ARTHUR / KATANA STYLE FAQ, Ver. 1.0
Copyright 2005 by Daniel Valentin(valentindaniel@hotmail.com)

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Introduction:
Soul Calibur III, character-wise, is probably one of the most
ambitious 3D fighting games ever. Second only to Tekken 5 in character
volume, it even surpasses it if you count the Create-A-Soul mode,
which lets you expand its already formidable number with your own
creations. The different fighting styles you can give your different
characters are some of the most interesting and often downright
weirdest ever available in a fighting game.

Amongst the characters in this game, there are those called Bonus
Characters. These characters are characters created by Namco who are
not part of the official SCIII cast, but they are just as interesting
and playable as any of the "real" characters in the game. They each
represent one of the fighting styles available in Create-A-Soul mode.

This FAQ's topic of choice is Arthur, one of these bonus characters,
and the fighting style he represents, Katana Style. I hope that by
creating this FAQ, more people will be interested in writing FAQs for
the other edit fighting styles, since it's be a shame for the SCIII
community to just focus on the series' "real" characters and not put
any attention to all the other styles available.

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CONTENTS

(Note: This FAQ has been written to facilitate use of the ďFindĒ function in
browsers like Mozilla Firefox. Simply use the Find function and write the
number of the part of the FAQ you want to jump to. For example, by writing
ď05.3", youíll jump straight to ďKicks(K Button).)

01) Version History
02) Who is Arthur?/What is Katana Style?
03) Unlocking Arthur/Who uses Katana Style?
04) Key
05) Move List
	05.1) Horizontal Slash(A Button)
	05.2) Vertical Slash(B Button)
	05.3) Kicks(K Button)
	05.4) Simultaneous buttons(A+B, A+K, B+K)
	05.5) Throws
	05.6) 8-way run moves
06) Why should I use Arthur/Katana Style? (pending)
07) Strategies (pending)
08) Whatís missing from this guide?
09) Thanks/acknowledgements

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01) VERSION HISTORY

-0.75(November 03, 2005): First draft of FAQ. Move list is complete, but need
to add the Strategy and Why ShouldÖ sections. Maybe Iíll add more sections
depending on feedback.

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02) WHO IS ARTHUR/WHAT IS KATANA STYLE?

Arthur is actually not a new character to the Soul Edge/Calibur
series. He was a character exclusive to the Korean version of the
first Soul Calibur. He was a palette swap/replacement to Mitsurugi.
The reason for this change is that Namco didn't want to include
Mitsurugi in the Korean version, since many Koreans hate the image of
the samurai. Back in the past, there was war between Japan and Korea,
with the Japanese trying to invade Korea and colonizing it. From these
invasion attempts, the image of the samurai has been demonized by the
Koreans as an image of repression and enmity. So as not to offend
their Korean fans, Namco decided to change Mitsurugi into a Caucasian
character. The first Soul Calibur wasn't even the first game in the
series to sport this change: Mitsurugi was taken out of the Korean
version of Soul Edge, too, replaced by Hwang Seong Kyung.

It's interesting to note that this bit of historical trivia actually
appears as part of the storyline in the games: both Hwang and Yun-
Seong are members of the Korean navy, whose job was to defend the
shores of Korea from foreign invaders(that's even their whole reason
for looking for Soul Edge: using it as a weapon to defend their
country), and Mitsurugi worked as a mercenary for the Japanese army in
battles with the Korean navy. Yun-Seong even calls Mitsurugi an "enemy
of my homeland" in his Tales Of Souls storyline.

Anyway, in Soul Calibur III, Arthur is a bonus character which
represents Katana Style, one of the selectable fighting styles in
Create-A-Soul mode. I don't know if he's still the default samurai
character in the Korean version(any info will be highly appreciated!),
but at least in the versions outside Korea, Mitsurugi's the default
samurai and Arthur's the bonus character. However, Namco did not put
Arthur in the game as a palette swap, but instead made him represent
the Katana Style available to created characters, and it's COMPLETELY
different from Mitsurugi's fighting style(named Soul Of Mitsurugi in
the game). Contrary to Yoshimitsu, who has quite a few moves from
Mitsurugi's repertoire, Arthur/Katana Style is different enough that
it must be practiced like a completely different character, the jump
is not as easy. However, Arthur/Katana Style is QUITE fun and
original, and it's IMHO a very effective style worth your time to
master. Right now, it's my main style of play.

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03) UNLOCKING ARTHUR/WHO USES KATANA STYLE?

Arthur, as a bonus character, is not readily selectable. To use him,
you must meet either one of these conditions:

-defeat him with any character in Tales Of Souls. I don't have the
exact characters you can fight with him against(I'll make sure to
include it in future revisions...), but if you fight him and defeat him,
he'll be unlocked when you return to the main screen.

-play 550 battles in any game mode. You don't even have to WIN any
battles, losing battles count towards this total. This is how I
unlocked him.


The Katana Style is available only to the Samurai and Swordmaster
character job classes. To unlock these job classes:

-Samurai: Go over Level 50 with an Assassin character in Chronicles of
the Sword OR play 610 	battles in any mode. Once these conditions are
met, you can buy the job class in Valeria's item shop for 20000 G.

-Swordmaster: Get to level 50 with ALL character classes in Chronicles
of the Sword, then go above Level 50 with any character OR play 610
battles in any mode(quite obviously, the second method is MUCH easier
and MUCH less time-consuming). Once these conditions are met, you can
buy the job class in Valeria's item shop for 76500 G.

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04) KEY

This guide is written in the standard number/letter format accepted by most
Soul Calibur players. The numbers represent directions in the controller. The
directions correspond to the directions in a keyboardís number pad. For
example, if you were to press downward on the controller, itíd be represented
by the number 2.

Directional Input:

Control Layout: 7 8 9
                4 N 6
                1 2 3

1       =        Back Down
2       =        Down
3       =        Down Forward
4       =        Back
N       =        Neutral
6       =        Forward
7       =        Back Up
8       =        Up
9       =        Up Forward

Buttons:
g       =       Guard Button
a       =       Horizontal Slash Button
b       =       Vertical Slash Button
k       =       Kick Button

Hit Level:
h       =       Hits High
m       =       Hits Mid
l       =       Hits Low
sm      =       Special Mid(a Mid that can be blocked low)
sl      =       Special Low(a Low that can be blocked high)
t       =       Throw
u       =       Unblockable
sp      =       Special move

Properties:
GI      =       Guard Impact
GB      =       Guard Break

Misc:
AT      =       Attack Throw
ST      =       Stance
SP      =       Special Movement
WC      =       While Crouching
WS      =       While Standing
WL      =       While Landing
WJ      =       While Jumping
FC      =       Forced Crouch
8WR     =       8 Way Run
CH      =       Counter Hit
SWP     =       Sweep(the opponent is swept of his/her feet)
BNC     =       Bounce(Opponent is bounced off the ground back into the air)
DO      =       Double Over Stun(enemy doubles over in pain, but can recover)
TH      =       Toe Hop Stun(enemy hops on one foot in pain, cannot recover)
FB      =       Fall Back Stun(enemy stumbles backwards, but can recover)
FD      =       Fall Down Stun(enemy falls down backwards, cannot recover)
SD      =       Snap Down(opponent gets violently knocked down to his back)
CS      =       Crumble Fall Stun(enemy crumbles in pain, cannot recover)
SS      =       Spin Stun(enemy spins in place, cannot recover)
TA      =       Turn Around(enemy ends up with his back towards you)
BT      =       Back Towards opponent
[ ]     =       Hold
_       =       Or
:       =       Just Frame Input
...     =       Repeat Input

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05) MOVE LIST

The names for Arthurís/Katana Styleís different moves are made by me, since the
game doesnít give them any names. I wonít try for colorful move names unless a
move is spectacular enough to merit one, I prefer a more functional name
describing the move instead. From this point on(unless otherwise noted), Iíll
use ďArthurĒ to describe both Arthur and a Katana Style-using character.

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05.1) HORIZONTAL SLASH(A BUTTON)

-Double horizontal slash: a,a (h,h)
	Arthur does two consecutive horizontal sword slashes. Itís a pretty fast
	move, and a natural combo(if the first one hits, the second oneís
	guaranteed).
-Spin slash to Sankaku-Gatame: 1a,b+k (m,mAT, 1st hit CS on CH)
	This technique is one of Arthurís many transitions into an attack throw.
	Arthur spins low and does a slash that hits mid, then he climbs on the
	opponentís arm and flips him over, finishing with a triangle armbar. The
	first hit LOOKS like it hits low(since Arthur crouches while doing the
	spin) but hits mid, so itís a good move to trick someone into blocking
	wrong. The AT is pretty fast, and good to throw out if you whiffed the 1a
	or the opponent is blocking low. 1a CSís on CH, so you can either follow
	it with a quick attack (2k works well) or continue into the AT, which is
	now guaranteed.
-Thigh slash: 2a (sl)
	Arthur does a low slash to the opponentís thigh. It hits sl, which means
	it hits low but can be blocked high. It canít hit grounded enemies, and
	itís not very fast. In other words, itís basically crap.
-Mid hook punch: 3a (m, DO on CH)
	Arthur does a hooking punch to the opponentís midsection. Itís pretty
	fast, and it DOís on CH, giving you a moment to follow up.
-Sword butt hit: 4a (h, FD on CH)
	Arthur hits the opponent across the face with the butt of his sword. It
	FDís on CH, and even if it hits normally, the opponent ends up sideways
	to you. Pretty fast, too. Overall a useful attack.
-Step slash: 6a (h)
	Arthur does a slash while stepping forward. Basically the same as a
	regular a, except it canít be followed up and it has a little more reach.
	Only use it to tag somebody in the middle of a move.
-High step slice: 4[4]a (h, FD)
	Arthur steps forward with a slice towards the opponentís face. Pretty
	good reach because of the step, pretty fast, and it FD, so it can be
	followed with a quick hit when the opponent lands on the ground.
-Double spinning face slice: 6[6]a (h,h)
	Arthur spins while slicing the opponent twice across the face. Pretty
	quick, good damage, and the opponent gets pushed back pretty far, making
	it a good attack to use to get some distance between you and your
	opponent.
-Crouching thigh slash: WCa (sl)
	Exactly the same attack as the regular thigh slash, but done while
	crouching.
-Mid rising slash: WSa (m)
	Arthur does a slash to the opponentís midsection as he gets up from a
	crouch. On hit, it pushes back a pretty good distance, giving you some
	breathing room.
-Air spinning slash: WJa (h, TA)
	Arthur hops forward while spinning a slashes the opponentís face. Pretty
	fast, and the opponent gets TA when it hits, which can lead to big pain
	for him if you can follow it up quickly enough.
-Late low slash: WLa (l)
	Arthur jumps and slashes towards the opponentís feet as he land. A very
	good move for surprising a foe who blocks too much, itís pretty fast and
	hits very low.

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05.2) VERTICAL SLASH(B BUTTON)

-Down-up slash: b,b (m,m)
	Arthur does two quick slashes, one downwards one upwards. Natural combo,
	pretty fast and with good frontal coverage. Itís also a great combo and
	ring out move from any launcher.
-Downward butt hit: 1b (m)
	Arthur hits the opponent on the head with the butt of his sword. Fast, it
	pushes the opponent away well.
-Downward slice: 2b (m)
	Arthur bends down while slashing his sword downwards. Fast and can hit
	grounded opponents. Very useful.
-One-handed upward slash: 3b (m)
	Arthur slashes upwards with his sword using only one hand. This move is a
	low launcher. The opponent floats up to Arthurís eye level, so you have
	to be quick to follow it up. On CH, it launches higher, giving you more
	options. Following it with k is AWESOME as a ring out strategy, since the
	kick send the opponent flying backwards.
-Neck palm: 4b (h, SD)
	Arthur thrusts his palm into the opponentís neck, snapping him to the
	ground. AWESOME move, even if it hits high. You can quickly follow up
	with an attack, and it can easily give you a few seconds to recoup if
	youíre being pressured by your opponent.
-Forward stab: 6b (m)
	Arthur stabs his opponent with his sword at length. VERY useful move. It
	comes out fast and has great reach, awesome for poking opponents from
	afar. On CH, the enemy gets pushed back a LOT, so it can easily give you
	lots of breathing room.
-Rushing elbow: 4[4]b (m, FD)
	Arthur leans backwards and suddenly snaps forwards with an elbow to the
	belly. GREAT move. The leaning back motion can give you a little bit of
	space between you and the opponent, and the elbow comes out pretty fast.
	It ALWAYS FDís, so itís great to tag a little hit afterwards.
-Butt launcher to downward slash: 6[6]b (m,m)
	Arthur thrusts the butt of his sword upwards, launching his opponent, and
	immediately follows through with a downward slash. Great move to punish
	whiffs, since itís a natural combo. The launcherís not very good, since
	it barely gives you time to get a quick hit in as the opponent lands, but
	the guaranteed b afterwards more than makes up for it. It also easily
	rings out an opponent close to the edge.
-Crouching upward slash: WCb (m)
	Arthur slashes upward while crouching. Just a regular move, nothing fancy
	about it.
-Uppercut to Tomoe-Nage: WC[3]b,b+k (m,t)
	Arthur does an uppercut that raises the opponent off the ground and
	quickly follows it with an overhead leg throw. AWESOME move. The uppercut
	comes out fast and hits mid, and even if the uppercutís blocked the throw
	comes out FAST. Great for doing some quick damage out of a defensive
	crouch. Also, the Tomoe-Nage is a REGULAR throw, so it hits even if the
	opponent is blocking!
-Rising upward slash: WSb (m)
	This is exactly the same as the crouching upward slash, but he gets up as
	he slashes.
-Downward aerial slash: WJb (m)
	Arthur jumps and slashes downward at the opponentís head. Just a quick
	aerial attack. Nothing special.
-Downward landing slash: WLb (m, FD)
	Arthur jumps and does a quick downward slash. Use this as a mix-up with
	WLa to confuse the opponent.

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05.3) KICKS(K BUTTON)

-Snap kick: k (h)
	Arthur does a quick snap kick to the opponentís face. Just a regular
	kick, but itís best use is to hit it after a launcher to ring out the
	opponent.
-Stomp: k:2 (sm)
	Arthur does a quick stomp to the opponentís feet. While not useful while
	standing, this is a great attack to tag a grounded opponent, since itís
	quite fast.
-Sweep kick: 1k (l, SW on CH)
	Arthur does a low kick at the opponentís feet. This is an awesome attack,
	since Arthur gets pretty low, avoiding any high attacks, and the kick
	SWís the opponent on CH. Itís also great to tag a grounded opponent.
-Knee: 3k (m)
	Arthur steps forward with a knee to the opponentís midsection. A blah
	attack, nothing special.
-Shoulder charge into Aikido arm throw: 4k,b+k (m,mAT, 1st hit FB on CH)
	Arthur thrusts forward with his shoulder, ramming into the opponent, the
	grabs the opponent by the hand and flips him around his lateral axis(he
	spins around sideways). The shoulder comes out pretty fast and does good
	damage, and the AT is guaranteed on CH. It looks WICKED, too :)
-Hooking heel kick: 6k (m, FD on hit, BNC on CH)
	Arthur does a hooking heel kick downwards. If the opponent gets hit, he
	falls down. If he gets hit on CH, he gets BOUNCED upward for major
	punishment! This is an AWESOME launcher on CH, you can dish out some ugly
	combos from this. Following it with b,b is an easy, juicy three-hit
	juggle combo, and it rings out beautifully.
-Front flip kick: 4[4]k (m)
	Arthur flips forward while kicking. Useless move. The kick comes out
	kinda late, and, while flipping, a quick enemy can tag you to start a
	juggle. I donít use this.
-Upward thrust kick: 6[6]k (m)
	Arthur spins and suddenly kicks upward, sending his opponent flying.
	AWESOME launcher, it sends the opponent REALLY high. The recoveryís kinda
	blah, so you canít just throw it out, but if it hits itís party time. Hit
	it when the opponentís near a wall and itís an all-you-can-eat juggle
	buffet!
-Poke kick: WCk (l)
	Arthur pokes his opponent with a kick. Just a regular crouching attack,
	but it has pretty good reach.
-Low heel kick: WC[3]k (l)
	Arthur does a quick heel kick to the opponentís ankle. Pretty useless,
	since itís got crap reach, low damage and no combo potential. The poke
	kick can be used in the same situation and is infinitely better.
-Rising knee: WSk (m, FD on hit)
	Arthur rises with a knee to the stomach. This is a good wake-up move,
	since it FDís the opponent, giving you a little time to breath.
-Jumping spin kick: WJk (m)
	Arthur does a spinning jump kick which knocks down the opponent. AWESOME
	move to avoid low attacks and punish them.
-Landing front kick: WLk (m)
	Arthur does a front kick as he lands. Blah move.

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05.4) SIMULTANEOUS BUTTONS(A+B, A+K, B+K)

-Flying triple slash: a+b,b,b (m,m,m)
	Arthur slashes the opponent into the air and jumps towards him, slashing
	a second time upwards and then a third time downwards before landing.
	Cool looking move, and quite damaging if it hits. Use this to punish any
	whiffs, and as a cool-looking juggler after a launcher. However, if used
	after a launcher, only do the first two hits, since the third will miss
	and leave you open. Also, do NOT use this move when youíre opponent is
	near the edge, because you can easily ring yourself out.
-Harai-Goshi: 6[6]a+b (t)
	Arthur dashes towards the opponent, grabs him by the arm and flips him
	over his shoulder, kicking with his thigh for added leverage. Use this to
	surprise an opponent whoís out of normal throw range, but keep in mind
	this is an easy throw to break free of, since it can be broken with both
	a or b. Itís also great to close the distance for a back grab if youíre a
	few steps away.
-Rushing tackle slash: b+k (m,m, 1st hit FB)
	Arthur holds his sword low and behind him and rushes forward with a
	tackle, ending with an upwards slash. If the first hit lands, the second
	hit is basically guaranteed(at least I havenít been beaten out of it
	yetÖ), and the second hit launches, making this one hell of a move to
	rack up the damage. The tackle rings out swell, too. Itís got INSANE
	range, since he can start the move from really far.
-Rushing tackle fake: 4b+k (sp)
	Arthur rushes forward just like the rushing tackle slash, but stops in
	his tracks. USELESS, since you canít follow it with anything.
-Long rushing tackle slash: 6b+k (m,m, 1st hit FB)
	Arthur does a rushing tackle slash, but walks further than in the regular
	version. As if the original one didnít have enough rangeÖ :)
-Front flip Izuna drop: 8b+k (m, air throw)
Hehehe, not even the Brady Games Strategy Guide knows this :p Arthur flips
forward with a quick double front kick doing pitiful damage, IF DONE ON 	THE
ENEMY WHILE HEíS ON THE GROUND. If the enemyís on the air itís an 	AWESOME
looking airgrab in which Arthur grabs the opponent and flips 	repeatedly before
driving him/her headfirst into the ground. Awesome 	juggle finisher, looks just
completely awesome.
-Grappling Frenzy: a+k (sp, GI)
	This is an auto-counter, and what an auto-counter! Arthur deflects his
	opponentís blow, rushes towards him/her and flip throws him to the
	ground, follows up with a side-control immobilization and finishes with a
	neck crank. This counters high and mid attacks of ANY KIND except
	unblockables and throws. Horizontal attacks, vertical attacks and kicks
	can all be countered with this. This is a downright BRUTAL move, it will
	make an opponent think twice before doing anything too obvious. It also
	has INCREDIBLE reach, since Arthur rushes forward after deflecting the
	attack, so you can even counter attacks from far away(up yours,
	Siegfried! *WHAM!*). This is one of Arthurís absolute best moves, and one
you should master as quickly as possible. It IS possible for the opponent 	to
actually GI this move, but the timingís INSANE. Only the computerís 	been able
to do it to me, I havenít had it GIíd by a human player.

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05.5) THROWS

(Note: Arthur has no special side throws, if a side throw is executed heíll
just do the throw that corresponds to the buttons pressed)

-Harai-Goshi: a+g (t)
	This is the exact same throw as 6[6]a+b, only this oneís for close range.
	Just your regular throw, but it does switch sides with the opponent, so
	it can be good to turn the tables on an opponent whoís got you near the
	edge.
-Quebradora con giro: b+g (t)
	Arthur grabs his opponent and executes a wrestling knee-to-back breaker.
	More damaging than Harai-Goshi, and doesnít flip sides with the opponent.
-Double-arm reverse overhead throw: a+g_b+g_6[6]a+b on the opponentís back (t)
	Arthur grabs one of the opponentís arms, turns around so theyíre back-to-
	back, grabs the other arm, and flips his opponent over him. NASTY looking
	throw, does the same damage as the Quebradora. The cool thing is that,
	since he can use 6[6]a+b to execute it, Arthur can actually backgrab WAY
	further away than any other character in the game.

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05.6) 8-WAY RUN MOVES

-Double spinning face slice: 8WR[6]a (h,h)
	This is the exact same as the non-8-way run version.
-Butt launcher to downward slash: 8WR[6]b (m,m)
	This is the exact same as the non-8-way run version.
-Upward thrust kick: 8WR[6]k (m)
	This is the exact same as the non-8-way run version.
-Sliding sweep: 8WR[6]k (l)
	The execution is the same, but you do this after running forward a few
	steps. Arthur drops to the ground with a sliding kick that sweeps the
	opponent off his feet. The typical running sweep everybody has.
-Harai-Goshi: 8WR[6]a+b (t)
	This is the exact same as the non-8-way run version.
-Rolling forward thrust: 8WRa+b in any direction BUT 6 (m)
	Arthur rolls on the ground and thrusts his sword at the opponentís gut,
	knocking him down in the process. GREAT move. The roll goes very low,
	avoiding any high attacks, and the thrust comes out fast and hits mid.
	Itís also a great ring out move.
-Long rushing tackle slash: 8WR[3]_[6]_[9]b+k (m,m, 1st hit FB)
	This is the exact same as the non-8-way run version.
-Rushing tackle slash: 8WR[2]_[8]b+k (m.m, 1st hit FB)
	This is the exact same as the non-8-way run version.
-Rushing tackle fake: 8WR[1]_[4]_[7]b+k (sp)
	This is the exact same as the non-8-way run versionÖ and just as useless.
-Grappling Frenzy: 8WR[any]a+k
	This is the exact same as the non-8-way run version. Itís AWESOME that he
	basically has this at his disposal no matter what direction heís moving
	in!
-Bulldozer: 8WR[3]_[6]_[9]a,b (m,l, 2nd hit CS)
	Yes, THAT Bulldozer. PAUL PHOENIXíS Bulldozer. Arthur spins backwards
	towards his opponent with an elbow and follows it up with a low-hitting
	uppercut that lifts the opponent of the ground, and the opponent falls
	down in pain when he lands. This move is just as useful as in Tekken 5,
	which is VERY. Any mid-low hit combination is useful, and thankfully this
	move is fast as well. You can also omit the second button press to do
	just the elbow, which pushes the opponent back pretty far if it hits.
	Also, the second hit can ring out, too. Overall a very useful move.
-Upward slash: 8WR[3]_[6]_[9]b (m)
	Arthur spins and does a quick upward slash. Comes out fast, for good
	whiff punishing. Otherwise, itís just a regular move.
-Forward arm cross slash: 8WR[2]_[6]a (m, CS on CH)
	Arthur crosses his arms, slashing his sword. Pretty fast, and the CS on
	CH is very nice.
-Lifting uppercut to Grappling Frenzy:  8WR[2]_[6]b,b+k (m,u)
	Arthur does an uppercut that lifts the opponent of the ground and follows
it with the Grappling Frenzy as an unblockable throw! SWEET! The grabbing
frenzy comes out pretty fast, and itís HARD to break out of.
-Spinning back kick: 8WR[2]_[6]k (h)
	Arthur does a FAST spinning back kick to the opponentís face. Although it
	hits high, this move is great just because of how frigginí FAST it is.
	You can stuff a lot of moves with it.
-Crouching sweep slash: 8WR[1]_[7]a (l)
	Arthur crouches down and sweeps the opponent of his feet with his sword.
	Great low attack, but itís kinda slow, so you canít just throw it out.
-High step slice: 8WR[4]a
	This is the exact same as the non-8-way run version.
-Shoulder tackle: 8WR[1]_[7]b (m)
	Arthur does a shoulder tackle that knocks the opponent down. Great for
	pushing rushing opponentís away and getting some breathing room.
-Front kick: 8WR[1]_[7]k (m)
	Arthur does a front kick while stepping towards the opponent. Not a very
	good move, youíre better off using one of his other 8WR moves.
-Rushing elbow: 8WR[4]b (m, FD on hit)
	This is the exact same as the non-8-way run version, and itís a great way
	to go on the offensive from a backward 8WR.
-Front flip kick: 8WR[4]k (m)
	This is the exact same as the non-8-way run version.

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06) WHY SHOULD I USE ARTHUR/KATANA STYLE?

(This is gonna be a pretty long section, so Iíll do it in a future update)

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07) STRATEGIES

(This section will have both general and character specific-strategies, stay
tuned)

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08) WHATíS MISSING FROM THIS GUIDE?

Other than the obviously incomplete sections, I need info on Arthurís status in
the Korean version. Also, any of you who have good tips on move usage or
character-specific strategies for Arthur/Katana Style, please let me know at my
e-mail, itíd be much appreciated :)

Oh, and although itís not directly related to this guide, I do have a request
for you guys: WRITE FAQS ON THE OTHER BONUS CHARACTERS/EDIT STYLES! I donít
wanna see only guides on the signature series characters and have everyone
neglect the bonus characters. Get crackiní people!

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09) THANKS/ACKNOWLEDGEMENTS

-Namco: For making such an awesome fighting game that is deep and complicated
beyond my wildest expectations.
-My brother Ferdi: For being so frigginí good at this game that he forces me to
keep up.
-The internet Soul Calibur community: For being interested enough in the game
that it merits my attention as an FAQ writer.
-Candy rope: Just because itís so tangy and good!