foes
Same as the original version of this move

Glory Wing
Execution: d_u+B+K
Location: M
Note: Press G to cancel move, this move also staggers blocking foes.
Same as the original version of this move

As opposed to Kilik, Seung Mi Na does not have any fancy stances. =(


These combos were first seen at
(Use the View Soul's Combo Argument via HTML File) and could be possibly
be the best sections of the official site because players tend to find
combos that they want the public to know.  The reason why I wanted to
generate a Text-Only Combo List for Astaroth is because there are people
who does not know how to use the combo effectively yet.  Also, you need
to use the combo.html's Soul Drop-Down List before pressing "View Combo"
on the Combo.HTML file.  Select Astaroth's fancy combos to view, and then
after selecting Astaroth from the drop-down menu to view Soul's combos,
hit the View Combos image and you'll know what I mean...

You may want to link to Namco's SC Combo Archives using the following URL
if you happen to use any of the combos from this section of this document:


Note: Each combo are credited by its respective authors through the handles
they use.

Juggling Combos
Unfortunately, Seung Mi Na has no Double Over Stuns, which makes her chances
of creating a guaranteed combo all for naught. =(

Vestiroth's Special 1
Execution: 8WR, d+B, A,f+A+K
Counter Hit Required: Recommended
Number of Hits: 4
Air Recovery Point: After the juggle is initiated
Not guaranteed after: The juggle is initiated
This is a tough combo to perform.  It helps if the starter is a counterhit.
Walk up, N+A, then Run Up, N~f+A+K.  Takes lots of practice but once you
get the commands down right, then it's cake provided that you watch the
hit positioning.

Vestiroth's Special 2
Execution: 8WR, d+B, A,A,B
Counter Hit Required: Recommended
Number of Hits: 4
Air Recovery Point: After the juggle is initiated
Not guaranteed after: The juggle is initiated
Although this combo's pretty much cake, the 8WR starter hurts the timing
of the combo, creating a can of worms.  The closer you are when the combo
starter is landed, the greater your chances of landing all of the hits.
More room for error is granted for counterstrikes.  Be sure that you
pay close attention to the hit positioning during the juggle.

Vestiroth's Special 3
Execution: 8WR, d+B, f+A,K
Number of Hits: 3
Counter Hit Required: Recommended
Air Recovery Point: After the Juggle is initiated
Not guaranteed after: The Juggle is initiated
You need to be very close while doing this combo.  Juggle your foe, and
make sure that you are landing the f+A,K just right.  Failure to do so
will result in missed hits.  More room for error is granted for counter
hits.  The only problem you may have is the 8WR starter.  If you done
the starter far, then be sure you run-up to your foe and land the hits

Vestiroth's Special 4
Execution: 8WR, d+B, f+B,B
Counter Hit Required: Recommended
Number of Hits: 3
Air Recovery Point: After the Juggle is initiated
Not guaranteed after: The juggle is initiated
Start the Juggle, and try to position the Glaive *just right* so that
the Turnaround Slash will connect for the kill.  Very difficult juggle to
do because of the 8WR initiation kick-off and the combination of a stab
and a turnaround slash reduces room for error, so I do recommend landing
the starter as a counterstrike.

Vestiroth's Special 5
Execution: 8WR, d+B, f,[f]+A
Counter Hit Required: Recommended
Number of Hits: 3
Air Recovery Point: After the Juggle is initiated
Not guaranteed after: The juggle is initiated
Start the juggle, and time it *just right* so the Strangling Flower will
milk up your foe in maximum strength.  Much like Heihachi's Demon Godfist
Combo in Tekken, Tekken 2, and Tekken 3, but a counterhit would be nice
because it gives you marginally more room for error.

Alex Mongroff's Special
Author: Alex Mongroff
Execution: A,A,B, A+B, A+B
Number of Hits: Unknown
Air Recovery Point: After the juggle is initiated
Counter Hit Required: Recommended
Not guaranteed after: Unknown
Only the B button needs to land in order for the combo to start off.
More room for error is granted for counterstrikes of the B Button.  Start
the A+B *just right* so that you can milk up as much damage as you can.
If the hit positioning's correct, then this move can be violent as hell!

Vestiroth's Special 6
Execution: A,A,B,A,A,B
Number of Hits: 4
Counter Hit Required: Recommended
Air Recovery Point: After the juggle is initiated
Not guaranteed after: The juggle is initiated
Special Notes: Only the B Button of the A,A,B needs to land in order for
the combo to start.
Juggle your foe and once you juggle your foe, *immediately* mash in the
commands.  More room for error is given for starters that are counterhits.

Vestiroth's Special 7
Execution: A,A,B,f+A,K
Number of Hits: 3
Counter Hit Required: Recommended
Air Recovery Point: After the juggle is initiated
Not guaranteed after: The juggle is initiated
Special Notes: Only the B Button of the A,A,B needs to land in order for
the combo to start.
Juggle your foe and once you juggle your foe, do the f+A,K quickly!  It's
hard to do because the B starter isn't as good as with the Eight-Way Runner,
but it's rewarding to use as well.

Vestiroth's Special 8
Execution: A,A,B,f+B,B
Number of Hits: 3
Counter Hit Required: Recommended
Air Recovery Point: After the juggle is initiated
Not guaranteed after: The juggle is initiated
Special Notes: Only the B Button of the A,A,B needs to land in order for
the combo to start.
Start the Juggle and immediately do the following commands right away.
Be sure that the hit positioning for the following is correct or the
hits may not land in full strength.

Vestiroth's Special 9
Execution: A,A,B,f,[f]+A
Number of Hits: 3
Counter Hit Required: Recommended
Air Recovery Point: After the juggle is initiated
Not guaranteed after: The juggle is initiated
Special Notes: Only the B Button of the A,A,B needs to land in order for
the combo to start.
Start the Juggle and immediately execute the Strangling Flower Immediately.
Only the best jugglers will be able to land the hits utilized by the Flower,
and you must be valiant in order to land all these hits!

Vestiroth's Special 10
Execution: A,A,B, f+A+K
Number of Hits: 2
Counter Hit Required: Recommended
Air Recovery Point: After the juggle is initiated
Not guaranteed after: The juggle is initiated
Special Notes: Only the B Button of the A,A,B needs to land in order for
the combo to start.
Start the Juggle and immediately execute the Zanbato Smacker right away.
It's tough to do because the timing of this juggle is *TIGHT*.

Rusted's Special
Author: Rusted
Execution: A,A,B,A~A,b+B,b,[b]+B
Number of Hits: 5
Air Recovery Point: After the juggle is initiated
Counter Hit Required: Recommended
Not Guaranteed after: The Fourth Hit of the Juggle
Special Notes: Only the B button of the A,A,B needs to land in order
for the combo to start.
When you start the combo, be sure that you do not do A~A,B, but instead
in order to make things easier, juggle, then press A~A,n,b+B,b,[b]+B.
Remember, the better the timing, the more damage you can do.  Timing is
the key to make sure that you do not accidentially do A~A,B.

That's all for now.  I have to browse through SoulCalibur.Com in order
to get a better look at the Combos.

Pin Attack Combos
What's a Pin-Attack Combo?  Pin Attacks are when you knock your foe off
and inflict unblockable or unescapable hits to increase the amount of ouch
you can inflict!

At this point of time, Seung Mi Na has NO Pin Attack Combinations.

Just For Fun
These combos are done just in case you get bored or if there is something
special that is hiding behind the move.  Don't perform them unless you
feel bored.

Also, I won't give out comments since these combos are just for your own

At this point of time, Seung Mi Na has NO Just For Fun Combinations.

That's it for today!  I'll tell you some Vestiroth's Unconventional Moves
in a future update!



1. If you want to start out a juggle, please be warned that Mi Na has
   no special double over stun moves over a counterhit.  This means that
   Mi Na will have to rely on direct juggles and counterstrike hits for
   the starters in order to make her way around for the juggles.

2. Don't overuse one move otherwise your foe may be able to notarize
   your movements later on, catching onto your pattern games.

3. Since Mi Na is weaker than Kilik, you need to continually pound on
   to your foe.  Be sure that you use the Falling Leaves and mix them
   with other moves so that you can increase your chance of winning the
   match.  Rely on mixing things up because Mi Na's power isn't immense.

4. You need to block and counter everything your foe throws at you because
   Mi Na isn't good at recovering from Juggles and Ground Pin-Ups.  Just
   viciously counter your foe after the move ends, but be careful as some
   of the counters may turn out to be teasers as some characters have a bad
   habit of recovering from moves too quick.

5. Don't play range games with Mi Na because her power's not immense enough.
   Oftenly do hard-hitting combos paired with variations of hits from High
   to Low to get your way around.  Try to throw your foe, and make sure that
   you escape throws as much as you can.  Mi Na's throw range is the second
   worst in the game, so keep that in mind.

That's all for now.  I'm going to find more tactics and I have to play
more games in order to get a feel for the Scarlet Thunder.


It looks like Seung Mi Na's independence from the Seung Estate won't last
for too long as Hwang has found Mi Na *depleted from the last fight* once
again.  Hwang lifted up Mi Na and (in anger), Hwang yelled at Mi Na for
being the culprit for much of his frustration that jeopardized the defense
of Korea.  Mi Na was shaking in terror as Hwang took her back TO THE SEUNG
SCHOOL ONCE AGAIN (Good job, Hwang.  Now it's time for Seung Han Myong to
ground Mi Na for the rest of her life!)!!!!!!!!

Seung Han Myong (now admitting that the CDF is Hwang's purpose in life,
and knowing that Hwang would never return to his school again), after
milliseconds of doubt and mistrust, has decided to make marriage preparations
between the Prodigal son of the Kim Family and Seung Mi Na as Mi Na's
punishment for the rest of her life.  In order to show signs of Mi Na's
permanent punishment for such feminist actions, Kim Shin Kyung (Why didn't
Namco gave the Prodigal Kim son a name?) brought a thousand cows onto the
Seung School, hoping that Mi Na will accept his offer.  Mi Na wants to run
away again, but Han Myong's punishment is much more stringent than the
punishment she received in Soul Edge/Blade.  It looks like I'm seeing a
sign that the madness and insanity of Seung Mi Na will start from here
as what I'm thinking for the next Soul installment is that she will murder
the prodigal son of the Kim Family in the most likelihood.

This ending sucks.  You may need to look at the Seung Mi Na pages for the
official ending at  Much of the reason why
I'm suspecting that Mi Na may kill the "bastard son" of the Kim Family
at the start of the next Soul game is because Mi Na's patience has ran


As of December 31, 1998, Soul Calibur no longer displays passwords.  The
reason why this is so is because the American Soul Calibur Site located
at has released ALL PASSWORDS for public use.
Even though this is the case, DO NOT POST ANY PASSWORDS AT THE FORUM AT
ALL!!!!!  Here is where you can find the Password goodies at:

Extended Character Prologues, Character Revelations, Special Character
Notes, Character Endings, Histories of the Arenas, and other Character-
related goodies can be found at the following locations:

- Arenas:
- Extended Character Prologues (only for certain characters) can be found
  at (Click on soul of your choice)
- Character Endings and any special notes for each character can be found
  at the aforementioned URL and its respective soul for the extra.

The rest can be found at Digital Calibur.

- Project Staff's Interviews can be found at the Digital Calibur section
  located at
- Animated Souls can be found at Digital Calibur as well.
- Password-related graphics:


From now on, this FAQ can only appear in the following sites:

* Verasnaship Interactive (
* GameFAQs (
* Cheat Code Central (
* Secrets of the Game Sages (
* Game Shark Code Creators Club (
* Al Amaloo ( and

Why?  Because these sites are the only ones that keep all original work
updated and up-to-date.

You can always get the latest version at my website (Verasnaship
Interactive at since I run that website
and I always post them instantly right at my website first.

GameFAQs does a good job keeping the files up-to-date at all times and
is regarded as the most visited "stable" for FAQ-related walkthroughs,
original work, and the like.

Cheat Code Central and Al Amaloo does a good job in keeping the FAQs
fresh, original, free, and "in one piece".  They instantly update all
FAQs without having me notify them.  However, Cheat Code Central
also has codes if you are into those cheat codes (yuck).

Secrets of the Game Sages is a "Code-related" partner to GameFAQs
since both GameFAQs and Secrets of the Game Sages share the same
information, links, and tricks-to-date.

Game Shark Code Creators Club is a Game Shark site run under the Code
Master to provide up-to-date Game Shark Codes and is a highly visited
Game Shark site.

From time-to-time, I might elect to do PDFs on certain games.  You
can always get the latest version at Verasnaship Interactive (that's
my website) and I'm planning to give GameFAQs my permission to mirror
my PDFs in the near future.


* DO NOT place this file in your web site directly.  Only the five
  aforementioned sites have an exclusive right to mirror this file.

* You can make a link to my FAQ Library Page.  The only rules that
  I would like to enforce is that you link ONLY to an HTML or an
  Interactive Web Page.  The link to this page is:


* If you are planning to link to the five other sites that I have
  mentioned on this reminder, then you are to be advised that
  your linking rights are heavily limited as foretold on the
  webmaster's fine prints (depending on where you plan to make
  your link to).  If I'm too vague on this, then please visit
  the following URL to see why more and more webmasters are
  restricting links:

  = (Brad Templeton's
    Linking Rights Essay).


Sending UCE to any of the mailboxes that I have is not tolerated.
Period.  I report any incidence of spamming by checking the header on
where you originated the message at and then report the incidence to
the server you originated your message at (which is more likely to get
you in deep trouble) or I can just slam you by sending complaints to
the following: The server you originated the message at, to your
provider, or possibly the Free-Mail Service that you use.  Don't spam
me.  It's not worth it.  I will only tolerate e-mail in regards to Soul
Calibur as a whole.  See to see why it's bad.


- (Namco America)
- (Namco Japan)
- (The official Soul Calibur Site)
- (Courtesy of Mr. MG)
- (Courtesy of Wind-X)
- Cynan de Leon (komejin)



-  Hajime Nakatani for carefully creating, crafting, and directing Soul
   Calibur.  Without Hajime Nakatani, then neither Tekken nor Soul
   Calibur would flourish.

-  Studeo, Inc. for hosting Namco America's Soul Calibur Site

-  Jason Arney (WCMaxi), Mark Mikulecky (Kaipo), and Mark Holt (Madmardy)
   for dedicating their love and labor to create an attractive Soul
   Calibur Site.

-  Jamison Gold for accepting Namco America as a client.

-  Alan Ambroziak (AL-X), Mr. MG, John Culbert (Tigeraid) for running
   the multipurpose fighting game site, Fighters.NET

-  Namco Cybertainment for being the first arcade chain to stock Soul
   Calibur on their shelves.

-  John Culbert for mirroring my Capcom Fighting Games Guides.

-  GameFAQs for being the largest stable of Original Work.

-  Kao Megura for reaching the 5000MB mark.

-  Imagine Games Network for being the largest Video Gaming Community
   over the Internet

-  Secrets of the Game Sages for a huge collection of updated cheats

-  Finally, Frederick Schtauffen for giving Sieg a second chance to
   prove himself. :)  This is a shared interface from my Nightmare
   and Siegfried Documents.

-  Cynan de Leon (komejin) for shedding the light on some of the moves
   that I haven't been able to execute yet as Astaroth.  Thanks for
   your help!


This electronically published work is the sole property of Mark Kim.
Please credit Mark Kim as Vesther Fauransy where credit is due.

Unpublished work (c)1999-2000 Mark Kim.  All Rights Reserved
Soul Calibur: (c)1996-2000 Namco.  All Rights Reserved