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    Seung Mina by XCTU

    Version: 1.0 | Updated: 07/05/03 | Printable Version | Search Guide | Bookmark Guide

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    Soul Calibur 2 Seung Mina FAQ version 1.0:
    By XCTU
    Disclaimer: I don't own her, even though i wish i did. I don't own Namco...or 
    Soul Calibur...hell, i don't own anything...
    Dont steal this. If you want to use it on a website, just give me credit. If
    you're gonna use it for profit, then give me money, and credit me.
    0: Wanted
    1: Acknowledgments
    2: Intro
    3: Movelist, including New moves
    4: Strategy
    4.1: Combo's
    5: Top 10 moves
    6: Short RO strategy
    7: Links
    
    ---
    
    0: Wanted
    -I want frames if anyone wants to give them to me. Probably not gonna happen.
    -If any of you feel like taking her profile and translated story and sending it 
    to me via e-mail, then i'll put that up.
    -Anything you think would be good to add. My e-mails are: xctu1@aol.com or 
    xct_u@yahoo.com
    -Any mistakes on my part to be pointed out to me
    
    ---
    
    1: Acknowledgments
    I would like to thank first off, Namco for being great and making an awesome 
    game.
    Jason Arney/WCMaxi for tons of reasons having to do with Soul Calibur.
    Fury for running the tourneys when WCMaxi was away and being one of the coolest 
    guys i know.
    fLoE for not leaving Soul Calibur 2 and being a highly skilled opponent in such 
    a short time.
    Seven for being one of the few Good Talim Players out there and for being a 
    funny guy.
    Kageh for winning Nats and being the nicest guy in the world.
    Wyzt for being my sparring partner and one of my best friends.
    Trinity for being hot and being the best female gamer ever.
    Fetz for his bad directions, placing so well at SBO, and having the most 
    inspirational Cass ever.
    Shouji for being my absolute best friend in the world and my Wadaiko buddy 
    FOR LIFE!!!!
    Inferno for laughing at my lame jokes.
    Vesther for being a great guy and giving me the inspiration to everything i 
    ever did and wanted to do in life.
    Mekkimarru for actually helping me with the FAQ by giving me the auto-GI info.
    -=The Jesster=- for also helping me out with Mina in her soul arena.
    Omnislash, Botsu, and Zigmover for being my AIM Soul Calibur 2 Buddies from 
    out of Town ^_^
    And the rest of Team Mighty Chi and everyone in Chicago. You guys kick ***.
    Thanks also to the cool guys that acutally travel to Chicago to play against 
    us, such as WI, MN, MO, Tulsa, Pittsburgh, Iowa, MI, and the East Coast.
    
    Gamefaqs for being the home of the scrubs i make fun of, and CJayC for creating 
    it
    soulcalibur.com for being the best board ever. Again, thanks WCM.
    soulcalibur2.com for being another fun site. Thanks JMan.
    guardimpact.com for being the board that started my getting into SC2 like i 
    do...Toohectic gets credit for this one.
    THe artists that made the music that i listened to while writing this to 
    actually keep me sane.
    
    Moving On...
    
    ---
    
    2: Intro 
    I'm not gonna waste time with her story and profile. Lets cut to the chase.
    I'm only doing Mina because i used her in SC1, and i had way more fun than 
    i thought with her in SC2. w00T. Plus, she's actually GOOD in this one.
    
    ---
    
    3: Movelist (this is actually comprehensive, not just the move and properties)
    Its gonna look like this:
    notation (in guardimpact and such notation, if you don't know it, 
    go here:http://www.guardimpact.com/legend.php)
    Properties (high (H), low(L), mid(M), special mid(SM), unblockable(U), 
    special(S))
    Damage
    notes and comments (NC- Natural Combo, NCC- Natural Combo on Counter hit, 
    RO's- This move can Ring Out the opponent, G to cancel- Press Guard to 
    cancel the move)
    Any move with 3 stars (***) is a new move that is in SC2 but NOT SC1, (**) 
    means a move is G cancelable when it previously wasn't (will still have 
    G-cancelable marked), or any other small change to a move it didn't 
    previously have.
    
    ### Normal attacks:
    A 
    H
    18
    G to cancel
    
    AA
    HH
    18 21
    NC
    
    AA2_8
    HHS
    18 21
    NC
    
    AAB
    HHM
    18 21 31
    NCC, RO
    
    aA
    HH
    17 9
    NC
    
    aAB
    HHM
    17 9 38
    RO, NCC
    
    66A
    HH
    23 23
    RO's, NC
    
    6A
    H
    14
    
    6AK
    HH
    14 19
    NC
    
    3A
    M
    38
    RO's
    
    *** 3aA
    M
    14
    
    3AA
    M
    14
    
    2A
    L
    23
    RO, Recovers Crouching
    
    1A
    L
    19
    Recovers Crouching
    
    4A
    L
    15
    
    44A
    M
    23
    
    44AA
    ML
    23 24
    Recovers Crouching
    
    B
    M
    20
    G to cancel
    
    BB
    MM
    20 20
    NCC
    
    *** bA
    M
    24
    Unrecoverable DOS on CH
    
    ** bK
    HM
    19 19
    Parries horizontals, WHen the second hit is a CH, it causes an unrecoverable
    DOS, NC
    
    [B] 3K
    L
    28
    
    66B
    M
    20
    Hunch over Stun(HS) on CH, GC lvl2
    
    6B
    M
    20
    
    6B2
    L
    30
    RO on CH
    
    6BA
    ML
    20 23
    
    6BB
    MM
    20 38
    Natural Combo if the opponent is crouching
    
    3B
    M
    33
    RO's
    
    1_2B
    M
    26
    Recovers Crouching
    
    4B
    M
    35
    Fall Back stun on hit.
    
    *** 4[B]
    M
    38
    GC, SCUB, RO's
    
    44B
    L
    19 if close
    23 if far away
    
    ** 2_8*B
    M
    19
    
    K
    H
    14
    G to Cancel
    
    kB
    HL
    14 14
    NC
    
    66K
    M
    21
    RO
    
    ** 66KK
    MM
    21 14 (10 if in air)
    RO. Delayable, NC
    
    ** 66KKK
    MMH
    21 14 (10 if in air) 28 (17 if in air)
    RO. Delayable
    
    ** 6K
    M
    24
    RO. Parries Verticals.
    
    6kB
    MH
    23 23
    RO, NC
    
    3K
    M
    22
    RO
    
    *** 3KK
    MH
    22 28
    RO
    
    2K
    L
    9
    Recovers Crouching
    
    1K
    L
    22
    Recovers Crouching
    
    1KK
    LM
    22 28 (19 if in air)
    RO, NC
    
    4K
    M
    15
    Parries Horizontals
    
    4KB
    MM
    15 40
    Parries Horizontals, Delayable, NC
    
    44K
    M
    28
    Fall Back stun on Non-CH. Can RO only on CH.
    
    A+B
    MMM
    19 19 19
    NC
    
    A+B A
    MMH
    19 19 19
    
    ** A+B A B
    MMHM
    19 19 19 29
    RO, G to cancel
    
    *** A+B AA
    MMM
    19 19 14
    
    A+B A+B
    MMMMMMM
    19 19 11 14 14 14 14 
    
    ** 6A+B
    MMMMM
    19 19 9 9 14
    NCC, G to cancel, RO
    
    3A+B
    L
    9 8 8 19
    A to break, Leaves Mina at an 8 frame advanatage if broken, may RO.
    
    2A+B
    LLLL
    9 9 19 19
    NCC
    
    1A+B
    L
    9 10 10 20
    B to break, Leaves Mina at an 8 frame advantage if broken, RO
    
    4A+B
    MMMM
    17 17 17 17
    NC
    
    4A+B B
    MMM
    17 17 34
    RO, NC
    
    4A+B*B
    MMMMM
    17 17 17 17 34
    RO
    
    4A+B BB
    MMMM
    17 17 34 20 (15 if juggled in the air)
    NC
    
    4A+B*BB
    MMMMMM
    17 17 17 17 34 20 (15 if juggled in the air)
    
    8A+B
    M
    38
    RO, SCUB
    
    ** 9A+B
    U-M
    114-UB
    47- GC
    G to cancel, Self-RO's if cancelled from behind, Can cancel into a GC using B
    
    ** B+K
    M
    47
    RO, G to Cancel, GC lvl 2, SCUB
    
    6B+K
    MM
    14 28
    Causes a crumple stun on hit, NC
    
    2B+K
    L
    14
    
    1B+K
    MMM
    14 9 4
    CS on hit, G to cancel, SCUB, NC
    
    4B+K
    L
    42
    RO
    
    9B+K
    MM
    42 28
    NC
    
    A+K
    M
    33
    RO
    
    6A+K
    HHHHHH
    19 14 7 7 7 7
    CS, NC
    
    *** 3A+K
    M
    23
    
    *** 3A+K A
    ML
    23 23
    
    *** 3A+K K
    MM
    23 33
    RO
    
    2A+K
    L
    27
    RO
    
    1A+K
    L
    23
    
    4A+K
    LL
    19 19
    RO, NC
    
    G+K
    H
    6
    
    ### 8WR attacks:
    8WR6A
    HH
    23 23
    RO, NC
    
    8WR3_9A
    M
    23
    
    8WR3_9AA
    MM
    23 33
    RO.
    
    8WR2_8A
    M
    23
    
    8WR2_8AA
    ML
    23 28
    Recovers Crouching
    
    8WR2_8AB
    MM
    24 28
    RO. G to cancel, NCC
    
    8Wr1_7A
    L
    23
    
    8WR4A
    M
    23
    
    8WR4AA
    ML
    23 24
    Recovers Crouching
    
    8WR3_6_9B
    M
    20
    Hunch over Stun(HS) on CH, GC lvl2
    
    8WR2_8B
    M
    34
    RO
    
    8WR1_7B
    M
    35
    Fall Back stun on hit
    
    8WR1_7[B]
    M
    38
    GC, SCUB, RO's
    
    8WR4B
    L
    19 if close
    23 if far away
    
    8WR6K
    L
    26
    
    8WR3_9K
    MM
    23 23 
    NC
    
    8WR3_9KK
    MMM
    23 23 28
    NCC, RO
    
    8Wr2_8K
    L
    21
    
    8WR2_8kA
    LH
    21 33
    RO, NC
    
    8WR1_4_7K
    M
    28
    Fall Back stun on Non-CH. Can RO only on CH.
    
    8WR3_6_9B+K
    MM
    14 28
    Crumple stun on hit, NC
    
    8WR1_7_8_2B+K
    M
    47
    Tech Crouches. RO. Cancelable. GC lvl 2, SCUB.
    
    8WR4B+K
    L
    42
    RO
    
    ### Forward Crouching/While Rising attacks:
    
    FC A
    L
    12
    Recovers Crouching
    
    FC B
    M
    15
    Recovers Crouching
    
    FC1B
    L
    15
    Recovers Crouching
    
    FC K
    L
    9
    Recovers Crouching
    
    ** FC A+B
    MM
    19 20
    G to cancel, NC
    
    WSA
    M
    25
    
    WSB
    M
    30
    RO
    
    WSK
    M
    28
    RO
    
    ### Back Turned Attacks:
    BTA
    H
    17
    
    BT2A
    L
    15
    Recovers Crouching
    
    BTB
    M
    30
    
    BT2b
    M
    24
    Recovers Crouching
    
    BTK
    H
    20
    
    BT2K
    L
    15
    Recovers Crouching
    
    ### Jumping/landing attacks:
    7_8_9A
    M
    20
    
    7_8_9B
    M
    33
    SCUB
    
    7_8_9K
    M
    19
    
    WLA
    L
    28
    
    WLB
    M
    22
    RO
    
    WLK
    L
    19
    
    ---
    
    Throws:
    A+G
    55
    
    B+G
    8 47
    
    Left Throw:
    28 42
    
    Right Throw:
    13 13 39
    
    Back Throw:
    12 15 33
    
    3A+B:
    L
    9 8 8 19
    A to break, RO
    
    1A+B:
    L
    9 10 10 20
    B to break, RO
    
    ---
    
    4: Strategy
    First things first, I prefer her 2P outfit. But thats just me, IMO 1P makes her 
    look too crosseyed.
    Alright, i've basically realized her good moves that i'm going to go in depth 
    with:
    AAB
    3B
    bA
    8WR2_8B
    1KK
    2A
    1A
    3A
    66A
    8WR3_9A
    6AK 
    8WR2_8A and followups
    6B+K
    A+K
    4KB
    6B and followups
    1_3A+B
    3A+K and followups
    2A+K
    A+B and followups
    7_8_9B
    WSA
    8B+K
    6A+B
    66K and followups
    8A+B
    WSK
    4A
    
    Thats a pretty solid list there, i'll start:
    AAB: OMG SO GOOD!! If it hits on CH, you get a free 66A, which is her best 
    followup, plus it gives you mixups. Her A is decently fast for the amount of 
    range it has, and for the huge reward it gives out of you get the whole combo 
    on CH, you can also play a really amazing keep away game with AA until you see 
    AAB come out counter hitted, and keep away is a strong point for Mina because 
    of moves like this. it also RO's from a reasonable distance. Definetly one of 
    her best moves, use very often.
    
    3B: Mina has the fastest 3B in the game tied with Taki and Yoshi. It launches,
    has many successful followups for a good portion of health. Its also one of her 
    staples for mixups with a 2A or a throw. It hits grounded, and since its fast, 
    that makes it more useful than 6B+K in doing so. It doesn't launch from the 
    farthest you can hit it with, but when your opponent is that distance from you, 
    you have many other options and you can launch right into her mid game and 
    start doing AA and 3A and 11A. Its safe, and it pushes the opponent back when 
    they're right next to you to about her weapons length apart on block. And for 
    some reason, if your opponent is right on you and stepping or 8WRing, you will 
    catch them with the move. It actually doesn't "hit" them, but they get launched 
    and take damage anyways. Its weird, but i'll take it. Don't be scared to use 
    this move a lot. Plus it breaks A's, very staple move for her game. In fact, 
    i would go as far as saying this is her best move. Again, its insanely fast and 
    rediculously high damaging and safe.
    
    bA: This is one of her new moves, and the best by far. It has huge range, and 
    causes an unrecoverable Double Over Stun on a counter hit. Did i mention the 
    huge range? Its also safe as far as i can tell. Its one of the best followups 
    to moves that end with like, no frame loss such as 6AK or 3aA. It tech crouches, 
    too. Which makes it strong after a 3aA, because it will usually Counter Hit, 
    and you can followup for a great damaging combo for a fast move. If your 
    opponent is smart and you do 3B too much after 3aA, they will start to AA or 
    so some other fast high move, and then you do this and it will TC under that 
    and CH, after a while, your opponent will learn to just sit there and block 
    after it, giving you a good low/throw mixup in addition to the regular 3B and 
    bA. If she didn't have bA, 3aA would not be as powerful as it is, but we'll 
    get to that soon.
    
    8WR2_8B: Its the same as Kiliks, and if you've played a decent Kilik, i'm sure 
    they use this. So you probably already know how great this move is. Its fast, 
    safe, avoids, and launches. Definetly awesome, and so abusable. This move is 
    almost on the same level of 3B in terms of how good it is, your opponents 
    rarely see it coming, and if they do, there's really nothing they can do 
    about it unless you totally whiff it. This move is an excellent defensive and 
    offensive move, this move can break through A's if you're interrupting an 
    opponent, or you can use this if you think your opponent will attack, either 
    way, the long range and the good damage that comes off of this is great. 6AK 
    is probably the best option, as it leads to the best wakeup options since 6kB 
    and 66A tend to miss too much because you may be at a wierd angle.
    
    1KK: One of her mixup moves. It comes out fast, and can be compared to 
    Mitsurugi's 2KB, even though his is better. Its not safe, but if you use it 
    correctly as a mixup, it will hardly ever miss. And 1K is good for 
    hitting opponents that like to roll on the ground. It also RO's well and 
    does excellent damage. Though if you are too predictable, your opponents will 
    block or parry almost every single time.
    
    2A: Kilik has the same 2A, and its awesome. Its fast, RO's, damaging, and 
    awesome after cancels or fast moves, which Mina has a lot of. It does decent 
    damage, too, 23 for fast low with that range. Its amazing. And leaves her in 
    a crouched state where you can mixup a WSA with a throw or FC1B, WSB, her 
    crouched game isn't too bad, and tech crouches and RCC's can be helpful. Or 
    just rise immediatly and cancel a move if they like to GI, and that gives you 
    a free 3B. Either way, this move is amazing. Use often, but not too often where 
    it becomes obvious. You'll learn as you play her how much to use. It also 
    varies on opponents. And its VERY hard to see coming, even if you think it is 
    going to come, you have a really hard time blocking it on reaction, and i speak 
    of this from experience, and even if you want to block low, Mina's 3B being so 
    fast makes this move good.
    
    1A: This is a completely safe low thats fast and annoying, and you can do a 
    FCA or a WSA afterwards for a small mixup. If they like to parry, then well, 
    you've got many options. All off of a small fast 1A. This is a perfect move 
    for any mixup because even on block, the ball is still in your court. 
    Use wisely. The only thing bad is the really bad range, and if your opponent 
    is not looming over you, then you should have no reason to use this over 2A. 
    
    3A: THis kills steppers to her left. Its got huge range, and it hits 
    mid. Another part that makes this move killer is the fact that you can 
    cancel it to an even faster Mid with close to no loss of, or even positive 
    frames on block or hit. A good time to buffer in 8WR2_8B, or a bA, even a 
    throw if they like to block, since her throw range was really increased since
    SC1. So 2 moves in one, with one coming out almost instantanously is 
    definetly useable. 3aA also is good after another 3aA to annoy the opponent, 
    but sometime you are going to have to attack and your opponent cant do anything 
    except block, or try to interrupt with fast A's (since thats all that works), 
    so bA takes care of the fast A's and gives you a CH stun, and 3B takes care of 
    everything else. Thats only if your opponent attacks, if they dont attack, then 
    you have an entire mixup game of them sitting there blocking to work with. They 
    can't even GI without being sure if you're going to do a high, low, or delay 
    attack. Scary good. One of the things that she has that is better than what 
    Kilik has.
    
    66A: This kills steppers to her left as well, fast, its safe on block. 
    THe only thing you have to worry about is when the opponent ducks, which 
    means you use this move in moderation. It also RO's really well to her right. 
    Its got decent range, and since she takes a step forward when you do it, its 
    pretty solid. This move and 3A (as quoted by Everlast) basically say 
    "Sidestepping is stupid" and for the high amount of damage done by them, 
    they will agree.
    
    8WR3_9A: They both hit mid now...and depending on which way you do it depends
    on which way she swings it. From 3 on the left side, it comes from her left. 
    From 9 on the left side, it comes from her right. From 3 on the right side, 
    it comes from her right, and from 9 on the right side, it comes from her 
    left. Anyways, huge range, natural combo on counter hit. And you don't 
    always need to do both, doing one and mixing up with doing 2 is always fun. 
    It pushes them back a bit, but if they block, the recovery time for Mina 
    isn't too great, i think almost all the characters get free AA's, and free 
    throws.  But thats only if you do one. If you mixup doing 2 sometimes, 
    they'll try to attack, and the second one will hit. But the second one is 
    really easy to see coming and to GI, or just plain AA afterwards.
    
    6AK: 6AK is her best poke. Its one of her fastest standing moves, and 
    like a lot of other moves she has, safe on block, and you can follow it 
    with a lot of other things to keep yourself on the offense and your 
    opponent on the defense. But there's still negative blockstun so be 
    prepared to sometimes have to block afterwards if it misses. If it hits, 
    you're safe so there's no real need to stop the flow if you hit them with it.
    
    8WR2_8A: This is excellent because its a mixup first of all, it's fast and 
    good against step, and its a mid. The B can cancel making your opponent 
    never want to attack after you do the 8WR2_8A in fear of another 
    uninterruptable attack. And you can cancel the B and do whatever you please 
    with it, which is strong. Plus, the 8WR2_8AB is a NCC, so you can do lots 
    of damage and ring out well since this move catches enemies from all around 
    you.
    
    6B+K: For the same reason that Kilik's is good, hers is. Its fast, damaging, 
    stuns, and hits grounded. It can also be a strong followup after a juggle. 
    Its also got good range. Usable as a mix mixup. But 3B is better after 
    moves that leave your opponent on the ground.
    ---
    As mentioned earlier, for some reason this stupid looking move has an 
    outrageous hit box and regulates wrap-around attacks. Mad priority, somewhat 
    safe (unless the opponent has a 10 frame move), and difficult to hit 
    consistently unless you time a step well. Hell, this thing is better than 
    66B, since it's so much harder to step and 66B has lost priority in this 
    game. It also has simpler execution. Around here, people tend to try and 
    back up so that it'll whiff in their face for some juicy punishment. Which 
    makes it an ideal setup for 6B2
    [thanks to Mekkimarru]
    
    
    A+K: This move is decent. It goes over lows, and RO's like whoa. It also 
    has huge range. But if overused, Mina can be punished pretty heavily for 
    it. Its best used to push the opponent away when they're far, or to RO to 
    her left. Just be careful when using it, NEVER use it close range, use it 
    if your opponent is stepping or if they're mid range, then this will be 
    the best because its very hard to punish from that distance so quickly.
    
    4KB: Its a natural combo, first off. It RO's heavily, its fast, damaging 
    and auto-gi's horizontals. It can be easily 8WR or stepped though, so 
    use it in moderation because you will get heavily punished if its avoided. 
    But this is her key move when it comes to ringing out, if your opponent is 
    rushing at you, and they whiff a move, or anything, you 4KB, you get the 
    round. Plus, the delay catches opponents who are off guard and are too fast 
    to attack. Did i mention that it RO's REALLY WELL.
    
    6B: This move is a fast vertical poke which isn't to great on its own. But 
    combined with the fact that its got 2 followups, one mid, one low, and 
    that fact that it NC's when an opponent is crouching is really good for 6BB. 
    And most don't block 6BA because nobody really sees it coming and they 
    probably don't want to get hit with the 6BB either. It is also 
    long-ranged, but punishable if stepped. 
    ---
    6B2: Super sick range low that hits on the ground, does fantastic damage, 
    and absolutely kills a person who simply 8WR walks backward. When people 
    look for 6B+K to whiff, just toss this badboy out and watch it CH flatten 
    a backdashing opponent. I love this thing with a passion due to its speed 
    and crazy range. Definitely one of my favorite and most satisfying lows to 
    hit with. On CH, it practically sets itself up for another one unless they 
    immediately crouch block. When normal hitting up close, it's a nice setup 
    for 3K,K as few attacks will beat it and thus 3K,K will CH.
    [thanks to Mekkimarru]
    
    1_3A+B: Well, its probably already been revealed at this point that Mina 
    has a just frame with these. Yep, this move leaves the opponent at -20 
    on break, meaning that if you just frame the timing, Mina will get a free 
    3B before the opponent can block, GI, or do anything. Its sick. THese 
    moves are good even without that. 1A+B gives her a back RO opportunity, 
    but if you opponent breaks it, they eat a 3B. If they don't break it, 
    they're dead anyways. 3A+B RO's to the front in certain stages. Mostly 
    the ones with uneven ground near the edge, or easy RO ground. Either way, 
    this move is a basis for Mina mixups and is hard to block on reaction. The 
    new just frame is absolutly insane, too in addition to the high amount of 
    damage they deal for a fast low.
    
    3A+K: This is a fast mid thats a new move for her. The good thing is, it 
    has 2 followups, an A, which yields an 8WR1_7A, or a K, which is an A+K. 
    Its great for the mixup factor and its quite fast giving your opponent 
    little time to actually think about it mid-match. Just keep mixing up 
    which one you're doing and you should be able to get some good rewards 
    from this. Not to mention 8WR1_7A's long range, i sometimes prefer to do 
    3A+KA than 11A even if i only mean to hit with the 11A because for some 
    reason 3A+K freezes the opponent and generally makes them not block the 
    low attack.
    
    2A+K: This is a low sweep that makes Mina TC. It RO's and is semi-fast. 
    Good range and good damage. One of her good lows that catches the opponent 
    by surprise. It seems to have decent blockstun, too, so a 3B or 66B could 
    easily come right after even on block and get the opponent, of course 
    thats only in certain areas if they're left right next to you, otherwise 
    they get pushed out too far for close-up games and then you get to mess 
    with her mid range game.
    
    A+B: A+B is pretty good, it hits in all directions, and A+BAA is fast 
    and leaves her with little to no recovery time, meaning she can possibly 
    get a CHbA right after it, or a safe 1A since she's right up on them. 
    See 3aA for that, but the thing about A+BAA is that she walks toward them 
    unlike 3aA which goes a very short distance.
    ---
    A+B series: Crazy mid with relatively fast startup and priority. It 
    has outstanding tracking on the second part of A+B. Not bad when used 
    sparingly...though the second part of the A+B strings can be GI'ed the 
    timing of the GI varies depending on which string you perform. For some 
    reason, because she got A+B,A~A, some opponents will mistime when to GI 
    or let go of block and sometimes take a large amount of damage from the 
    second set of A+B,A+B. I don't know why that is, but if you get the 
    second wheel of A+B to mostly hit on a standing opponent, it does HELLA. 
    Definitely worth it once in a while to do to see what the opponent will 
    do, especially if the post-GI game the opponent has is not strong.
    [thanks to Mekkimarru]
    
    
    7_8_9B: This move is great. Avoids lows and throws, breaks A's, take 
    only a little damage when hit by a mid, and stuns enough for a 3B for 
    free. Its usable off of the ground, when used wisely, it can eliminate 
    opponents mixup for minimal damage and possibly a good chunk for your 
    side. Dont abuse, but with enough use, it can get really annoying and 
    work well against your opponent. 
    
    WSA: This move is good. Its mid, hits all around Mina, and is fast and 
    safe. And Its got long range, too. A good followup to 2A, just don't get 
    predictable with it. Its just a good all around move that comes from WS.
    ---
    iWS A: A fantastic mid! Not because of the damage but because of its 
    consistency at covering radius. This is one of the few rising moves 
    in the game that regulates step/8WR consistently. Best used at or near 
    max range of the blade, and like iWS K the short ducking time involved 
    and the TC of the move allows her to duck highs throughout the move. 
    Its only real weaknesses is on whiff or to breaking B attacks. However, 
    if your opponent starts using B attacks to break this move, it's time 
    for you to do some stepping of your own and counter their whiff with a 
    3B or 6A+K, etc.
    [thanks to Mekkimarru]
    
    8B+K: Personally, i like this move. It avoids almost any other move out 
    there, it natural combo's from a distance and breaks well. It does 
    enourmous damage and moves very fast. Sadly, its unsafe, but its a great 
    move still for the distance it covers and the payoff has been great. 
    A great opening move. Only a few moves beat it, like Nightmare's 66B. 
    It even beats out Voldo's 3A+B and hits him out of it. Of course, 
    if you're playing an opponent that backdashes or steps first thing, 
    then this might not be the best thing to do.
    
    6A+B: This may look and seem like the worst move ever, and it is, 
    except for one thing. Mina can G cancel it at almost no frame loss. 
    Meaning that she can do 6A+BG 3B and have it come out super fast. And 
    if your opponent realizes, the only thing that can really stop it is AA, and 
    that means a nice bA CH for you. Also, if you see the red sparks, then try 
    not to cancel it because it'll be a counter hit for free damage and a possible 
    RO. Even if you opponent steps the first hit of 6A+B, unless they attack right 
    away, if you cancel, you're more likely than not going to be able to block what 
    they throw at you. And time to duck a throw if you see it.
    ---
    6A+B~: I personally cannot say enough about this really good move. A tad 
    slow, but MAD priority if allowed to come out, great recovery if G cancelled, 
    and a juicy 70+ points if all hits on counter (which is guaranteed in this 
    game, btw). It almost sets itself up too. If your opponent blocks the first 
    2 hits and you G cancel it, their follow up attack better be REALLY good or 
    they'll eat a full 6A+B on CH if you do it again. If people start stepping 
    after blocking your G cancelled 6A+B, that's time for some 66A action from 
    Mina. 6A+B G cancelled on block can also set up a simple run-in and throw/3B 
    mixup as well. Either way, the whole thing is safe on block, cancelled or not.
    [thanks to Mekkimarru]
    
    66K series: I'm kind of a fan of this move personally. It's nice because if 
    you're hit out of it, you'll be considered airborne and take less damage 
    plus be able to air control. The first hit jumps lows and her leg has 
    TREMENDOUS range in this game, though the damage has been toned. The nice 
    thing is the delay between either of the finishing kicks. A simple mixup 
    would be to do 66K by itself on seasoned players, then just repeat 66K and 
    finish the string...or 66K and fake the delay, then run up in their face 
    and play a throw/3B guessing game. The delay on the mids also set up her 
    long reaching lows for people who are waiting for the other kicks to come. 
    Basically, the delay element adds to the timing setups of additional mids 
    or especially her lows.
    [thanks to Mekkimarru]
    
    8A+B: I like to use this move as a SCUB mostly. I think its her most 
    powerful one. Its pretty fast, has long range, hits mid, hits all around, 
    and Tech Crouches and Tech Jumps i believe. Even on its own, its a good 
    RO move, and pushes the opponent out a decent amount. I believe its 
    punishable regularly, and with AG, i'm almost sure it can be punished. 
    Thats only at close range, which i would advise not to use it. I dont 
    think its punishable at long range though. So if you're gonna use it 
    without it being the SCUB, make sure its acutally worth the risk since 
    Mina has safer moves. The good thing is, if you're hit out of it during 
    animation, you'll take less damage because you're considered airborne 
    and you can immediatly AC.
    ---
    I kinda like this move sparingly. In SC1 it was punishable, making it 
    rather useless since it's slow anyway. Now in SC2, it's a SCUB Lvl 3 
    and I don't think it can be punished. A nice way to suddenly change the 
    pace of what you're doing when your opponent starts figuring out some of 
    your tactics. Just pop this big space covering mid out and watch 'em kinda 
    wonder what you're doing. May be a bit more abusable at 3 character lengths 
    away if it turns out to be truly unpunishable. Odd startup too.
    [thanks to Mekkimarru]
    
    4A: Super annoying low that recreates Mina's ideal space when lost after 
    landing certain moves that give her minor frame disadvantage or after 
    blocking a rush down string from faster characters (Talim, Taki, etc.). 
    Hard to see coming and difficult to catch, it sets up Mina's high priority 
    range 2 mids for people who want to rush in after being annoyed by a few 
    of these or for peeps who duck. A very simple and rather effective mixup 
    is 4A to 44A,A and vice versa. 4A, especially on hit, sets up the slow 
    but large radius of 44A for people who want to advance or step/8WR...then 
    you can finish the second A of 44A (which I believe is NC non-delayed). 
    The nice thing about 44A is that 4A on hit will give her time to get the 
    mid-range TC of 44A if people attack with high priority highs after 
    taking 4A, thus setting up the NC 44A,A. Also, the second hit of 44A can 
    be delayed, so you can decide to finish it if you think they'll advance 
    after blocking 44A, or just start the mixup all over by doing 4A 
    again...etc. It'll have people pulling their hair out for a bit, and 
    that's not even considering her other mid follow-ups to 4A (like 6A+B; 
    6B+K; etc, etc, etc whatever you want) or high priority highs like AAB.
    [thanks to Mekkimarru]
    
    iWS K: Yeah, it's unsafe. But it's not a bad move considering its 
    incredible speed and the slight duck from iWS will cause it to 
    quickly interrupt strong A strings (even in between Taki's A,B). 
    The reason it works up close more than it should (especially against 
    fast characters that fight well in your grill) is because people tend 
    to want to smother Mina with attacks due to her slow speed as opposed 
    to looking for a punishable move from her. Reasonable use of this will 
    hit unsuspecting rush down peeps rather often due to the speed and 
    priority, causing them to slow down a bit when close. This sets up some 
    of her slower, high priority moves when close. Also, people who are 
    often interrupted by this punishable move will slow down a bit to look 
    for it and punish it, again allowing you time to use her slower attacks 
    or to get away from the opponent.
    [thanks to Mekkimarru] 
    ---
    4.1 Combo's
    CHAAB 66A (102 dmg): This is deadly, its so much damage and such a good move. 
    I use and abuse this combo a lot.
    
    Front 6A+K 6BB (123 dmg): This is her power combo. Roughly 50% damage. Its 
    easy to do, and guaranteed off a repel, unless they Re-GI of course, which 
    still gives Mina a 50/50 chance. Just don't do this after a parry because 
    you're facing their side which messes things up, i suggest a 3B in that case.
    
    Back 6A+K or 6A+K against a wall/edge 3B 6B+K (131 dmg): This is a simple 
    version that allows for Mina to get a free 3B because they don't get pushed 
    back against a ledge, and they actually go closer to you if they have their 
    back facing you. Also highly damaging and really good. But against an edge, 
    you just RO them.
    
    8WR2_8B 6AK (55 dmg): There's almost no frame loss whatsoever, and this juggle 
    gives her plenty of time to run up and bust out a mixup. And if they just want 
    to stay on the ground, then a 6B+K will do well. Otherwise, a 1A/2A/1_3A+B or 
    a 3B/6B+K has been working really well for me. THen again, its all about 
    personal preference.
    
    8WR2_8B 6bK (65 dmg): Good because its guaranteed and damaging. BUt if you do 
    it a little to late, you lose 10 points, or you get nothing
    
    3B/WSB/WLB 66A (64/61/52 dmg): Very damaging, and puts them right at your feet. 
    My personal preference.
    
    3B/WSB/WLB 6bK (63/60/52 dmg): Same as above but easier to mess up because of 
    the slide.
    
    3B/WSB/WLB 3B (56/53/45 dmg): The thing about this isn't about the damage, but 
    about the pressure. If you hit the second 3B just right, the opponent will land 
    on their feet startled and unable to interrupt your next move. Its only good 
    around a corner or edge, and at that point, the reward that can come from doing 
    this is much greater than a few extra damage points. Also, if you can tell by the
    way the 3B, or the variations launched, then you can see when a 66A or a 
    6kB won't work, so you do 3B for guaranteed damage regardless.
    
    7_8_9B 3B (58 dmg): 6B+K doesn't work because its too slow and they can 
    tech really fast, but this appears to work. I abuse this like mad.
    
    CHbA 4B+K (65 dmg): THis is the most damaging guaranteed combo after the 
    stun since 4B+K hits on the ground. 4[B] also works but its 3 less points of 
    damage.
    
    44K 3B (51 dmg): This has to be a 44K NOT from behind, otherwise nothing is 
    guaranteed. It stuns them and a 3B is guaranteed. Thats all.
    
    CH (2nd hit of bK) 4B+K (58 dmg): Same as CH bA 4B+K essentially.
    
    4A+BB 3B (91 dmg): Since 4A+BB is a natural combo, you can combo a 3B off of 
    the last hit since nothing else is fast enough and hits grounded. You can also 
    do a 6AK after the 4A+BB, but you have to be really fast.
    
    CH 66B 3B (49 dmg): Self Explanitory, 3B is fast, hits grounded, CH 66B stuns. 
    1A+K also works but 3B does more damage.
    
    ---
    
    5.0 Mina's Top 10 Best Moves, that i feel should be used the most:
    1. 3B
    2. 2A
    3. 1_3A+B
    4. bA
    5. 8WR2_8B
    6. AAB
    7. 3A/3aA 
    8. 66A
    9. 8WR2_8AB
    10. 7_8_9B
    
    ---
    6.0 Mina Ring Out strategy:
    I'm gonna make this short. Based on the concept battle tournaments and my own 
    RO experiences with her, the most important move for this is 4KB. Its a natural 
    combo that hits mid and RO's far. You can easily step and then 4KB if your 
    opponent does a mid attack. Mina has some really good pressure when the 
    opponent is near the edge. She can 2A and RO to the right. 3A+B sometimes 
    RO's to the front, and 1A+B RO's behind. If they break the 1A+B, then she 
    will have the advantage of the break. Some other RO moves include A+K, which 
    will RO the opponent if the edge is to her right. 66A also RO's to the right, 
    and is fast and useful, as is 3A. CH 22AB will RO to the front/right, and very 
    far. So most of Mina's good RO moves are mid, meaning your opponent should stay 
    standing if they are smart. You can use this to your advantage and 1A+B, or 2A 
    to make them take damage. And of course, 3B 3B RO's, but its kinda easy for the 
    opponent to air control in. And you can find her other RO moves, but the ones 
    mentioned above are the move useful from my experiences.
    
    
    7.0 Links:
    Soul Calibur 1/2 Message boards
    www.soulcalibur.com
    www.soulcalibur2.com
    www.gamefaqs.com
    www.guardimpact.com
    www.nefightclub.com